Вы находитесь на странице: 1из 27

Star Wars: Legends of the Old

Republic
Player Handout
Between the Freedon Nadd Uprising and the Rise of
the Emperor Palpatine, 1000 years before the birth of
Anakin Skywalker, there was a time of great
adventure throughout the Galaxy. The Galactic
Republic was at its height.. It was a time of great
exploration and expansion, and a time of great peril.
Through hostile invasions and the constant
machinations of the evil and mysterious Sith, the
Republic survived with the protection of the Jedi
Knights and the Republic Starfleet. This is a
chronicle of their adventures.
Characters shall be created using Star Wars 2nd
Edition Revised and Expanded rules and templates.
Nearly any template is available, or a custom one can
be created. The optional advantage/ disadvantage
rules are available for character creation and are
included in this handout.

Player Questions
There are many questions to consider when creating a
new character. This list should take care of the most
basic issues.
1.
2.
3.

Full name and aliases (when you have used


alias and why.)
Age, and birthday.
Where were you born (world, system... rural
or city.)

4.

Family and family connections.

5.

Physical traits and description.

6.

What are your goals and aspirations?

7.

What is your species?

8.

Height

9.

Weight

10.

Hair/eyes

11.

Name 3 contacts, 3 enemies, 3 friends.

12.

Do you have a criminal record or bounty on


you or any of your aliases.

13.

Favorite things:
Music

Foods/drinks
Equipment/vehicles/toys
14.
15.

Have you ever been or currently


romantically involved.
What is your occupation/past occupations.

16.

Honor code and personal beliefs(ethics,


religion, etc.)

17.

What are your hobbies (at least 2


meaningless ones)

18.

Prejudices or racist beliefs. (Anti-Republic,


hate Wookies, hate humans, etc.)

Character Formation
Many more features of a character is listed and
described below. One important idea to remember is
that you don't have to create your own character's
statistics. The guidelines below are for creating your
character with a pre-made template, to be found in
many of the West End Games sourcebooks. These are
guidelines for your character in terms of persona. A
pre-made template will have his or her stats and
abilities on it already. And, if you get creative, you
can follow the rules in the WEG books for creating a
unique template.
Physical Description
What does your character look like? Figure out
height, weight, eye color, hair color, and other
physical qualities. Is your character in shape or
overweight? Attractive or plain? Be sure to list
anything unusual about you character, like tattoos,
scars, bright blue hair, etc. You can go into a TON of
detail if you'd like. The more you make up, the more
realistic your character will seem, and the better you
can play that character out.
Background
Tells about your character up to the point of the
game. This is only for you and the gamemaster,
unless you want to share it with other characters.
However, if your character is well known, some
details may be made public. Remember, you don't
have to tell the other players anything. You can even
lie to them if you'd like - but keep in mind that allies

that trust you, and whom you trust are important


when you're getting fired upon.
Objectives

The following table shows benchmarks for the


purposes of comparing a characters attribute or
skills:
Die

Average roll

1D

Below human average


for an attribute

2D

Untrained Human
average for an attribute
and many skills

3D

11

Average level of
training for a human

4D

14

Professional level of
training for a human

5D

18

Above average
expertise

6D

21

Considered about the


best in a city or
geographic area. About
1 in 100,000 people will
have training to this
skill level.

7D

25

Among the best on a


continent. About 1 in
10,000,000 people will
have training to this
skill level.

8D

28

Among the best on a


world. About 1 in
100,000,000 people will
have training to this
skill level.

9D

32

Mechanical -- Your character's "mechanical


aptitude," or ability to pilot vehicles, starships and the
like.

One of the best in


several systems. About
1 in a billion will have
training to this skill
level.

10D

35

Perception -- Your character's powers of observation,


and ability to convince others to do things for them.

One of the best in a


sector.

11D

39

Strength -- Your character's physical strength, health,


running speed, and ability to resist damage.

One of the best in a


region.

12D

42

Among the best in a


galaxy.

What does your character want to accomplish? What


are his/her motives? Greed, love, money...sex? Your
objectives can be whatever you want them to be, but
it is to your advantage you make them reasonable
because a Gamemaster may give you points for
playing your character well...
Connections with other characters
Does your character know someone else in the
group? What connections do they have? Remember,
you have a Gamemaster that will dictate whether you
are being ridiculous...
Finishing the Template
Choose if your character is Force Sensitive. Pick the
character's species. Note: many aliens are
discriminated against by many human characters, as
are droids and individuals with cybernetic implants,
etc...

Create a Character
Select a character template that looks like would be
fun to play. grab a pencil and a few six-sided
("normal") dice.
The right side of the characters sheet describes your
character's's personality and background. You can
change some of these elements, but make sure those
changes are approved by the gamemaster.
Each character has six attributes:
Dexterity -- Your character's eye-hand coordination
and agility.
Knowledge -- Your character's knowledge of the
galaxy.

Technical -- Your character's "technical aptitude," or


ability to fix repair, and modify all kinds of
technology, including starships, droids, and vehicles.
Each attribute has a die code. A typical die code
could be 3D. That means roll three six-sided dice
whenever the attribute is used.

Benchmarks

Skills and Specializations


Skills are things your character learns and they can get better over time. A skill is listed under its attribute; each skill
begins with the same die code as its attribute. Specializations are very specific skills.
Beginning characters may allocate 14D among the following skills. Up to 1D may be spent on specializations. into
No single skill may be increased by more than 4D. Skills in bold are especially useful or important skills. Jedi
characters should consult The Jedi Academy section for insight into appropriate skill choices.
DEXTERITY SKILLS
Specializations
Archaic Guns
black powder pistol, matchlock, musket, wheelock, etc.
Blaster
blaster pistol, heavy blaster pistol, blaster rifle, hold-out blaster, repeating
blaster, etc.
Blaster Artillery
anti-infantry, anti-vehicle, surface to air defense, surface to space defense,
surface to surface, etc.
Bowcaster
Bows
crossbows, long bow, short bow, etc.
Brawling Parry
versus boxing, martial arts, etc.
Dodge
versus energy weapons, slugthrowers, missle weapons, etc
Firearms
pistols, rifles, machineguns, etc.
Grenade
Lightsaber
Melee Combat
swords, knives, axes, vibroblades, vibroaxes, etc.
Melee Parry
versus lightsabers, knives, clubs, etc.
Missle Weapons
concussion missle, grenade launcher, power harpoons, etc
Pick Pocket
Running
long distance, short sprint
Thrown Weapons
knife, spear, sling, etc.
Vehicle Blasters
heavy blaster cannon, heavy laser cannon, light blastercannon, light laser
cannon, meduim blaster cannon, meduim, laser cannon
KNOWLEDGE SKILLS
Alien Species
Bureaucracy
Business
Cultures
Intimidation
Languages
Law Enforcement
Planetary Systems
Streetwise
Survival
Value

Specializations
wookies, gamorreans, ewoks, sullustans, etc.
specific planetary or administrative gov't -tatooine, celanon, bureau of
commerce, etc.
specific field or company - starships, weapons, droids,sienar fleet systems, etc.
specific species or culture - corellians, alderaan royal family, etc.
interrogation, bullying, etc.
wookie, huttese, bocce, etc.
alderaan, tatooine, the empire, the Rebel Alliance, etc.
tatooine, endor, hoth, kessel, etc.
specific planet or criminal organization - celanon, corellia, jabba the hutt's
organization, talon karrde's organization, etc.
volcano, jungle, desert, poisonous atmosphere, etc.
specific planet's markets or type of good - kessel, coruscant, starships, droids,
etc.

Willpower versus persuasion,


intimidation, etc.
MECHANICAL SKILLS
Archaic Starship Piloting
Astrogation
Beast Riding
Capital Ship Gunnery
Capital Ship Piloting

Specializations
specific ship type
kessel run, tatooine to corsucant, etc.
banthas, cracian thumpers, dewbacks, tauntauns, etc.
concussion missles, gravity well projectors, ion cannons laser cannon, proton
torpedoes, tractor beams, turbolaser, etc.
imperial star destroyer, victory star destroyer, nebulon-B frigate, etc.

Capital Ship Shields


Communications
Ground Vehicle Operation
Hover Vehicle Operation
Powersuit Operation
Repulsorlift Operation
Sensors
Space Transports
Starfighter Piloting
Starship Gunnery
Starship Shields
Swoop Operation
Walker Operation

specific vehicle
specific vehicle
spacetrooper armor, etc.
xp-38 landspeeder, snowspeeder, etc.
yt-1300 transport, gallofree medium transports, corellian transports, etc.
X-wing, tie-ln, tie interceptor, z-95 headhunter, etc.
concussion missles, ion cannons, laser cannon, prton torpedoes, turbolaser, etc.
AT-AT, AT-ST, AT-PT, etc.

PERCEPTION SKILLS
Bargain
Command
Con
Forgery
Gambling
Hide
Investigation
Persuasion
Search
Sneak

Specializations
spice, weapons, droids, datapads, etc.
rogue squadron, imperial stormtroopers, etc.
specific type of con
specific type of document
sabacc, etc.

STRENGTH SKILLS
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming

Specializations
boxing, martial arts, etc.
climbing, jumping

TECHNICAL SKILLS
Armor Repair
Blaster Repair
Capital Starship Repair
Capital Starship Weapon Repair
Computer
Programming/Repair
Demolition
Droid Programming
Droid Repair
First Aid
Ground Vehicle Repair
Hover Vehicle Repair
(A) Medicine
Repulsorlift Repair
Security
Space Transports Repair
Starfighter Repair
Starship Weapon Repair
Walker Repair

Specializations
stormtrooper armor, bounty hunter armor, etc.
specific blaster type
specific capital ship
specific capital ship weapon
computer type

mos eisley, imperial city, etc.


specific subject
tracking
specific type of terrain

bridges, walls, vehicles, etc.


specific droid type
specific droid type
specific race
specific type of vehicle
specific type of vehicle
medicines, cyborging, surgery [requires 5D in First Aid]
specific vehicle
type of lock or device
yt-1300 transports, ghtroc freighter, etc.
x-wing, y-wing, etc.
specific weapon type
AT-AT, AT-ST, AT-PT, etc.

Advantage/Disadvantage rules and list

Players may spend up to 3 Character Points on Advantages, or take up to 3 extra Character Points from
Disadvantages.

Advantages
Name
Acting Ability
Acute Hearing
Acute Smell
Acute Taste
Acute Touch
Acute Vision
Ambidexterity
Animal Friendship
Artistic Ability
Athletic Ability
Attractive Appearance
Bilingual Background

Points
1, 2, 3
2
1
1
2
2
2
1

Blandness
Computer Aptitude
Contacts
Dual Identity
Demolition's aptitude
Education
Eye-hand Coordination

1
1, 2, 3
1, 2, 3
2
1
2, 3, 4
2, 3, 4

Fearlessness
Good Reputation
Internal Compass
Language Ability
Light Sleeper
Martial Prowess

2
2, 3
1
1
2
2

Mechanical Aptitude
Musical Ability
Natural Lie Detector
Natural Resistance: Cold
Nat. Res.: Disease
Nat. Res.: Electricity
Nat. Res.: Poison/Drugs
Nat. Res.: Radiation
Night Vision
Obscure Knowledge
Observation
Photographic Memory
Presence
Spatial Awareness
6th Sense
Springy

1, 2, 3
1
1, 2, 3
2
2
2
3
2
2
1
1, 2, 3
3
1, 2, 3
1, 2, 3
1, 2, 3
3

Subculture & Jargon


Toughness
Wealth

1
1, 2, 3
2, 3, 4

1, 2, 3
1, 2, 3
2

Effect
+1/Point charm skills
+1D PER, Search/Conceal, Sneak
+1D in tracking/search when using smell
+1D in tracking/search/eating when using taste
+1D Pickpocket, Sleight of Hand, Lockpick
+5 long range shots,+1D Search
No off hand penalty
+1D Animal Handling, Beast Riding
+1D Forgery
+1/Point STR skills (but NOT vs. damage)
+1/Point Bargain, Con, Command, Seduction
+1D Alien Races, Cultures, Languages (receive one additional lang. Free upon
creation.
+1D Con, Stealth
+1/Point Comp/Droid Prog. & Repair, Security Systems
+1/Point Culture, Streetwise; contact owes character favors (1/Point)
Two sets of complete identification
Gets a +1D when fiddling with explosives or detecting them
+1/(Point-1) Knowledge
+1/(Point-1) Weapon skills, Lockpick, Pickpocket, Zero-G, Starship Piloting,
Gunnery and Vehicle Operation
+1D Command, Con, Bargain, Seduction
+1/Point-1 to bargain, Persuasion, streetwise, you're known as a gentle being
Easy PER roll to find direction
+1D Languages
Roll Combat Surprise while sleeping
The character has a +1D bonus when using Brawling, or the specialization
Martial Arts
+1/Point repair skills
+1D musical skills
+1/Point Bargain, Con, Gambling
+1D STR, Stamina to Cold
+1D STR, Stamina to Disease
+1D STR, Stamina to Electricity (+1 to resists energy attacks)
+1D STR, Stamina to Poison & Drugs
+1D STR, Stamina to Radiation
No minus for partial dark, +1D Sneak
+1D in area
+1/Point Perception skills
+7 on recall rolls
+1/Point Bargain, Command, Con, Bureaucracy, Seduction
+1/Point MEC skills
+1/Point PER, Search/Conceal, Stealth, Surprise
The character has a +1D bonus when using the skill Jumping, or full
Dodging.
+1D Streetwise, Cultures, Bureaucracy in chosen area of expertise
+1/Point on Strength rolls vs. Damage
2: 10,000 credits; 3: 25,000 credits; 4: $50,000 credits

Disadvantages
Name
Addiction

Points
1, 2, 3

Albino
Allergies
Bad Liar
Bad Reputation

1
1, 3
2
2, 3

Clumsiness
Color Blind
Cowardice
Curiosity

1, 2, 3
1
3
2

Deep Sleeper
Dependant
Debt
Easily Intoxicated
Gambling

2
1, 2, 3
1, 2, 3
1
2

Greed
Hatred of Authority
Hearing Impairment
Hunted
ID Trouble

3
2
1, 3
2, 3, 4
3

Illiterate
Imperial Record
Implant-Resistant

2
1
2

Phobia
Lecherous
Lost Dependants
Mood Swings
Moral Qualms
Night Blindness
Overblown Honor

2
2
3
2
2
2
3

Overweight
Paranoia
Psychological Limitation
Racist

1, 2, 3
1, 3
1, 2, 3
1, 2, 3

Religion
Short-winded
Susceptible to Disease
Traumatic Flashbacks
Unattractive Appearance
Uncouth
Unmistakable Feature/s
Vision Impairment

2
1, 2, 3
2
2, 3
1, 2, 3
2
1
1, 2, 4

Effect
1: common cigars, coffee; 2: alcohol 3: addictive drugs or spice; increasing
penalty for withdrawal
Must overcome stamina checks when in sun for extended periods of time.
-1D STR skills for resistance
-1D Bargain, Command, Con, Gambling
-1/point-1 To con, bargain, persuasion, not widely trusted by those who
know you
-1/Point Dexterity skills
-1D Stealth, Search/Conceal
-1D Bargain, Command, Con, Seduction
Must overcome willpower roles it resist exploring anything interesting
(GM's call)
Will be perpetually attacked at night
Your dear old Aunt May who needs looking after
1: 10,000 credits; 2: $25,000 credits; 3: $50,000 credits
-1D stamina when drinking
Must overcome difficult willpower role not to gamble when passing a game
or casino.
Will follow the money
HATES being commanded
1/Point PER, Stealth
The higher the Points the greater the resources of the hunter
PC has NO identification of any kind IE: no credit account possible, must
carry cash, and cannot register vessels.
-1D Knowledge skills
Wanted (but not specifically hunted) for a minor offence
Someone with this disadvantage cannot have implants of any kind. There
may also be complications with certain surgical procedures.
1-3 Specific thing, Enclosed places, etc.
Character may be vengeful
Code against killing, that sort of thing
-1D vision based skills at night
Never backs down from a challenge IE: if called chicken would charge a
rancor bare-handed.
-1/Point STR skills
Paranoid about: the people are watching me, the voices
Knowledge limit of 1: 2D+2 2: 3D 3: 3D+1 (limits skills)
(Depending on how common the race) you have a hatred for a certain race
(choose race) anytime you see one of their kind you either don't trust them
or all out want to kill them.
Must practice/pay homage
-1/Point STR damage rolls
-1D resistance
-1/Point Bargain, Command, Con, Seduction
-1D Bargain, Command, Con
Scars, tattoos, etc.
1: requires corrective lenses 2: partial, -1D ranged weapons, search 4: total
blindness, no vision skills

Force Powers
Beginning characters may allocate Attribute dice to the three Force Attributes: Control, Sense, and Alter. Additional
dice can be allocated to these characters from the Skill dice. Each pip of Force Attribute grants the character 1 Force
Power. Additional Force Powers may also be purchased for 5 Character Points each. Jedi characters should consult
The Jedi Academy section for insight into appropriate power choices.
CONTROL POWERS
PREREQUISITES
Absorb/Dissipate Energy
none
Accelerate Healing (core)
None
Concentration (core)
None
Contort/Escape
None
Control Disease
None
Control Pain (core)
None
Detoxify Poison
None
Enhance Attribute
None
Emptiness
Hibernation Trance
Force of Will
None
Hibernation Trance (core)
None
Instinctive Astrogation Control
None
Rage
Hibernation Trance
Reduce Injury
Control Pain
Remain Conscious
Control Pain
Resist Stun
None
Short-Term Memory Enhancement
Hibernation Trance
SENSE POWERS
Beast Languages
Combat Sense
Danger Sense
Instinctive Astrogation
Life Detection (core)
Life Sense (core)
Life Web
Magnify Senses
Receptive Telepathy (core)
Sense Force (core)
Sense Path
Shift Sense
Translation
Weather Sense

Receptive Telepathy, Projective Telepathy, Translation


Danger Sense
Life Detection
Magnify Senses
None
Life Detection
Life Detection, Life Sense, Sense Force
None
None
None
Emptiness, Hibernation Trance
Magnify Senses
Receptive Telepathy, Projective Telepathy
Magnify Senses

ALTER POWERS
Injure/Kill
Telekinesis

Life Sense
None

CONTROL + SENSE POWERS


Farseeing
Life Bond
Lightsaber Combat
Projective Telepathy (core)

None
Life Detect, Life Sense, Magnify Senses, ReceptiveTelepathy
None
Receptive Telepathy

CONTROL + ALTER POWERS


Accelerate Another's Healing
Control Another's Disease
Control Another's Pain
Control Breathing
Detoxify Poison in Another
Feed On Dark Side
Force Lightning
Inflict Pain
Place Another in Hibernation Trance
Remove Another's Fatigue
Return Another To Consciousness
Transfer Force
CONTROL + SENSE + ALTER
POWERS
Affect Mind
Battle Meditation
Control Mind
Create Force Storm
Doppelganger
Drain Life Essence
Enhanced Coordination
Force Harmony
Projected Fighting
Telekinetic Kill
Transfer Life

Control Another's Pain


Control Anothers Pain, Control Pain
Control Pain
Concentration, Hibernation Trance, Telekinesis
Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's
Pain, Detoxify Poison
Sense Force
Injure/Kill
Control Pain, Life Sense
Hibernation Trance
Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's
Pain, Remove Fatigue
Remain Concsious
Control Another's Pain

None
None
Receptive Telepathy, Telekinesis, Affect Mind
Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Telepathy, Sense
Force, Telekinesis, Projective Telepathy, Rage
Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive
Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another's Pain,
Transfer Force, Affect Mind
Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses,
Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy,
Control Another's Pain, Transfer Force,
Life Sense, Affect Mind,
Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy
Concentration, Telekinesis
Control Pain, Inflict Pain, Injure/Kill, Life Sense
Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Emptiness, Trance, Reduce
Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses,
Telepathy, Sense Force, Injure/Kill, Telekinesis, Projective Telepathy, Accelerate
Another's, Control Another's Pain, Transfer Force, Return Another to Consciousness,
Affect Mind

SENSE + ALTER POWERS


Dim Other's Senses
Lesser Force Shield

None
Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis

SPECIAL FORCE POWER


Force Scream

None

How the Game Works


The gamemaster assigns a difficulty number when a
character tries to do something and there's a chance
of failure, such as shooting a blaster at stormtroopers,
flying a starship, or fixing a busted droid.
Roll the skill's die code; if you don't have the skill,
roll the attribute's die code. If your roll is equal to or
greater than the difficulty number, your character
succeeds. If it's lower, your character fails.

Special Statistics
Each character has some equipment, at least one
Force Point (some characters start with two!) and five
Character Points. You can spend these points in
particularly difficult situations.

Character Points: When you spend a


Character Point, you get to roll one extra die
when your character tries to do something.
You can spend Character Points, after you've
tried a skill roll but you must do so before
the gamemaster says whether your character
succeeded to the task.
Character Points are also used to improve
character skill between adventures, so don't
spend all of them during an adventure.

Force Points: When you spend a Force


Point, that means your character is using all
of his concentration to succeed -- and
whether he knows it or not, he is drawing
upon the Force!

Opposed Rolls
If your character is acting against another character,
you are making an opposed roll: you roll your skill
dice, while the other character rolls his skill dice.
Whoever rolls higher succeeds.
The Wild Die
When rolling dice, one dice should be designated as
the Wild Die. Should that die roll a 6, then roll it
again and add both results to the total roll. Should the
Wild Die roll a 1, even if the roll is a success,
something happens that makes life complicated for
the character.

When you spend a Force Point, you get to


roll double the number of dice you would
normally roll in a round. You can only spend
one Force Point per round and you have to
say so before you roll any dice. You can't
spend any Character Points in the same
round when you spend a Force Point.

Actions in a Round
The game is broken down into rounds; each round is
about five seconds of game time.
Your character can perform one action in a round.
Roll the skill or attribute die code for that action .
Characters can try to do more than one action in a
round, but it's harder to more than one thing at once.

If a character tries two things, lose on die (-1D)


from every skill roll.

If a character tries three things, lose two dice


(-2D) from every skill roll.

If a character tries four things, they loose three


dice (-3D) from every skill roll, and so forth.

Using a Force Point in anger or fear calls


upon the dark side -- characters who use the
Force for evil or for selfish goals risk going
over to the dark side of the Force!

Dark Side Points: Characters get Dark Side


Points for doing evil. If a character gets
enough Dark Side Points, he or she turns to
the dark side of the Force and is now a
gamemaster character; the player must
create a new character.

Combat Sequence
1. Declare Actions and Full Reaction Skills.
Players declare all actions for this combat round. Actions are declared in order of Perception but are resolved in
order of descending Dexterity. Players may hold their action until later in the turn order. Players roll skill dice for
their actions, subtracting 1D per action from each action declared after the first. The gamemaster determines the tohit and other difficulty numbers for this round.
Movement: Cautious Speed=1/2 action, Cruising Speed=1action, High Speed=2 actions, or All-Out
Speed=4 actions, may perform no other action.
Attack: 1 action free, each additional action -1D to each action resolution.
Skill or Attribute Use: 1 action free, each additional action -1D to each action resolution.
Full Dodge: add Dodge roll to difficulty, must be used with a Movement action, may not be used with
any other action.
Full Parry: add Parry roll to difficulty, reduces difficulty of following action by 5, may not be used
with any other action.
Full Evasion: add Piloting roll to difficulty, must be used with a Movement action, piloting roll is also
added to difficulty of all other actions performed on the ship.
Haste: Haste adds 1D Dexterity to an action for order determination only.
2. Declare Reaction Skills.
Reaction skills allow a fighter to execute a quick defensive maneuver in response to an unexpected attack. Each
Reaction counts as an additional action and subtracts and additional 1D from all subsequent actions. Reaction skills
can be declared at any time during declaration or resolution.
Combat Dodge: substitute Dodge roll for difficulty.
Combat Parry: substitute Parry roll for difficulty, reduces difficulty of following action by 5.
Combat Evasion: substitute Piloting roll for difficulty.
Shielding: add Starship Shield roll to difficulty, if attacker rolls over difficulty but below Shield total,
then add ship's Shield dice to the Hull dice.

Difficulty Chart
Task
Very Easy
Easy
Moderate
Difficult
Very Difficult
Heroic

Combat
Point-Blank
Short
Medium
Long

Repair

Medpack

Lightly Damaged

Wounded
Incapacitated
Mortally Wounded

Heavily Damaged
Severely Damaged

Difficulty
5
10
15
20
30
31+

Average Dice
2D
3D
4D
6D
9D
10D+

3. Calculate Damage as Hits Occur.


Roll damage and strength/hull dice for all targets hit by an attack, and determine the effects according to the
appropriate "Damage Summary" chart below.

Human Damage
Roll

Effect

Armor

Less

No Effect

0-3

Stunned

-1D that round

4-8

Wounded / 2

-1D until healed

9-12

Incapacitated

-2D until healed, no movement

13-15

Mortally Wounded

each turn roll 2D over number of elapsed turns since wounded to stay alive

Light
-1 prot.
Heavy
-1D prot.
Severe
useless
Destr.

16+

Killed

Dead

Human Recovery
Roll

Effect

Medpack

Bacta

Natural

-1D that round


-1D until healed

V Easy (5)
Easy (10)

1D hours

Incapacitated

-2D until healed, no movement

Mod. (15)

2D hours

Mortally
Wounded

each turn roll 2D over number of elapsed turns since


wounded to stay alive

Diff. (20)

1D days

Killed

Dead

3 days
2-4 incapac
5-6 wound
7+ healed
2 weeks
2-6 mr wnd
7-8 incapac
9+ wound
30 days
2-6 dies
7-8 mr wnd
9+ incap
-

Less
0-3
4-8

No Effect
Stunned
Wounded / 2

9-12

13-15

16+

Starship Damage
Roll
0-3

4-8

9-12

13-15

16+

Vehicle Damage

Effect

Ion Can.

Shields Blown
-1D shields until repaired, else
Controls Ionized
-1D man, fire ctrl, weap dam, shlds
(if ionized for man rounds, controls
frozen 2 rounds)
Lightly Damaged
1-2; -1D maneuverability
3; one weapon destroyed
4; one weapon inoperative
5; -1D shields
6; -1 move
Heavily Damaged
1-2; -2D maneuverability
3-4; one weapons system inoperative
5; -2D shields
6; -2 move
Severely Damaged
1; disabled engines
2; overloaded generator, shut down or
expl 3r
3; disabled hyperdrives
4; disabled weapons
5; structural damage, 1D rounds to
evacuate
6; destroyed
Destroyed

1 control
ionized

Roll
0-3

2 controls
ionized

4-8

3 controls
ionized

L
H

4 controls
ionized

L
H
S

Controls
dead

9-12

13-15

16+

Effect
Shields Blown
-1D shields until repaired, else
Controls Ionized
-1D man, fire ctrl, weap. dam., shields, round and
next round
(if ionized for MAN rounds, controls frozen 2
rounds)
Lightly Damaged
1-3; -1D maneuverability
4; one weapon destroyed
5-6; -1 move
1D passenger damage
Heavily Damaged
1-3; -2D maneuverability
4-6; -2 moves
3D passenger damage
Severely Damaged
1-2; powerplant destroyed, crashes with +3D
damage
3; overloaded generator, shut down or explodes in
3D rounds
4; all weapons shut down
5; structural damage, breaks in 1D rounds
6; destroyed
6D passenger damage
Destroyed
11D passenger damage

L
H

L
H
S

Lightsaber Duels
In order to make Lightsaber duels more interesting
and detailed, the following action descriptions are
available when using Lightsabers.
1. Declare Actions and Full Reaction Skills.
Players declare all actions for this combat round.
Actions are declared in order of Perception but are
resolved in order of descending Dexterity. Players
may hold their action until later in the turn order.
Players roll skill dice for their actions, subtracting 1D
per action from each action declared after the first.
The gamemaster determines the to-hit and other
difficulty numbers for this round.
Size-Up Your Opponent:
Perception+Lightsaber vs. opponents
Perception+Lightsaber to determine the
opponents skill level by observation alone.
Movement: Cautious Speed=1/2 action,
Cruising Speed=1action, High Speed=2 actions,
or All-Out Speed=4 actions, may perform no
other action.
Quick Strike: Lightsaber vs. Difficulty 15, -2D
Damage.
Strike: Lightsaber vs. Difficulty 20, +0D
Damage.
Fierce Strike: Lightsaber vs. Difficulty 25, +1D
Damage.
Strong Strike: Lightsaber vs. Difficulty 30, +3D
Damage.
Beserk Strike: Lightsaber vs. Difficulty 25,
+4D Damage, 1 Character Point or 1 Dark Side
Point.
Full Dodge: add Dodge roll to difficulty, must be
used with any Movement action except All-Out,
may not be used with any other action.
Full Parry: add Lightsaber roll to difficulty,
reduces difficulty of following action by 5, may
not be used with any other action.
Bare-Handed Parry: for the truly foolhardy, a
bare-handed parry against a Lightsaber! The
character must have activated Absorb/Dissipate
Energy before being attacked, and must roll
Control vs. 12+lightsabers damage to absorb
the attack. Failure means the character takes
damage normally.

Feint: roll Perception+Lightsaber vs.


opponents Perception+Lightsaber, if
successful, reduce difficulty of the following
action by 10.
Lock: Lightsaber vs. Difficulty 20, roll
Strength+Lightsaber vs. opponents
Strength+Lightsaber, if sucessful the both
lightsabers are locked and the round is ended,
all further actions are forfeited. The attacker
may choose to maintain the lock so long as they
successfully roll Strength+Lightsaber vs.
opponents Strength+Lightsaber at the end of
each round, until they choose to break it, or one
combatant chooses to drop their Lightsaber.
While locked, all other actions (such as
Brawling) are at 1D.
Disarm: Lightsaber vs. Difficulty 30, increases
difficulty of the following action by 10, roll
Strength+Lightsaber vs. opponents
Strength+Lightsaber. Consult the following
chart:
Roll
Less
0-3

Effect
No Effect
Distracted

4-8

Distracted

9-12
13-15
16+

Disarmed
Disarmed
Disarmed

Opponent suffers 5 to next


action.
Opponent suffers -10 to next
action.
Lightsaber 1D meters away.
Lightsaber 2D meters away.
Lightsaber 3D meters away.

2. Declare Reaction Skills.


Reaction skills allow a fighter to execute a quick
defensive maneuver in response to an unexpected
attack. Each Reaction counts as an additional action
and subtracts and additional 1D from all subsequent
actions. Reaction skills can be declared at any time
during declaration or resolution.
Combat Dodge: substitute Dodge roll for
difficulty.
Combat Parry: substitute Parry roll for
difficulty, reduces difficulty of following
action by 5.
3. Calculate Damage as Hits Occur.
Roll damage and strength/hull dice for all targets hit
by an attack, and determine the effects according to
the appropriate "Damage Summary" chart.

Martial Arts
Excerpted from Rules of Engagment: The Rebel SpecForces Handbook by West End Games

Characters using Martial Arts in combat may select


their actions using the following list of advanced
hand-to-hand combat actions.

Instant Stun: Martial Arts vs. 15; opponent is


stunned for one round.

Instant Wound: Martial Arts vs. 20; opponent


suffers a wound.

Kick: Brawling or Martial Arts vs. 5;


Strength+2D damage.

Multiple Strikes: Martial Arts vs. 15; the


character may make a second attack at no
multiple action penalties.

Blindfighting: Martial Arts vs. Difficulty 25;


May negate penalties from fighting blind or in
the dark; may be used as a reaction skill.

Disarm: Martial Arts vs. Difficulty 15; if


successful, the opponent is disarmed.

Elbow Smash: Martial Arts vs. Difficulty 5;


Strength+2D damage.

Nerve Punch: Martial Arts vs. 25; renders an


opponents limb unusable for 3D rounds.

Flip: Martial Arts vs. Difficulty 15; opponent


suffers 3D damage and is knocked down; may be
used as a reaction skill.

Nerve Punch 2: Martial Arts vs. 35; renders an


opponent unconscious.

Flying Kick: Martial Arts vs. Difficulty 20;


Strength+4D damage, failure gives opponent +1
action at no penalty.

Power Block: Martial Arts vs. 15; a successful


parry inflicts STR+1D to the opponent; may be
used as a reaction skill.

Foot Sweep: Martial Arts vs. Difficulty 15;


opponent is knocked down for remainder of the
round.

Punch: Brawling or Martial Arts vs. Difficulty


5; Strength+1D damage.

Reversal: Strength or Martial Arts vs.


opponents Strength or Martial Arts (whichever
is higher); used to reverse a Hold/Grapple; may
be used as a reaction skill.

Silent Strike: Martial Arts vs. 20; provided the


character has approached an opponent
undetected, success renders the opponent dead or
unconscious (at characters discretion).

Spinning Kick: Martial Arts vs. 15; success


adds +1D to damage; failure gives opponent +1
action at no penalty.

Shoulder Throw: Martial Arts vs. 15; opponent


suffers 3D damage and is knocked down.

Weapon Block: Martial Arts vs. opponents


Melee Combat; success indicates the Melee
Attack is blocked.

Headbutt: Martial Arts vs. Difficulty 5; success


does STR+1D damage to opponent, even if
bound or held; may be used as a reaction skill.

Hold/Grapple: Martial Arts vs. Difficulty 15;


Success indicates the opponent is held immobile;
the attacker may choose to maintain the hold so
long as they successfully roll Strength vs.
opponents Strength at the end of each round,
until they choose to break it.

Instant Knockdown: Martial Arts vs. Difficulty


15; opponent is knocked down for the remainder
of the round.

Instant Stand: Martial Arts vs. 15; character


may return to standing without using an action.

The Jedi Academy


Excerpted from the Jedi Handbook by David Barnhart

Background
Twenty-five thousand years ago, a band of noble Jedi
formed the Knighthood and built the first Jedi Academy
on Deneba. Through the ages, the Academy has moved
from Deneba to Ossus, then later to Daine, where for
the last 3000 years it has remained a place to teach the
Jedi ways and expand the knowledge of peace and
tranquillity throughout the Galaxy. From the day of its
inception these principles have been the heart of the
Jedi Knighthood. Supported by the Republic, it has
many resources available and trained numerous
honorable Jedi; such as Jedi Masters Bodo Baas and
Imbrium. The current Headmaster of the Academy is
Jedi Master Vim.
Daine is a beautiful arboreal world with magnificent
domed marble sanctuaries and colonnades. The
Academy itself is built on a mountainous outcropping
above the vast canopy of trees of the flatter land below.
Getting Accepted
As mentioned earlier, becoming a Jedi is never easy. It
takes years of hard work and an indomitable will. The
first step in becoming a Jedi Knight is undergoing
Force Sensitivity tests. In these tests a Jedi Acolyte
(non Force Sensitives and lowest ranking Apprentices
who act as assistants, advisors, etc. to the Knighthood)
assigned to the applicants home system (or nearest
system) briefly meets with the candidate to ascertain his
beliefs and reasons for wanting to join the knighthood.
The Applicant is then given tests designed to measure
the possibility of Force Potential (these tests are
designed to rate the likelihood of Force Potential, the
only way to be sure is through the Force) and behavior
in high stress situations (such as the questions Dekker
asks while interviewing suspected replicants in Blade
Runner). The Acolyte then sends a recommendation
based on the test results to the nearest Jedi Praxeum
(Small teaching instillation consisting of one to ten Jedi
Masters who report directly to the Academy).
After a Master reviews the reports he may take interest
in the candidate and invite him to visit the Praxeum.
There the Master uses the power Sense Force Potential
to determine if the aspirant is gifted enough to wield
Force Powers (is he Force Sensitive?) and then gives
the aspirant a Quest to prove his worth to the
Knighthood. This can be as simple as a riddle (Such as
a Zen Koan or How many apprentices does it take to
change a glow rod? depending on the Master) or, more
often, a long, arduous journey filled with danger and
temptation.
Regardless of the method, the Quest should be a

journey of self discovery and humbling insight. If the


candidate returns successful (as determined by the
Master.... there are often hidden objectives to be
accomplished during Quests) he is admitted into the
Praxeum.
Graduation Requirements
The early years of training are spent learning the Core
Curriculum (Skills and powers all Jedi must know) and
working as an Acolyte to neighboring systems. At this
time of training an aspiring Jedi will train under several
Masters (provided there is more than one at the
Praxeum).
When a Master has certified that the student has
mastered (gained a rating of 3D or two pips higher than
the base, whichever is higher) in all the core skills and
knows all the required powers, he is immediately
promoted to the rank of Jedi Apprentice and must
choose a Discipline (specialized area of study).
Once the Apprentice decides what Discipline he would
like to pursue he must find a Master of that Discipline
willing to further his education. This often leads to
Apprentices leaving the Praxeum to find that rare
teacher. He then begins intense study of that
Disciplines selected skills and powers. After mastering
those requirements (again a level of 3D or two pips
higher than the base is standard) the Master has the
power to promote the student to the rank of Jedi Adept
and assign him however he wishes (following the
Academys approval). This may include being sent as
representatives to a new world, liaisons to the Republic,
returning home as an advisor and protector of the peace,
or employed in the ongoing war against the Dark Side.
At any rate, you are now a Jedi and bound to do as your
Master bids.
Core Curriculum
Upon entering a Praxeum a student begins learning
these skills and powers as well as the Control and Sense
Force Skills (Alter is not a necessary skill in all
disciplines). A Master will usually not allow a students
Alter to be higher than his Sense.
Core Skills: Law Enforcement, Willpower, Command,
Alien Species, Languages, History: The Republic, and
Systems.
Core Powers:
Control: Accelerate Healing, Concentration, Control
Pain, Hibernation Trance
Sense: Life Detection, Life Sense, Receptive
Telepathy, Sense Force

Control & Sense: Projective Telepathy


Total Powers: Control = 1D+2, Sense = 1D+2, Alter =
0D
Disciplines
After a Master is satisfied that a student has mastered
the basics, he promotes the student to the rank of
Apprentice and allows him to choose a Discipline.
There are numerous Disciplines (Both Light and Dark)
but this guide will only cover the most common of the
Light: Artificer, Factotum, Investigator, Meditative,
Naturalist, and Warrior.
Artificer
The Artificers are the creators, tinkerers, and inventors
of the Jedi Knights. They tend to be very technical in
nature and posses heightened mechanical empathy. A
good example of an Artificer is Cay Qel-Droma who
would rather tune a lightsabers blade than listen to his
Masters stories.
Skills:
Astrogation, and Computer Programming/Repair plus
pick five from the following: Droid Programming,
Droid Repair, Ground Vehicle Repair, Repulsorlift
Repair, Space Transports Repair, Starship Repair,
Starship Weapons Repair, Cybernetics Repair, Security,
Blaster Repair, Capital Ship Repair, Armor Repair,
Walker Repair, Lightsaber Repair, Sensors, Capital Ship
Piloting, Capital Ship Shields, Communications,
Ground Vehicle Operation, Repulsorlift Operation,
Powersuit Operation, Space Transports, Starship
Piloting, and Starship Shields
Powers:
Control: Absorb/Dissipate Energy
Sense: Instinctive Astrogation, Magnify Senses, Cyber
Sense*
Control and Sense: Speak with Machines*
Control, Sense, and Alter: Conduit*, CyberLocke*
Minimum Skills for Graduation:
Control = 3D, Sense = 3D+2, Alter = 1D
Recommended Studying:
Warp Matter, Lightsaber Combat, Commune with
Machines*, Thermogenesis*, and Transmutation*.
Healer
Healers are trained in saving lives and healing the sick
and injured. Healers are taught to use the Force in
conjunction with medical science as partners, not as
rivals.
Skills:
Alien Species, First Aid, Medicine.
Powers:

Control: Control Pain, Detoxify Poison, Reduce Injury,


Remain Conscious
Sense: Life Web
Control and Alter: Accelerate Anothers Healing,
Control Anothers Disease, Control Anothers Pain,
Detoxify Poison in Another, Place Another in
Hibernation, Remove Anothers Fatigue, Return
Another to Consciousness
Minimum Skills for Graduation:
Control = 4D, Sense = 3D, and Alter = 2D
Recommended Studying:
Absorb Dissipate Energy, Emptiness, Force of Will,
Instinctive Astrogation, Instinctive Astrogation Control,
Weather Sense, Shift Sense, Magnify Senses, Danger
Sense, Farseeing, Transfer Force, Control Breathing,
Transfer Life, Dim Others Senses.
Investigator (Shadow)
Whenever there is a mystery or report of Sith activity,
an Investigator (often referred to as Shadows in some
circles) is sent to check it out. These are the detectives,
archeologists, and spies of the Jedi. They search for
Sith strongholds, research artifacts, infiltrate enemy
organizations and solve enigmas of all sorts. These are
the rarest of the Jedi and finding a Master is a near
impossible task. It is currently under discussion in the
Jedi Council to discontinue these teachings due to the
risk of losing an undercover Jedi to Dark temptations
and the moral dilemmas of teaching deceptive arts.
Exar Kun may have been an Investigator before
turning.
Skills:
Bureaucracy, Streetwise, Archeology (a Knowledge
based skill), Investigation, Search, Sneak, Security,
Hide, and Persuasion.
Powers:
Control: Contort/Escape, Enhance Attribute
Sense: Danger Sense, Magnify Senses, Postcognition
Control and Sense: Disguise*
Sense and Alter: Dim Others Senses
Control, Sense, and Alter: Affect Mind, Eclipse*
Minimum Skills for Graduation:
Control = 3D+1, Sense = 4D+1, and Alter = 1D
Recommended Studying:
Force of Will, Remain Conscious, Short-Term Memory
Enhancement, Lighsaber Combat, Combat Sense,
Storytelling*, Cyber Sense*, CyberLocke*, Speak with
Machines*, Eyes of the Eagle*, Mental Translocation,
Induced Sleep*, Lesser Force Shield, Force Bolt*, and
Doppleganger.
Meditative
Those who study the Meditative arts prefer to exercise

their minds, not muscle. They are the thinkers and


masters of the mind and spirit. In times of conflict they
coordinate the Warriors actions through their powerful
Jedi Battle Meditation while shattering their enemies
wills to win. Make no mistake, they may not charge
into battle with lightsaber drawn, but are among the
most brave and powerful of the Knighthood. To find an
example of a Meditative master, look no further then
the legendary Nomi Sunrider.
Skills:
Tactics, Survival, Persuasion, History: Jedi, Stamina,
Scholar: Area of Interest, and Law: Republic.
Powers:
Control: Emptiness, Force of Will, Short-Term Memory
Enhancement
Sense: Postcognition
Sense and Alter: Affect Emotions*
Control, Sense, and Alter: Affect Mind, Battle
Meditation, Enhanced Coordination
Minimum Skills for Graduation:
Control = 3D+2, Sense = 3D+1, Alter = 1D+1
Recommended Studying:
Farseeing, Remove Fatigue, Storytelling*, Instinctive
Astrogation, Anticipation*, Lightsaber Combat, Danger
Sense, Commune with Nature*, Commune with
Machines*, Life Bond, Place Another in Hibernation.
Mystic
Mystics are the researchers and experimenters of the
Jedi. They search for new applications of the Force,
explore its potential and its limitations. They seek to
learn all of the Forces mysteries. Mystics spend much
of their time in research, study, experimentation, and
debate. They generally do not perfect the skills they
study, preferring instead to observe others.
Skills:
Alien Species, Cultures, Languages, Planetary Systems.
Powers:
Control: Emptiness, Force of Will, Short-Term Memory
Enhancement
Sense: Beast Languages, Magnify Senses, Sense Path,
Translation, Weather Sense
Control and Sense: Farseeing
Minimum Skills for Graduation:
Control = 4D, Sense = 2D, and Alter = 1D
Recommend Studying:
Absorb/Dissipate Energy, Enhance Attribute, Resist
Stun, Instinctive Astrogation, Shift Sense, Telekinesis,
Lightsaber Combat, Control Breathing.
Naturalist (Beast Master)
The Force is created by all living things, and therefore

must be protected. These Jedi have a special


connection with Nature and all life. They are much
more than simple park rangers yet far removed from
eco-terrorists. They are often sent to frontier worlds to
help in the formation of colonies and adapting to alien
life. If you wanna scrap with a Naturalist, you gotta go
through his Rancor pets. The Twilek Jedi Tott Doneeta
displayed some of these abilities.
Skills:
Tracking, Search, Survival, Hide, Sneak,
Climbing/Jumping, Running, Beast Riding, and FirstAid.
Powers:
Control: Detoxify Poison, Emptiness
Sense: Weather Sense, Beast Languages, Magnify
Senses, Translation
Control and Sense: Eyes of the Eagle*, Call Animal*
Control and Alter: Fertilize*, Accelerate Anothers
Healing
Sense and Alter: Commune with Nature*
Control, Sense, and Alter: Control Animal*
Minimum Skills for Graduation:
Control = 4D+1, Sense = 4D+2, and Alter = 1D+1
Recommend Studying:
All Healing Powers (Naturalists are known
throughout the Galaxy as healers), Weather Sense,
Transfer Force, Danger Sense, Thermogenesis*,
Weather Control*, Predict Natural Disaster*,
Transmutation*, Lightsaber Combat.
Warrior (Battle Master)
Although the Jedi Knights are devoted to peace, they
understand the Galaxy is not perfect and violence is a
necessary evil. These noble Samurai do not believe in
peace through superior firepower . . . but superior
compassion. Life is precious and should only be taken
as a last resort. The Warriors are the primary
peacekeepers. They are sent wherever there is strife,
anarchy, or the Sith. An obvious example of a Warrior
is Ulic Qel-Droma.
Skills:
Dodge, Survival, First-Aid, Stamina, Tactics,
Lightsaber, Brawling, Lightsaber Technology and
Running.
Powers:
Control: Absorb/Dissipate Energy, Remain Conscious,
Reduce Injury
Sense: Danger Sense, Combat Sense, Magnify Senses
Control and Sense: Lightsaber Combat
Alter: Telekinesis
Sense and Alter: Lesser Force Shield
Control, Sense, and Alter: Force Bolt*

Minimum Skills for Graduation:


Control = 3D+1, Sense = 3D+2, and Alter = 1D
Recommend Studying:
All Healing Powers, Dim Others Senses, Enhanced
Coordination, Enhance Attribute, Magnify Senses,
Resist Stun, Greater Force Shield, Remove Fatigue,
Anticipation*, Transfer Force, Battle Meditation, and
Affect Mind.
Training at the Academy
Training at the Academy, or at a Praxeum, is slightly
different than usual training. Through thousands of
years of trial, error, and refining, the Jedi Masters have
developed very efficient means of educating.
Whenever a character is at a Praxeum, or the Academy,
and wishes to learn a new power or increase his
knowledge in a skill (provided he has already been
taught that skill), add the Masters die code in
Instructing (a Perception based skill) to the pupils die
code in Knowledge and roll against Very Difficult
(modified by resources available. i.e. Tomes, a library
or Holocron.... GMs call). For every full five points
the total beats the difficulty by, reduce Point Cost and
time required to learn by one; one Character Point
equals one day training. No matter how spectacular the
roll, training always costs at least one Character Point
and takes at least one day of intensive training.
After Graduation
Once a Master is satisfied with his pupils performance
(at least 3D, or two pips higher than base . . . whatever
is higher, in all required skills and has learned all
required Powers) he has the authority, granted by the
Academy, to promote the Apprentice to Adept. The
Master then sends the Adept on whatever errands he
wishes (reporting all the while to the Academy). After
the Adept displays proper understanding of the Jedi
Code and has a total of at least 13D in Force Skills, the
Master may promote the Adept to the rank of Guardian.
The Guardian is still in the servitude of his Master.
After demonstrating superior resourcefulness, true
understanding of the Light, and a total of 17D in all
Force Skills, he goes before the ruling council of the
local Praxeum and may, on an unanimous vote only, be
promoted to the rank of Knight. At this point a Jedi is
still bound to his Master but is usually given freedom to
conduct his own business.
When a Jedi gains a total of at least 27D in Force Skills
he may, with the recommendation of his local Praxeum,
travel to the Academy and undergo review of the
Ruling Council for the rank of Master. As with the
rank of Knight, the vote must be unanimous.

The next, and highest, rank in the Jedi Knights is that of


Grand Master. There may only be twelve Grand
Masters, the Ruling Council of the Academy, at any
given time. They hold their office until death or
retirement and may only be replaced by a Master with a
rating of 15D in all Force Skills who has the support of
90% of the Jedi (ranks Adept through Master) and the
support of all members of the Ruling Council. Once a
Jedi obtains a seat on the Ruling Council he has
achieved the greatest honor available to a Jedi. All
members of the Ruling Council are equal regardless of
seniority.
Jedi Duties, Authority, and Responsibilities
A Jedi is considered a civilian within the Republic. The
Jedi organization itself is granted no official
governmental or law enforcement powers by the
Senate, though individual Jedi may join the military or
serve in government or law enforcement.
A Jedi may perform a citizens arrest and is
personally accountable for the safe transport of the
detainee to the proper law enforcement agency, but may
not officially arrest anyone.
Troubleshooting Teams
Oftentimes the Senate, the military, law enforcement
agencies, or other groups may require the services of
one or more Jedi. In these instances, the Jedi are more
than happy to provide any support and assistance they
can. They are, in effect, well-respected private
consultants.
Sometimes the Senate might even assemble a team of
such consultants, tasking the team to resolve a
particular situation. Such teams might consist of several
disparate individuals of different skills or backgrounds.
They are given access to support, supplies,
transportation, and appropriate equipment, but are never
given military rank or law enforcement powers, though
a person with such powers may be attached to the
group. Such groups are also given great leeway and
independence in the execution of their task.
Some examples of such missions might be to:

Capture a rogue Jedi.

Negotiate a peace agreement.

Uncover a conspiracy.

Solve a crime.

Resolve a hostage crisis.

Option 1: Monks of Shimura


Excerpted from the Jedi Handbook by David Barnha

History
Long before there were lightsabers there were Jedi.
After the invention of those graceful weapons Jedi
began to lose sight of what the Force was all about and
fall into the Dark trap of technology, or so the revered
Master Kambei Shimura thought. The Knighthood was
beginning to rely too much on convenient technology.
Thats not the way of life; the way of the Force. Jedi
after Jedi took up the saber and left for the stars and the
adventures they contained. A Jedi craves not these
things. Disgusted at the behavior of his fellow Jedi,
Shimura broke away from the Academy with a handful
of devoted students and established a Temple on the
sixth moon of the third planet of the Nikus system.
There he taught his disciples the true gifts of the Force:
perfection through inner peace, compassion,
contemplation and, ironically, tolerance.
Millennia passed and student after student joined the
Brotherhood and learned the teachings of Shimura and
the way of Ka, the religious philosophy of the Monks.
Similar to Zen, Ka teaches the inner spirituality of life
and the soul. Everything is provided by the Force, there
is little need for cold, unfeeling mechanisms.
During the Emperors great purge, the Temple of
Shimura was located by Dark Lord Vader and torn
asunder. Few of the Brotherhood were able to escape
and spread across the galaxy like seeds. Today, with
the Empire removed, these remaining skilled Monks are
establishing their own Temples in remote systems to
pass on what they have learned.
Beliefs/Lifestyle
1) Avoid the use of (unnecessary) technology. There is
nothing that technology may provide that the Force
cannot. Why artificially radiate food when nature
provides fire? Why ride aback metal creatures when
the wind can send you across sea just as surely?
Technology is quick and easy. These are traits of the
Dark Side. Life should be neither. Although it is true
that nothing can be provided by science that the Force
cannot, very few Jedi have been able to step across
worlds. The modern Brotherhood believes it is in the
spirit of Ka to except ones limitations. The Monks will
avoid most technology whenever possible (datapads,
blasters, lightsabers, scanners, holocrons, bacta tanks,
etc.) but will reluctantly use other forms (starships)
when needed (which isnt often. Followers of Shimura
discourage adventuring and tend to live entire lives in
their Temples. The rare exceptions are traveling
teachers and emissaries).

