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STAR WARS EDGE: EMPIRE BEGINNER GAME Por UL BEGINNER GAME elcome to the Star Wars: Eoce oF THe Empire Be- Joiner Game! If you're new to roleplaying games (RPGS), then read on for a quick introduction. If you're familiar with RPGs, then you can proceed directly to the Adventure Book and get started immediately. WHAT IS A ROLEPLAYING GAME? A roleplaying game (RPG) is an exciting cooperative storytelling experience. Like many games, it has rules, components, and dice to help describe and resolve the action. Unlike most games, an RPG has no winner o loser and no apposing teams. If ever then everyone wins! ne has fun WHO ARE THE PLAYERS? (GM. The One player is the game ma: me master takes the role of the setting and all the minor characters. He or she directs the plot of the ry and controls the antagonists. This player should take Book he Adventure r players are hero players. Each of them ontrols one player character (PC). Hero players will make decisions for their PCs and react to the plot and setting created by the GM. Each hero player should choose one character folio. EXAMPLE OF PLAY Anne, Beth, Chris, Dave, and Ethan have gathered together to play the Star Wars: Eoce oF THe Empire Ro- Leptavinc Game, Anne takes the role of the Game Mas ter, or GM. Beth, Chris, Dave, and Ethan take the ro of Player Characters, or PCs. Beth is playing Oskara, a deadly and devious Twi'lek bounty hunter, Chris is playing 41-VEX, a skilled and intelligent Droid colonist Dave is playing Lowhhrick, a powerful and dangerous Wookiee hired gun, and Ethan is playing Pash, a dash- ing and daring human smuggler. The five friends are seated around Anne's kitchen) table. Beth, Chris, Dave, and Ethan have their charac ter sheets, pencils, and some scratch paper close hand, Anne has a notebook, the adventure book, and the rulebook, as well as a pencil. The five of them are sharing dice, which have been gathered in the midd f the table in easy reach of everyone. Eac players brought a snack to share We join the group in mid-session, with Pash, Oskara, Lowhhrick, and 41-VEXon therun froma powerful crime boss. Seeking to avoid the crime boss's Gamorrean thugs, the PCs duck into a cantina and attempt to hide. Continued within x ‘Anne (GM): The cantina is a darkened single room, At the far end of the room, at about medium range from the entrance, is a stage where a Twilek woman dances to pre-recorded music There are booths along the walls and tables in the middle of the room, with @ bar against the left hand wall staffed by @ Devaronian There seems to be some sort of storage closet behind the bar. You know the Gamorreans are fight behind you; you'll have to hide quick. What do you do? Ethan (Pash): | slip into a booth along one wall and. hunker down so | can’t be seen. Chris (41-VEX): I'm not terribly stealthy. I'l shuffle into the storage closet and look for some way to bar the door. ‘Anne (GM): Okay. Ethan, that'll be an Easy Stealth check. Chris, there're some typical cleaning supplies and spare parts back there in the closet. You think you could find some way to bar the door with an Easy Mechanics check Ethan (Pash): (Ethan gathers his dice and rolls) Success. Chris (41-VEX): (Chris also gathers dice and rolls) Success with a Triumph! ‘Anne (GM): Good rolls, both of you. Pash, you're hidden. Chris, you use the handle of a floor ‘leaner to jam the door shut. As you do, you happen to notice an Emergency Repair Kit just lying on the shelf in there. Chris (41-VEX): It’s so good to be a liberated droid Wi take it Anne (GM): Great. What do the rest of you do? Beth (Oskara): The dancing girl is a Twilek like me. ask her to hide me—Tw'lek to Twi'lek. ‘Anne (GM): Make an Easy Charm check to convince her to Jet you backstage. You can take a Boost die on the check, since you're appealing to her Twi'ek to Twilek Beth (Oskara): Great-I knew I could count on her! (Beth gathers her dice and rolls) Success, but with one threat, ‘Anne (GM): She seems reluctant, like she could get in trouble, but finally relents. “Okay, you can hide backstage in my dressing room, but don't let my boss find out or Til be fired!” You feel uilty about it and suffer one Strain, That just leaves you, Dave. What do you do? Dave (Lowhhrick): Well, I'd like to hide, ‘Anne (GM): And how would you like to do that? Dave (Lowhhrick}: '™m really good at Athletics. Is there a way | could use that skill here? Maybe by climbing up above the door? Are there rafters or something? Anne (GM): Sure, there are a whole series of metal struts above the cantina floor where the extra alcohol appears to be stored. You can climb up there with an Easy Athletics check. Dave (Lowhhrick): Great. | do that. (Dave gathers his dice and rolls} Success with two Advantage. I'd like to spend that Advantage to take a free maneuver. ‘Anne (GM): Uh, okay. What would you like to do with that free maneuver? Dave (Lowhrick):'d like to draw my vibro-axe, Chris (41-VEX): Our objective is to hide from the Gamorreans, remember? Dave (Lowhhrick): If they don’t find us here, they'll just keep looking. And we stil have to get our hands on that starship. Beth (Oskara): If we're going to fight these guys eventually Id rather do it from ambush, Can | draw my blaster, too? ‘Anne (GM): No time! Just as Lowhhrick settles into the support struts and draws his vioro-axe, four Gamorreans stomp into the cantina and eer around with their little pig-eyes in their fat pig-faces. You all rolled well and hid, so they don’t seem to see you and turn to go. SS UE a tL CaS Dave (Lowhhrick}: Let's get ‘em. You guys blast them before | get stuck in and spoil your shot, Ethan (Pash): Alright, Fine, let's do it Time to roll initiative, then. Since you're the ambushers, you can all roll Cool for initiative, The Gamorreans will roll Vigilance. (Everyone rolls and reports his or her score. All of the results combine to create the initiative order) Alright, there'll be 3 PC slats, then the Gamorreans will act, then the last PC, Who'd like to go first? Beth (Oskara): I wil. For my free maneuver | draw my blaster. | say “Sorry about this’ to the dancer and blast the first Gamorrean as my action You're at Medium range so it's an Average difficulty shot. eee a Co er ee Coie cuciem acte Te eek y ea onto the map. You car ra Beth (Oskara}: We're catching them totally by surprise, Should | get a Boost die for that? Good point. Go ahead and add a Boost die Beth (Oskara): (Beth gathers her dice andi rolls, she rolls well) Woo! A solid hit; looks like | deal 12 damage total-but I've got two Threat The Gamorrean has 4 soak, so he suffers 8 wounds-that’s enough to take him down. With the Threat, 'm going to grant one of the Gamorreans a free maneuver. The dancer screams and pushes past you as she ducks into the dressing room. She's distracted you briefly and when you glance back at the Gamorteans, one of them is already halfway across the cantina running towards you A long time ago in a galaxy far, far away.... TNT ote eee ae bee ete cc) Ce eee ace ea smugglers, explorers and expatriates, and fringers of Ce ead Pe ee ce renegades have more freedom and opportunity than er ern oe Come Mem Ue) Lee CC) Ti Fae TM oe fee Ream Ue tLe MMOL ay a starship and flee Teemo’s forces. F<] COTM ar ee Cla) lamers Ay C7 ame Cer MCU OCCT named Trex. As they flee through the suns-baked Streets, the renegades duck into the local cantina Pree Ae eC CCC to hide from their pursuers.. STAR WARS EDGE®: EMPIRE BECINNER GAME he én a * > CREDITS BEGINNER GAME WRITING AND DEVELOPMENT Daniel Lovat Gark wth Chrs Gerber BASED ON ‘The Star Wars: Eoce oF we Emme Roteranve Game de signed by Jay Lite wth Sam Stewart, Andrew Fischer, nd Tim Flanders PRODUCER Chris Gerber EDITING AND PROOFREADING David Johnson and Jay Little wth Andrew Fischer and Sam Stewart GRAPHIC DESIGN EDGE Stusi, David Aria, and Chris Beck wth Shaun Boyke, Taylor ingvarsson, Brian Schomburg, and Michael Sisby COVER ART IP Targote INTERIOR ART Even Amundsen Jacob Atenza, ano Barach Ryan Barge Mat Bradbury, Caravan Stuso, Sidharth Chatuned, Nexandre Dainch ‘isting Dai, Sacha Dine, Fine Molt, Tn Fo, a Fullood, Clark Huis Jet Lee Jonson. Adam Lane, Ralph McQuare, Mark Mona. acoo Murray, Davis Nash, Mike Nash, Andrew Oion, Rd. Palmer Anthony Pluro, Aaron Penagos,.im Payee, Fon (so Reo, tetany Sabo, Neha Sohiman, Chase Tooke, lec Toot, Magal Vilenewe. Stephen Yul Timethy Ben Zea and MANAGING ART DIRECTOR ‘Andrew Navaro ART DIRECTION 208 Robinson PRODUCTION MANAGEMENT Eric Knight LICENSING & DEVELOPMENT COORDINATOR eb Beck EXECUTIVE GAME DESIGNER Corey Konieczka EXECUTIVE PRODUCER Michael Hurley PUBLISHER Christian T. Petersen PLAYTESTERS Chris Beck, De Beck, Bryan Sommuei. John Beton, my Ca: ian, Andy Canstonsen, Ree "Wale" DeDoa, Malt Beis, 9 Duncan, Mcrae! Gomes, Nick lover, Patrick John Hager, Ene ‘Smug Hanson, im Hucksbey, ean “Saanator Johnson, ralarKemarec, Rob Kouba, Dustin Kunz Caltn Leds, Joyce Lechetier, Micae!"Mermoth Letetle, Mente ‘Ninvar™ Leder, uaa Lite gor ason McCord Car Moyer, Nat Mle, Mercedes Opheim, Zoe Robinson, Ala Sale Bryan Sanchez. Cabrela Sanchez Bian Schomburg, Ary "Hanah Shot Fis Stombarg Jeremy Stomborg, Dominic Tuer, Zach Tevathoras “ame Voter, Jason Valen, John Wher LUCAS LICENSING DIRECTOR OF PUBLISHING Carol Roeder SENIOR EDITOR enrifer Heddle FANTASY PLIGHT GAMES Copyright © 2012 by Lacan Lx. & oF TM where inated. All igs sere. Used under authorization. Fatay Fight Game and Tana gh ppl a wademas of Faney Fight Publishing Ine. The FFG Loge i ogee trademark of Farary Fight Publishing. Ine Product Code: SWEOI ISBN: 978-1-61651-595.2 CONTINUITY DATABASE ADMINISTRATOR Leland Chee Fantasy Flight Games, 1975 West County Road B2 Roseville, MN 55113 USA Print ID: 1$28DEC|2 For more information abaut the Star Wars: Eoce oF twe Expme ine, ee downloads, answers to rule queries, or just to pass on greetings, vist us online at www FantasyFlightGames.com THE STAR WARS BEGINNER GAME! Jou are about to embark upon an excking journey through the Star Wars universe, living by your mts and your kl with a blaster, one step aliead ofthe Empire and the worst ‘examples of the crminal element, The Star Wars: Eoce oF ‘we Enrine Becinner Gave i roiepaying game in which you wil take the role ofa character in the Star Wars galaxy and. have exciting adventures! The Star Wars: Eoce oF ne EMPIRE ‘Becwwner Gane is specially designed tobe your introduction to rleplaying games. WHAT IS A ROLEPLAYING GAME? ‘A roleplaying game i a collaborative storytling gare. Each player takes onthe ole of characters inthe fictional universe In this cas, the Star Wars universe. Prayers work together to tel a story in which those characters work together to vercome challenges, do battle with dangerous enemies, and maybe even make alittle profit on the side. Custom dice fate used to adé an element of randomness to the game 0 the outcome of the story isn't known beforehand. Each character has unique characteristics and game rules dctat ing hs or her strengths and weaknesses, and use the custom dice to determine their chances of successor failure at any elven task BEFORE YOU BEGIN The Star Wars: Eoge oF Te EMPIRE BEGINNER GAME IS do signed for 35 players, With the contents of this box you an get straight to the action, But ist you'll need to assign some roles (ONE PLAYER IS THE GAME MASTER. The Game Master, or the GM, serves asthe judge and the storyteller Its his Or her responsibilty fo present an exciting ‘and compelling situation to the other players, and to hep ae termine what happens next when those players respond to that situation. The GM aso t2kes onthe role of every charac ter inthe galaxy nat controlled by another player Characters contrlled by the GM are called Non-Payer Characters, or NPCS. GMs can invent their own stories and adventures, oF Use acvencues writen by somebody es, lke the adventure included in this box you are the Garne Master player, youl keep this book in front of you. I contains everything you need to know to run a fun and exciting game ‘THE OTHER PLAYERS ARE HERO PLAYERS. ‘The other 2-4 players take on the role of individual charac ters in the Star Wars galaxy, There are our pre-generated hero characters included in this box. I you are aero player ‘choose ane ofthe characte folios and Keep it infront of you It will explain the character you've chosen to play and ve You @ lot of information about haw to play the game. Over the course ofthe game you wil choose what your hero does and says, and use the dice and game rules to determine whether you succeed or fal, Characters controled by hero players are cabled Player Characters, or Cs TER th TRC O RO eG CONTENTS OF THIS BOX HIS ADVENTURE BOOK EbGE: THE RULEBOOK CUSTOM DICE ERSEE 4 BRIER The nicbookdescies alt he Star Wars: Eoce of Wor: Ene oF re Ex Bec Eure Brcnnen Gan ilies Gu res t's best to pia adventie contained int CHARACTER TOKENS & & YOU WILL ALSO NEED a er or pencils, scratch pape STAR WARS: EDGE OF THE EMPIRE Tis ta ot ore Erne Bacivan Gt s 0 complete stand-alone product and contains everything 35 players needto roleplay onthe edge ofthe Empire. Play fers can enjoy many hours of entertainment with the contents, ofthis box, fst by playing the included adventure and then by inventing their own aaventures For players who are ready for a more complex, in-depth roleplaying experienc, the Star Wars: Eace oF te Ewe core rulebook is also avaiable This core rulebook is the starting paint for a complet ine of roleplaying products in cluding pre-nrtten adventures, sourcebooks with more con tent for hero players and GMs, and much more. Players who have experience withthe Beginner Game wil find thatthe two games have a great deal common, and in fact players who have played through the adventure in ths book wll very ‘quickly and easly learn the rules included inthe Star Wars ce oF me Enite core rulebook, In both games, nero players take the roles of player char ‘acters and adventure in the Star Wars galaxy, Both games use the same dice and the same core dice mechanic They Use the same structure of characteristics, skis, and talents [elthough the exact lists of skils and talents are somewhat dierent), Both use a flexible sytem of actions and mane: vers fo resolve combat and foth use similar mechanisms to etal strships and vehicles. n shor, the Star Wars: Epet oF me Erie Becianen Gane is 2 simper and easiertoleamn version ofthe Star Wars: Eoce re Eweme core rues HOW TO USE THIS BOOK ne adventure in this book Is writen and cesigned so hat you can begin playing 2s you read it tis Botha fun adventure for you and your friends and a way to learn the rules, Rules concepts are introduced as they come up and. the adventure teaches you everything you need to know 3s. you need to know it If you're ever in doubt about what to Go, let the GM make a decision and move on with the story You can lookup the “righ ansner in the rulebook later The Important thing is that overyone has fun, ‘As you play trough this aaventure, you wil se blocks of text like this THE PLAYER CHARACTERS There are four player characters: 41-VEX the Droid Colo ist, Lowhfrick the Wookiee Hired Gun, Ostara the Taek Bounty Hunter, and Pash the Human Smugeler. Depending ‘on the hero players in your game, not all of these PCs are necessarily present. RULES TEXT ‘Another common page element isa sidebar ike this one. Sidebers lke this contain rules text. You can refer to these sidebars to figure out how to resolve the action ina glven encounter. Not every page or encounter has a rules sidebar lke this. Although new rules are introduced the frst time the players are expected to use them, they remain in effect throughout the adventure ‘The ules for building and resowvinga dice pool are described on page 8. On future pages, it Is assumed thatthe players now krow how to build ‘and resolve a dice pool paps cers oar Qa IS ott) WELCOME TO MOS SHUUTA his adventure takes place in Mos Shuuta, a small ity on the desert world of Tatooine. Mos Shuuta is situated on the top of tal rocky buf, with nothing but encless desert in every direction around it. As the story begins, the PCS ‘are attempting to escape the servants ofthe ruler of Mos SShuuta, Teemo the Hutt. Each of te PCs isn trouble with Teemo the Hutt for one reason or anther, a explained in their character folios. The only way to get off tne planet ‘and escape Teemo the Hut isto steal a ship and fy to Safety Fortunately theyll get a chance to-do exactly that, bbystealing a ship called the Krayt Fang irom a Trandoshan ‘named Tex Hopefully the PCs won't attempt to climb donn the rocky Cif or othenwise leave Mos Shuuta without stealing a snip. It they try, explain thatthe clif is very sheer and the only entrance or exit that isnt the spaceport 's very heavily euardes THE MAP ‘The adventure map is broken Into several sections, The ‘map includes the stony bluf of Mos Shuuta, the Mos Shuu ta Cantina, the Command Center, and the Kraye Fang n ss landing bay. ‘The Mos Shuuta map is reproduced here for your con: venience, Each location on the map is marked with @ page number. f the player characters travel to that location, the GMI can refer to that page number fora description of what the PCs may find there and how visting that location may help them inthe mission to escape from Tatooine. The PCs are expected to startin the cantina (page 8), then vst the Junk shop (page 14). spaceport contro (page 17), and land ing bay Aurek (page 24), The other locations in Mos Shuuta ate brielly described on page 28 ‘THE ADVENTURE STRUCTURE The adventure is presented as a series of Encounters. The encounters ate numbered and presented in the order that the PCs are expected to proceed, Because the individual rules concepts are introduced gradually, encounter ty en counter, players are stronly encouraged to proceed in the forder presented here. the PCs attempt to skip an encoun ter, the GM can expain that they willbe passing over vita ‘ules, or can allow them to skip and pause the game while he or she read the skipped encounter and shares the rules concepts contain within, In between encounters, the GM may have to improvise the transitions. These transitions can be as simple as "You all walk from the cantina to the junk shop,” or as complex as small subencounters in their own righ. They'e also a {reat opportunity to mixin some of the colar and variety o Star Wors THE ADVENTURE BEGINS Once all the hero players have their c to begin the game. fois, its time ARRANGING THE PLAY AREA The available dice should be placed someuhere within easy (each ofall players. The Map of Mos Shuuta can also be placed in betneen all players (with is street side show ing), 50 everyone can easily se where the action és taking place. Each hero player should find his character token from Amongst the avaiable cardboard character tokens and keep itnear his character ola; he may wish to use It to represent his character on the game map later during a fight scene It ould also be heipful fr each player to nave a pencil or pen ‘and some scratch paper to take notes. RAISING THE CURTAIN When everyone is ready to begin, read the folowing open ing crawl aloud to the hero players. You can also place the appropriate section of tne "Read this First” sheet infront of the hero players. so they can follow along with the opening ‘ravi, [Andif you have a Star Wars sounctrack avalable. go ‘ahead and crank that up, too!) AFTER READING THE OPENING CRAWL... Each hero now suffers 2 strain to represent his or her ex haustion from running through the desert heat of Tatooine Instruct each nero player to mark2 strain inthe appropriate place on his ar ne character shee. Ifa character ever suf Fers more stain than his or her strain threshold, the charac ter collapses unconscious. The PCs will have oppertunices to fecover strain inthe future The adventure has now begun! Proceed to Encounter 1 and flip te map to show the interior ofthe Prarsencgumer ne es sito the canna ements ahead of Teemo the Hutts Camortean goons. They have an opportunity to hide themselves before the goons ative As the PCs enter the cantina, read or paraphrase the fo lowing alous Each PC has one chance to hide himself or herself before the goons come inthe front dcor Doing so isa skill check, ‘and each PC should make one skill check to determine \Mhether or not the attempt to hide is success ia PC simply tries to hide in a booth, or under a table, ‘or in the shadows ofthe cantina, then the skill check is a Stealth check. But there are other things the PCs may by, suchas ‘© Convince the Twilek dancing gr to let the PC back sage (Charm or Coerce) Sua ° . ‘© Stepping into the storage closet and jamming te lock (Mechanics) ‘© Gimbing up into the support struts where the extra oz is stored. (Athletics) ‘© Getting behind the bar an pretena er [Dace 1 be abartend ‘© Sting down at the bar as if nothing was wrong, be ‘cause only a madman would do that. (Coo) (nce each hero player makes his orher choice, that player should construct a dice pool and roll his or her skill check. (Each nero player wil do ths, fone at a time, in any order) ENCOUNTER 1: ON THE RUN PERFORMING THE SKILL CHECK To perform this skill check, the active player the player whose characteris performing the action} {oes the folowing 1. Collect a pool of dice - the dice listed on his character sheet for the skill in question, plus ‘one purple Difficulty die @ 2. Rol thedice Failure ¥ symbols cancel Success ¥¥ symbols. If there is at least one Success 3 symbol the task succeeds, “Those are the bare bones steps of any skill heck, For more detail read on THE CORE MECHANIC. Whenevera characterattempts an acton that has a chance of failure, a skill check is performed to otermine whether or rot the action succeeds, “The core mechanic, which determines success or failure, 535 Talons Rolla pool of dice, Failure ¥ symbols cancel Success % symbols. After al other factors, if there is atleast one ‘Success ¥¥ symbol, the task succeeds THE DICE POOL Whenever a character performs a check. the player controling nat character called the active player rollsa pool of dice. Ths dice pool consists ‘both “ecad dice contributed by the character's ‘own abiities and positive circumstances, and “bad dice” contributed by the dificulty of the task and negative circumstances. Each characters skill entry on hisorher character sheet fas 2 dice pool indicated, a collection ‘of green Ablity ice @ and possibly yellow Proficiency dice ©. Therefore, assembling the ‘characters dice pool is as simple as reading the ‘entry on the character sheet and gathering the ‘appropriate ace, The GM then adds purple Difficulty dice @ tothe pool based on the diculty ofthe checkin this fase, the check is Easy, and the CM adds a inele purple Difficulty die @ When the dice are assembled, the active player rolls and the result are read, SUCCESS, OR FAILURE? I there are more Success ¥ symbols than Failure 'Y symbols, then the check succeeds! Two symbols are used to determine success or failure on a glven check. These symbols are the Success 4% symbol anc the Fallure symbo Each Failure ¥ symbol cancels (and is canceled by| one Success ¥ symbol. I, after accounting for all the Failure ‘Y symbois, there are any Success 3 symbols remaining, the task succeeds, (Extra Falure ¥ symbois are wasted) ‘ADVANTAGE, OR THREAT? If there are more Advantage & symbols than Threat @ symbols, the character recovers I strain per Advantage symbol in excess of Threat symbols there are more Threat ® symbols than Advantage (symbols, the character suffers 1 strain per Threat ® symbol in excess of Advantage &) symbols, In addition to success and fallure, each check may generate positive or negative side-effects or other outcomes, represented by the Advantage © symbol and the Threat @® symbol. These twists of fortune are independent of success or failure a check can fall and stil generate a positive side effect via Advantage, or a check can succeed but With a negative consequence due to Threat. ‘Advantage (symbols are canceled by Threat {® symbols and vice-versa, just as with Success 2% and Fallure Y symbos above. If there are Advantage € symbols remaining once this is one, then something beneficial for the active character has occurred. If there are Threat @ syimbols remaining, then something harmful 10 the active character has occurred, In this case, the active character may recover 1 strain per Advantage © symbol. The active character suffers 1 strain per Threat & symbol This isthe most basic way to use Advantage © and Threat andis lays availabe tothe active character; other options will be discussed later. AFTER EACH HERO PLAYER HAS ROLLED... Hallof the PCs hide successfully, read the foloning aloud: Moments after you ide yourselves, a small roupe enfore peering about, Then, seeing nothing of interest eee ec) Preah ate nn tect eat) eee re Continue to Encounter 2. I any ofthe PCS fal read the following aout eerie Carre eerie eer ree Terre Cee eae ee) en) Continue to Encounter 2 ENCOUNTER 2: AGANG OF GAMORREANS [rit erentes a reason been eee ys oe betel DETERMINE INITIATIVE Fthe PC were al sucessful the eee Ton be caries 1 the beginning ofthe fst round of combat, al Gammareans hero players and NPCs need to determine Inna Lc ane Jer the characters wil take thelr turns. This 5 Gamorreans are clust by the door, engaged with one As nee n participan another; they range from the bar and mil be fixe ane om te frie of he oom, The PCs shoul ae ff fe they are on the cantina mm on thai actions init uring Encounter 1 ‘claimed by a team (PCs of NPCs), not individual character, and the PCs can choose in IT IS TIME T0 BEGIN COMBAT what order they use thelr teams’ slots Ifthe heroes hid fat least one ae Cees Pn stare successfully hero failed: 1. Determine Initiative - int st PC Ist PC NPC 2. Participants Take Turns cach chara 2nd PC one Luh; PCS can ehoose what order they actin 31a PC 4. ‘The Round Ends; a New Round Begins - re 4th ih PC urn to step 2 unt the encounter is over. here are only 2 PCS, igor UU Ry CE ET Pe en dT Pee} aoe Conn Cea Se \ PARTICIPANTS TAKE TURNS Each round of combat consists of a series of turns In initiative order, each character participating in the battle will take one turn, Beginning with the frst result in the initiative order, one member of that team (PC of NPC) wll take his entire turn then the ‘ound wil progress ta the next entry on the iiiative order Each PC can use any PC initiative stot, but each PC can only take one turn per round. PCs can choose nho will act as each initiative slot is reached in the initiative order: they don't have to choose belorehand, They can also act in one order on one round, and different order onthe next round: there isno permanent connection between a given PCand 2 ven initiative it, In the case of NPC, is normal for groups of similar NPGS such as the Gamorrean thugs) to act at the ‘same time. Just like PCs, NPCs can actin any order ‘and can change their order from round to round, ‘Once all characters have taken a turn, 2 new round may begin ‘On each character's turn, that character can Performa single action and a single maneuver (in any order) Actions are not maneuvers; maneuvers ‘are not actions, INE MANEUVER? Cr Coed than 2 maneuvers during their turn, nor my they Pony Example: On her turn, Oskara draws her blaster ‘carbine (a maneuver) and fires at on enemy fon ‘action) Her shot misses and Oskara elects to take cover behind a table by suffering 2 strain to perform an extra maneuver Noncombatants, ke the bartender, the the other patron, don't do anything Important during the battle. They run for cover and ganerally keep out ofthe way there's no need to track their activites > POSSIBLE ACTIONS INCLUDE: Perform an attack with an equipped weapon, Use asi Perform a second maneuver. POSSIBLE MANEUVERS INCLUDE: ‘Move to new location within short range, ormove betwen range bands (engaged to short, short to medium) Ready or stow a weapon or other item (such as a stimpack) Use astimpack, ‘Open oF close a door, flip a table over to provide cover, or otherwise interact withthe environment. ‘Aim gain a Boost dle []on your next attack Take cover - attackers sulfer a Setback die Ml on their attacks against you until you leave cover or the situation changes such that you don't have cover anymore ‘THE ROUND ENDS; A NEW ROUND BEGINS ‘ter all charactors have taken a tur, the round is ver. I the battle is now done lone team has been defeated or fled, then the encounters over and tis ra longernecessary to trackinitave. Itherels move fighting to do, a new round begins and the process retums to te “Participants Take Tums" step. During this new round of combat, the order of intative slots romains the same, but the characters may actin @ alferert order [they ate not obligated to use the same inate slot as they did inthe ft round). BOOST DICE AND SET! MOVEMENT AND RANGE Jn the Star Wars. Eoce oF THe Erne Brcinnen Gawe, range and oistance are nandied abstractly with a system of range bands, There are four ‘ange bands and a special condition known as engaged. In order from closes to furthest: Engaged: Characters are close enough to touch Short range: A few steps nay. An easy shot with 4 blaster It takes a single maneuver to move from sftort range to engaged, or trom short range to ‘medium range. In this encounter, short range is about half the distance across the cantina Medium range: Opposite ses of a room an average shot witha Daster. Stil close enough to be easly seen and heard, although characters must speak loudly to be understood. It takes a single Imanewer 10 move from medium range to short ‘ange. takes 2 maneuvers ta move from medium range to fongrange.Inthis encounter, medium range spans from onesie ofthe cantina tothe other site, There ae 2 other range bands ~ Long range and Extreme range — that arerit important here, because the cantina is relatively small ‘You can use character tokens to roughly indicate where each character is on the map, and to estimate ranges between characters. Since the System is abstract. rougn estimates are normally all hat is required PERFORMING AN ATTACK “Themost commonection performed by characters ‘during a battle Is to perform an attack with an ‘equipped weapon against a target in range. First the attacker should compare the range to his target against the lsted range for his weapon. If the target is too far away. the attacker will nave lo move closer, choose a diferent target for the attack, or do something else with his action, ‘Attacks are skill checks, and the skill used is determined by the weapon. Each weapon has the skill used to attack with i Iisted in ks description ‘The active character shauld gather dice for his dice poo! as indicated for the given skill The dificulty ofthe attack check {the number af purple Difficulty dice added to the chee Setermined ty the crcmstances ofthe at3ck, Ii the attack is at short range, t's an Easy @) check, Add 1 Difficulty die the attack sat medium range, san Average @O check, Add? Ditculy dice @ Ite attack sat tong range (which it won'-be as Jong as everyone stays inside the cantina), itis a Hard (@4@) chock. Aca 3 Difficulty dice I the attacker is engaged with his or her target. it is an Average 4) check if i's made with 2 Nelee, Brawl, or Ranged (Ligh) attack Add 2 Dicuity cice @ If the attack is made with 9 Ranged Heavy) atfack, kis 3 Hara (check Add 5 Difcuty dice Characters who use the aim maneuver may also add Boost dice [1 to the attack’s ice poo! Characters who are in cover may add Setback lice Ml to attacks that target them. Once the ice ool Is assembled, itis rolled and evaluated tke any ther skill check, DEALING DAMAGE AND SUFFERING WOUNDS the atack is a success, isa hit and itinfets damage onthe target. The damage inflicted by the sltack is equal to the damage ratngof the weapon, plusthe numberof Success ¥ symbols leftuncanceledon the atack. For example, i Pash fies blaster pistol with damage 6 and hits his target wth T'uncanceled Success # symbol, he deals 7 damage, “The target reduces the damage he or she suffers by his of her soak rating - a combination ofthe character's natural toughness and the armor be ar she swearing Ifa character's soak ratingreduces the damage to Oor ess. that earacter suflersno wounds. Otherwise, the character suffers wounds equa to any remaining damage. For example. Pash shoots 2 Gamorean thug or T damage, the thug reduces that darnage by his Soak value oS and suffers 4 wounds. ‘When a characte slfers wounds, that character's controler marks them on his orher character sheet. (The GMcan use scratch paper for NPCs} When a characters total wounds exceeds his wound threshold, he is defeated ‘and knocked unconscious. He suffers an immeciate Crtical Injury and remains unconscious until healed by ‘another character, NPCS who are defeated normally di outright, unless the plot calls for them to survive, THE BATTLE CONTINUES UNTIL ONE TEAM OR ANOTHER IS VICTORIOUS. I the PCs win een ect tek eta Devaronian bartende ee ocean) SO wa Enna enor ral een erent Landing Bay Aurek right now. The bad news s that reer arenes er et oe corr ea heet Feason | know itil in the landing bay is tha has a broken hypetmatier reactor igniter and won't een ec) ira irene ca ener tty eat Pern eee rd aes rer ae rte ees er a es aptai, Wex, Is an associate of the Hutts and eer rere acon! Tern nora cn tateat ce hn aoremtetn irearears Eoirerre RECOVERING STRAIN AT THE END OF ‘AN ENCOUNTER . At the end of each encounter, PCs have a chance Ca torecover strain. Each PCrecovers strain equal 0 his Presence score or his ranks in the Coot skil whichever is greater a” ENCOUNTER 3: THE JUNK SHOP Joss erates hes mst deat wih an irae unk shop aver named Yorn to secure a needed starship com Ponent- the hypormatier reactor igniter (HMI). Tey ca't simply purchase te item as Vom has already promised it to someone else, The PCs will have to carvince the shopkeeper ta part with it somehow. PCs may Use their various social skills to talk Vor int letting them have the item, or can sim ply steal it by stealth or by force When the PCS ative at tne junk shop, read or paraphrase the folowing aloud Coens Geena eee eins mo rod with dis Pa eer Sele pean? ences ts eure teaser en eee a turns to you. ‘Welcome, customers As you can PM eer eet eee Coach ee stent ar Ears teams The characters may now talk ta Vorn, ask him questions, and generally tr to convince im to part with his HMRI. The GM plays the role of Yorn and responds to their questions and Statements as Yorn would. Yorn is reuctant to sell the star ship part becouse he's already agreed to sellit to Trex (he Tandoshan captain ofthe freighter the PCs are hoping to steal for 500 creits. He wor't be talked into parting with it ORN TEL-OV Ur: ins Crary cunning: ees rey Intellect 2 Pe ae eo ot e e roe Pra? Set Cae vou for less than that. Some ofthe questions the PCs may ask, orstrategies they may try, re notea below along with Vorns response CAN WE BUY A HYPERMATTER REACTOR IGNITER FROM YOU? eco CAN YOU TELL US MORE ABOUT CAPTAIN TREX (OR THE KRAYT FANG? Dede bal Sa scree aa CAN WE PAY YOU MORE THAN TREX IS ‘OFFERING TO BLY THE PART? Vom is happy to sll the pat for more than Trex is offering ‘nce he alvays Wants to make more money Ifthe PCs choose this option, theyl have to chaose one PC to make an oppose [Negotiate check s.Vor's Negotiate (4). [Opposed checks. in detail on page 15) If they succeed, they ‘egolate a good price, and Vorn asks only 600 credits. they ai, orn gouges them on the rice, and asks 750 credits WE REPRESENT TREX. HE SENT US TO BUY THE PART FROM YOU. Lyng to Yorn i certainly possible the PCs cnoase this op tin, they have to choose one PC to make an opposed De cet check vs. Vor's Discipline 4). [Opposed checks re liscussed in detail on page 15) WOULDN'T YOU RATHER SELL THE PART TO US THAN TO TREX, BECAUSE WE'RE SO LIKABLE AND HE'S A BAD MAN? Buttering up Vorn isnt very effective, but it's worth a try. I the PCs choose this option, they'll have to choose one PC to make an opposed Charm check vs. Vor’ Discipline H (Opposed checks are discussed in detail on page 15.) However, because Vorn is generally ll-natured, the attempt vill suffer a Setback de Il ‘SELL/GIVE US THE PART OR WE WILL HURT YOU. Intimidating Vorn can work, although he's more likely to ‘2gFee to sal the piece than he is to just ive it over. Ifthe PCs choose this option, theyll have to chaose one PC tomake an ‘opposed Coerce check vs. Yorn’ Discipline (9M). (Opposed checks are discussed in detail on page 15) HOW DO WE KNOW THE PART IS EVEN ANY GOOD? YOU'D BETTER SHOW IT TO US. This is Clever, and Vorn will how them the par. This makes ‘any attempt to steal ater much easier, since the PCs know what they're looking for and where its kept OPPOSED CHECKS Dealing with Vorn requires an opposed check: a checkin which the ski of one character i pitted against the skill of another. Sometimes these hecks are used with the same skill on both sides, uch as the Negotiate vs. Negotiate example above, or the Athletics vs, Athletics check two wrestlers would make. Other times, one skill is ‘opposed toa different sil, such as the Deceitys making he one making the eck: inthis case 2 PC| assembles his or het dice pool as normal The difficulty of the check is determined by the rival characters dice pool in the relevant skill For every green Ability die in the rival character's ice pool, a purple Diffculty cle @ is addea to the dice pool For every yellow Proficiency die In the rval character's dice pool, a red Challenge die @ is added to the dice pool. In other words, the val character bulds his avn dice pool out of bifficuty ¢ and Challenge dice @ instead of Abiity @ and Proficiency dice ©, then adds that to the active character's dice pool to represent the “bad dice" for the check, ne dice pool is then rolled and evaluated following the normal rules. in the case of an opposed check, Advantage (and Triumph @ ould reflect something beneficial occurringtothe active character or something disadvantageous, happening tothe rival character. Likewise, Threat # or Despair @ symbols could reflect something bad happening to the active character, OF something good happening to the eval character atthe GMs dscreto YOU WERE PRETTY MEAN TO THAT DROID. Boe etree tan eet) nce GETTING HELP FROM THE RS UNIT. The RS unit, RS-K3, i affcted with the bad stiRUde Om ‘man to is mode! and hates its master Vorn Tel OV AH PCs go outside into the junkyard and tak to i it Wi happy t steal the HMRI and bring tf ENEMA the PCs have to do is keep Vorn distracted (which can be as bance in the shop) STEALING THE PART. Tt are two basic stTateges the PCS can use nere: stealth and violence. If the PCs use stealth, then pilfring the item without Yorn noticing wll requite an opposed Skuiduggery neck vs. Von's Viglance 4) Ifthe PCs chaase violence wl not Be expecting a fight, and he wil go as in the initia So the iitatve order wil be PC. PC. PC, PC WHAT ELSE HAVE YOU GOT FOR SALE? The PCs may wish to purchase something else from Vor He doesn't nav ror forsale but tne PCs pair kts may urchase stimpacks or eme from him for 25 credits each, Vorn has or 4 sumpacks and 3 em TR SOR aa Tg PCa as BU COs saad Casi} Tome hort, any circumstantial hindrance that applies o ee ee ene Proceed ta Encounter 4 ENCOUNTER 4: COMMAND & CONTROL Dire cote Pes ust ean access tothe TALICTHEIR WAY PAST THE GUARDS. spaceport coral acity and release the docking clamps Tp do this the reason fr te gua a new story Each time they try a new story to convince the ‘roids they suffer an additional Setback ce Mas the croids suspicion programming is activated FIND ANOTHER ENTRANCE AND SNEAK IN. ES can find if Reta esa iat) EXPANDED RULES: DETERMINE INITIATIVE Coed Cunning 2 Cae) Initiative order is normally determined by means of 2 skill check performed by all participants, Characters make a Cool check 4! they were er rennn expecting a fight. I they were not expecting 4 fight, they make Vigilance check instead (Ditferent characters can use diferent skills on the same initiative check) re creo ara) These checks are Simple () checks, and no purple Dithculty dice @ are adcea, aCe CTC) Once all the checks have been made, the GM notes the results ofeach check and ranks them in ‘order. from most Success 3¢ symbols fo fewest. I there Is 3 te, the check with more Advantage is ranked higher. If there is still tie, @ PC check beats an NPC check. It does not matter who made which check, only ifthe character is a Co Cred ceed PC or an NPC. (The GM may wish to write this down on some scratch paper) sc Oe Dey Se ‘The GM should nowhave ist of itiative checks, PC ar NPC. This isthe initiative orde he ensulng combat, a PC act each time the initiative order isreached, and an NPC (or group of NPCs) will act each time an NPC Soak: eae slot on the inkiative order is reached. Rememnbe pen that each PC can act on any PC slot i doesnt matter who rolled what value, the initiative slots belong to the team, not an individual (The same istrue for NPCS) ee e od ee > ail Erma read Pla ead es Simple shine, with the qutcome rarely in question, Usually not rlled unless the GM wishes to know the possible magnitude of success or Setback dice indicate he possibilty of co Easy Picking a primitive lock, tending to minor cuts and bruises, finding food and Shelter on 2 lush planet, shooting a target at short range Average + Picking atypical lock, stitching up a small wound, finding food and shot temperate planet, shooting a target at mecium range o tying to stake a 006 Phang a complicated ck = satuing erg wounds fod cod and sharon 3 vege pln, shooting ata tare Dauntne OO [Picking an exceptional sophisticated oc, performing surgery or eating implants nd food ana shelter on a barren desert planet, shooting 3: a larg’ at extreme range Forma O94 Picking a lock wth no comprehensible mechanism, doning anew body. finding ‘oad a steltr an planet wnou reatnabe atmosonere ONCE INSIDE When they get inside, the PCs find the selves in a tasteful nkechamber, with several seats for visitors ana afew sickly looking potted plants. The spaceport control proper is down either of two short corridors. When the PCs venture down 3 corridor, read or paraphrase the folloning aloud If the PCs have already fougnt their way through the droids outside, then the droids inside will immediately at tack them and Overseer Bryn ins in ~ rll for intiative and begin combat, [Both teams should use Viglance in ths case COtherwse, the PCs have similar options as before. ‘CONVINCE OVERSEER BRYN TO UNLOCK THE DOCKING CLAMPS e (Overseer Brynn isa litle more clever than the aroids out side, but the PCs can stil attempt to tak her into opening he Camps with a clever story and a Charm, Coerce, or De eit check opposed by Bryrn’s Discipline PM). I they fai (Overseer Brynn tes them to leave If hey don, the rds attack See "Fight!" above, SLICE THE COMPUTERS AND DO IT THEMSELVES 'No one's paying attention to the PCS, so they can simply walk up to the closest computer console, gan ilicit acces, and release the docking clamps themsehves. Ths isan AvEr- age 4) Computers check. they generate any Thweat {@ symbols a smal alarm is triggered and Overseer Brynn {asks them what they think they're doing. The PCs will have to think quiehly to convince her that they'e Narmless andl should be let gol See “Convince Overseer Brynn” above, but add a Setback die Ito any check. Or the PCs can just, run anay - no one pursues Ifthe PCs fail on the Comput fers check, they will have to somehow force Overseer Brynn EXPANDED RULES: RANGE Now thatthe characters are outside the confines Of the cantina, combat may occur at a longer range on the streets of Mos Shuuta, Long range: Down the sect. A hard shot with 2 blaster; a blaster pistol cannot make the shot at all. Characters must snout to'be neara clearly and ‘tmay be hard to see details. It takes? manewvers tomove from long range to medium range or from Jong range to extreme range. Extreme range: The furthest range at which Characters can see and interact. Characters Cannot hear one another even if they shout. Only some sniper riles or vehicle:mounted weapons Ca shoot tis far It takes 2 maneuvers to move fom extreme range to long range. ‘or one ofthe other spaceport technicians to disengage the amps (see “Convince Overseer Brynn above, and perhaps “Feght! as wall FIGHT! ‘Once bath croids are defeated, Overseer Brynn surrenders ‘and agrees to help the PCs. I Overseer Brynn i led, then the PCs can release the docking clamps at the central cam ‘mand console without having to make a Skil check. Once the docking clamps have been disen: aged, the PCs can leave Proceed tothe Interude Pasa a aT TA) roa? oF THe EMPIRE INTERLUDE: EXPERIENCE AND DESTINY p unt now. the adventure has been deliberately very linear to help teach the game and to ensure that the Su aay Coes nce Ca eine irorce Rares er oe Pea Strain Threshold: ~(Suifes wun Cass MINION GROUPS Minions are the nameless individuals that the Cs encounter and perhaps fight in droves. i their adventures in the Star Wars universe. An individual minion is generally not an especially dangerous threat, a5 minions often have poor characteristis, no skis, and low wound thresholds, The GM may choose to use minions in group: in which case several special rules apply. Minion {runs ate alnays comprised of identical minions and groups of minions can be much more dangerous than minions individually A group of minions acts together and behaves 1 most respects a 2 sine character ll of the nions in the group take the! time, and they perform the same action andlor aneuver. An attack or ability that targets one on Inthe eroup targets the entire eroup, The minion group has a single wound threshold, 3d by all members ofthe group. This wound hold is equal to the sum of the wound threshold of every member of the group. (For example, a group of 3 stormtroopers - each with a wound threshold of 5 - has a mound threshold of 15) Each time any member of the group Suffers wounds, the wounds are applied to th FOUpIs wound threshold. Indvidual members of {group are defeated one-at--time, each time otal wounds suffered exceeds that group meniber’s share of the total wound threshold For example, when the stormtrooper group passes 5 viounds, one stormtrooper is defeatea When the total wounds suffered excoeds 10, the se¢ond stormtrooper is defeated. When the Heal Wounds suered exceeds 15, then the third {nd final stormtrooper is deleated. Ifthe minion IBIOUD suffers a Critical Injury, it immediately Bullets wounds equal to the wound threshold of fone member of tne group (in other words, one member ofthe group is immediately deteated) When minions perform checks, they use the {characteristics ofa single member of the group. he check isa skill tnat sisted under the “ss Section of the minion’s entry, then the group receives a bonus i there is more than one minion Working together. For every minion beyond the fis! in the group, the group counts a5 hav ‘he rank in that Skil, For exam stormtroopers counts as having 2 ranks in Rane (Heavy) and rolls a dice pool of @OO w Taking Ranged (Heavy) checks. The same @ fhasno ranks of training in Pilot (because tha isnot on thelist inthe stormtroops and would roll 44 on Plat checks, DICE POOL REVISITED: SKILLS AND CHARACTERISTICS Up until now, each character entry has included ie dice pool for each skill that the characte was likely to use. However, in the course ial directions the players can both rete ose ereen Abily dice @ tice O equal to the s ‘ice form the core of his dice pool ample, the Athletics sorbet a epee GOA aracter Would F011 OO. tle with the stormtrooper Stormtroopers ru melee. The stormtroopers fight to te death i un away, rDopers pl Unless the PCS take steps to cut off pul suit. The PCS may duck down a side alley. or tea version, or crea ENCOUNTER 6: ALL ABOARD Pots ecomnte the Pcs an acess to Landing Bay Ae ONCE ABOARD land the Kra he Starship cocked there, They wll have to conten wth a particularly powerful and dangerous ‘emy, 2 Wandoshan named Tex, ang his security droits. Once the PCs are aboard {and Trex isnot, either because they somehow tricked him into leaving the Ship or defeated him in combat, proceed to Encounter {As the PCs approach Landing Bay Aurek, read of para re phrase the following aloud esse aT) cna rd Cry one Cl eens re crocs Ora] Cee ee eens Ps Cae) ena Pn St ‘The droids wil challenge any PCs that approach and re fuse them entry tothe loading bay. Ast ie spaceport com mand center, the PCs will have to find a way past the doids in, Currently, Trex ison board the Kroyt Fang in the ing over some systems diagnostics. There are tw 4 Ssecuntydoids atthe front door of the hangar and two more ‘atthe base of the loacing ramp, MCU URI Coe Garey “WE HAVE A BOUNTY TO TURN IN" Pretending to tun one of ther number in fora bounty can get “Tex to leave the Krayt Fang and come tak to the PCS, ithe ‘roids can be persuaded that theyre telingthe truth, (Deceitvs Discipine #0) tne “bounty offered sLowtinrick. the atempt aE Intellect 2 SEE ins a Boos die Tex alvays enjoys hunting Wookees, Cog ened Cee “WE'RE HERE TO INSTALL THE HYPERMATTER REACTOR IGNITER.” The dois ask to see the HMRI, then le: the PCs go right in {olnstl it Wex will come greet them as they board the star ship, and they’ have to use Deceit vs. bis Discipline AD) (fight wil start right there! Pie oe) SINEAKING PAST. There's side entrance tothe hangar, whichis locked. Open (EMS Ing the lock is an Average (4) Skulduggery or Comput- oo vue fers check IF the PCS fall on ths check, one of the security ike ‘rid trom the entrance comes to see what they're doing Once the lock is opened, there's no way to sneak past the F roids at the foot of the loading ramp, but a Stealth check porerss ‘oppased Hy the droids Viglance (@} can lt the PCs sneak Uupta the front daor and close and lock it fom the inside, so the first two security roids can't come to Tiex’s ai FIGHT! [AS S00n as a fight begins. the droids send outa distress cal to the ather tno droids and Trex. Trex takes cover within his ship and shoots anyone who approaches te loading ramp. It the ship is boarded, Wex retreats deeper into the ship, basting as he goes, a” ENCOUNTER 7: UP UP, AND AWAY! Pours crease sae tne postions on oad he Krayt Fang ard tly to safety. Before they can break Casa ea ad mbit and make the jump to light speed, however, they are attacked by enemy spacecrat! As the PCs prepare to depart, each of them must choose a crew station. One PC (probably Pash) must serve as he pilot's char in the cockpit. There are two laser urtets on the Krayt Fang, one on the top (dor sal) and one on the botto ofthe ship, and ea gunner (probably Oskara and ‘owhick). The fourth PC (probably 41-VEX) can man the it engineering station, Omens Ifthe PCS delay, or can't decide what postions to take the GM should inform them that a group of stormroopers ave just arrived inthe hangar bay and are setting u seers tobe a very la ted atthe Kra Once the PCs are sett Fong. 5 Kraye Fang and fy into does not require a paraphrase the folowing aloud: Position, thay can launch the kis above Mos Shuuta. (his 's trivial task) Read or Se ee ed Poem MI aa ed ea ee eae eee ‘Mos Shuuta vanishes behind you as you race out Peres er eC errs See as eee core een ee es eee ees une uires course TIE fighters! The starfghtes shoot past, l Ser cannons bazing, and sparks fly rom a consoe in {the cockot- you've been hit You're not clear ofthe oer eres un ed Teor aa} Se anced co a> eps ae er ol came ois The TE fighters give the Kray ‘ang a dancing blow and Tasman rain, Ahero player should keep tack ofthe Krayt Fang's system strain an il auma pee gieeerse, Brawn 2 Core) Coe) The TIE fighters have aleady reached cose range from ee, i ES Rm ese EMRener nse the em Aclity 5 oes Ss fighters actin wings of two fighters ea willbe shoot down athe TE fighters or survive unt the hypermat- ter reactor is warmed up abe ds ater the enter iia or is installed) and escape Once they have done 50, they ha fished the adventure! a PR Sea STARSHIPS Cee orien) i Cntical in arships have characteristic just like characters. different. Heres a quick summary See ‘Silhouette: The size of the vessel from | (pers0 = sized) to 10 (the Death Star, Speed: The speed of the vessel. Faster f more ground and have an edge SOR dogfighting Handling: If ths is a postive number, this many Boost dice L]are added to any Pilot check made 0 steer the vehicle. If itis a negative numer at many Setback ace are added to the Pio Pee y necks instead Se ee Coe Seu Defense: The number of Setback dice 9 attacks against the ship than ctor shields * Sa ‘Armor: Similar to Soak. Armor reduces incoming damage the ship would otherwise Hull Trauma Threshold: Wi erage Fk aE Blaekacby Abra tis Adit Cac a REL) s suffered as Hull Trauma. When the amount of maT Hull T ceeds the Hull Trauma Threshol he starship is disabled or. if an NPC ship. s destroyed tas Speed: cor System Strain Threshold: Siarships can sulfer 2 same ee second starship manewe on See ery in in excess of th hip is disabled. Important note strain cannot be recovered by rolling Advantage Itcan only be repaired by the ship’ crew using the Damage Contra action (see below) 4 Weapons arta ug STARSHIP COMBAT ‘Starship combat broadly folows the same rules as personal Scale combat-initaive order is determined, participants take turns, et. The actions and maneuvers available during each char ters turn are determined by his crew station and are sum marized below. Changing crew stations is a manewer. GUNNER ‘+ Attack with a Starship Weapon (Action}: Attacks with ‘vehicle mounted weapons use the Gunnery skil. Since the Krayt Fang and the TIE starfighters are cose 10 the same siz, al attacks with starship weapons in this encounter are Average (@) checks. When a starship, weapon deals damage, that damage is reduced by the target ships amor The damage is then applied 2s hl trauma, and if a starship suffers hull trauma in excess ofits hull trauma threshold itis destroyed or disabled. ‘+ ‘Aim (Maneuver): Just asin personal combat, the gun ner may aim 1 add a Boost cle Eto his next attack. ENGINEER ‘+ Damage Control (Action): A creniman at an engineer ing station may attempt to repair ether null trauma or ‘Stem strain suffered by the ship. Ta do so, he must ass a Mechanics check. The ciffculty ofthe check is Easy (@) Ifthe ship as sufered no damage, Average (@@ tne ships damaged. On a successful eneck, one point of system strain or hull trauma is repairea, Install HMRI (Action: The sip cannot jump to leh peed unis HMR Nas been instalied A character in the engine room can do so by performing an Average ($4) Mechanics cheek. Once the Hive is instal Takes wile to boot up: the ship wil be able to jump t0 lan Speed 6 rounds after the reactor is installed. Each Sucess % symbal beyond the fist {ces this time by | ound, to. minimum of 2 rounds i ths check generates 3 or mare Theat €or a De spair then the emission ofthe hyperdrive attrac the attention of ancther 2-ship TE fter patrol. which ares 2 rounds ater the check is mado. (Note a this action s special and unique to this encounter; PCs won't be performing it in mos starship battles) PILOT ‘© Gain the Advantage (Action: The pilot of the star ship manewers to gain the advantage over an enemy vessel. The pilot chooses another ship and makes Pilot check: if he is successul, he has gained the ad: vantage over the enemy ship and everyone on the pilot's ship ignores the penalties associated with Evee sive Maneuvers, both on the part of the pilot's shio and the target ship, when shacting at the enemy ship. This bonus lass until the end of the following round Or until the enemy ship uses Gain the Advantage in return, The enemy's attempts to Gain the Advantage 1 the pilot's ship sufer an additonal Dificulty de @. Tne dificult ofthe pilot check is based on the relative speeds ofthe to vessels. Because the TIE ghters are faster than the Krayt Fang, the check s Hare 94 @) ‘+ Evasive Maneuvers (Maneuver): The pilot sends His Ship on an erratic course that makes it hard to predict his mevements. When a ship using evasive maneuvers attacked, the clei of the attack is upgraded once (One ofthe Dict dice is replaced with a Challenge tie @ al the Dificuty dice @ have already been up graded to Challenge cice @, a Dithcuity die @ Isinstoaa added) When a ship using evasive maneuvers attacks, the same peralty applies. And when twa shins using evasive maneuvers trade fire, the dificult 1s upgrades tnvce) The effects of Evasive Maneuvers [stunt the beginning ofthe net round. ‘+ Stay on Target (Maneuver}: The mirror image of eva SME maneuvers, a pilot Who stays on target Keeps his vehicle steady and fllons a predictable path. Crew on ship that staying on target may upgrade thee attack rolls fexchanging one Ability de @ fora Proficiency die @ once (itteir Gunnery poo! s already all Proficency dice @, instead add one Abiity de @). Anyone attack ing the ship that is staying on target receives the some ‘bonus. The effects of Stay on Target last until tne he- ‘gnning ofthe next round, TIE FIGHTER PILOT The TIE fighter pilots can use a limited subset of al of the above actions. Specifically ‘© Attack With a Starship Weapon (Action © Aim (Maneuver) ‘© Evasive Manewers Maneuver) JUMP TO LIGHTSPEED ‘At the end ofthe round in which the HMRI comes online, the PCsautomatcaly jump to lightspeed. The adventure is over! a | aa tT a |g eoge oF THe EHPIRE OTHER ADVENTURES IN MOS SHUUTA the PCs spend some time exploring Mos Shura, they may vist the folowing locations and meet the following characters (and fi the folowing things) there LANDING BAY BESH & WAREHOUSE BESH The second landing bay is where the Imperial shuttle lands. Itis sure to be crawling with stormiroopers: see Encounter 5 for characteristics and advice. Warehouse Besh i close to the landing bay and currently unoccupied. PCs may be able to hide in warehouse Besh to spy on the Imperial, BARRACKS “Two dozen of Teemo's Gamorrean guards dwell here. At any given time, six of them are malingering about, Should the PCs actually manage to fight or sak inside, & careful search reveals 7Scr worth of cash and a great deal of worth less garbage ‘TEEMO'S PALACE Teemo the Hut’s opulent palace is enormous and strikingly esigned. It is guarded by more Gamarreans and security roids, and a large amount of servants, supplicants, and ‘guests fil is many halls and galleries. Teemo himself is eur Fently in residence and any attempt to reach the Hutt wil certainly be Unwarted by his many guards. ELECTROGATE The only nay off the rocky blu of Mos Shuuta i the stone spur at its southwest corer. The spur is guarded by @ nor maly-dormant elecrogate and a group of four Gamorreans, The electogateis curently switched on as the Gamorteans search forthe PCS, and a small group of brown-robed J: vas has gatrered outside the gate, insisting they be let in to trade with the settlement. Notning can passthrough the gate until i's cisabiec, s Hard (@@) Computers check DEWBACK STABLES. ‘A human woman so dark she seems burned black by the Suns presides over the Dewback stables, Her name is Clarelle ‘and she has a short temper and no patience or anyone mia Kast know haw tore @ Dewback. Sb ofthe lan lizards {fe n residence at the moment. and Clarelle wil rant them, ‘ut for 100cr per day each OFFWORLD Trap ust across the alley from Von's Junk Shop isthe OF WBF ‘Traders, marked by arusty ol stylized rocket shio, engara, the male Taek proprietor, specialzs In ne goods from. Coffworld, including luxurious clothing, exotic art objects, ‘and difficult to-And foodstuffs and spices. In short Offworld Traders has anything one could want, but abso- lutely nothing useful, and anays at too nigh a price WATER TOWER The water tower is the tallest structure in Mos Shuuta Climbing to the top ofthe toner (an Average (@) Athlet- les check) would ge any character an excellent view of the SLAGWORKS Three Gamorrean oversers (using the same stats as Gamor- rean guards) oversee the wretches who labor in the slag works. The siagworks consists of several mineshsfs. de- Scending into the Mos Shuuta bluff 2s well as 2 smelting facility where the ore removed from the mines 's converted into. useable state. Inthe guard house is small box wth 3 ‘timpacks and a toolkit containing 2 emergency repair kts, Ie looks like these items have been placed here so thatthe CGamorreans can tend to the needs ofthe workers and the machinery, Out judging fram the amount of ston them the guards have never even touched thom. About two dozen workers of various species labor inthe shafts or the smelting facility at any given time SHANTYTOWN A rot of ramshackle tents, huts, and havels clinging to out Croppings of roc, the shantytown represents the (complete ly unsate) dwelings of Mos Shuuta’s poor population, The ‘various “islands” of the shantytown are connected to Mos. SShuuta proper by rickety rope bridges with planks of rusting, Scrap metal Any check on one of these bridges that gener ates a Despair 9 symbol may result in someone fling WAREHOUSE AUREK A grotesquely fat Tailek male nama Hotho. sees the droid market at warehouse He is assisted by timid. protocg droid deslenated XL77, oF “Exel” Since Tx has a rep. Ltation for using droids in his bounty unting work, Hotne is ea: get fo meet. with Trex and sel him WRAPPING UP; REWARDS Apitercsiumeoryespacn th ten ssi, is adventure is over But ther adventures inthe Star Wars galaxy ae just beginning! LOOT AND CREDITS ‘Often, adventures end in a payday. A bounty is tumed in. A valuable cargo Is delivered. A precious relics stolen oF re covered, Financial rewards are strong mobvatos, especialy for characters living on the fringes of the Star Wars galaxy. But there are many other rewards that can be gained. and this adventure includes one ofthe most exciting: a new star. ship! Now that the PCS are in possession of their very own ‘YE1500 light freighter, they can go anywhere, They have a ‘mobile base of operations an a paverfl too for smugging, space battles, and other adventures. Furthermore, after searching the Krayt Fang thoroughly, the PCs may find credits and valuable cargo. Some of this. argo can serve as adventure hooks, helping to guide the PCs rom one adventure tothe next. Some of the cargo may simply be useful equipment, or highly salable, and a source ‘of aditional wealth, “The PCs shauld find raw cash onthe ship equal to 1,000 ‘credits per PC. EXPERIENCE AWARDS Furthermore ti customary to receive an avard of exper: lence points at the end of each session which the PCS can investi new or upgraded skis and talents. Each ofthe hero players should tur tothe final spread of his character foo ow, where investing experience is explains. He should also be sure to transfer information from his previous character sheet to the new one The usual avard is 15 experience points, with a possible bonus for achieving significant story goals or excellent pay. The suggested experience award for this adventure is 10 experience points, in addition to the 10 experience points they should nave recelved during the INTERLUDE section, This makes ita total of 20 experience ints a fiting award for their achievement of acquiring a ew starship! AWARDING EXPERIENCE POINTS ‘The GM should award experience points after every session, ‘The amount awarded is typically 10 XP per character fora session of two or three major encounters anc a handful of minor ones. An adctional 5 XP bonus may be granted for reaching key milestones or completing story arcs. The GM ‘may consider awarding an extra point or two OFX fr excep: tional roleplaying or highly clever thing, ‘The GM should give the hero players an idea of the source oftheir XP. For example. they may receive 5 XP for avoiding, bounty hunter and another 5 XP for successuly transport: Ing their cargo to ther client, Any bonus XP that is avarded should definitely be explained to the players so they may aspire to those standards in future sessions, FURTHER ADVENTURES: ADVENTURE SEEDS Having escaped from Teemo tne Hut’s clutches on Mos Shuuta, the PCs have acquired a starship and can go any: where inthe galaxy! But when faced with a galaxy fl of op: tions, ow do you choose where to go next? Adventure lurks teveryinhere, but sometimes the PCs need help finding The Krayt Fang could be ful of adventuel Each item or person the PCs find when they explore the ship could be the Slart of nen adventure. Maybe there's a prisoner in the holding cols ith a bounty on hishead — but another bounty hunter is still on fis trai, Maybe a strange alien device is resting inthe cargo hold. When it powers up mid-fight, it ‘deposits the ship on an uncharted world! ven something as, simple asa cargo hod fll fa valuable but ilicit substance will make the PCs think carefully about where to take it and how to sel without sunning afoul of the authorities: an ac ‘yenture in ls own right. For that matter, ft ship suffered any damage then getting it repaired is liely a prion. It Tex survived (or ithe was left for dead in the spacepor: ‘Fandoshans are notoriously hard to kill, ne may come after the PCs for revenge! The PCs may wonder how he keeps find Ing them in every port of call and have to take thelr ship a specialist to find the transponder he let there, brosdeasting the'r location ‘Teemo the Hutt may stil be hunting the PCs, and a gun ship ull of bounty hunees could be hot on thei tals. Finding the leader ofthe bounty hunters and convincing hr to @ve up the contract may be aici, but its certainly beter than being chased forever! ‘The PCs may wish to return to Mos Shuuta inthe future Perhaps they wish to sete ther debis fo Teemo, oF to take revenge and take him down. Or maybe another job takes them to Mos Shuuta, but they must keep a low profile. In any casa ifthe group revisits Mos Shuuta the information in tis bookie wil De useful tothe GM ii a PALA E FURTHER ADVENTURES: THE STAR WARS GALAXY oe oe FURTHER ADVENTURES: GM TIPS & ADVICE Dos ee he session moving, He can also most rewarcing ob, s a unique role in the collaborative storyteling xperience, ane with great creath There area few key pieces of advice that DON'T LET THE STORY STOP FORA FAILED CHECK One of the most comman mistakes made by new GMs is. 0 conceal too much information from the ather players or e the assump the PCS wil succeed at ever ck I the villain of the story i iding in a secret warehouse but the PCs fll their checks to find the warehouse, then the 0 not ral for checks that must be passed forthe story to ntinue. Another answer i to have an altemative means o progressing the story. For example, the PCS fal to find the lan’s warenouse, but he learns that they hing for and sends out his minions to attack the PC stil punished for thei failure (they have abetle they could othenwise have avoided) out now they have another means o progress the story, by inten racking them back to the DELEGATE. The GM can have @ lotta keep track of, especially during busy scenes like combat or a space battle I's okay to det gale some of the responsiblities to an yer at the ble Far example, oe player could keep track of nkiati nd call out the next intiabve slot is or her tur, Is also entire ayers Keep track oftheir own experience points, and equipment In extreme cases, an entre NPC o ship coulé be delegated to a hero payer whose Pt voled in a 2ven scene. This both makes the GM's jb easier id keeps that hero player involved inthe scene SAY *YES" AND “YES, BUT" for inspratio ly the rule improv of “say yes hen someone invents a fact ofthe scene that enhances the ‘moves the plot forward, and it coud ust as easily looking fora way forward in the pot, so Working with them to bull or discover that way forward Keeps the story moving OF cours, that doesn't mean that everything should al: Perhaps te PCs nave some legal goods they wish to sell The smuggler player may ask i hhe knows any contacts who might wish to buy the goods, T answer could be Ves, but the lst time you met he tried t il you.” Now the PCS have a way forward-a possibe b bt also a complication, something to consider and d with, Maybe they should use an intermediary or just make Sure to bring their weapons in case a ight breaks ou lis quite easy to allow a pl or plan to be determined by [shat the stormtroopers as | fal 0 the street?" "Wes, but the