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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.
4.
5.
6.
7.
8.
Height
9.
Weight
10.
Hair/eyes
11.
12.
13.
Favorite things:
Music
Foods/drinks
Equipment/vehicles/toys
14.
15.
16.
17.
18.
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
Average roll
1D
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
7D
25
8D
28
9D
32
10D
35
11D
39
12D
42
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.
Benchmarks
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.
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.
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
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
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
ALTER POWERS
Injure/Kill
Telekinesis
Life Sense
None
None
Life Detect, Life Sense, Magnify Senses, ReceptiveTelepathy
None
Receptive Telepathy
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
None
Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis
None
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.
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.
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.
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+
Human Damage
Roll
Effect
Armor
Less
No Effect
0-3
Stunned
4-8
Wounded / 2
9-12
Incapacitated
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
V Easy (5)
Easy (10)
1D hours
Incapacitated
Mod. (15)
2D hours
Mortally
Wounded
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.
Effect
No Effect
Distracted
4-8
Distracted
9-12
13-15
16+
Disarmed
Disarmed
Disarmed
Martial Arts
Excerpted from Rules of Engagment: The Rebel SpecForces Handbook by West End Games
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
Uncover a conspiracy.
Solve a crime.
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).
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
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
History
Quotes
"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."
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).
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).
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
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: