b | Boost Dice | - | Luck, Chance, Preparation |
d | Ability Dice | - | Your Skills & Characteristics |
c | Proficiency Dice | - | Upgraded Ability Dice d |
x | Triumph | - | Great Outcome / Add s to dice pool / Cannot be canceled out |
s | Success | - | Remove s for every Failure f / Remainaing s results in Success |
a | Advantage | - | Remove a for every t / Regardless of Failure f gain narrative advantage |
b | Setback Dice | - | Bad Luck, Complications, Obstacles |
d | Difficulty Dice | - | Task Difficulty / Opposition Skill |
c | Challenge Dice | - | Upgraded Difficulty Dice d |
y | Despair | - | Terrible Outcome / Add f to dice pool / Cannot be canceled out |
f | Failure | - | Cancels out Success s / Remaining f results in failure |
t | Threat | - | Remove t for every a / Regardless of Success s suffer narrative disadvantage |
C | Force Dice | - | Create Destiny Pool / Force Power Roll |
Z | Light Side | - | Create Light Side Destiny/Force |
z | Dark Side | - | Create Dark Side Destiny/Force |
1. Add number of d equal to the Characteristic Rating used.
2. Upgrade (replace) number of d with c by Skill Rank level Used. When upgrading, if no d left to upgrade, then add d.
3. Add d based on difficulty level. If you need to upgrade dicfficulty, replace d with c for each upgrade level.
Difficulty Level | Dice |
---|---|
Simple | - |
Easy | d |
Average | dd |
Hard | ddd |
Daunting | dddd |
Formidable | ddddd |
4. Add b for advantageous situations.
5. Add b for disadvantageous situations.
1. Add number of d equal to chosen Characteristic.
2. Upgrade d to c equal to chosen Skill Rank level.
3. Add number of d equal to opposition Characteristic.
4. Upgrade d to c equal to opposing Skill Rank level.
Skill | Opposed Skill |
---|---|
Coercion, Deception, Leadership | Discipline |
Charm | Cool |
Negotiation | Negotiation, Cool |
1. Each Character creates dice pool as normal for the desired Skill Check.
2. Character with most s succeeds.
3. Tie goes to most x, then most a.
4. Draw = GM decision or new check.
SKILLED ASSIST: Use the best Skill Rating & Characteristic Level of all Characters involved.
UNSKILLED ASSIST: (If the assisting Character does not improve the Skill Check) Add one b
1. Remove number of s equal to f
2. Remove a for each t OR Remove t for each a
Result:
Net s = Success!
Net f = Failure!
Net a = Positive consequence despite failure.
Net t = Negative consequence despite success.
x = 1 s that cannot be removed + Triumph effect
y = 1 f that cannot be removed + Despair effect
Triumph x and Despair y results are resolved despite success or failure and both can occur on the same roll.
Start of session form a destiny pool by rolling a C per character.
Z = +1 light side Destiny Point
z = +1 dark side Destiny Point
A single Destiny Point can be used for the following:
1. A Helping Hand: Upgrade a skill check roll by one.
2. Raising The Stakes: Upgrade an oppponent's skill check Difficulty by one.
3. Used in Talents and Abilities: Some special abilities can use points for various effects.
4. Luck: Introduce 'facts', events and items in small, but meaningful ways.
When a Light Side or Neutral Character uses a Destiny Point a Light Side token is turned to the Dark Side.
When a Dark Side Character or GM uses a Destiny Point a Dark Side token is turned to the Light Side.
Add dice equal to the value listed in the following table.
b to Ranged, Gunnery and Perception checks.
b to Stealth checks.
The GM can apply these modifiers to other skills as deemed appropriate
Dice Added | Examples |
---|---|
+1 | Mist, shadow, waist-high grass. |
+2 | Fog; the darkness of early morning or late evening; thick, shoulder-high grass. |
+3 | Heavy fog; thick and choking smoke; the darkness of night; dense, head-high underbrush; and thick grass. |
Add 1 Defense
Add b to certain checks such as Perception.
The GM may add further b as deeemed necessary.
Characters moving through Difficult Terrain must use 2 Manoeurvers.
To pass certain Impassable Terrain the GM may request a successfull appropriate skill check or equipment be used.
Depending on the strength of the Gravity add up to bbb to Coordination and Brawn based skill checks (but not Resilience).
Alternatively weaker than normal Gravity adds up to bbb.
Zero Gravity does not add b or b dice, instead movement counts as if through Difficult Terrain.
Encumbrance does not change.
Water is treated as Difficult Terrain.
The GM may apply an Athletics check in moving bodies of water.
Being submerged, a Character can hold their breath for a number of rounds equal to their Brawn. After that they suffer Suffocation.
In a vacuum, Characters can hold their breath for a number of rounds equal to their Brawn. After that they suffer Suffocation.
Each round in a vacuum suffers 3 wounds
If the Wound Threshold is exceeded they become Incapacitated and apply 1 Critical Injury, plus 1 Critical Injury per round exposed.
Such atmospheres are given a rating by the GM of 1-10 (or more) the higher the level the more severe the atmosphere.
A Character suffers wounds equal to this rating at the beginning of each turn subjected to the environment.
The GM can determine how long, if at all, the damage continues after leaving the environment.
Rating | Example |
---|---|
1-2 | Campfires, mildly caustic substances, air filled with ash. |
3-5 | Flammable liquids, dangerous substances, chemical leaks. |
6-9 | Welding torches, weaponised acid, ammonia mixed atmospheres. |
10+ | Lava, blastr furnaces, unbreathable atmospheres. |
Suffer 3 Strain at the begining of the Character's turn.
When the Strain Threshold is reached the Character becomes Incapacitated. If the Character contiunues to Suffocate they suffer a Critcal Injury on each subsequent turn.
The Character suffers Wounds according to the damage table below, reduced by Soak.
The Charater then suffers Strain according the the table below which is not reduced by soak.
Fall damage can be reduced by making an Average(dd) Athletics or Coordination Check. Each s reduces the damage suffered by one. Each a reduces the Strain by one.
A x could reduce the range band by one at the GM's discretion.
Range Band | Damage | Strain |
---|---|---|
Short | 10 | 10 |
Medium | 30 | 20 |
Long | Incapacitated, Critical Injury at +50 | 30 |
Extreme | Incapacitated, Critical Injury at +75 (or death at GM's discretion) | 40 |
Fear checks are rolled when a Character is greeted with an unusual circumstance or the first time they face a particularly frightening situation.
Checks are determined by the GM, but usually consist of Discipline or Cool checks.
State of Fear | Difficulty | Example |
---|---|---|
Minimally Afraid | Easy(d) | Somewhat overmatched in combat; a minimally dangerous creature; a minor threat to one's life. |
Moderately Afraid | Average(dd) | Obviously overmatched in combat; a dangerously aggressive creature; a credible threat to one's safety and minimal threat to one's life. |
Very Afraid | Hard(ddd) | Battlefield combat; a pack of aggressive creatures; a major threat to one's safety and moderate fear for one's life. |
Mortally Afraid | Daunting(dddd) | Terrifyingly intense combat; confronting a large and dangerous creature such as a racor; overwhelming fear for one's life. |
Utterly Terrified | Formidable(ddddd) | A hopeless and terrifying situation; combat against things incomprehensible to one's mind; being attacked by a squad of AT-AT's; fear so crippling that sanity cracks. |
Confronting something reputed to be dangerous. | 1 Difficulty Upgrade | Confronting an Imperial Intelligence agent; fighting Bobba Fett. |
Confronting something known to be dangerous and very rare. | 2 Difficulty Upgrades | Being trapped in the gullet of a Krayt Dragon. |
Confronting something known to be extremely dangerous and unique. | 3 Difficulty Upgrades | Fighting the Emperor. |
Dice | Effect |
---|---|
f | The Character adds b to each action he takes during the encounter. |
t | The Character sufferes a number of Strain equal to the number of t. If the roll generates ttt or more, the Character can be Staggered on their first turn, instead. |
y | The Character is incredibly frightened, which increases the difficulty of all checks by one until the end of the encounter. |
s | The Character avoids any fear effects, except those triggered by t. |
a | Gain b on the Character's first check. If spending multiple a, grant b to an additional player's check. |
x | Can be spent to cancel all previous penalties from Fear checks, or spent to ensure the Character need not make any additional Fear checks during the encounter, no matter the source. |
Incidentals are free to use.
Characters are limited to a maximum of 2 Manoeuvres OR 1 Manoeuvre and 1 Action
Examples of an Incidental:
Available Manoeuvres (Maximum of 2 OR 1 with an Action)
Manoeuvre Options | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Draw / Holster / Ready / Load Weapon | Weapon Maneauvers take a single Manoeuvre. | ||||||||||||||||||
Aim | Add b to the Character's next Combat Check, or bb if the Character spends 2 Manoeuvres. | ||||||||||||||||||
Assist | Add b to another character's next action. | ||||||||||||||||||
Guarded Stance | Add b to any Combat Check the Character makes until the end of their next turn. And gain Melee Defense +1 until the end of the next turn. |
||||||||||||||||||
Take Cover | Taking a defensive position in the environment gains Raned Defense +1 (can be increased with Heavy Cover) | ||||||||||||||||||
Drop Prone / Stand | Dropping to prone costs 1 Manoeuvre and adds 1 b to all ranged attacks made against the Character. Being prone adds 1 b to all melee attacks made against the Character. |
||||||||||||||||||
Open / Close Door | Opening an unlocked door. | ||||||||||||||||||
Move Large Item | Flip a table or shove a barrel into the path of a pursuer costs a Manoeuvre. | ||||||||||||||||||
Take / Put Item From Storage | Storage includes a Pouch, Backpack, Bandolier or similar container. | ||||||||||||||||||
Mount / Dismount | Mounting a domesticated animal or mounting a vehicle, gunnery station etc. requires 1 Manoeuvre. Mounting an untrained animal requires at least an Average (dd) Survival Check |
||||||||||||||||||
Preperation | Talents and Abilities can use the Prepare rule to prepare an action safely. | ||||||||||||||||||
Move |
|
Action Options | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Exchange Action for Manoeuvre | A User can sacrificew their Action to perform a second Manoeuvre as long as it doesn't result in more than 2 Manoeuvre's being taken. | |||||||||||||||||||||
Activate an Ability / Talent | Spend an Action to Activate an Ability or Talent (Even if a Skill Check is not required). | |||||||||||||||||||||
Activate a Force Power | Most Force Powers Require an Action to use. | |||||||||||||||||||||
Perform a Skill Check | Most common actions revolve around a Skill Check. Dependiong on the check the result can consequently take seconds, hours or days to perform. | |||||||||||||||||||||
Perform a Combat Check | Roll a Combat Check according the the skill of the Weapon used. Add a b for each point of Defense Rating of the target. Multiple sources of Defense do not stack - use the highest rated source of Defense. Each uncanceled Success hits with one point of Damage, deduct the Soak value of the Target. The Target suffers one Wound for the remaining Damage applied. If the target's Wounds reach below their Threashold they are Knocked Out, Incapacitated and immediately suffer one Critical Injury.
|
Range | Description |
---|---|
Engaged | Close enough to your target to directly interact. |
Short | Several meters to your target. Talk comfortably without shouting. |
Medium | Up to several dozen meters away. Reliable pistols can reach this range. But only a few thrown weapons can reach this far. Speak loudly to be heard. |
Long | Further than a few dozen meters. Easily reached by rifles, mounted weapons and Gunner skill weapons. Yell loudly to be heard. |
Extreme | Furthest range that two targets can interact. Some high-tech Snipers and large mounted weapons may reach this range. May not be heard even if shouting. |
Conditional and Situational Modifiers | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ranged Attacks at Engaged Targets | When attacking a target engaged with an ally, the attacker upgrades the difficulty of the check by one In addition, if the attacker's check succeeds but he generates at least y , that y is automatically spent to make the attacker hit one of the individuals engaged with the target (of the GM's choice), instead of the target. | ||||||||||||
Ranged Attacks While Engaged | Any opponent engaged with the character when he makes a ranged attack (no matter who the target is), may add b to his next Brawl or Melee check against that character. In addition, the difficulty of some ranged attacks increases while engaged.
|
||||||||||||
Attacking Prone Targets | A character gains b when attacking a prone
target with a Melee or Brawl check. Ranged attacks against prone targets suffer b. |
||||||||||||
Attacking While Prone | A prone character suffers b when making a Melee or Brawl check from a prone position. | ||||||||||||
Two-Weapon Combat | A character may opt to carry a Ranged (Light) weapon
or a one-handed melee weapon in each hand, increasing
the volume of attacks at the expense of accuracy. To make an attack perform a Combined Check. Select one weapon as primary, make the Combined Check with this weapon. Then determine which Skills and Characteristics to use for each weapon. Finally determine the target. To assemble the dice pool for this check, compare the Skills and Characteristics that would be used to make an attack with each weapon, and uses the lowest ranking Skill and Characteristic to assemble the dice pool. If the Skills or characteristics are equal, use either. Then compare the difficulty of the two combat checks and select the higher basic difficulty. Then increase the difficulty by one d if the two skills in the combined check were the same, and by two dd if they were different. On a success, hit with the primary weapon as normal. aa or x can also be spent to hit with the secondary weapon. If both weapons hit, additional a or x can be spent to activate qualities from either weapon. Each hit deals its base damage, + 1 damage per uncanceled success. |
||||||||||||
Unarmed Combat | Use the Brawl skill with Brawn as the base damage at a range of Engaged. A Critical rating of 5 Add Disorient 1 and Knockdown. Success can damage either Strain or Wound both still reduced by Soak. |
||||||||||||
Attacking with Brawl Weapons | Combat uses the Unarmed Combat rules modified with the Brawl weapon Characteristics. The attacker can choose use the standard Brawl Critical Rating instead of the Weapon's. |
||||||||||||
Improvised Weapons | Picking up items in the environment can be used as improvised weaponry. Improvised weapons use Melee Skill and add Brawn to the damage dealt. As with Inferior weapons, checks generate one automatic t.
See more Improvised Weapon details in the Weapons page. |
||||||||||||
Size Differences (Silhouettes) | If the attacker is 2 or more points smaller than the target -d. If the attacker is 2 or more points larger than the target +d.
|
Environmental Effects | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Concealment | In general Ranged (Light), Ranged (Heavy), Gunnery and Perception checks against targets that are obscured add b equal to the Dice Added in the table below. Stealth checks made by a concealed Character add b equal to the Dice Added below. Modifiers can be assigned or modified by the DM as needed.
|
|||||||||||||||
Cover | A Character partially concealed by a rock, crate, wall, or vehicle, for example, increases the Character's Ranged Defense by +1. A b can be added for relevant skill checks such as Perception. The GM can modify these by more Defense or b if the Character is partriculalry well concealed. |
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Difficult & Impassable Terrain | Characters entering or moving through difficult terrain need to use 2 x Manoeuvres to do so. Impassable terrain cannot use Manoeuvres to traverse. The GM can allow such terrain to be traversed with a relevant skill. This requires an Action.
|
|||||||||||||||
Gravity | Heavier than normal gravity adds up to bbb to Brawn based checks (except Resilience) and the Coordination skill. Lighter than normal gravity adds up to bbb to any Brawn based checks (except Resilience) and the Coordination skill. Moving through zero gravity does not change b or b as above but does count all movement as though moving through Difficult terrain. Gravity does not change Encumbrance levels. |
|||||||||||||||
Suffocation | Suffer 3 Strain at the begining of the Character's turn. When the Strain Threshold is reached the Character becomes Incapacitated. If the Character contiunues to Suffocate they suffer a Critcal Injury on each subsequent turn. |
|||||||||||||||
Water & Swimming | Most Characters treat Water as Difficult terrain, though some Species may have Water modifiers. The GM can apply a required Athletics check to account for particularly treacherous bodies of water If completely submerged in water, use the Brawn Characteristic to account for the number of rounds the Character can stay submerged. After this the Character starts to Suffocate on each successive round until they resurface. |
|||||||||||||||
Vacuum | If in a Vacuum without protective gear the Character will Suffocate after a number of rounds equal to their Brawn Characteristic is taken holding their breath. The Character will also suffer 3 x Wounds each round in the vacuum. If the Character exceeds their Wound threshold, they become incapacitated and suffer one Critical Injury. They then suffer one additional Critical Injury each subsequent round in a vacuum. These are in addition to any Critical Injuries suffered from Suffocation. |
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Fire, Acid, & Corrosive Atmospheres | The GM determines the danger of the situation by applying a rating between 1 and 10 (extreme situations can make this even higher) Each round a Character is subjected to the hazard they suffer equal Wounds to the rating at the start of their turn. At the GM's discretion, the damage may not apply unless inhaled, in which case the Character can hold their breath for a number of turns equal to their Brawn. The GM detemines the duration of the hazard. Neutralising the Hazard might be achieved by making a Coordination Check. Average (dd) Difficulty on hard surfaces, or Easy (d) on soft surfaces. Alternatively Actions such as jumping into water might put out a fire immediately.
|
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Falling | The Character suffers Wounds according to the damage table below, reduced by Soak. The Charater then suffers Strain according the the table below which is not reduced by soak. Fall damage can be reduced by making an Average(dd) Athletics or Coordination Check. Each s reduces the damage suffered by one. Each a reduces the Strain by one. A x could reduce the range band by one at the GM's discretion.
|
Spending Advantage and Triumph In Combat (Decided by the skill checker) | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
xx |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p88)
Spending Advantage and Triumph In Urban Combat (Decided by the skill checker) | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p92)
Spending Advantage and Triumph In Wilderness Combat (Decided by the skill checker) | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p90)
Spending Advantage and Triumph During Boarding Actions (Decided by the skill checker) | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
Spending Threat and Despair in Combat (Decided by the opponent) | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p88)
Spending Threat and Despair in Urban Combat (Decided by the opponent) | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p92)
Spending Threat and Despair in Wilderness Combat (Decided by the opponent) | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y |
|
Advanced Rule: (Age of Rebellion - Forged In Battle p90)
Spending Threat and Despair During Boarding Actions (Decided by the opponent) | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y |
|
yy |
|
Characters on vehicles are limited to 1 Manoeuvre and 1 Action, but may spend a or suffer a System Strain for a second Manoeuvre.
The maximum number of Manoeuvres per turn are 2.
Vehicle Manoeuvre | Pilot Only | Silhouette Requirement |
Speed Requirement |
Effect | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Accelerate / Decelerate (piloting) |
Yes | Any | Any | Increase or decrease vehicle speed by 1 | ||||||||||||||||||||||||
Fly / Drive (piloting) |
Yes | Any | Any | Vehicle moves between range bands depending on speed:
|
||||||||||||||||||||||||
Punch It (piloting) |
Yes | 1-4 | Any | Move to vehicle's maximum speed from any starting speed. Suffer 1 System Strain for each speed level gained. | ||||||||||||||||||||||||
Stay On target (aggressive) |
Yes | 1-4 | 3+ | Upgrade the ability of all attacks made to and from the ship until the pilot's next turn. | ||||||||||||||||||||||||
Evasive Manoeuvres (defensive) |
Yes | 1-4 | 3+ | Upgrade difficulty of all attacks made to and from the ship until the pilot's next turn. | ||||||||||||||||||||||||
Angle Deflector Shields (defensive) |
No | Any | Any | Move 1 Defense Point from one defense zone to another |
Vehicle Action | Pilot Only | Silhouette Requirement |
Speed Requirement |
Effect | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fire Weapon (attack) |
No | Any | Any |
|
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Gain The Advantage (aggressive) |
Yes | 1-4 | 4+ |
|
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Jamming (aggressive) |
No | Any | Any |
|
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Fire Discipline (aggressive) |
No | Any | Any |
|
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Slice Enemy's System (aggressive) |
No | Any | Any |
|
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Boost Shields (defensive) |
No | Any | Any |
|
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Scan The Enemy (defensive) |
No | Any | Any |
|
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"Spoof" Missiles (defensive) |
No | Any | Any |
|
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Damage Control (repair) |
No | Any | Any |
|
||||||||||||
Manual Repairs (repair) |
No | Any | Any |
|
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Plot Course (piloting) |
No | Any | Any |
|
||||||||||||
Co-Pilot (piloting) |
No | Any | Any |
|
||||||||||||
Jump to Hyperspace (piloting) |
Yes | Any | Any |
|
Range | Description |
---|---|
Close | Slightly further than Extreme range in Personal Scale and around a few dozen Km. The equivelant of dog fighting in space. |
Short | Several Km to your target on a planet surface. No longer able to use planetary Line of Sight weaponary. Just outside dog fighting range but within the range of most self-propelled weaponary. |
Medium | On planet, within around 50 km. Only the most powerful artillery is within range. In space a few hundred or so Km. Out of reach for most starfighter weapons but ideal for Capital ships. |
Long | Hundreds of Km on a planet's surface. Too far for direct planetary encounters. Several thousand Km in space. Only the largest of capital ship weapons can reach their target. |
Extreme | Furthest reach of vehicle scanner on planet. Too far in space for almost all starship weapons. |
Standard Combat | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
xx |
|
Asteroid & Debris Fields | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
xx |
|
Nebula & Gas Anomolies | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
xx |
|
Large Space Battles | |
---|---|
a or x |
|
aa or x |
|
aaa or x |
|
x |
|
xx |
|
Standard Combat | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y & Success |
|
y & Fail |
|
Asteroid & Debris Fields | |
---|---|
t or y |
|
tt or y |
|
y & Success |
|
y & Fail |
|
Nebula & Gas Anomolies | |
---|---|
t or y |
|
tt or y |
|
y & Success |
|
y & Fail |
|
Large Space Battles | |
---|---|
t or y |
|
tt or y |
|
ttt or y |
|
y & Success |
|
y & Fail |
|
The Difficulty of piloting checks (flying or driving):
d = Vehicle Speed OR Half its Silhouette (whichever is higher).
Upgrade Difficulty by whichever value is lower.
Failure forces speed to reduce by 1, and vehicle does not reach destination.
Despair may force the vehicle to crash.
Setback | Planetary Description | Space Description |
---|---|---|
- |
|
|
b |
|
|
bb |
|
|
bbb+ |
|
|
Trip Time | Example |
---|---|
5-15 minutes | From planetary orbit to safe hyperspace jump distance. |
30-90 minutes | From planet to moon. |
6-12 hours | Rough time between planets in the same system. |
12-72 hours | From centre to the edge of a solar system. |
Hyperdrive is required to be installed on vehicle and knowledge of the coordinates.
Perform Easy ( d ) Astrogation Check using difficulty modifiers below:
Modifier> | Reason |
---|---|
+ddd | Damaged or missing astromech droid or navicomputer. |
+d | Quick calculations or entering coordinates under duress. |
+d | Ship is lightly damaged. |
+dd | Ship is heavily damaged. |
+d | Outdated, corrupt, or counterfit navigation charts or navicomputer data. |
Duration of Jump is multiplied by Hyperdrive Class Level.
Distance Traveled | Average Duration |
---|---|
Within A Sector | 10-24 Hours |
Within A Region | 10-72 Hours |
Between Regions | 3-7 Days |
Across The Galaxy | 1-3 Weeks |
Popular hyperdrive route trips in days using Class 1 hyperdrive.
Departure Planet | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Destination Planet | Perlemian Trade Route | Corellian Run | Corellian Trade Spine | Rimma Route | Hydian Way | |||||||||||
Ossus | Roche | Taanab | Coruscant | Corellia | Tatooine | Duro | Bestine | Bespin | Thyferra | Sullust | Kal'sebbol | Bonadon | Brentaal | Eriadu | ||
Perlemian Trade Route | Ossus | - | 1 | 2.5 | 4.5 | 5.5 | 9 | 6 | 6.5 | 9 | 6 | 9 | 10.5 | 7.5 | 4 | 9 |
Roche | 1 | - | 1.5 | 3.5 | 4.5 | 8.5 | 5 | 5.5 | 8 | 5.5 | 8 | 9.5 | 6.5 | 3 | 8 | |
Taanab | 2 | 1 | - | 2 | 3.5 | 7.5 | 3.5 | 5 | 7.5 | 4.5 | 7.5 | 8 | 6 | 2 | 7 | |
Corellian Run | Coruscant | 4 | 3 | 2 | - | 1.5 | 5.5 | 2 | 2.5 | 5.5 | 2.5 | 5 | 6 | 5 | 0.5 | 4.5 |
Corellia | 5.5 | 4.5 | 3.5 | 1.5 | - | 4 | .05 | 1 | 4 | 1.5 | 4 | 5 | 6.5 | 2 | 3.5 | |
Tatooine | 9 | 8 | 7 | 5 | 4 | - | 4 | 6 | 8 | 6 | 6.5 | 7.5 | 11 | 5.5 | 6 | |
Corellian Trade Spine | Duro | 5.5 | 4.5 | 3.5 | 1.5 | 0.5 | 4 | - | 3 | 4 | 2 | 4 | 5.5 | 6.5 | 2 | 3.5 |
Bestine | 6 | 5.5 | 4.5 | 2.5 | 1.5 | 5.5 | 1.5 | - | 3 | 1 | 2 | 4 | 8 | 3.5 | 2.5 | |
Bespin | 8.5 | 8 | 7 | 5 | 4 | 8 | 4 | 2.5 | - | 3 | 3.5 | 5 | 11 | 6.5 | 3.5 | |
Rimma Route | Thyferra | 6.5 | 6 | 5 | 3 | 2 | 6 | 2 | 0.5 | 2.5 | - | 2 | 3.5 | 8.5 | 3.5 | 2.5 |
Sullust | 9 | 8 | 7 | 5 | 3.5 | 6 | 4 | 2 | 3.5 | 2 | - | 2 | 11 | 5.5 | 0.5 | |
Kal'sebbol | 10 | 9 | 8 | 6 | 5 | 7.5 | 5 | 4 | 4.5 | 3.5 | 2 | - | 11 | 6.5 | 1.5 | |
Hydian Way | Bonadon | 8 | 7 | 6 | 5.5 | 6.5 | 11 | 7 | 7.5 | 10.5 | 8 | 10.5 | 11.5 | - | 4.5 | 9.5 |
Brentaal | 3.5 | 2.5 | 1.5 | 1 | 2 | 5 | 2.5 | 3 | 6 | 3.5 | 5.5 | 6 | 5 | - | 5 | |
Eriadu | 8.5 | 7.5 | 6.5 | 4.5 | 3.5 | 6 | 3.5 | 2.5 | 3 | 2 | 0.5 | 1.5 | 9.5 | 4.5 | - |
Route Name | Travel Time | Notable Locations |
---|---|---|
Kessel Run | 0.75 hours | Kessel, Oba Dah |
Kessel Trade Corridor | 1.5 hours | Kessel, Zerm |
Llanic Spice Run | 4.25 hours | Jermac, Llanic, Mon Gazza |
Ootmian Pabol | 1.5 hours | Nal Hutta, Nar Bo Sholla, Keldooine |
Pabol Hutta | 2 hours | Nal Hutta, Sleheyron |
If a Character suffers more Wounds than their Wound threshold they are Knocked Out, Incapacitated and Suffer one Critical Injury.
If a Character suffers Strain beyond their Strain threshold they become Incapacitated.
An Incapacitated Character cannot act until their Wounds or Strain are restored to within their Threshold.
Non-Player Characters (except Nemesis) are eliminated if they suffer wounds beyond their threshold.
Non-Player Characters (except Nemesis) do not suffer Strain and gain Wounds in their place.
Nemesis NPC's track Wounds and Strain like Player Characters, and suffer the same consequences.
Recovery Process | |||||||||||
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Natural Rest |
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Medical Care |
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Bacta Tanks |
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Stimpacks |
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Recover Strain |
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A Critical Injury is the result of a critical hit or exceeding their wound threshold. Each time a character suffers a Critical Injury, the player rolls d100 and refers to the Critical Injury Table.
Critical Injuries remain with the character until it is properly healed; even if the short-term effect of the Critical Injury has passed, the status of having a Critical Injury remains.
Each remaining Critical Injury a character suffers adds + 10 to any subsequent Critical Injury check.
Critical Injury Table | ||
---|---|---|
d100 | Severity | Result |
1-5 | d | Minor Nick: The target suffers 1 strain. |
6- 10 | d | Slowed Down: The target can only act during the last allied Initiative slot on his next turn. |
11 -15 | d | Sudden Jolt: The target drops whatever is in hand. |
16-20 | d | Distracted: The target cannot perform a free Manoeuvre during his next turn. |
21 -25 | d | Off-Balance: Add b to his next skill check. |
26-30 | d | Discouraging Wound: Flip one light side Destiny point to a dark side Destiny Point (reverse if NPC). |
31-35 | d | Stunned: The target is staggered until the end of his next turn. |
36-40 | d | Stinger: Increase difficulty of next check by one. |
41-45 | dd | Bowled Over: The target is knocked prone and suffers 1 strain. |
46-50 | dd | Head Ringer: The target increases the difficulty of all Intellect and Cunning checks by one until the end of the encounter. |
51-55 | dd | Fearsome Wound: The target increases the difficulty of all Presence and Willpower checks by one until the end of the encounter. |
56-60 | dd | Agonizing Wound: The target increases the difficulty of all Brawn and Agility checks by one until the end of the encounter. |
61-65 | dd | Slightly Dazed: The target is disoriented until the end of the encounter. |
66-70 | dd | Scattered Senses: The target removes all b from skill checks until the end of the encounter. |
71-75 | dd | Hamstrung: The target loses his free Manoeuvre until the end of the encounter. |
76-80 | dd | Overpowered: The target leaves himself open, and the attacker may immediately attempt another free attack against him, using the exact same pool as the original attack. |
81-85 | dd | Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to activate any abilities or gain additional Manoeuvres. |
86-90 | dd | Compromised: Increase difficulty of all skill checks by one until the end of the encounter. |
91-95 | ddd | At the Brink: The target suffers 1 strain each time he performs an action. |
96-100 | ddd | Crippled: One of the target's limbs (selected by the GM) is crippled until healed or replaced. Increase difficulty of all checks that require use of that limb by one. |
101-105 | ddd | Maimed: One of the target's limbs (selected by the CM) is permanently lost. Unless the target has a cybernetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain b. |
106-110 | ddd | Horrific Injury: Randomly roll 1 d10 to determine one of the target's characteristics: 1-3 for Brawn. 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower. |
111-115 | ddd | Temporarily Lame: Until this Critical Injury is healed, the target cannot perform more than one Manoeuvre during his turn. |
116-120 | ddd | Blinded: The target can no longer see. Upgrade the difficulty of all checks twice. Upgrade the difficulty of Perception and Vigilance checks three times. |
121-125 | ddd | Knocked Senseless: The target is staggered for the remainder of the encounter. |
126-130 | dddd | Gruesome Injury: Randomly roll 1 d10 to determine one of the target's characteristics: 1-3 for Brawn. 4-6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. That characteristic is permanently reduced by one, to a minimum of one. |
131-140 | dddd | Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning of his turn. For every five wounds he suffers beyond his wound threshold, he suffers one additional Critical Injury. Roll on the chart, suffering the injury (if he suffers this result a second time due to this, roll again). |
141-150 | dddd | The End is Nigh: The target will die after the last Initiative slot during the next round. |
150+ | Dead: Complete, obliterated death. |
Effect | Description |
---|---|
Staggered | A staggered character cannot perform actions (including
downgrading actions to Manoeuvres). Most effects that stagger a character last for a set duration. If a set duration is not specified, the staggered effect lasts until the end of the character's next turn. If a character is staggered multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter. |
Immobilised | An immobilized character cannot perform Manoeuvres
(including Manoeuvres purchased via strain or spending a). Most effects that immobilise a character last for a set duration. If a set duration is not specified, immobilisation lasts until the end of the character's next turn. If a character is immobilised multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter. |
Disoriented | A disoriented character adds b to all checks made. Most effects that disorient a character last for a set duration. If a set duration is not specified, disorientation lasts until the end of the character's next turn. If a character is disoriented multiple times, each instance increases the total duration of the effect by the instance's specified duration, but may not increase the total duration beyond the scope of the present encounter. |
Hull Trauma is the measure of damage to a vehicle.