check will receive two Setback dice BEM because you're faling and because you only have ‘moment ro make the shot” Secondly, the dee-particul ntage ©, Threat &, Trumph ¢p, and Despair P-lend sation very well. The dice symbols can nd unexpected boon inspiration for ne he story moves in ‘TREAT THE OTHER PLAYERS LIKE ALLIES Remember that all the payers atthe table have the same goal tell a fun story es okay to admit you don't have to mastery of the rles-the group can work 1 reso rules dispute inthe way that isthe most fun and best fo the story. I's okay to admit to being cave flat-footed by decision the PCs make, and to ask fora break to pian out the next few scenes. And it's okay to throw the question to t table: what happens next? What's the best way to interpret that Despair ® symbol? The answer to the question “Does my character know anyone in this town?” can be “I don't know: does he?" Playing a roleplaying game isa collabora tive project, and you're aon the same team Lasty, and most imp tantly: everyone fs having fun, ee CRITICAL INJURIES PR erssk ak sue = Ila a ann First tical Injury Immediately sufer 2 strain, No ongoing effect Suffer a Setback die ll to your next action, No ongoing effect. Suffer 2 Setback de Ml jons uni is Critical Injury is hea | ‘Second Critical Injury Third Critical nu Fourth Critical Inury | Pisincapactated unt ths Cia iru is healed ‘Success ¥# symbols are canceled by Failure Y symbols; fthere FED are any Success % symbols eft. the check succeeds “umph symools count as Sucess¥ symbols and may aso be spent ger a power postive consequence Aity Prafovency_Oicey ‘Advantage (2 symbols indicate a postive side effect or conse Died de e® «uence. even ona aed check They cancel a are cancel by Theat @ symbos. PEN ree oe ee ‘enough Failure ¥ symbols to cancel all the Success ¥ symbols, eae fee eter te sensi G) saa es ees go gt ey «es oe ow com © ae oe D a ina sae SKILL CHECKS: DIFFICULTY Ed Routine, with the outcome rarely in question. Usually not rolled unless the GM wishes fa know the posible magritude of sucesso Setback de inccate . ____|the possiity of complications. | + Picking primitive lock, ending to minor cuts and ruses, frdng food and | e shee target at shor range erage 7 ypical lock, stitching up a small wound, finding food and shelter on 2 temperate planet, shoating a target at medium range or tying to sine 9 retnie engaged Hard [@@@® | Picking 2 complicated fk seine broken bones or suturing are wound, nding od and she ona nuggee planet, shocking target ang ang Daunte OO Pickingan excoptonaly sophisticated lock, performing surgery or gating | implants, nd food ard shelter on a baren deser planet, shcgtng a eet Formisabe }@O444 | Prcung 2 tox wen na comprenensbie mechanism, donna new body. ind (00d and shelter on a plant without athable atmosphere Sa ae Pear ee NS GETTING STARTED ‘Now that you have played through the tutorial adventure from the ‘Adventure Book, there is no need to stop there. The galaxy Is yours 10 explore and tis book I filed wit al the rules you wil need to Carry on with your adventures. lof th rls introduced an taught inthe Adventure Book can also be found here for ease of play and many of th concepts have been expanded wit further deta WHAT'S IN THE BOOK? ‘Chapter |: Playing the Game (Page 2) Rules for bulking And interpreting dice pools, performing checks, using esny Points, and investing experience ponts to enhance the Star Wars: Eoce oF me EMmke Benen Gave characters + Chapter It: Combat (Page 12). Rules for handling combat, ‘movement, and the health ofa character. + Chapter Il: Skits (Page 21). Descriptions anc common Uses ofeach ofthe various sklthat a character might leam ‘over the course of his adventures in the Star Wars galaxy ‘+ Chapter 1V: Talents (Page 26) Special abiities and teh ‘iques avaiable tothe characters inthe Stor Wars: Enee oF "e EMRE Becinner Gane * Chapter V: Gear and Equipment (Page 30). Common per sonal meapons armor, and gear critical for surviving on the fringe ofthe galaxy. + Chapter VI: Starships and Vehicles (Page 37) Special fules associated with starshios and other vehicles common to the Star Wars universe + Chapter Vik: Adverseries (Page 44), Several a tional opponents for the players to face off agaist PANTASY PLIGHT GAMES Corr GAME RULES ‘Many of the rules presented here wil be familiar now that you ave played through the tutorial adventure although this section provides greater depth, WHAT PLAYERS NEED TO PLAY ‘Contrnuing with your Star Wars: Eoct oF me Ewnne Beawver Game requires very fen materials Besides atleast one copy of is ‘rulebook. players wll need pencis or pens as vel s the character folios and cusiom dice they used inthe Adventure Book The players and GM may aso find it helpful to obtain the Star Wars dice roling application. More information can be found on the Fantasy Flight Games website at wu FantasyFignsGames com, NARRATIVE PLAY ‘The Star Wars: Eoce oF te Ewere Beamnen Gave aks the payers {step into ther characters roles and use dramatic narrative to de scribe events and advance the story. Wale ths rulebook provides speci ules on howto resolve actions the game rales heavily on ‘oth the Game Master and the players to use their imaginations tempered with common sense-to explain what happens. In the Star Wars: Eoce oF THs EMP Bucnen Gawe. combat, placement of characters, and other situations are reptesented in {an abstract fashion. Rather than takinga ruler and measuring the distance between characters on a map, tis preferable fara player to simply tate: Im ducking behind the computer console to eet some cover while | retum fire” That sort of deserption paints a much beter picture ofthe action taking pace. Fantasy Flight Games 1975 West County Road B2 Roseville, MN 55113 Usa Copytghe © 2012 by Lacs Ld © or TM where neato. Alright seed. Used une uthorizatio, Fata Fight Games and Fanta Flight Supply ae sademats of Fantasy Might Pushing, In The FEC Logo i egisteed rade Fanta ight Pahig ne ISBN: 978-1-61661-593-2 Product Code: SWEDI Pnt 1D: 1528DEC12 For more information about the Star Wars: Ebge oF re Eweme line ree downloads, answers to rule queries oF just to pass on greetings, vist us online at ‘www FantasyFlightGames.com EDGE OF THe EMPIRE, have been fed, the player attempting the task rol all the dice in his poo! The second element involves interpreting the results on the in the Star Wors: Eoce or rw Eure Becanen Ga simple, and can be broken into two key elements 1, Rolla poo! of dice fe mechanic forms the foundation of the game equipment. inherent difficulty of the t modify or interact with one o sd. The GM may decide that nment ort atanWerants cesta Se 9s ell Once te nesacany ave he pool of dice being 25 the resuts on the dice after they are rolled THE DICE Wz crzceemate 2 st creck ne Jor me Ewnine Browne Gave, the dice alow the ‘uichy determine success and fare. as well as magnitude a naratve implications ofeach task. To accomplish thi, the St Wars: Eooe oF Te Euan Becawer GaMe uses seven ailere types of die. Each de face wil either be blank or feature on nore symbols that represent various postive or negative effects, Eoce ‘o POSITIVE DICE Thore are three types of postive dice which provide symbols that imorove the odds of successfully completing a task or achieving beneficial ste effects, ABILITY DICE Ability is represented with green eight sided lice. Ablity dice represent the character's aptitude or skill used when attempting ski check BOOST DICE Special advantages, o boosts” are represented with ight blue Sxsided dice. Boost dice EI represent benefits gained through Tuck, chance, and advantageous actions taken by the characters. PROFICIENCY DICE @ Proficiency is represented with yellow twelve sided dice. Pro ciency dice ® represent the combination of innate ability a training They are most often used when a characteris attempt: ing a Skil check using a skil he has trained. Proficiency dice @ are the upgraded version of Ability dice @ for more on up brades see page 7) NEGATIVE DICE There are three types of negative ai that undermine successor introduce e which impose symbols wanted complications. DIFFICULTY DICE @ Difficulty is represented with purple eight-sded dice. Difficul ty dice @ represent the inherent challenge or complexity of 3 particular task a characters attempting. In simplest terms, More Difficulty dice @ ina cice pel, the more challenging itis to succes Ve & ey eae Neca es Maa Rees The skill used to The difcuty ofthe task ‘accomplish a task attempted ‘An opponent's special ables skis, or characteristics An applicable talent or special ability The characteristic being Opposing forces at work Equipment or gear being | Inclement weather o used by the character | environmental effects The use of Light Destiny. | The use of Dark Destiny Points Paints Tactical orsiwvational | Tactical or situational advanlages disadvantages Other advantages, as determined by GM Other disadvantages, as determined by the GM SETBACK DICE Hl Shesided cee Setback dice ml represen problems or minor ob- during task resolution, Setback dice Ma 5 Difealty dice CHALLENGE DICE @ Callonge is represented with red twelve-sded dice. Challenge dice @ represent the most extreme adversity and apposition These dice may be featured in place of Dificuly alice @ during particularly daunting challenges posed by trained. elite or pre pared opponents. Challenge dice @are the ungraded version of Dificutycice @ (for more on upgrades. see page 7) FORCE DICE The Force i abstracted using white weve ied dice These Force dice O represent the power and penasiveness ofthe Force. nthe Star Wars: Eoce oF rie Exits Becnasen Gao, Force cice © a only used when the players generate thei stating Destiny pool a the beginning ofa session (soe Destiny Pols, page 10 i s * . , DICE SYMBOLS & RESULTS he dice used in the Star Wors: Ebee oF TWe Exe Brann (Gane feature a number of unique symbols used to determine success and failure, as well as adlitonal context and consequenc {es during ask resolution, Understanding these symbols allo the players to more fully contribute to the story, generating memo: rable detalls and describing cinematic actions over the course of heir aoventures Ths section defines the aferent symoois and describes how they may be used in play POSITIVE RESULTS There are three positive symbols fourd on te task resolution dice SUCCESS ¥ Success ¥ symbols are critical for determining whether 2 skill check succeeds or fais. One Success ¥ symbol fs cancelled by ‘one Failure Y symbol. If there is atleast ane Success sym ol remaining in the pool afterall cancellations, the skill check succeeds. Success 3 symbols also influence the magnitude of tne out come. For example in combat. each Success 3 symbols added to the damage inflicted to the target. Generating four ne: Sue cesses ¥ would inflict four addtional damage. ADVANTAGE {} The Advantage &) symbol indicates an opportunity for @ postive consequence or side effect, regardless of the tasks success or failure Some exaripies of these postive side effects could include slicing 2 computer in far less time than anticipated, finding an ‘opening during a firefight to duck back inta cover, of recovering from strain during stressful situation, One Advantage © symbol 's canceled by one Thieat @ symbol tis possible fora task to fal whe generating a numberof Ac vantages 2, allowing something good to come out ofthe failure TRIUMPH ® The Fiumph @ symbol sa powerful result, indicating significant ‘boon or beneficial outcome. Each Thumph q symbo! provides two effects First, each Triumph @ symbol also counts as one Success #. mn every means previously defined as a Success 3. ‘© Secondly, each Triumph gp can be used to trigger incredibly potent effects. See page 15 for more information on using Tiumoh @ to trigger effects Players gain bath effects with each Triumph @ symbol; they do not have to choose between the Success ¥ or the special effect trigger NEGATIVE RESULTS ‘There are tree nogatve symbols found onthe task resolution dice FAILURE Y Fallure symbols ace critical for derermining whether a ski check succeeds or fails. One Failure ¥ symbol cancels one Suc cess % symbol. I there is at least one Success % symbol remain ing in the pool afterall cancellations, the skil check succeeds ‘Multiple net Failure V symtols have no further effect. THREAT & ‘The Threat @® symbol is fue! for negative consequences or side effects, regardless of the tas’s successor fallure. Some examples ofthese negative side effects could include taking far longer than ‘expected to sice a compute terminal, leaving an opening during 2 fright which alons an enemy to duck into cover, or suifering Additonal stain during a stressful stuation. One Advantage © symbols cancelled by one Threat symbol Ibis possible fora task to succeed while generating @ number fof Thieats @, tainting or diminisring the impact of the success. The CM generally resolves Threat @) effects. The applications of Threat @ are covered in more deta on page 15. DESPAIR @ The Despair symbol isa poverful result indicating significant ‘bane or detrimental autcome. Each Despair & symbol imooses two eects Fist, each Despair ® symbo! also counts as one Failure Y. in every means previously defined as a Falure ¥ + Secondly, each Despair can be used to trigger potent nog: atve effects, See page 15 for more information on using Despair & to trigger elects Players Suffer both effects with each Despair @ symbol: they do nat get to choose between the Failure Y or the special effec trgeer. As a Failure Y, that aspect ofthe & can be cancelled by 1a Success % symbol as usual, however the second aspect ofthe Despair @ result cannot be canceled. LIGHTS, CAMERA, ACTION! uring tne course of @ Star Wars: Eoce oF rae Emi Becnner JGase acvonture, characters find themselves attempting a ve riety of tasks. When the outcome of a PC's task is urceriain, that character will usualy need to perform a skill check to determine successor fallure ofa particular action, The type of skill check requited is determined by the GM (for ‘more information on skil types, see page 22). Once the type of ‘heck and its dificlty have been set the player creates a pool of {ice based on the aiferent factors involved i the tas, This could bea combination of many types of ce, and vares from action to action based on the characters involved and the speci situation, [te the dice pool has been created, the player rolls al ofthe dice assembled, The results on these dice are evaluated. Some results cancel each other out, others are cumulative. Once all evaluations have been made, the player and GM can resolve the Skil check by determining the acvon's success or fale. They Uuse the information trom the dice results to describe the outcome ‘of the check as nell as any additonal elects, complications, or surprises. THE BASIC DICE POOL Tre irons: Ec Fr Ear Broan Cae tis con cept known as a dce pool, which isa colton ofthe custom dice needed for the game (see The Dice on page 5). The bs ‘ic dice pool res on three Factors: the PC’ inherent ality, any specialzed training, and the dificult ofthe task being attempted CHARACTERISTICS A character’ inrinsic abies ae defined by six characteristics AGILITY The Agity characteristic measures a character's manval dexter ity, hand-eye coordination, and body control BRAWN, A character's Brann represonts a blend of a characters brute ower, strength, and overall toughness, as well as the ability to apply those attrutes as needed CUNNING. Cunning reflects how crafty, devious, clever, and creative a char: acter can be, INTELLECT The Inielect characteristic measures a character's inteligence, ‘education, mental acuity, and ablit to reason and rationalize. PRESENCE, ‘A characters Presence characteristic is a measute of his moxie. chansma, confidence, and force of personally, WILLPOWER The Wilponer characteristic reflects a characte’ dccipine, set control, mental fortitude, and faith CHARACTERISTIC RATINGS (Characteristic ratings for both PCs and NPCs generally range from Tt06. ‘Atypical humanoid hasan average characteristic rating of 2.A rating of | is weak and below average. A characterise rating ol 5 (F is significantly above average, while ratings oF Sor 6 repre sent exceptional, peak performance and abil SKILLS & TRAINING Sls represent the character’ trainin or experience in perform: ing specine tasks and actions. Although a character can attemy ‘almost anything without the proper training or sil, he wil be far more effective and capable i he Is skilled at performing the task athand Each skllis Inked toa speci characteristic, the default bit ity a character uses when performing a task ith that ski. For ‘example, the Athletics skil is based on Bram, Deceit relies on Cunning. and Knowledge uses intaiect. For_a more in-depth look at skils and thelr application, see page 21 DIFFICULTY Difficulty adds negative dice tothe dice pool, which make success ‘more challenging. In addition tothe task’ inherent dificult, oth er dice may be added to reflec acitional complications based ‘on the environment or specific situation, While the characteristic and related skil taining are defined by the character attempting the task, the aifficulty ofa task is set by the GM. There are six airicuity levels see Table 1-1: Difficulty Levels on page 7). - “ERROR EERERELE BUILDING A BASIC DICE POOL ui ple LYING TASK DIFFICULTY TABLE 1-1; DIFFICULTY LEVELS environment, or @pesition strike a target while engaged. [ers (006 wounds nding fod ‘A daunting task taxes a cnaracter and may push him to his limits. Success may be dificul achieve, butts possible, Examples are picking an exceptionally sophisticated lack, performing surgery or rafting implants finding f000 and shelter on a barren desert planet, shooting at 2 daunting OOO® target at extreme rani Formidable Oooo ‘A simple task is something so basic and routine that the outcome s rarely in doubt. Success is ‘assumed forthe majority of simple tasks. I failure is vitally impossible, the task shoul not ‘even require a check—the CM may simply state the proposed action succeeds If cicumstances make the outcome uncertain, then a simple task may requir a rol. This s generally iy the case if one or more Setback dice are introduced, such as Sethack dice added from inure, the ‘an easy task opresonts something tat should pose litle challenge to most characters, but Something could go wrong and falure i sil possible. Examples are ricking a prmitve lock, tending to minor cuts and bruises finding food ona ish planet, shooting target at short range ‘An average task represents a routine action where success is common enough tobe expected, but fallure snot surprsing Examples are picking a typical lek, stching up a smal Wound, finding food and shelter on a temperate planet, shooting a target at medium range or trying to ‘Ahard tasks much more demanding of a character Suecessis certainly feasible but fare isfar_| from surprising. Examples are pickin a complicated lock, seting broken Danes or suturing large ‘on rugged pianet, shooting at a target at ong range. aracter Foloning the exomples above, the GM reviews the table | ofcifculy eves Sie decides that this terminalis out | dated and security's generally fax i this oreo. s0 she as- signs a aificulty of Average dp tothe task. wo Dimicuty dice are added tothe players dice pools when attempting tasice pas this terminals security MODIFYING A DICE POOL if there are no other influences or contributing factors that may impact the outcome of a task, the basic dice pool may be suff Gent to represent the check, However, ina setting as diverse and ‘action-packed 2s Star Wars ts common for othe factors to be introduced. [Any number of factors may warrant modification of the dice ool, such as obstructing terrain, poor lighting, tactical advantag 65. lime constraints, superior equipment, special talents, inves ent of Destiny points, or critical injuries. The following sections deserbe these modifications in more deta Itis aso important to note that when modifying dice pool play 1s perform the modifications ina specific order. Fist, players as ‘semble the basic pool Then they ad additional dice. Then they upgrade dice. Then they downgrade dice. Finally, they remove dice ADDING DICE ‘One way to modify the basic dice isto add dice to refect envi foamental conditions or various advantages and disadvantages, Thisis done primarily through the use of Boost Elana Setback i dice. Asa general rule, one Boost die Elis added tothe dice poo! for each advantage that would help the character succeed, and ine Setback die Ml is added for each disadvantage or obstacle impeding success. [A single Boost die is often enough to represent the benefits provided by useful gear, ape time, Superior position, or the ee ‘ment of surprise f more than one of these advantages ate ap plicable, the GM may allow multiple Boost dice Elo be added to the dice poo! Likewise, a single Setback die lis usually enough to reflect the Impact of detrimental or obstructing elfects Ike poor light ing. inferior supplies, harsh environments or outside distractions. If more than one ofthese disadvantages are applicable, the GM ‘may add multiple Setback dice tothe dice pol For example inthe computer terminal sing exomple used ‘reviously. the scene may have been described to reflect the character attempting the task hile under heavy fre |rom enemy forces (a cisadvantoge and after suffering a Draken wrist fa disadvantage). Fortunately, te character ‘acquired a fragment ofthe terminal’ passcode algorithms earlier (an advantage). Based on how the scene has been setup and described, the GM ads two Setback dice and ‘ne cost ci MIL t0 the pool UPGRADING AND DOWNGRADING DICE In adaition to dice being added to the pool. some game effects such as Destiny points, upgrade a weaker die int dle, or downgrade a potent die into a weaker de, UPGRADING DICE Upgrading dice 's a mechanic specie to Ability oice @ and Dit ficulty dice @ When an Abilty de @ is upgraded, itis Converted into a Profcency die @, When a Dilficulty die isuperaded. it's converted into a Challenge die @. When a special talent or effect cals for one or more dice ta ‘be upgraded, the player first determines how many dice are to bbe upgraded. Once he determines this. he removes that number (of Abily dice @ or DiFfculty dice @ from the pool and replaces them with an equal number of either Proficiency dice @ or Chal lenge dice @, UPGRADING MORE DICE THAN AVAILABLE ‘There may be situations in which a player needs to upgrade Abity ice @ into Proficiency dice @, but there are no more Ability dc @ remaining in the pool. in tis case, the player performs the fo Towing steps. Fis, he determines how many dice upgrades remain ‘Then, using one upgrade, he adds one additional Ability die @ to the pool f any upgrade opportunities remain, he then upgrades the newly accled Abiity ie @ into a Proiclency de © Ths pro- P36 s repeated unt all potential upgrades have been applied Ita player needs to upgrade Ditheulty aice @ into Challe ice @ but there are no more Difficulty dice @ remaining, th same process's followed oe DOWNGRADING DICE Downgrading dice is also a specific mechanic, and applies only to Proficiency dice @ and Challenge dice @®. When a Proficiency dle @ is downgraded, becomes an Abit die @ When a Challenge jie @ is downgraded, t becomes a Difhculty cle @ Aa 2 3s at's, te i: ors evaluate the results to resolve the outcome. The first outcome 0 resolve Is determining the success or failure ofthe ski check. Then, the players fan determine if any significant side ef fects-good, bad triggered When a special talent or eect calls for one or more dice tobe lonnaraded, the player fist determines how many dice are to be downgraded. Once he determines ths he removes that num ber of Praiiney dice @ or Challenge dice @ fam the pool and places them wth an equal number of ether Ability ice @ oF Dicuty ace @ DOWNGRADING MORE DICE THAN AVAILABLE There may be situations where a player needs to downgrade Proficiency dice @ into Abilty ce @ or Challenge dice @ into Difficulty cice@. all the potential dice are alteady n their down {rade form, any further downgrades ae ignored UPGRADES & DOWNGRADES IN THE SAME POOL Sometimes ablities will call for both dice upgrades and down: {grades When tis ours all upgrades are applied fst. Then, any downgrades are applied. Tis is important, since upgrading cice could potentially add more dice tothe overall poo REMOVING DICE Just lke some effects add Boost dice [or Setback dice Ml to a oo}, some effects remove dice om the pool befare they are eve rolled. Most often this comes ftom character talents that allow he removal of Setback dice lM rom 2 pool Ian ability Would remove more dice ofa type than there are in the die pool, the maximum number of dice available ae removed, ara any 20 onal removals ae ignored, Removing dice is done afterall other dice have been added and all upgrades or downerades have been applied. INTERPRETING THE POOL SUCCESSES & FAILURES ach Faure ¥ symbol cancels one Success ¥ symbol. Remem: ber that Triumph i symbols are counted as Success % symbols in addition to their Tiumph @ effects, and the Success % portion of ther effect may be canceled by a Fallure ¥ symbol, Likewise, Despair % symbols count as Falure Y symbols in addition to their Despair @ effects and may cancel a Success % symbol all Successes 3 anc Failures Y in the pool are cancelled out orifthere ae any net Fallues ¥ remaining, the ski check fails Hf at least one Success ¥¢ remains, the sil check succeeds. Re- ‘member, a dice poo! must have a least one Success ¥ symbol fora shil check 0 succeed. ADVANTAGES & THREATS Advantage © symbols and Threat symbols cance one another. Each Threat @ symbol cancels one Advantage ©) symioo. Aft all Threat & symbols have cancelled Advantage € sym als, a poo! will have one or more Advantage 49 symbols, one or more Threat @ sy evenly canceled out mbos, oF have everything Hating one or more net Advantage ( symbols indicates 2 positive side effector benef. Having one or more net Threat symbols indicates 2 negative side elector complication with the ‘heck. I all the Advantages €or Threats @ cancel each other cout, there are no adaitional effects TRIUMPH & DESPAIR ‘wo symbols represent far more potent effects than the others. Ti umph ® and Despair are special cases and operate slightly i fecenly than the other symbols. Unlike Success # and Failure or Advantage © and Threat &, Tiumoh @ and Despair do not completely cancel each other out. Rather, they Indicate an espe. cially positve or unfortunately dire side effect. Ony the “success and the “alure" portion of each symbol can cancel each other out Remember that its possible for a skill check to result in both “Thump and Despair @ symbols. In this case. bath results are Interpreted separately. For more auout the speciic applications (of Triumph @ and Despair @, see page 15, UNLIMITED POSSIBILITIES \Witn the opportunity for sucess or failure vel as the myriad side offects possible through multiple Advantages, Threats, T lumps, and Despairs, no two skill checks ae the same. There are hundreds of possible autcomes with almost every ski check. A character may achieve a high magnitude success with no other complications, ora lovemagnitude success with Advantages. or a moderate success with Advantages that are tempered with Despair. Likewise, railed checks may have a silver lining by also featuring Advantage or Tiumph, or create truly dre situations in hich failure is accompanied by bath Threats and Despat. The sheer number of possiblities provide opportunites to nar rate trly memorable action sequences and scenes. Players and (GMs slike are encouraged to take these opportunities to think about how the symbols can hela move the story along and add etais and special effets that create action-packed sessions OTHER TYPES OF CHECKS he standard kil check using a basic dice pool can be used to resolve the vast majority of asks in a game session, Some stu ations require a slighty diferent approach to propery resolve OPPOSED CHECKS ‘Sometimes a task is more dificult to accomplish because some: ‘ne Is actively trying to prevent the character from succeeding ‘Similar, a task may be influenced when one characteris ying to ‘overcome or bypass another character For example, a suspected thie lies 0 the lacal governor, claiming he haa nothing to co with the burglary of medical supplies. The thiet's Deceit check might be opposed by the governors Viglance. When a hunter tries to ‘quietly sieak pasta watchful gundark, the hunter's Stealth check 'S opposed by the gundarks Perception sil ‘Opposed checks add Difficuty @ and potentially Challenge dice @ to the sil check’s dice pool, similar to standard checks However. rather than assigning a general ciicult level to an op posed check, a quick comparssan between he active and oppas ing characterises and sil ratings determine the dificulty ofan ‘opposed check The active character's dice pool is bult using Ability dice @ and potentially uperacing some into Proficency dice @ based on bs characteristic and skl rating, 35 normal. The oppositon then intraduces Difficulty dice @ and Challenge dice @ based on its elevantchatactevistc and skil rating, The oppositions highe value betNeen its characterstic and skill determines now many Difficulty dice @ are added to the pool, while the loner value in dicates how many of those dice are upgraded into Challenge dice © (see Upgrading Dice on pave 8) For example, Posh the smuggler is trying to sneak posta security patrol. Pash has Agity 4 and Steoth 2, bulaing {intial dice poot of four Abily dice two of whieh are Upgraded to Proficiency dice (4H in total. The secu rity patrol has Cunning 2 ond Perception |. Therefore the ‘opposition adds tno Difficulty ace tothe check, ane of inhich is subsequenty upgraded to a Challenge in total). 1 hore are no other facts, the sk check NaS the ftoning dice. @POOHD COMPETITIVE CHECKS When multiple characters are attempt the same task and trying to determine wn ‘accomplishes the task frst, performs the task better, or measure some oth ‘outcome, they are engaging Ina competitive check. For example, two characters engage in a friendly swoop race ‘down a rocky canyon, Each one has the same goalto win the race by crossing the rsh ine frst. Ths isa competitne check to see who outperforms the othe. Fora competitive check, the GM assigns dificult level forthe task and each character involved in the competition makes a skill check based on that dificult. When characters make a compet tive check, tis important to track how many total Successes % they gonerate wth their respective dice pools. The character with the most total Successes ¥ "wins" the check, [Athough Advantages 40) and Tiumphs @ stil provide their customary effects in these situations, they also provide one ad. ‘ditional benefit. If tne two characters te with the number of net Successes ¥ they generate, the character withthe greater rum: ber of Triumphs @ becomes the winner Ifthe characters are stil tied, the character with more total Advartagos €) is declared the DESTINY POINTS Jestiy is that special spark that elevates heroes above com: one's, imouing a persona with enough significance inthe ga. {axy's events to be a Player Character. Over the course of the PCS! adventures, destiny may intervene on their behalf for goed oI The concept of destiny andthe Player Characters ability 1 tap into ana influence ths resource is represented by Destiny Points. Destiny is imtenwoven with the Force, and is one way the Force {guides and surrounds the characters. THE POOL OF DESTINY Like the Force, destiny has both light side and a darkside. Light side Destiny Points favor the characters and can be used to aid them in their actions. Darkside Destiny Points impede tne char acters and are used by the GM to imperil and complicate their actions. As the pool of light side destiny ebbs, the dark side's Destiny poo! grows. As dark side Destiny Points are consumes, ligt side Destiny Point are replenished PREPARING THE DESTINY POOL To determine the current Destiny pool, atthe beginning of each {game session, each player with aPC ral one Force Qe (the GM ‘dovs not roll Force die. The results ofthe Frce dice are talied ta become the stating Destiny pool for that session, For example, if player ros ane light side symbol Q.he acs one ight sige Destiny Point tothe session's Destiny pool. Ia player rolls wo dark side symbols @ @. he adds two dark side Destiny Ponts to the Destiny poo! EDGE oF Twe EMPIRE If the characters at stl ted after evaluating these categories, the competve check sa dra In this case, the GM must dete ‘mine the winner, oF the consequences i everyone loses, or cal for ‘another competitive check. For example, Oskara the TwiTek bounty hunter cn Low: ‘rick the Wookiee hired gun engage ina friendly drinking Contest. The players decide to go for the good stuf, using Corelian Brand, «notoriously potent potable. The GM decides the drinking contest wi require a Hard Reslience check. Oskara has Brawn 3 and Resiverce 1, While Lowhhrick has Brown 4 and Resilience 3, Oskara _manages to generate two Successes, no Tums, nd tivo Advantages (HHO in total, Despite is superior ‘bravn, Lonhirick only manages to generate one Success, ‘one Tiumph (nich in adatin to being a Trumps, also ‘counts 98 LoWMhrick’s second Success), and tree Threat HOVE. Lownnrick vins the compettve check based {onthe tiebreaker. (Once set, the size ofthe Destiny pool does not cnange fort session. Before the next session, players will oll and generate 2 ne Destiny pool which may have a different number ad compo- sion of Destiny Points. ‘TRACKING DESTINY POINTS. Destiny points can be easly tracked using the included two-sid: 0 gaming tokens. The white side represents lignt side Destiny Points, and the biack side designated to represent darkside Des tiny Points As Destiny Points are spent, simply fi the token over toi other side HOW DESTINY POINTS ARE USED Player Characters may only spend light side Destiny Points, and the GM may only spend darkside Destiny Pints \When a player soends a ligt side Destiny Pont. it is converted Into a dark side Destiny Point after the current action is resohved ‘When the GM spends darkside Destiny Point tis then conve into alight side Destiny Poin inthe same fashion. player can only ‘pend one light side Destiny Point during a sirgle action The GM likense i limited to spending one darkside point per acton. The active player {the player or GM forming the dice poo) al ways has the first chance ta use a Destiny Point. Once he has de ‘ded whether or not he wil use a Destiny Point. the other party involved inthe check the targeted player, or the GM inthe case cof an NP) has the opportunity to respond. ‘The flowing section explains some of the ways in which Des tiny Points can be used AHELPING HAND All characters have the opportunity to call on destiny to enhance any skill check they are about to attempt. A player may spend) ‘one light side Destiny Point to upgrade his starting dice pool by ‘ne step. The GM may spend a darkside Destiny Point in this Wy to.upgrade one of his NPC's dice pools Adcitional information on Upgrading dice can be found on page 7. RAISING THE STAKES Destiry can also be used to help keep characters out of harm's Way Characters can call on destiny to make an opponent’ sil check more challenging. A player may spend one ligt side Des tiny Point to upgrade the Dificuityaice @in any NPCs skill check by one step. The GM may spend a dark side Destiny Point inthis Way to upgrade one of the PC's dice pools Additional information Inuperading dice can be fourd on page 7 ‘SPECIAL ABILITIES AND TALENTS Some powerful talents allow character to spend Destiny Pont for various elfects. For example. after acquiring the talent Anatomy Lessons, 41-VEX can spend one Hight side Destiny Point to acd ‘damage equal to his Intellect toa succesful combat check, Other uses exit as well—see the individual talent descriotions for details INVESTING EXPERIENCE POINTS perience is the primary means by which players customize ier characters. Players should receive experience from the GGMas they continue to pay with the charactersin the Star Wars nce orm Erte Beornen Gane, ich can be spent to improve thelr characters. SKILL TRAINING Each sil as five ranks of training avaliable. The cost for training sk falisinto one of two categories—career skill and non-career sls The character should have check marks nex! to a number of Sls (based on his caren. These are the character's career sls Tianing a carver skil costs fve times the value of the next Fighes rank. For example, taining a career skil from Rank 0 (ur trained) to Rank 1 requires 5 experience points Improving a Rank [career ski to Rank 2 requires 10 experience points Each rank ‘must be purchased separately. This means that training a carcer Skil rom Rank 0 to Rank 2 costs 15 experience points (5 for ‘alsin trom Rank Oto Rank 1, then 10 more for raising It fom Rank | to Rank 2) ‘A character can also purchase rarks of non-career skills. Each fank of a non career ski costs § addtional experience points Forexample training anon-career skll fom Rank 0 (urrained) 10 Rank | requires 10 experience points. Improving a Rank 1 non: fate ski to Rank 2 requires 15 experience points. Each rank TABLE 1-2: INVESTING EXPERIENCE ‘ay purenase ranks in any ski, upto rank 5 ratingin experience 'Non-career sills cost five times the purchased rating in experience, plus fve Additional experience, (Nay spend exoerience to purchase talents within talent trees. the level in experience, | Career skis cost ive umes the purchased | Whether career sks or non-caroer sk, each ach talent tree i broken into diferent levels. Talents on each level cost ve times | st level ofa talent tree, ori they ae connected must be purchased separately. This means that training a career skil from Rank Q to Rank 2 costs 25 experience points (10 for raising it from zero to Rank 1, then 15 more for casing i from Rank | to Rank 2) ACQUIRING TALENTS “lents in the Star Wars: Eoce of rae Eure Becionsn Gave are ‘acquired from a characters career talent tree Talent trees provide 2 unique format for purchasing talents that comes with several special rules and restnctiens. Each talent tee has four columns and three rows. Ths means ‘each talent tre has a total of twelve talents that characters may purchase. The cost ofeach talent denends on the rw it occupies, ‘The topmost row of talents are the leas expensive, costing 5 ex perience points each. The next rows choices cost 10 experience points each, and the third and final row’s choices costs 15 exper ence each, Note thatthe choices on each tee are connected by a series of tines that ink some talent choices with thers. When purchasing talents, characters may only purchase talents they are eligi fr, CCharaciers are eligible to select any talents inthe fs, topmost Ton. plus any talents that are connected vi one othe aloremen: tired inks to talent the character has already acquired, Each entry on the talent tree may only be acquired once rank must be purchased sequentially (so rank 2 ‘must be purchased before rank 3, aid so on Talents may only be purchased they are on the | with 3 bar toa talent already purchased, am PRE REA ES he Siar Wors: Eoge oF me Enme Brcionen Gave ses to apture the pure cinematic tril found inthe Star Wars uni rt fat oncase the Player Characters, verse. Comba eq ‘ving. and meant to the talents and abiities: Most of the gameplay is done on a CM escriting events and the players desert ters’ actions and reactions to these events. Combat fequires more structured gemeplay STRUCTURED GAMEPLAY OVERVIEW When using structur | series of rounds, a series of turms, During ir and Non Player Character haye the opportunity to acca ‘gameplay, the game is broken down into hol whch is further broken down into ‘Single round, each Player Charac gets one turn, curing which they mpi tasks and perform various Players should keep in mind that 2 round lasts long enough for their character to move to a new location and perform a mportant action. They should also remember that although happen sequentially ct round is broken up into turns that In gameplay, narratively the tur e occuring at roughly the Structured gameplay events (also known as encounters) suc 2s combat follow these steps STEP 1; DETERMINE INITIATIVE ‘Av the beginning of the first round of combat, all players anc NPCS need to determine in what order the characters Wil take their tums. This is reterred to as the Initiative order. To determine the Initiative order, each Player Character and [NAC makes @ Simple (} Cool or Vigllance check - Coo! wien aware and ready for combat, iglance wren combat begins un expectedly, tis important t note that diferent characters may Use different skils to determine Initiative during th bat, depending on ther differing crcumstances, Once all Initiative checks have been made, the GM notes own the results ofeach check and ranks them in order, from highest number of Successes ¥ to lowest numberof Suc 3 If bvo checks are tied, the check with more Advantages ©) Is ranked higher Ifa Player Character and an NPC are stil ied, the Player Characters ranked higher. This the nitive order STEP 2: ASSIGN INITIATIVE SLOTS (Once tne GM has determined the Initiative order, ne notes which results were generated by Player Cnaractrs, and which results were generated by NPCS. The results generated by Player Cha- acters become Player Character Initiative slots The results gen ‘erated by NPCS become NPC Initiative siots ‘STEP 3: PARTICIPANTS TAKE TURNS Beginning atthe top of the Initiative order, the players and GM fill each Ina stot one ata time witha character turn, Ifthe Intative sit isa Payer Character Initiative slo, then the play rs agree on one Player Character to fl the slot from amongst the Player Characters who nave not acted that turn That Player Character then takes ths turn, Ifthe Intiatve slot is an NPC Initiative sot, then the GM chooses one NPC to fil the sit from amongst the NPCS who hhave not acted that tur, That NPC then takes this turn, THE TURN ach character (whether a Player Character or a Non Player Character) gets one turn to act during each round, Dunng this tum, the character has the chance to undertake certain ac tives such as moving from place to place, using his skis, and ‘ven attacking others, The actives tne character can perform luring his turn ar spit into three categories: Incidentas, Ma rewvers, and Actions, INCIDENTALS Incidentals are minor actives that characters can undercake that require extremely itl time or effort, There ise hard lit to the numeer of incidentals a character may perlorm during his turn although the GM may veto excessive numbers of them | OF decide they are complex enough to warrant counting as 2 ‘maneuver. The folowing are exampies of incidentals: ‘© Speaking to another character ‘© Dropping an item held in one's hands ‘© Releasing someone the characteris holding. ‘© Minor movements suchas shifting postion, peeking arcund a comer, looking behind a person, MANEUVERS Not all undertakings requite a check. These minor activities are known as maneuvers and cover a wide range of activites that ‘any character can perform, They requite an investment of time and effort on the cheracters par, but are simple enough that theres no chance of failure when doing them, Technically, char- acters perform manewers during narrative gameplay as well STEP 4: ROUND ENDS (Once ll NPCS and Player Characters have taken a turn, the ‘ound ends. At tis point, certain effects that last until the “end ofthe round" may end, The GM also determines if the ongoing ‘action warrants addtional rounds, or if thas been resolved. I the ongoing action continues, repeat step three using the same Initiative order generated in step 1. I the action has been re soe and the encounter is over, proceed ta step 5 STEP 5: ENCOUNTER ENDS ‘Once the action has been resolved. the GM ends the encoun: ter Ar this point, any character ailies that may only be used ‘once per encounter’ reset. Each Player Character also has a chance to catch his breath and recover strain, and may take steps to help eal any incapacitated characters 2 encounters. However, maneuvers are tracked and defined during encounters because characters are more limited in their and efforts by the frantic pace of conflict, MANEUVER LIMITATIONS AA character may perform one free maneuver on his tum. He ray also perform a second manewer by voluntarily suffering two points of strain. A single character may nat perform more ‘than two maneuvers during his turn ‘TYPES OF MANEUVERS ‘The followings ast ofthe most common maneuvers a charac: ter can perform during combat. aM ‘During combat, a character can use the Aim maneuver to steady ‘2 weapon or line up a hit before attacking, granting one Boast die Eto his next combat check AssisT Performing the assist manewer allons an engaged aly 10 add ‘a bonus Boost die lt his next check, Several characters can Use te assist manewer to add more bonus Boost dice the engaged ally next check. The Game Master should use his omn iscretion when allowing Players to assist one another. Some ‘actions simply do not benefit from assistance GUARDED STANCE ‘A character can take & maneuver to assume a guarded stance helping him defend against mele attacks. A character who per forms tis maneuver adds one Setback die M10 any combat checks he makes until the end of his next tur However, he aso ‘adds one Setback ce 10 any Melee or Brawl checks made targeting him unt the end of his next turn, ERERGHERELE COUT Un ee none con core INTERACT WITH THE ENVIRONMENT Thisisa br sible interactions, such as opening a blast door. liping or ducking behind a table, pressinga speciic button on a control panel, or grabbing a blaster off of he ground Taking cover, Ducking behind 3 door jam. crouching behind a crate, or peeking around a tree trunk al of these allow the character to add 2 Setback dio ll to any ranged combat check MANAGE GEAR Managing items and equipment, such as drawing or weapon or drawing something from a pauch or satchel is plished by tis maneuv Move his _manewer allows the character to move within his ~ echange range incre ment, Performing his ma ve between short and medium object. This also allons char acters 1 move between mediu nd long range ing reme range by When covering Jong distance rmultip sneuvers do not have to be performed on the came tu but the characteris nat considered to be in the new range acrement unt al required maneuvers have been performed x mee cea on cetemining rags, se Range Bands on age + Engage or Disengage from an opponent. a arget sa zady within short range of a character, the ge or disengage from tha argo + Move within short range. Pororming this maneuver allons ‘an unengaged character to move to another poston thats currently within short range of him DROP PRONE OR STAND FROM PRONE Dropping prone and standing rom a prone position each require ‘a manewer Dropping prone allows the character to ada one Se* ack die Ml to al ranged attacks made against im, although he st die Eto all melee attacks madi ACTIONS Dun acters turn, they generally rimary activity. This isthe characters action, A charac r may only perform one action ina turn. Inthe S cor me Exe Becnver Gave. there are our major ty eis turn ave the chance to per rar Wars: Eoce EXCHANGING AN ACTION FOR A MANEUVER A character may exchange his action fora uring is turn. Hon ‘maneuvers during hi tun, ional manewer erfr more than two SPENDING AN ACTION TO ACTIVATE AN ABILITY Certain abilities and talents can requite an action to acthvate When a character spends an action to activate an ability, he has Used his action for his turn, PERFORMING A SKILL CHECK he most common actions most characters take during thelr un are actions that require a skill check to resolve, In other words hese are activities for whicn success is not guaranteed or lot ch the fallure of the task may be Important to the ongoing ory, Skill descriptions are covered on page 22. Combat checks, however, are uniqu PERFORMING A COMBAT CHECK A player makes a combat check when he uses @ combat ski to attack a target. This is also reterred to 2s an attack. A combat check fellows al the rules and procedures for making skill check ncluding the steps for assembling the dice pool (see page 5) onevet, there are several additional steps include in a cama ck ch 1. DECLARE AN ATTACK AND SELECT TARGETS The character chooses to make an attack. He selects vat ski he Wil use to make the attack, and ifthe skil requires a weapon to use, which weapon he wil be using. He then declares the target of his attack 2. ASSEMBLE THE DICE POOL The character then assembles hs dce pool based on the skill its Characteristic, and any applicable talents and other abilities. The ifcuty of combat checks depends on whether the atack isa ranged attack (using Ranged (Light), Ranged (Heavy) or Gun ney ora melee attack (using Melee or Brawn). Melee attack cf ‘altos are aways Avorame 4. Ranged attack aifficultes depend ‘on the cstance the target is fom the active character, or in ether ‘noid, the range band the target occupies Table 2-5: Ranged. ‘Attack Difficulty [page 17) iss difieultes as they relate to diferent range bands, See page 16 for more information about range bands. 3. POOL RESULTS AND DEALING DAMAGE ‘Once the player rols the dice pool for his character, he evalu fates the results (see page 8) AS with any skl check, the check must generate more Successes % than Failures Y to be success ‘Whon making a combat check, after calculating overall success, leach remaining Success ¥ result adds + | damage to a successful attack. If the attack affects multiple targets, the addtional dam. age is added to each target 4. RESOLVE ADVANTAGE {) AND TRIUMPHS ‘As with every skil check, Advantage &9 and Trumps ¢® can be Spent by the activated character to gan incidental beneficial fects on a combat check. There ae specic options for snending ‘Advantage €2 and Triumphs @ in encounters, however, and the Most common of these can be found cn Table 2—1: Spending ‘Advantage {9 and Triumphs @ in Combat. Keep in mind, this is not intended to be the only options aval able. As always, players and GMs may invent other ways to spend TABLE Eau Sane Advantage €) and Trumps @ depending on the specific cum: stances of the encounter, and any option tnt the players and GM agree on can be viable 5, RESOLVE THREAT 6 AND DESPAIR Inthe same fashion that the controling layer determines how his character spends Advantage € and Triumphs @ in his combat ‘check, the GM then determines how to spend any Threat and Despair © generated in the check. By devaul, the GM determines how Threat & an Despair @ are spent. There are specc options for spending Threat @ and Despair in encounters, and the most common of these can be found ‘on Table 2-2: Spending Threat @ and Despair © in Com- bat (page 16). As with Advantage © and Trumps @, keep In mina that these are rot intended tobe the only options available. 66. REDUCE DAMAGE, APPLY TO WOUND THRESHOLD, AND APPLY CRITICAL INJURIES When a character suffers damage, he reduces the damage re ceived by his soak value. I ary damage remains after this reduc tion, he suffers that many wounds Ifthe net results zero or nega tive, the character suffers no wounds, For more information on soak, damage. and wounds, see Wounds, Strain, and States of Health on page 19. Example: Oskara is wearing padded armar. and with her natura Brown, she has 0 total soak value of ur A Successful hit with @ blaster pistol deals eight points of ‘damage to her Her soak value absarbs four points of damage, resulting in four wounds, ‘An aitack may also generat @ Critical injury ifthe target suffers atleast | wound. inthis case, an NPC target is defeated outrient. Iv tn target is @ PC oF nemesis NPC, they instead refer to Table 2-4: Critical Injuries on page 19. : SPENDING ADVANTAGE {} AND TRIUMPHS @ IN COMBAT 1 Tiumph @ or arable) Advantage © ‘© Activate a Critical Injury i the target suffers at least | wound) or active weapon quality | (based on neapon- see page 30) T Advantage €or | umph @ 2 Aavaniage OO oF | Tumph ‘© "Notice single important point inthe ongoing conflict, such as the locaton of a blast. {doors control panel or 2 weak point on an attack speeder, Perform an immediate free maneuver, provided you have not already performed two ‘maneuvers in that turn 1 Add one Setback die lito the targeted characters next check. + Aad one Boost die Eto ary aed character's next check including the active character Tiumeh @ © Uperade the aifculty ofthe targeted characters next check. © Upgrade any alle character's next check, including the current active character. | Do something vital to turing the tide of battle, such as shooting the controls to the nearby blast doors to seal them shut I 2 ump GD ‘© When dealing damage to a target, have the attack destroy a piece of equipment the targets usin. such as blowing up his baste or destroyinga personal shila generator. ‘© Recover | strain this option may Be selected more than once a ‘© Add one Boost aie Eto the next allied actwe characte’ check oa “BREBGEARG ‘TABLE 2-2: SPENDING THREAT 4S) AND DESPAIR 7 IN COMBAT fou 1 Threat @ or 1 Despair 2 Threat BG or | Despair @ ester characters check. The active character suffers 1 stain this option may be selected more than once, = An opponent may immediately perform one free maneuver in response to the active ‘© Add one Boost Elie tothe targeted character's next check. ‘©The acthe character or an ales characte suflers one Setback de lon his next action. | S Threat 8 or | Despar'@ | = “The active character falls prone. The character's ranged weapon immediately runs out of ammunition and may not be used forthe remainder ofthe encounter. | V Despair @ z Upgrade tne aiticuty of an alle characters next check, including the current active character, +The tol or melee weapon the characteris using becomes damaged. SOAK Paras sok yt los protect tim rom incoming rounds. Most creatures and character have a default soak ‘alue equal to their Brawn rating. Most types of armor or other forms of protection provide adaltional soak (see page 34). RANGE BANDS he Star Wars: Eooe or re Ewnite Becinnen Cave ‘cies on broad terms used to describe ranges and distances. The di tance between two points—peopie, objects, or adversares—Is defined in general range categories. These range categories are Used to determine now fer a ranged attack can reach, ho far Apart two people are from each ater, now much effort is need: le to move between two places, and So on THE FIVE RANGE BANDS For ease of play. distance in Edge of the Empire is divided up Into five diferent bands, rom engaged to extreme. As always, the CM has final say in determining the range between the at tacker and te target With the engaged status and the range bands, the GM is free todescritethines dynamicaly and set scenes without having to worry about exact dstances, Exact astances in meters do not matter The details and acventure come fst, creating 8 vivid picture forthe players, while allowing the GM to quicky provide tthe mechanical information players need to use thelr actions and build strateges. ‘ter coleulating the total amount of physical damage in flcted from ary source, subtract the total soak value from that «damage total, The result isthe number of wounds the character sulflers. the soak reduces the damage to zero or less than ze, then the character takes no damage ENGAGED “wo characters engaged with each other are in very clase prox imity. A soldier needs to be engaged witha target o hit him with his wibrosnord Engaged also used ta indicate that a person is close enough @ an item to use it. For example, a slicer needs to be engaged with a security terminal to attempt to hack it SHORT RANGE ‘Short range indicates up to several meters between targets. Many thrown weapons and small frearms are most accurate at shor range. Two people in short range can talk comfortably without raising their voices, Moving to another spot within short range is usualy easy to do and generally only requires one MEDIUM RANGE Medium range can be up to several dozen meters away. More reliable p sto can reach to medium range Fw thrcwn meapors| an reach ths far. Two people in medium range of eacn other ‘need to talk loudly to hear each other. Moving from short range to medium range takes litle exertion, and generally requires TABLE 2-3: RANGED ATTACK DIFFICULTY : @ Medium nore OO l or xx) a Beiree ADDITIONAL DIFFICULTY . Engaged wiGunner “May not make Gunnery checks wihen engaged with an opponent LONG RANGE Long range is further than a few dozen meters. Blaster rifles, ‘mounted weapons, and weapons that use the Gunnery sil can in long range of each other need to yell loudly t ach ‘ther Moving from medium range to Tone rane requires two EXTREME RANGE range may not be ear each other e Moving between lone range and extreme range can be time consuming and exerting, and requires two maneuvers. Short range and the o im range tothe ADDITIONAL COMBAT CHECK MODIFIERS Prrsnrero ines an moat comma nec om eno ntal actos to actions the character chooses. Ths section RANGED ATTACKS AT ENGAGED TARGETS When attacking 2 target engaged with an al grades the cifcuity ofthe check by on Feulty de @ to a Challenge cie @ RANGED ATTACKS WHILE ENGAGED haracter may add +1 Boost die Eto his next Braw or Mele inst an engaged opponent that makes a ranged attack ep (upgrading one D In addition, the dificulty of some ranges attacks increases le engaged, and other ranged attacks necome impossible See Table 2~3: Ranged Attack Ditfiulty (oge 17) for mor UNARMED COMBAT Characters nghting with their bare fists (or other appendage) use the Bran! combat sil. When doing so, the character's attack has| {a base damage of his Brawn rating, a range of engaged. a Crtical Rating of §, and the Disonent | and Knockdown qualities (see page 52], Finally, when making a Brawl attack, the attacker can Choose to deal damage to the target's strain threshold instea ‘fits wound threshold, stil recucing the damage by the targets Untke other weapons, Baw! weapons augment this basic at tack. Brawl weapons can add damage ta this attack, and m have an improved Critical Rating and additional weapon qualities, When using a Brawl yeapon, tne user adds te adcitonal weapo {qualities fo the qualities already provided by the Braw\ attack. I the weapon provides an improved version of an existing quailty the character uses the improved version IMPROVISED WEAPONS Improvised weapons such as broken bates, he Melee kil, an lke all Melee weapons, the attacker adds his Brawn to the damage dealt. Improvised weapons generate one: Automatic Threat @ on any check. Improvised weapons deal 1 ‘samage Any attack rol that resus ina Despair ® or Threat @® indicates thatthe improvised weapon breaks and s useless infu her rounds of ENVIRONMENTAL EFFECTS The GM can add Boost Band Setback dice las he deems ap: propriate to any combat check due to environmental effects. suc as darkness or smoke COVER Being behind some sort of cover—a rock, crate wall or vice f texample—imposes one Setback diel fo opponent’ attack ols and cartan sil checks. such as Percept DIFFICULT TERRAIN Dificut terrain is anything that a GM decides is hard 10 move through or over ican include ght passageways, bodes of Water slippery ice, thick undergroath,locse rubble, or deep and siting sand. Characters entering or moving tough dificult terrain must Perform vice as many manewers to move the same dist FALLING Gravity is extremely dangerous. ia character fais rom a height within Short range, ne should sulfer 10 damage and 10 strain, Fall trom greater s may cause a character to become ince. per the GM, pacitated or even kl WOUNDS, STRAIN, AND STATES OF HEALTH character's health is tracked using two separate yet similar sys tems, stain and wounds, WOUNDS AND WOUND THRESHOLD Damage to a character's physical body i racked using wounds ach point of damage inflicts one wound on a character. A char. acter can only withstand so many wounds Before he is incapact tated. This is represented by the character's wound threshold hen a Player Character sulers wounds greater than his wound threshold, he is knocked out ana incapactated for the remainder of the encounter or unt his wounds are re duced so that they no longer exceed his wound threshold Ikely through Heaing). He also Immediately suffers one Critical injury. ‘= When NPCs and creatures suffer wounds greater than their wound threshold, they are defeated (Note that the GM may Wish to designate some important NPCS as Nemesis NPCS. These NPCs follow the same rulas for being incapa and suffering critcal injures as PCs) ‘STRAIN AND STRAIN THRESHOLD ‘Any effect that impairs te character, but does not inflict physica harm or wounds, is considered strain ‘© When a character has suffered strain greater than his strain threshold, he becomes incapacitated until his stain is re ‘duced so that itr longer exceeds is stain threshold ‘© When NPCS and creatures suffer strain, they apply them di rectly to thele wound threshold (unless they area high eve ‘opponent such as a nemesis who instead uses the same rules a5 PCS) Characters can also voluntaly sue strain to trigger certain ef fecis such as gaining an adaitional maneuver during a character's um or activating a special talent TABLE 2-4: CRITICAL INJURIES Rea ar ano Fist Cita inury cosy Second Critical Injury rultamee [Pie cecal ny mE YYS cian fecese ce oF Tit eet f CRITICAL INJURIES ritical Injury. Cri the resul of a critical hit from an attack during A particularly dangerous type of wound cal Injury is ote bat, but characters can also sufer them Irom exceeding their vwound threshold. Each time a character suffers a Critical ijun he sues il effects based on the number of Critical injures he I utrently suffering trom (see Table 2~4: Critical RECOVERY AND HEALING While characters can be aficted with various alments and types of damage, there ae thankfully several options for recovery. RECOVERING FROM WOUNDS mere are several ways that characters can recover trom Wounds ‘© "Natural Rest. For o2ch full night's ret, the character re covers one wound. Al the end of each full week of rest. the charaeter may attempt a Resllence check to recover fron ‘one Critical Inury. The alffculty for this check depends ‘on the number of Critical Injures he is currently suffering rom (see Table 2~4: Critical Injuries. A Thumph q) result ‘means the character can heal one additional Critical Injury Droids benefit from natural rest lke any other charac fet, a8 thelr subroutines and automated systems attempt selt-repais Gaon Immediately sulfer 2 strain. No ongoing effect. Sulfer a Setback die ll to your next action, No ongoing eect. Suffer a Setback cle Wl to all actions un s healed is Chea Injury PCis incapacitated uni ths Critica Injury healed, Medical Care. Once per encounter, character may atteme ‘aMedicine check to heal themselves ranother character. The ificult ofthe check is based on the target's current state of pai cee Table 51: Medicine Check Difficulty on p2¢2 24). In addition, ifthe character does not have access to he proper mecical supplies {such as a Media), the ci y ofthe checkis inreased by |. On a successful check, the target recovers @ numer of wounds equal tothe number of Successes ¥ generated by the Medicine rl, and an amount of strain equal to tne number of Advantages € generated Once per week, a character may also attompt te heal a Crt cal nury by making a Medicine check with aaifcuty based ‘on the number of rica Injuries the patient is curently Su ferng fom (see Table 2~4: Critical Injuries on page 19). Droid cannot benefit from medical care. However, they do receive the same benelits rom Mechanics checks. Bacta Tank. Characters can alo recover using @ bacta tank. Bacta tanks are rare outside of medical installation ‘A wounded character recovers at a rate of one wound er two hours. At the end of each 2é-nour period, the character may attempt one Resilience check to remove ‘one Critical inary. The alifielty for this check ‘on the number of Critical Inures he is curently suf Ing trom (see Table 26: Critical Injuries on page 19) Droid cannot benefit roma bacta tank. Honever, roids can fain the same benefits trom an ol bath ¢ Stimpacks. Strmpacks neal a fed amount with ro rall necessary. Each stmpack used on a character au tomatically recovers four wounds. It requires one ma vet 10 inject stimpack to yourself or an engaged haracter Stimpacks have no effect on Critical Injures, Droid cannot use stimpacks. However pairks in the exact same fashion, hey bene rom RECOVERING FROM STRAIN Fortunately, recovering from straln is fail easy. At the end of teach encounter, each PC recovers strain equal to his Presence score of his ranks in the Coo skil whichever is ereater.Furthes more, ag enerally removes all san a character earn SKILL DESCRIPTIONS his section provides a basic descriptor used throughout the st of all of the skis Wars: Eoce oF tae Ewige Bec BR Gkve Each ski i presented vith clantficatons of how it may BME best be used, along with key diferences from similar sk BR ASTROGATION (INTELLECT ation Skil represents a characte ‘ofthe galaxy to most effectively program the hyper ‘pace coordinates for any jump. Astrogation examples include: + Programing a navicomputer for a hyperspace jump. + Astrogation may be checked any time a character wonders what other planets and systems are nearby ATHLETICS (BRAWN) The Athletics sl serves a measure of the character’ fitness and physical conditioning. Athletics examples include +, Climbing. The dificu satface and ofthese tass is onditions dur + Swiowming in aicult conditions Uulanly weaves, current, and ti Water conditions—par te the overal ch lenge o any efforts to Swim f Vertical and horizontal jumping. Gravitational conditions ana the distance required are the factors most likely in Roved in dificult calculations BRAWL (BRAWN) ‘Some individuals are thoroughly tained in unarmed.combat, have natural weap: fons that they prefer to Buse curing physical Pi aligications, or soak BOMhcapaciate [oes Without serious: injuring them. In any ofthese stuations, raw isthe sil use to det mine successor failure in the combat Remember, ltacks mad th Brawl init strain upon their target, unlas the acting chat acter has a natural weapon that induces wound damage, CHARM (PRESENCE) Aa individ with the Charm sk capable of ein jst te right compliment to his target. Charm examples include: ‘© Persuading an individual to make a special exception to his usual practices though fatery, ting, an grace i to target to go out of hs way to aid the charac ters, without any hope of remuneration Charm is often an opposed check, using the subjects Pres ence and Cool COERCE (WILLPOWER) When character attempts to instil obedience in target through the use oF threats or acts of physica intimidation, they utilize Coerce. Examples include ‘© Any time a character issues a threat. An implied threat such as gestuting or pointing towards a weapon—is su ‘A target is questioned or persuaded under conditions of physical captivity Coste is an opposed check, resisted ty the subject’ Wil poner and Discipline, Attempting to persuade a subject to be tray his cove belies should always add an extra Difhcuty die @ to the pool COMPUTERS (INTELLECT) The Computers Skil is used to program, manipulate, and ex pict the soomingly iniite computer systems and droid brains found throughout the galaxy This sil also governs the pal ff a damaged computer system, defensive actions against an ntruding slicer, and routine maintenance necessary to keep the software on @ computer or droid running effectively. Computers include example © Aitemptsto open a lacked doer ontrol an elevator, or by © Efforts to alter ad i's programming or gain access to is The dificult for a Computers checks cal any defenses present within the system and Dhistication of the system against intrusion ted based upon COOL (PRESENCE) Life on the fringe is Tiled with an endless variety Characters with the Cool skill have the ability to stay calm and think as one’ fe hangs in the balance Cools also used to resis Charm and Negotato In some combat situations, a character's Initiative may be determined