A Shimuran Monk would never accept cybernetic


replacements or enhancements, nor are they likely to
associate with droids.
2) The way of Shimura is the way of Ka. All answers
may be found in its techniques. Ka is the foundation of
all Shimuras teachings. When a student is first
accepted into the Brotherhood he begins learning Ka.
First simple koans and history and later develop the
physical disciplines. In line with the Brotherhoods
beliefs, the process is not quick or easy . . . it takes
several years of hard work and devotion.
3) Follow the Jedi Code. Although the Knighthood has
allowed technology to cloud their judgment, the
Shimuran Monks still believe in the Code.
4) Tolerate the misgivings of others. Shimuran Monks
are not retro, anti-technology fundamentalists. They do
not attack technological centers or those who choose to
use technology, nor do they harass commuters at
starports with pamphlets damning them for their way of
life. They simply have a different outlook on life. If
asked, they will tell a koan of enlightenment. If sought
out, they will teach their beliefs (but only those who
prove worthy will learn Ka). The Monks do not hate
the Jedi; in fact, they feel sorrow for their fallen
brothers and would do anything to help bring them back
to the Light.
The Art of Ka
The Monks of Shimura are best known for their
mastery of Ka, their proto-martial art. Practice of Ka
strengthens the mind, body, and soul. Masters of this
art are capable of incredible feats. Through Ka,
Shimuran contemplatives seek perfection and
enlightenment, and with it, they stand powerfully
against all who would threaten the sanctity of their
Temples. Ka can be broken down into three parts: Skill
(Ka Lore), Martial Art (Ka Combat), and Force Powers
(Ka and Empower Self). Those who are not ForceSensitive may join the Brotherhood and learn the first
two aspects of Ka but not the third.
Skill: Ka Lore
Time Taken: One Round to One Day
Description: This Knowledge based skill represents the
philosophical teachings of Ka. Through development
of this skill, the Monks intimately learn the foundations
of the Force and the Universe as well as the prelightsaber Jedi Knighthood.
This skill is often used to 1) spin a useful (albeit
confusing) tale, 2) teach the beliefs of Kambei Shimura,

and 3) seek enlightenment. When a Monk is uncertain


(Should I take an umbrella today? Which path is
safest? Will this man betray me? Is this door trapped?
etc.) he may meditate on the Ka. All answers are
contained in its many teachings. If the Monks roll
beats a difficulty set by the GM, he is awarded with a
cryptic answer (You recall your teachings of the
Sherlent and the Vornskr, and how the tiny Sherlent
defeated the great and powerful Vornskr with a single
mighty leap.). If the roll succeeds by more than 20,
there is no need for riddles, the character knows the
answer.
Ka Combat
Shimuran monks may select maneuvers from the
martial arts rules in the Rules of Engagement
sourcebooks.

their style of teaching reflects those beliefs. Learning


Ka requires several years (at least 3) of intensive study
at a Temple (the power Ka may not be learned until
the student has first learned the skill Ka Lore and the
special ability Ka Combat).
Effect: Ka is more than just a power, it is a philosophy
and code which describes and dictates all influences in
a Disciple of Shimuras life. Every movement, kata,
and breath tells a story and teaches a lesson.
When activated, a Jedi enters a state similar to
Lightsaber Combat where he extends his senses and
control of the Force around him to enhance his
effectiveness in hand-to-hand combat. While keeping
this power up the Jedi receives several bonuses:
1. One free Brawling Parry per round.
2. Add 1/2 Sense Dice to Brawling for strikes.

Force Powers
Ka
Control Difficulty: Moderate
Sense Difficulty: Moderate
Required Powers: Combat Sense, Emptiness or
Rage
Note: This Power is exclusively used by
Monks of Shimura.
This Power may be kept "up."
Notes: Only followers of Shimura should have any
knowledge of Ka. Learning Ka takes much longer than
learning other skills/powers. Disciples of Shimura are
dedicated to the slow, rewarding path of the Force, and

3. Add Control to Strength for Stun damage


(through striking an opponent's pressure
points. Pressure strikes require a harder
difficulty modified by location and knowledge
of the target's species, although a successful
Alien Species or Sense Life may reduce the
Pressure Strike penalty).
4. Add Control to Strength to resist Blunt
damage (Blunt ONLY)
5. Add Sense to Brawling Parry (vs. Brawling
strikes)
6. Add Control to the Return Melee Attack
Maneuver as described in Ka Combat.

Shimuran Template
Dexterity 3D+2

Knowledge 3D

Mechanical 2D

Perception 2D+2

Strength 2D+2

Technical 2D

Control 1D

Sense 1D

Skills:
Willpower 4D, Brawling 3D+2, Brawling
Parry 4D+2, Ka Lore 5D, Ka Combat 4D+2*
Recommended Powers:
absorb dissipate energy, combat sense,
concentration, danger sense, emptiness,
hibernation trance, lesser force shield, magnify
senses, projected fighting, telekinesis,
Equipment:
50 credits, hand-woven Gi
* Ka Combat has a prerequisite of Brawling and

Brawling Parry of 4D, therefore a beginning Monk of


Shimura must allocate at least one pip of his starting 5D
to each of these skills.

Option 2: The Aiki Monks


Excerpted from the Jedi Handbook by David Barnhart

History

Quotes

The order of Aiki Monastic Order was founded a


millennium ago, by Morihei Ushiba, a Jedi knight from
a near-human, very long-lived race (though some
historians attribute his long age to his very strong bond
with the Force, and others dismiss his existence
entirely). Ushiba, who was then 120 years old, was a
Jedi who was fascinated with martial arts of various
races.

"A mind to serve for the peace of all beings in the world
is needed in Aiki, and not the mind of one who wishes
to be strong or who practices only to fell an opponent.
Aiki is not a technique to fight and defeat an enemy. It
is a way to reconcile the world and make human beings
one family."

During his training at the Jedi Academy, he became a


Warrior Jedi, but during his voyages through the galaxy
he encountered a Shimuran Monk. Though he did not
agree with Shimura's views on technology, he was
fascinated with Ka. After studying Shimuran
philosophy, he started his own school, where he taught
the path of Aiki - the way of perfecting mind through
the perfection of the body. His skills in both armed and
unarmed combat were legendary, but since he started
the Aiki Order, he never killed anyone - until his last
fight.
The Monastery of Aiki - as his school is named - is
located on a moon in a system somewhere in the Core
Words. However, nobody has been able to find it, and
some scholars think that Morihei's school might have
been located on a ship. The truth is that the moon is a
rogue asteroid, fitted with subspace beacons and
sublight drives used to direct it's trajectory.
Beliefs
The Aiki Monks believe that though technology is not
evil in itself, the best weapon is one's own body. They
follow the Jedi Code very strictly, and usually wander
around the galaxy helping the poor oppressed. One
must remember that being an Aiki Monk is not just a
way of having a cool character who can defeat an entire
legion of Emperor's best troops with his bare hands. An
Aiki is a person who resorts to violence only as the last
resort, even more than "normal" Jedi Knights. Of
course, the ability to disable enemies without
permanently damaging them, as opposed to lightsaber
wielding Jedi who disable enemies by cutting their
extremities off, really helps - and is more proof that
your body is the best weapon you can get. The best
comparison is that while Jedi Knights are based on
samurai, Aiki Monks are based on Buddhist monks.
The two core beliefs of Aiki Monks are:
1) A commitment to peaceful resolution of conflict
whenever possible.
2) A commitment to self-improvement through Aiki
training.

"The secret of Aiki is to become one with the universe."


"Aiki is primarily a way to achieve physical and
spiritual self-mastery."
Known Aiki Monks
Morihei Ushiba, a Warrior Jedi and the founder of Aiki
Order, and his son, Musashi Ushiba, a famous Artificer
and creator of many exotic weapons.
Aiki Martial Arts
Aiki Monks may select martial arts maneuvers from the
Rules of Engagement sourcebook.
Aiki Force Powers
Aiki Combat
Control Difficulty: Difficult
Sense Difficulty: Moderate
Alter Difficulty: Easy
Note: This Power is exclusively used by the
Aiki Order.
This power can be kept "up".
Effect: This power allows a Jedi to use his body as a
weapon. He controls his own Force to allow for precise
movements and senses the flow of the Force within his
opponent to find his weak spots and predict his actions.
He is effectively using the Force to augment his martial
arts training. However, this power can only augment his
abilities. When he doesn't know how to fight, he will
not gain any bonuses - that's why this power is used
mainly by Aiki Jedi. After all, the Force may guide you,
but it will not replace the need for long training - the
quick and easy path is the path to the Dark Side. Using
this power, the Jedi also alters the flow of the Force
around him to create a protective shield around himself.
Game Effect: Add 1/2 of Control and 1/2 of Sense dice
to Martial Arts pool. However, skill bonus cannot
exceed Brawling + Martial Arts (you need to know how
to fight, and not rely solely on Force. Force will guide
you, but the easy path is the path of the Dark Side...).
Also, he may add 1/4 of Sense and 1/4 of Control
(round down) to damage (stun only - to increase
physical damage, use dice from MA pool). Finally, he

uses Alter to create a protective shield around him.


This has 2 advantages:
1. Absorb/Dissipate Energy difficulty is Easy +
damage roll (however, remember about the
penalty from keeping C,S&A power of Aiki
Combat up).
2. The greatest concentration of the Force is
around his hands. He may Brawling Parry
blaster shots with his Sense skill (but he may
allocate dice from MA pool) without any
consequences. He may also parry or even
catch a lightsaber blade.
However, deflecting the lightsaber blade is
relatively easy (use sense skill and allocate
dice from MA pool) and harmless (unless the
Jedi will roll 1 on the Wild Die for the parry
roll - in this case he must resist lightsaber's 5D
energy damage to his hand), then catching it is
pretty difficult stunt (roll 1/2 sense dice, and
allocate dice from MA pool at 1 to 2 ratio).
Basically, each round roll Control dice against

normal lightsaber damage - 5D + Control.


Remember, that this is damage to the hand, so
it won't kill you. Treat Incapacitated and above
as Maimed - you loose your hand and you're
left at Wounded).
Aiki vs. Shimuran
Why include another martial artist Jedi? Is one better
than the other? In a word: nope. Although they are
very similar, the Aiki Order and the Monks of Shimura
are each specifically designed for two totally different
styles of game play. The Aiki are designed for realistic,
rules-intensive martial arts fury. The Monks of
Shimura are designed for simple, easy (yet effective)
mechanics which easily fit into the established rules of
SW-RPG. If youre looking for a cool character who
you can immediately get into and fast combat rounds,
go with the Monks of Shimura. If you dont mind the
extra rules, mechanics, and complexity, go with the
Aiki. I personally recommend the Shimuran Monks for
most games, but when you want to run a martial arts
based game (where most characters are martial artists),
you cant beat the Aiki rules.

Aiki Monk Template


Dex 3D

Know 2D

Mech 2D

Str 3D

Per

3D

Tech 2D

Con 1D

Sense 1D

Alter 1D

Skills:
Brawling (Soft/Dex) 5D, Brawling (Hard/Str)
5D, (A) Martial Arts (Aiki) 1D, 2D left to
assign to skills.
Force powers:
Aiki combat, Absorb/dissipate energy, Control
Pain, Enhance Attribute, Concentration, and 4
other powers;
Equipment:
100 credits, robes, walking staff (STR+1D
blunt).

Suggested Attribute Die Codes for Beginning Jedi


Discipline

Dex

Know

Mech

Per

Str

Tech

Con

Sense

Alter

Artificer

2D+1

2D

3D+1

2D+1

2D+2

3D+1

3D

3D+1

1D

Healer

2D

3D+1

2D

2D+2

2D

3D

4D

3D

2D

Investigator

2D

2D+1

2D+2

3D

2D

3D

3D+1

4D+1

1D

Meditative

2D+1

3D+1

2D

2D+2

2D+2

2D+1

3D+1

3D+1

1D+1

Mystic

2D

3D+1

3D

2D+1

2D

2D

4D

2D

0D

Naturalist

3D

2D

3D

3D

3D

2D

4D+1

4D+2

1D+1

Warrior

3D

2D

2D

3D

3D

2D

3D+1

3D+1

1D

Aiki Monks

3D

2D

2D

3D

3D

2D

1D

1D

1D

Shimuran Monk

3D+2

3D

2D

2D+2

2D+2

2D

1D

1D

0D

* These are merely suggestions. Any set of codes may be manipulated as a player sees fit as long as the total equals
18D.
** The above die codes are designed for human characters. Alien characters may have to adjust the die codes to fit
their races Attribute Dice plus 6D (as usual).

The following Character Sheets are by Mario Escamilla.


The Star Wars RPG is a Registered Trademark of West End Games. Original Star Wars RPG material Copyright
1987 by West End Games. All Rights Reserved. Used without permission. Any use of West End Games' copyrighted
material or trademarks in this archive should not be viewed as a challenge to those copyrights or trademarks.
Star Wars is a trademark and copyright of Lucasfilm, Ltd. All Rights Reserved

Character Name:
Type:
Age:

Species:
Height:

Gender:
Weight:

Physical Description:
Background:
Personality:
Objectives:
A Quote:
Connection w/other Characters:

Dexterity

Knowledge

Mechanical

Perception

Strength

Technical

Armor Name:

Weapons

Dam

Short / Medium / Long

Ammo

Physical Protection:
Energy Protection:
Bonuses:

Special Abilities/Notes:

Move:
Force Sensitive:
Dark Side Points:
Wound Status:
Stunned
Wounded
Incapacitated
Mortally Wounded
Force Points:
Character Points:
Dataris:

Equipment:

Vehicle:
Craft:
Type:
Scale:
Length:
Miscellaneous:
Crew:
Passengers:
Cover:
Cargo Capacity:
Cost:
Move:
Maneuverability:
Body Strength:
Crew:
Weapons:
Name:
Fire Arc:
Skill:
Fire Control:
Range:
Damage:
Name:
Fire Arc:
Skill:
Fire Control:
Range:
Damage:

Starship:
Craft:
Type:
Scale:
Length:
Skill:
Crew:
Passengers:
Cargo Capacity:
Consumables:
Cost:
Hyperdrive Multiplier:
Hyperdrive Backup:
Nav Computer:
Miscellaneous:
Maneuverability:
Space:
Atmosphere:
Hull:
Shields:
;
Sensors:
Passive:
Scan:
Weapons:
Name:
Fire Arc:
Crew:
Skill:
Fire Control:
Space Range:
Atmosphere Range:
Damage:
Name:
Fire Arc:
Crew:
Skill:
Fire Control:
Space Range:
Atmosphere Range:
Damage:

/
/

Force Powers
Name:
Control:

Sense:

CONTROL POWERS
Absorb/Dissipate Energy
Accelerate Healing (core)
Concentration (core)
Contort/Escape
Control Disease
Control Pain (core)
Detoxify Poison
Enhance Attribute
Emptiness
Force of Will
Hibernation Trance (core)
Instinctive Astrogation Control
Rage
Reduce Injury
Remain Conscious
Resist Stun
Short-Term Memory Enhancement

SENSE POWERS
Beast Languages
Combat Sense
Danger Sense
Instinctive Astrogation
Life Detection (core)
Life Sense (core)
Life Web
Magnify Senses
Receptive Telepathy (core)
Sense Force (core)
Sense Path
Shift Sense
Translation
Weather Sense

ALTER POWERS
Injure/Kill
Telekinesis

Alter:

CONTROL + SENSE POWERS


Farseeing
Life Bond
Lightsaber Combat
Projective Telepathy (core)

CONTROL + ALTER POWERS


Accelerate Another's Healing
Control Another's Disease
Control Another's Pain
Control Breathing
Detoxify Poison in Another
Feed On Dark Side
Force Lightning
Inflict Pain
Place Another in Hibernation Trance
Remove Another's Fatigue
Return Another To Consciousness
Transfer Force

CONTROL + SENSE + ALTER


POWERS
Affect Mind
Battle Meditation
Control Mind
Create Force Storm
Doppleganger
Drain Life Essence
Enhanced Coordination
Force Harmony
Projected Fighting
Telekinetic Kill
Transfer Life

SENSE + ALTER POWERS


Dim Other's Senses
Lesser Force Shield

SPECIAL FORCE POWER


Force Scream

Вам также может понравиться