by his Cool ski. This appicable under creum stances in whicn the acting character has calmly prepared take action. See page 12 forthe full details COORDINATION (AGILITY) hen a character needs to Balance upon unstable surfaces, ‘ran through narrow openings, or tumble down from a danger us height, he utlizs the Coordination sl, Examples Include ‘© Waking across a narrow surface ‘© Escaping from restraints ‘© Craving through the enists and turns of a sewage pipe ventilation duct, or garbage chute. DECEIT (CUNNING) When a falsehood plays the central part of a persuasive ettor hen that character is employing the Deceit skill Attempts to deceive are subject to the perceptions ofthe target. Deceit is opposed by the subject's Discipline. Examples include: * Misteadi a buyer or seller about the value ofan objec Distracting an opponent through gulle—even within the context of physical confrontation DISCIPLINE (WILLPOWER) The ability to maintain composure and react nan effective m: ner is governed by the Discipline sll. A character's Discpine may enable him to overcome treachery and threats that others attempt to impose upon him. Is used to resst Leadership, Coorce, and Deceit, Discipine examples include a characters pinned down by heavy fre, he may need to ass a Discipline check in order to act normally © A characters ablity to engage a terriving foe rather tha lee is governed by the Discipline ski GUNNERY (AGILITY) Gunnery applies to weapons that are simply too large fora Son 0 carty Examples include: Fring a starfightr’s weapons. © Using a vehicle mounted weapon or a turret bul i defensive emplacement, KNOWLEDGE (INTELLECT) ‘The actions hat a character takes are often perio Jon to his knowledge about asituatio 1 as much about fei ned in ers can never be ame setting as the no have ved there. The Knowledge skill serves 10 fridge this gap. It enables 2 player to make decisions abo charac his character's actions that are informed by might know. Knowledge examples include: ‘© Recognizing accents, aress, a isms that ave 2 with @ particular ‘© Determining the best location to sel a cargo of goods, Identifying the vulnerabilties of another species. LEADERSHIP (PRESENCE) The Leadership skll represents a character’ ablity to instil faith and trust inthe people witn whom he chooses to interact Leadership examples incluse © Ratying alles, ‘© ‘Swaying an assembled crowd to take action he cifculty ofa Leadership check is based on the complex ty of the orders a character's attempting to convey and the iteligence and professionalism ofthe subjects he sattemoting TABLE 3-1: MEDICINE CHECK DIFFICULTY Gan) MEDICINE CHECK Current wounds equal haf or less of wound threshold Easy Current wounds more than half of wound threshold were @ Wounds exceed wound threshold HO Recover Critical Injury (MECHANICS (INTELLECT) ‘The Mechanics Skill represents the expertise requited to repair anything from a failed hyperspace engine to a trusty blaster. Examples include: ‘© Repairing a device tnat has sulfered physical damage. pro \ides the necessary tools and replacement components ‘are available, Droids may nat benefit from Medicine, but they may substitute te Mechanic sil forthe same heal ing effects (see Medieine below) + Jaentying the pares and tools necessary for a repair job ‘along wit their approximate cost (MEDICINE (INTELLECT) Thvough the course oftheir travels, characters are certain to sut fr injuries. The Medicine sili used to treat these injuries and perform first aid. Examples include: + Routine fist aid. Treating a poison Surgeries cybernetic augmentations. and psychatnerapy— hese generally require adltional pharmaceuticals and medical instruments. ‘When treating injuries, the difcuty ofthe check is based on he targe’s current state of health obe Table Set: Medicine heck Dithcuty), On a succossul check, the target recovers a ‘umber of wounds equa to the number of Successes 3 gener ated by the Medicine ral. ard an amount of strain equal tothe ‘numberof Advantages €) generated Diroids may not benefit fom Medicina, but they may subst tute the Mechanics skil for these same nealing checks. Charac {ers altempting to treat ther own injuries increase the difficulty fof the Medicine cneck by 2 (MELEE (BRAWN) The majority of melee weapons depend upon the wilder’s| Sirength to inflict damage Viually any reasonably sturoy ob Jectcan be used as a makeshift weapon soa charactar wino nas become adept atthe Melee skill can often make do with whats avalable. Attacks made with Melee ifict wounds upon their target, unless the acting character has 2 weapon that speci cally Induces strain NEGOTIATE (PRESENCE) ‘The art of negotiation deals with determining exactly how much (of wnat a subject wants must be surrendered in order to get a (Critical Iury Severty Rating por Table 24: Critical Injuries lon page 19 particular good or service in retuen, Negotiate fs opposed by the subject's Presence and Coo, Examples include Purchasing goods or services fr less than the seller's ask ng price. + Seling goods or services—wwhether legal or of more ques: tionable nature—at the best price possible, PERCEPTION (CUNNING) Characters must often maintain a caretl awareness of thei en: ronment. The Perception skill represents the character's con stant, passive state of awareness. Perception may be opposed by skls used for concealment or might have a dificulty set by the environment, Perception examples include: ‘Noticing a trap or an ambush before faling prey to the assaut. Spotting a disguised opponent. Noticing a subule clue—an overheard conversation or the stink ofa Jawa PILOT (AGILITY) For those who travel between worlds, their vehood is often de ‘Pendent upon ther abit to plot a starship. Smale craft now ever, particulary ones best sted to a gen planets habitats, are commanly used for surface transportation. No matter how a vehicle moves—roling. ging, walking, ying or Nosting—the skill that governs its use is Pilot ‘Under normal conditions and for regular actions, a character isnot required to make a Plat check. When those actions are Complicated by treacherous weather conditions, the use of a faling vehicle, or enemy fie, then the character plotingthe must demonstrate his expertise, RANGED (HEAVY) (AGILITY) When fring upon a target from range. veapons that are held with two ands offer a more stable ring platform than those which are held ina single hand and are generally more dead ly and more accurate than their lighter counterparts. These large weapons depend upon the Ranged (Heavy) skl for their ‘operation, RANGED (LIGHT) (AGILITY) ‘The Ranged [Lig Skil includes the use of any weapon that can be fired with one hand, without the benefit ofa brace or other support element RESILIENCE (BRAWN) Reslnce represents a character's physical fortitude agains hreats such as sleep depravation, hideous climates, the most restrictive of rations, and ingested toxins. Ths sil reflects the ‘body's ability to be pushed beyond reasonable mits Examples include ‘© When a character attempts to go without slop for signi cantly longer than Is healthy for his species © Ifa character ingests a toxin, be uses Resilience fo resist is effets, ‘= When a character endures prolonges exposure toa environment including heat, col, or toxic polution. SKULDUGGERY (CUNNING) Skulduggery encomoastes a broad ranges of ski that are ‘crucial t performing physical criminal actions such a8 picking pockets and locks, breaking into and out of secure facies, Sleight of hand, disguise, setting traps, and sundry other mis chievous actions. Ar the Game Master’ clscretion, a particular Skulduggery check may use Aglit instead of Cunning, to reflect a more physical approach, Skulduggery Is often opposed by 3 targets Perception—for the watcnful-or Viglance: Skulduggery examples include Picking a lock or packet using physical tools rather than programming. Note that not every electronic lock has 3 physical interface, ‘© Escaping trom a cell by picking locks an safely navigating ‘nay from security elements STEALTH (AGILITY) The Stealth Sklreflecs how talented a characters atnot being noticed. Examples include: ‘© Atompting to blend in with 2 crond ‘© Hicing from all ofan opponent’ senses, ‘© Hiding people or abject from the attentions of others, ther through concealment or misdirection, ‘STREETWISE (CUNNING) The Streetwise skil represents tne ality ofa character to sur vive inthe less savory portions of the galaxy by recognizing the warring sens that come with danger as wel as those that might signal an opportunity. Examples include Looking for a merchant who specializes in unsavory goods or ilicit services. + Discovering mors that are actively circulating within a ‘SURVIVAL (CUNNING) Learning to recognize the dangers ofthe natural environment as vel as exploting Is resources is dependent upon the Survival stil Examples include: Identifying ste fo0d, potable wa environment ‘or shelter in a natural + Recognizing the signs of imminent dangerous weather con lions. and knoaing the best way to prepare + Tracking a subject through the wideress: cor a bounty whether game VIGILANCE (WILLPOWER) In uncertain times, Viglant individuals ate constantly prepared to facea variety of challenges and ae far mare likely to succeed) than those who simply react to the ever-changing circumstance: This sort of preparedness requires mental aiscipine. and also depends upon the wisdom to keep 3 variety of essential too's| and supplies close at hand In combat situations, outside of those times when a¢ has patiently prepared to bein the engagement, Viglance Used to calculate Intiatve. See page 12 or the full deta layer Characters ar distinguished by thelr special bltes Where a minor character might surrender to over: elming odds, a hero is expected to oramatically detest his foe and triumph. Talents provide a game mechanic for a char acter to perform tasks with supernuman flare and bilty, These ene ialand techniques thet 3 character nas Mastered—typcally through intense practice and study. atents ae tightly linked to a character's identity particularly his wen tity 28 represente ‘A characteris kay to De for which he ha ne situator his profess ‘more successtu when engaged in a skill and a talent that is appropriate TALENT TREES act ofthe Star Wars: Ebot oF we Ewe Becanuer Gawe chr acter folios has a talent tree on the he CM con, tinues to award experience the players can investi by selecting ne talents fom the trees Any time aplayer wises ey he must frst make select anew talent fr bis charac tain that i cutenty accessible on fis tree In order to navigate to 2 new talent, the character must have already purchased all ofthe preceding talents Isted on he tee, descending thraugh a particular column ofthe tree. Al such descents must fell the avalab ‘Note that for some trees clirecty descending within a single column isnot possible, because there is a breakin the listing Ir these case, the character must fst access a talent from an adjacen © 2 ew path to the desired talent. For moce information on investing experience on talents, see page TALENT RANKS AND PURCHASING THE SAME TALENT MULTIPLE TIMES Some trees have multiple entries fora single talent. This ause several of the talents may be learned repeatedh 2 character leans a talent for the ater—time, he gains an addtional rank ofthe sbi Dave's character Lowhtick has one rank of Feral Strength irom his ree, This allows him taint | adi age when using hi Brawl skis. When he lter purchases ana rark (of Feral Strength, ne now inflicts 2 aditional damage tnhen using his Melee or Bra si TALENT DESCRIPTIONS \escripton far each of the talents used in the Star Wars Eoce oF rie Enrie Becnven Game folions, Every entry i ‘ides the information required for game pl Activation explains viv ether a talents always in use (Pa sive) ori a character must take some sort of action in orcer ; to activate it (Active). If activation is required, the type o action necessary Is Indicated. Some talents may be acti Vated on other characters tums. If this isthe case, the AC tiation wil also include the “out of turn” not ANATOMY LESSONS. Activation: Acive (nciental Aller making a successful attack with @ non:veicle/starship weapon, the character may spend one Destiny Point to ad damage equal to his Intel ro there ARMOR MASTER Activation: Passive When wearing a value by one the character increases his total oak BARRAGE Activation: Passive ‘Add one dam: © er rank of Barrage to Ranged (Heavy) or Gun ery checks at medium or long rang BODY GUARD Activation: Active (Manewer (Once per round on the character's tun, the character may per engaged. Unt the characters next tum, any melee or ranged at Tacs targeting the guarded character suffer ore Setback die Il BODY GUARD (|MPROVED) Activation: Active [Manewe The y perform tno maneuvers while guarding an other character, which increases the diiculy ofthe attacks by fone. Keep in mind, however, that a character only gets one ft maneuver per tum—to perform an additional maneuver, the acter must voluntary sufer two sta bonce Activation: Activ (ncidental, Out of Turn When targeted by a combat check ranged or melee) the char acter may choose to immediately sufler a number of strain, then upgrade the aficulty of the combat check by that number The number of strain suffered cannot exceed his ranks in Dodge ENDURING ‘Activation: Pasi Gharacter gains +1 soak value per Fank of Enauring EXPERT TRACKER ‘Activation: Passive e Setback die Mer rank fom sil ch flow tracks and to track targets Survival checks mad to find or ot Increase by rank FERAL STRENGTH ‘Activation: Passive The character deals + | damage on all successful Bra and Me lee checks pe rank of Feral Strength FIELD COMMANDER ‘Activation: Active (Action) The character may take a Field Commander action. By sucess ‘lly passing an Average (@) Leadership check. a nub: alles equal to nis Presence may immediately suffer one stain r perform one maneuver. This daes not count against the num: hey may perform ia their trn. there ar using Field Commander isthe final arbitrator. FULL THROTTLE ‘Activation: Active (ct He orm the Full Throttle action, attempting a Hard (66) Pilot check On success, the ship's top speed incre ora numberof rounds equal fo Cunning. The ship may Stil not perform actions or manewers I could not perform nor mally .e.actions that havea minimum speed requirement FULL THROTTLE (IMPROVED) Activation: Active (Manus The character may voluntaily suffer one stain to attempt Ful tie 25 a maneuver. In the aitfulty of Full Throttle i reduced to Ave crit Activation: Passive ach rank o stra Sg y HIDDEN STORAGE Activation: Any large equipment, vehicle, or roid thatthe character owns eof mote hidden compartments for smugsing appropr bul cannot be enough to noida total encumbrance val $ more than the character's ranks in Hidden Storage. The si compa re proportional othe siz of the vehicle o ngieston. Most numanold dros an oly hold toms equ nize 1 po 352 sihovette 4 sta ould conceal humanoids within its comportments. Ay che 0 det partments nave 2 Formisabie (OO) INSPIRING RHETORIC Active lation may take the spring Rhetoric action. Make an ‘Average (@@) Leadership check. Fo cach Success # result, ore {9 result one ally benefiting rom 5p oie recovers o Jump uP ‘Activation: Active jncdenta (Once per coun on the characte’ tum, the character may stand Up am prone ora seated poston 2s an Incidental = JURY RIGGED ‘Activation: Pa The character chooses one personal weapon or piece of amor pe ank of Jury Rigged, He may increase the damage ofthe meapo by one. decrease the Advantage € cost on its ritical Hit aa ingle other effect by one. or increase armor’ ranged or mele defense by one. Alterna rease the encumbrance The bonus only applies so long as the character is using tem I nis eve Jestroyed, the character uty Rigged to a new personal weapon or piece of armor. KILL WITH KINDNESS Activation: Passive Remove ane Setback die Mer rank of Kil ith Kindness from a arm and Leadership checks the empis. KNOCKDOWN ‘Activation: Passive Alter hitting with a melee attack, the character may knock Feet prone by spending a Tiumph result, the targets large han the acting character, requires one additonal Tuam ch shouette larger NATURAL CHARMER Activation: Active (Fee Action once pe n, the character may reroll any one Charm POINT BLANK ‘Activation: Passive ‘Add one damage per rank of Point Bank to successful Ranged Heavy} or Ranged (Ligh) checks made while at short range or engaged PRECISE AIM ‘Activation: Active (Maneuver ‘Once per round on the characters tum, the character may pe form a Precise Aim manewer belore attempting a combatreat ed skill check to reduce atargo’s defense by one. QUICK RAW ‘Activation: Active (niidental) ‘Once per round on the character's tum, he may draw or holster sible weapon 2s an incidental, not 2 maneuver, This talent also reduces the amount of time to draw or stow 2 weapon that usually requires more than one maneuver to prop ety prepare or stow, by one maneuver. QUICK STRIKE Activation: Passive n performing an attack check during combat, the characte ‘20s one Boast cle El per rank of Quick Strike to combat checks B inst any target that has not yet acte. RAPID REACTION ‘Activation: Active (Incidental, out of turn) he character may suffer a numberof strain to add an equal run ber of Successes ¥ to any Vigilance or ool check to determine Inilative order The number may not exceed his ranks in Rapio Reaction RESEARCHER Activation: Passive Remove one Setback ce llper rank of Researcher fom alk edge checks. Researching a subject takes 50% less time (this doesnot increase with multiple ranks of researches RESOLVE Activation; Passive When a character sufler strain, he suffers one less strain per rank fResolve to. minimum of one. This does not apply to voluntary Stain loss SKILLED JOCKEY Activation: Passive Remove one Setback cie Ml per rank of Skilled Jockey frm all Pit checks the character attempts, SOFT SPOT ‘Activation: Active (cident ‘Alter making 3 successful attack with a non-vehiclestaship weapon, the character may spent ‘equal to his Curis estiny Pint toads damage he result. ‘STIM APPLICATION ‘Activation: Active (Acton) The character may take the Stim Application action. To periorm this action, he must have access to drugs, a meopac, or stim cis. He makes a Average (@4@) Medicine check. I" successu, ‘one ally he is engaged with (cluding himseld increases ane char. ‘2cteristic of the cnaracter's cho efor tre remainder ofthe fencounter, and suffers four strain. ASingle characteristic may only te increased once by Stim Applicat STREET SMARTS. Activation: Pass Remove Setback i checks the character at Wi trom a mats. Perception of Streetwise to hs ranks in Steet Smarts, ‘STRONG ARM Activation: Passive CCraracters withthe Strong Arm talent treat thrown weapons 35 hey had one step greater range, toa maximum of medium rang ‘SURGEON ‘tivation: Passive \When this character makes a Medicine cneck to help a character recover wounds, the target re additional wound per ‘TOUGHENED Activation: Passive The character increases his wound threshold by one pe rank of Toughened WELL ROUNDED Activation: Passive Choose any two skis. They permanently eco Feet skis, i CURRENCY Goods and services are pai for WEAPONS T BLASTERS The most common type of weapons in the galaxy ae blasters. Wes: blasters canbe set to Stun, overloading the victims ner ous system so that he is essentially paralized (see the Stun Damage weapon qualty, page 32). Stun beams may only be used at short and medium range, no matter what the weapon’ normal range is, Switching between “Stun” and “Kit” requires an incidental action, HOLDOUT BLASTER PISTOL The smallest of blasters are easy to conceal but stil pack 2 pow. erful punch. Add one Difficulty die @ to a character's Perception check when attempting to find a eldout pistol on a person's body LIGHT BLASTER PISTOL |A good compromise between concealment and power, ight blasters are favored by tose who often need a firearm —but ust as often need to pretend they don't. BLASTER PISTOL ‘Mest spacers cary standard blaster pistols. They pack a punch, have decent range, and are light enough to carry around at all times HEAVY BLASTER PISTOL Heavy blasters are very powerful. Their only major drawback is that they carry less shots than eter, a trade-off forthe in ‘creased power Game Masters cn spend one Despair ® tohave ‘aheavy blaster pistol run out of ammo (see Table 2-2: Spend ing Threat &@ and Despair ®7 in Combat on page 16). BLASTER RIFLE / CARBINE The ill or carbine blaster is the typical firearm of solders and heavy security forces around the galaxy HEAVY REPEATING BLASTER These deadly weapons fre much more siomy than thelr gtr ounterpats, but are designed to destroy light machinery, a ‘mored targets, or opponents in ight cover, Heavy repeaters are far too unwieldy to fre effectively without the included tripod which takes 2 rounds to set up. When fied from the tripod decrease the weapon's Cumbersome rating by 3. BOWCASTER Boncasters are associated nth the Wooklees of Kashyvk. Each Bontcaster Is hand-built for i's user and usally fires standard micro-explosive quarrels It requis the usr to spend a mane ver cocking the weepan before each shot. EXPLOSIVES Explosive devices may not be 2s ubiquitous as blasters, but they/re no less deadly FRAG GRENADE Grenades are designed to cause as much damage and mayem as possible over a large area. Frag grenades can be set to deto nate on impactor set with a timer to detonate up to 3 rounds after being activated atthe beginning ofthe attacker's action, STUN GRENADE. Stun grenades shock the senses. Stun grenades can be set to Getonate on impact or set with a timer to detonate up to 5 rounds ater being activated at the beginning ofthe attacker's action, ‘THERMAL DETONATOR ‘These insidious (and dangerous) exolosives create a particle wave that disintegrates everything in the blast radius. When using a thermal detonator, ay Despair % result on the check means the detonator explodes prematurely. The wielder takes full damage from the weapon unless he can perform an addi tional maneuver to try and get clear: this case, he only suflers the Blast damage. Thermal detonators can be set to detonate ‘om impact or set with a timer to detonate up to 3 rounds after being activated atthe beginning of the attacker's action, Ther ‘mal detonators are aso so potent that their Blast quality affects everyone within short range ofthe orignal target. BRAWLING WEAPONS: Weapons designed to fit directly over the fists At into chis category BRASS KNUCKLES. Diny fighters, and those looking to protect their Asts from the tough hides of certain alien species, rely on these metalic kouces. MELEE WEAPONS Some wielders preter a blade to a blaster, as they know the blade is far more reliabie and just as deadly inthe right ands. COMBAT KNIFE Vicious combatants rely on sharp blades to sice and gash ther foes. They're also far easier to conceal than a firearm an just as deadly i the user is sled in ts use, ‘TRUNCHEON “uncheons may be made of metal, wood, bone or other mater: als, but al full he same basic function brung sh, break: Ing bones, and cracking skulls VIBROKNIFE [Avibroknife is essentially a modded combat knife that contain | 4 small but powerful device within the handie that vibrates the blade at an incredibly high frequency so that It essentially acts as aminature saw VIBRO-AXE ‘Along axe fitted with vibration technology: Most are very heawy ‘nd suited ony or beings of considerable strength WEAPON QUALITIES Some weapons feature special qualities, Special qualities are ether passive or active. Passive qualities are always on and re {quire no actvaton on the parto the user. Active qualities must be triggeres by the user, requiring tho Advantage 49 results or ‘one Triumph @ result o activate unless otherwise stated inter description. BEGINNER GAME RULEBOOK ae BRERGEABS oe Weapon qualities often have a number associated with them This is theirrating Ratings effect qualities in diferent ways, de pending on the qualty in cuestion AUTO-FIRE (ACTIVE) [An auto-ite weapon has the chance to hit multiple targets or strke 2 single target mukile times but with sacrificed accuracy The attacker must increase the difficulty of his attack rll by one {adc one Dificuity ale tothe attack ro, Autorfre requires one Advantage €9 to activate, and can be activated muitiple times. Each ime does o, the weapon deals an additional hit to the target or another target engaged with the frst target. Each ofthese counts as an additional hit tra that weapon, and each hit deals base damage plus the number 0 total Successes ¥ scored on the check. ‘Note that each target can never suer more Criticals than the umiver of times he was hit by the weapon BREACH (PASSIVE) Breach weapons ignore one point of armor (on starships and vehicles) for every rating of Breach. They also ignore 10 points (Soak for every rating of Beach BLAST (ACTIVE) The weapon has large soread or explosive blast. I the attack is successful and Blast activates, each character (frend oF foe engaged with the orginal target suers wounds equal to the \Neapon' Blast rating (plus an additional wound per Success 3 as usual) I the last qualty doesnt activate, the ordnance stil detonate, but only hits the orginal target for normal damage. CUMBERSOME (PASSIVE) AA Cumbersome weapon i large, unwieldy, awkward, or heavy To wield a Cumbersome weapon properly the character needs| a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. For eath point of Brawn the character is deficient, he must increase tle dificult of al checks made While using the weapon bi DISORIENT (ACTIVE) ‘A eapon with Disoren-can daze an apponent. When Dsorent| 's tnggered, the target is dsorented for a number of rounds ‘equal to the weapon's Disorient rating A disoriented target adds one Setback die lo all skill checks he performs, KNOCKDOWN (ACTIVE) When knockdown is triggered tne target is knocked prone. ION (PASSIVE) lon weapons are designed to knock out opponents shields, en Sots, and engines. They are shorter range than laser weapons, and deal lager amounts of damage, but their camage i dea to the target's strain threshold ssl reduced by armor ands LIMITED AMMO (PASSIVE) ‘Aveapon with the Limited Amira Quality may be used to make a number of attacks equal tits Limited Ammo Rating belore it must be reloaded with a manewer. in addition, each shot ‘expends one ofa limited number of rounds, which must be pus chased or otherwise obtained before the weapon can be Used again. This aso apples to grenades and other “one use” weap fons which have the Limited Ammo | Quality LINKED (ACTIVE) Some weapons are designed to fre togetne at te same target When fringa liked weapon, ona successful attack, the Weapon deals one hit, then one addtiona hit for every Advantage © fained on the Gunnery check, up to the weapon's Linked ra: ing. Additional hits from linked weapons may anly be applied against the original target. PIERCE (PASSIVE) {An attack made with this weapon ignores one point of soak for teach rank of Perce. Ithe weapon has mare ranks of Pierce than the target's total soak, it completely ignores the target's soak For example, Pierce 3 against 2 soak of 2 ignores 2 pomts of soak, but the extra “point” of Perce has no futher effect ‘STUN DAMAGE (PASSIVE) Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds, This damage is sil reduced by a target's soak Aafient ofthis is Stun setting. Asan incidental action, the fchoase.to Switch the setting his weapon toStun* FIL does stun damage as described above, ON CHARACTERISTICS ‘weapon has aWarety of characteristics which define its abliies and Make it dstne. NAME The general name ofthe weapon, TABLE 5-1: WEAPONS NAME Ere CO OTe BLASTERS Holgout Blaster Ranged ugh) |S 4 stor [300 | stun seting Light Blaster Pistol Ranged (Light) | 5 4 Medium — | 400 ‘Stun setting, Biaster Pistol Ranged tien | 6 3 meaum [500 | sun seting Heavy Blaster Pistol Ranged eh) |7 3 Mesum [750 | sun sexing Biaser Carbine Ranged Hea) | 9 3 Mesum —[@50 | sun eting Blaster Rifle Ranged (Heavy) | 9 5 Long 900 ‘Stun setting | Heavy Repesting aster | Gunnery TEM | in| orci | 6,000)... | Atos Phere ‘Cumbersome 5 Boncaste Ranged tHeay)|10 | 3 Megum | 1500 | Cumbersom EXPLOSIVES. | Fre Grenade rarees tiem [6 4 snr Joo [eRe | ] " Disonient 3, Stun | stun Grenade Ranged igh) | 6 na |shon —|75.—_ | Damage Bast 6 | timtedanmo! | Therrnal Detonator Ranged (Light) | 20 2 | short 2000 | Bit 8. reat iad BRAWLING WEAPONS Brass Knuckles Bran! eee Engaged [25 | Disorent 3 | MELEE WEAPONS Combat Kite Melee pear engages [25 | Tuncreon Melee 2 Engages [15 | Dsoriene2 Votre | setce ane Engaged [250 | Piece 1 Vio Axe Melee a engaged [750 | Perce? SKILL USED CRITICAL RATING (CRIT) ‘he combat skill used when attempting an attack with this Indicates the number of Advantage €) required to trigger @ weanon Catia nury using tis weapon BASE DAMAGE (DAM) PRICE The base damage the weapon ifs. This isthe minimum dam- This the price ofthe weapon onthe open market. age inflicted ifthe atack wih this weapon fits Each net Suc ess generated curing the attack check adds ore point of SPECIAL damage to this base damage rating RANGE The effective range ofthe weapon. See Range Bands on page 16, These ar the qualies or other special rules each neapon pos sesses. More in-dopth descriptions of these qualities can be found on page’ 32, while rules specie to a certain type of ‘weapon are descrived in the weapon's description, staring on page 31 bee OF THe EMmIRE BREE TERRE LE ARMOR Pai tes some protectin asst dancing base bos and weapan strikes, but also from area-effect weapons ke onades ARMOR CHARACTERISTICS Whether its a blast helmet or a ve characteristis in como) all armor has the following DEFENSE he atmor’s defense adds Setback dice Il directly to the at tacke’s poo) Tis reflects the arm's abil 0 deflect damage away from the users body. SOAK Soak is added to the targets Brann and subtracted from any incoming damage suffered ARMOR TYPES Below isa list ofthe some of the mast common ar found throughout the galaxy HEAVY CLOTHING A good leather jacket or thick woolen cloak won’ stop much damage, but it can misdirect an occasional knife blade or blast er bolt from hiting the wearer flesh TABLE 5-2: ARMOR Pena Heavy Clothing 0 Padded Armor Armored Clothing Heavy Battle Armor PADDED ARMOR Padded armor is woven with tough, energyresstant fibers I tends to absorb and resist some ofthe power of a blaster bolt although It often proves ite use against a sold ht. ARMORED CLOTHING This category of armor covers light vest, jackets, or pants pla 2 with plastoid or ceramic pads. This armor type Is very leh but covers the most important vital organs. An Average (64) Perception check detects that a person's clothing is plated HEAVY BATTLE ARMOR Certain neavy stormtroopers, bounty hunters, and even droid are fitted with heavy armor. Heavy battle armor can be sealed lke laminate armor, ort can take the form ofa heavy vest and bast eime! GEAR Jerse eet 2 aster tba equpment oe the foundation fr succes. ‘COMLINK Comlinks alow for audio messaging beeen two partes. Some 3s are bul into helmets and armor segments, Most oper ate on a standard set of frequencies that can be adjusted as desired to elude detection ELECTROBINOCULARS Electrobinoculars alow the user to see normally in low light or extremly brit conditions, and can magnify targets upto ten| kiometersanay, When using electrobinoculars, characters may also remove up to one Setback die Mil mposed to long range or oor light MACROBINOCULARS Macrobinoculars use rugged imaging systems to magniy tarot objects for ter users. When using macrobinoculars. characters may also remove up to one Setback die Ml imposed to lone range. GENERAL PURPOSE SCANNER Scanner indicate the nearby presence of life forms, heat fonts, radiation sources, acoustic emissions. or any combination thereof. The motion sensing operates up to half a kilometer, hile the remaining systems can detect targets upto a klome terand a hal, HAND SCANNER "Hand scanner’ is a catchall designation for a wide varity of hancheld scanning devices designed to run specific purpose scans, checking for atmospheric contaminants, poisons, vermin, ‘rin the case of mecnanis, micro-ractues o stress points EMERGENCY MEDPAC Emergency medpacs allow for basic staid in the field. Charac ters using an emergency medpac can atiempt to heal others us ing Medicine checks without penalty, as detailed on page 24. MEDPAC This medpac allows the user to perlorm relatiely complicated) medica procedures in the fed. It allons character to attem tp heal others using Mecicine checks without penalty as de- Served on page 24, and additionally grants a Boost cle [ fon all attempts In alton, the iteral stim storage grants the User three stimpacas per da Cee ee eet ns TABLE 5-3: GEAR fu rd Comlink 25 Electrobinocuars 250 Macrobinoculars 15 Ceneral Purpose Scanner 500 Hard Scanner 100 Emergency Meda X Meapac 400 Stimpack 28 Davis Ki 100 Electronic Lock Breaker 1000 Binders. re 2s : Restraining Bok 6 Ration Pack 5 Breath Mosk 25 Space Sut Backpack 50 Datapad 5 | cow Rea 2 | Extra Reloads/Power Packs Tool Kt Emergency Repair Kit 2 STIMPACK Stimpacks ate auto‘njection tubes filed with medicine, bacta and painkillers. It takes a maneuver fora character to inject Stimpack in himself or another Stimpack i a one use tem and its effects are described on page 20, DISGUISE KIT Disguise kts contain the means to make an ndidual look dit ferent than his normal self, with makeup, false hairpeces, irs chromatics, and even falseprint skins and DNA cloaks in ad vanced kits & 3 EREEGEAEa ELECTRONIC LOCK BREAKER Electronic lock breakers afe automatic antisecurity slicing ystems that can ack through most standard electronic door locks. BINDERS, Binder restraints are designed to keep a conscious prisoner Subdued and manageable. Breaking free of binders is often a Daunting (#444) Athletics or Coordination check 1 cca RESTRAINING BOLTS Restraining bats s funetion 1S do on other sentients. Player Character aroics m a Daunting (#444) Discipline check to overcome the ofa restraining bolt and act normally when ve the sa n deoids as bin elec bol is applied iy May retry the es. atthe GMs discretion RATION PACKS Bland and flavoriess, ration packs can be easily reconstituted into a full serving though bult-in heat infusers and limite BREATH MASKS AND RESPIRATORS Not all planets or environments are easly hospitable to al Species, and thus many require mechanical igs to help ti breathe, The most basic are simple nose plugs ltration masks ‘and even aquatic rebreathers fr sustained activity undervater SPACE SUIT ven that most travel occurs in space, having a sult ust in case of small matters of hull integrity is usually a good idea. Most CIM ea ne AEST ly us come with repair packs ta seal small sut tears or gael leaks. BACKPACK A backpac many important functions, especialy fF carrying or even smaller allies and droid DATAPAD DDatapads are common on most technologically cla 5, and ae used to record, store. display, and organize almost any kind of data from basic text to holographic recordings GLow RoD A glow rod isa hand held ight source that illuminates an area ina directional beam EXTRA RELOADS/POWER PACKS Extra reloads help characters mitigate an “out of ammo" De pair @ result witha ranged weapon. By spending a maneuver they may reload their weapons and get back in the fight. TOOL KIT There i ittle a skilled mechanic cannot fix with a well ain tained and wel-stocked toolkit given adequate time to conc the repairs. Toolkits aso allow mechanics to perform Mechanics checks without penalty and also checks to “neal” droids (ee page 24] EMERGENCY REPAIR KIT [Emergency repair kts are one-use items that mechan ics can ether use on droids to heal wounds. It takes an Action fra character to use an emergency te pair kt on himself of another and it functions he same as a Stimpack (see page 20) hs chapter ls starships «Defense: A ship's and otner veh SHIP AND VEHICLE | CHARACTERISTICS HANDLING Ap oF vehicle's ancling charactristc olctates the number f Boost El or Setback dice I added to a player's dice poo! \Wnen performing a Pilot check. Baseline handling is 0. Plots ‘aud Setback ce equa toa ships negative handling value, or Boost dice] equal toa ship or vehicle's postive handling value. SPEED AA ship or vehicle's speed characteristic dictates now fast an ‘object is moving relative to its envronment, and what mane vets are avaiable tothe pit. Speed, as listed, isa “maximum” value pilot can alvays choose o eo siower than his maximum speed. Speed 0 incicates a stationary ship or veel. with high ler values indicating an increased cpeed accordingly. SILHOUETTE Silhouette Is an abstract number used to descrite a ship or ve hice’ size and mass relative to other ships and vehicles. Si houetto & used to calculate the dificulty of attacking targets of diferent sizes. ihovettes range from 0 to 10, where 0 is simaler than a human (such 2s a spec starship component, a Jawa, or an astromech droid), | i the size ofan adult human, most siarfghters and light freighters are 3-4 and sihouette 10 Isthe Death Star HULL TRAUMA THRESHOLD Like the wound threshold of a Player Character, hull trauma threshold represents the amount of physical damage that 2 hip or vehicle can take belore itis ether crippled or destroyed Hull trauma threshold is measured in starship scale, meaning that one point of hl trauma is equivalent to ten wounds on an naval ‘When a ship suffers damage in excess ofits armor, it converts into hull trauma. When hull trauma exceeds a ship or veicie’s hull trauma threshold, the ship is disabied. NPC vessels o litle Importance are simply destroyed, aut PC-crened vessels o Shi of importance to the plot ae shut down and suffer Cit cal Hit fom Table 6~4: Starship and Vehicle Critical Hits on page 43, ‘SYSTEM STRAIN THRESHOLD System strain norks the same way as strain sulfered by charac: ters. A vehicle that sufers strain in excess ofits system strain threshold sues a shutdown of neary all ship systems. In game terms, when a ship or vehicle exceeds its system strain threshold, the ship's speed dropstoO during te following ‘und, The majority ofits systems (such as engines, neapons, and shields) cease operating as well. This means It cannot move Its weapons cannat shoot, and its defence drops to 0 Nehicls co recover irom system strain slowly overtime. For every full ay a ship or vehicle spends without taking more sy fem strain it reduces its total system strain by one One diference between system strain and regular strain \s that system strain cannot be recovered by spending bet oF THE ENPRE “Advantage (9. It may be restored through the Damage Control action (ee page 40) or ver time as descrived above DEFENSE Defense reflects a ship or vehicle's ability to completely deflect or reduce the damage af incoming attacks or colisions voueh use of deflector shields or other, more esoteric technologies Thisisa crucial protective system, ands the frst of defense for the majority of space going vessels and even some ground vehicles. In game terms, each point of defense adds one Set back dle Ml to any incoming attack roll made against a sho of vehicle ARMOR AA starship second line of defense. and the only protection avaiable to the majority of ground vehicles, armor soaks up Talents: None SoakiDetens “Thresholds: Wounds 14 Abilities: Tactical Direction (may spend a manewer to direct one stormtrooper minin group within medium ange. The cup may make an immediate free manewer or adds + 1 Boost die Dito ther next check) Equipment: Heavy blaster rie Ranged [Meayyl Damaee 10) Citea 5 Range (Lon, Autoe, Curbersome 8, Pace 1). viorokile (Mele: Damage 4 Critical 3, Engaged: Piece 1) 3 fag grenades Ranged ‘igh Damage 6; Ciel. Renee [Shor Bast 4 Limiteg Ammo 1). stormtooper armor (+2 Soak! utility bel, eda reloads. EOGBGHR BEDE HUTT CRIME LORD [NEMESIS] There are few races in the galany thal are so simultaneously hated and feared as the Huts. These massive beings have a stranglehold on the criminal underworld in entre regions ofthe ‘galaxy, nciocing the portion aptly named Hutt Space as wel as ‘much of the Outer Rim and even portions of the Mid Rr. Hutts typically operate in cartels, which are based around their own familial clans Individual members of clan can control an entire spaceport or even a whole planet, Hutts are typically arrogant sel-centered creatures who prefer to be amused and adored at al times, and surtound themselves with all manner of sco pants and criminal underings in crude courts that are a parody ‘of what might be found on Coruscant or other civilzee worlds. There are many who may make the mistake of underest ‘mating a Hutt, coking on them as a bloated, guttonous sug. This assessment is completely correct; however it misses two important points. One is the extremely cunning and devious ‘mind tht dels within the bioate exterior. The Hutt cartels do etlectivly rule Hutt Space, no matter what the Empire claims. “The second point is that Hutts may not be dexterous, but are extremely strong beneath their rll of fat, Brawn 6 Cunning 6 Presence 3 ‘ality 1 Intellect 4 Willpower 5 Skills: Athlcts 1. Charm 2, Coerce 4, Cool 5, Deceit §, D's- ipline 5, Knowedge 3, Leadership 1, Melee 2, Negotiate 5, Ranged (Light 2, Reslience 5 Talents: Convincing Demeanor 2 (remove up to two Setback ‘ice Ml from any Deception or Skulauagery check), Durable 2 (ignore the st 2 Critical Inures sufered per day), Nobody's Fool 3 (uperade difcuty of all Charm, Coerce, and Deceit checks targeting Hutt by 3) Resolve 2 (when suffering svain reduce the amount suffered y 2 to a minimum of 1) Soak/Defense: 10 /0 ‘Thresholds: Wounds 50 Strain 20 Abilities: Anwar (Hutts nave great physical strength, but their bulk imposes severe limitations in flexibility and lity ‘They add 3 Setback dice I MMH to all Bravi, Melee. and Co: ordination checks theyre required to make), Ponderous (Huts ‘an never spend more than one manewver moving per tur), Equipment: Generally none; ita Hutt needs something. he usu ally has an attendant to carry and use it. However, Huts can Inield weapons such as vibro-axes (Melee; Damage 9; Critical 5 Range [Engaged Pierce 2) or large-bore blaster pistols [Ranged {Wart Damage 10; creical 3: Range IMesiuml; Stun Setting, Hutz Only) AQUALISH THUG [MINION] Sighty more inteligent, and more likely to use advanced tech: ology than the Gamorrean enforcers that are popular with many crime lords, Aqualish ae no less physically powerful than thei porcine counterparts and equaly prone to violence as 2 means of resolving even the mildest dispute Although not ll members of the Aqualsh people are crude and thugeish, @ sizable enouei percentage of them are that the sight of them acting 2s enforcers ana henchmen for all manner of unpleasant Figures is hardly surprising to any well traveled citizen of the ‘galaxy’ seedy underbelly Brawn 3 Aelity 2 Cunning 2 Intellect 2 Presence 1 Willpower 1 Eber oF THE EMPIRE ‘Skill (groups only: Brawl, Coercion, Molee, Ranged (ght) Talents: None SoakiDefense: 5/0 Thresholds: Wounds 6 Abilities: None Equipment: Blaser pistol (Ranged [Lightl, Damage 6; Creal 5 Ranige (Mecium|; Stun setting), brass knuckles (Brawl: Damage 4; Critical 4; Range: Engaged, Disorient 3) JOURNEYMAN BOUNTY HUNTER [RIVAL] ‘Journeyman hunters have been accepted into the ranks of an existing guld and are fully accredited and licensed to pursue authorized bounties They ae the rank and file of mast existing bounty hunter organizations, ana wil ikely be encountered by any criminal whose bounty isnot high enough to attract the attention of a Master Hunter. Joureymen may choose which bounties they pursue, but just as often they are assigned to hunt partcular quarries based upon the neods of the guild It is not uncommon for gulls to assign multiple journeymen to seek a particular target. Unlike apprentice hunters, its not ex: pected that journeymen will automaticaly work together; they ‘choose to compete, Ue guild benefits regardless and the winnet vill advance in sition through the organization Brawn 3 ‘Cunning 3 Presence 2 Ay 3 Intellect 2 Willpower 2 Skills: Brawl 1, Coerce 1, Coordination 1, Ranged (Heayy) I Ranges Ligh) 1, Survival 2, Viglance | Talents: Lethal Blow 1 the fst Critical Injury inflicted by Jour. ‘eyman Bounty Hunter per day counts 2s 2 Critical Injuries to the target) SoakiDefense: 5/0 ‘Thresholds: Wounds 13 Abilities: None Equipment: Heavy blaster pistol (Ranged (Ligh; Damage 7 Crivial 3: Range Medium; Stun esting), dsruptor rie Ranged [Heavy Damage 10; Critical 2; Range (Long: Cumersome 2) laminate armor (+2 soak) ‘SMUGGLER [RIVAL] Many smugeers started out a legitimate businessmen, but for wnatever reason (either an inability to make an Monest ling (ra mora fluidity that lent itself to ilegtimate jobs) merated to the lucrative but dangerous profession of smuggling Hlegal cargoes across the galaxy. Smugglers ae a nar, independent breed, frequently thrilseekers vho enjoy flouting the law and accomplishing acts others tel them cannot be completed Brawn 2 Cunning 3 Presence 3 Agility 3 Intellect 3 Willpower 2 ‘Skits: Charm 2, Cool 1, Ranged (Light 2, Plot 3, Skulduegery 2, Streetwise 2, Viglance 1 Talents: Natural Jockey 2 [remove up to two Setback dice I from any Piloting check) SoakiDefense: 2/0 Thresholds: Wounds 12 Abilities: None Equipment: Blaster psto (Ranged [Light]; Damage 6; Citcal 3 Range [Medium Stun setting) —

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