The GM can decide whether vehicles smaller than Silhouette of 4 will immediately explode on exceeding the Trauma Threshold killing all occupants or simply becoming disabled.
Vehicles larger than Silhouette of 3 will immediately recieve a Critical Hit when exceeding its Trauma Threshold, the ship becomes disabled and adrift reverting to emergency power.
Characters may scavenge for parts from disabled systems to recover their ship by passing a Hard (ddd) Mechanics Check.
On a success the ship recovers one point of Hull Trauma below the Threshold, Speed is reduced to 1, Manoeuvreability is reduced to -3, and all weapons systems are inoperable until fully repaired.
Should the ship's Trauma exceed the Threshold once more before reaching dry dock a +30 Critical Hit is generated.
When a vehicle's Sysytem Strain exceeds the System Strain Threshold the speed drops to 0 during the following round. The majority of its systems cease operating including Shields, Weapons and Engines.
A crew member taking a Damage Control Action can recover System Strain.
Light Hull damage can be repaired by taking a Damage Control Action or a Manual Repairs Action.
To repair serious Hull Trauma the ship is required to enter a slip or dry dock.
As a guide each point of Hull Trauma can cost 500cr to repair, this can depend on location, reputation, availability of parts and overall damage.
Reapairs generally take days to repair up to a quater of the ship's total Hull Threshold. Beyond that, repairs can take weeks or months.
At the GM's discretion repairs can be carried out by the crew with scavenged parts.
Minor Collisions are considered glancing blows.
Major Collisions are head on blows.
All vehicles involved in a Minor Collision suffer a single Critical Hit roll subtracting the facing defense value multiplied by 10. A result of zero results in no damage.
All vehicles involved in a Major Collision suffer a single Critical Hit roll subtracting the facing defense value multiplied by 5. A result of zero results in no damage.
Should a vehicle suffer Hull Trauma beyond its Hull Trauma Threshold, an attack generate sufficient a or x to achieve a Critical Hit a Critical Hit Roll is performed.
When a vehicle suffers a Critical Hit it remains until it is repaired. For each subesquent Critical Hit roll +10 is added to the dice for each remaining Critical Hit.
Critical Hit Table | ||
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d100 | Severity | Result |
1-9 | d | Mechanical Stress: The ship or vehicle suffers one point of system strain. |
9-18 | d | Jostled: A small explosion or impact rocks the vehicle. All crew members suffer one strain and are disoriented for one round. |
19-27 | d | Losing Power to Shields: Decrease defense in affected defense zone by one until the Critical Hit is repaired. If the ship or vehicle has no defense, suffer one point of system strain. |
28-36 | d | Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off in a new direction. On his next turn, the pilot cannot execute any Manoeuvres and must make a Piloting check to regain control. The difficulty of this check depends on the current speed. |
37-45 | d | Tailspin: All firing from the ship or vehicle suffers bb dice until the end of the pilot's next turn. All crewmembers are immobilized until the end of the pilot's next turn. |
46-54 | d | Component Hit: One component of the attacker's choice is knocked offline, and is rendered inoperable until the end of the following round. |
55-63 | dd | Shields Failing: Reduce defense in all defense zones by one point until the Critical Hit is repaired. If the ship or vehicle has no defense, suffer two points of system strain. |
64-72 | dd | Navicomputer Failure: The navicomputer (or in the case of a ship without a navicomputer, its R2 Unit) fails and the ship cannot make the jump to hyperspace until the Critical Hit is repaired. If the ship or vehicle is without a hyperdrive, the vehicle or ship's navigation systems fail, leaving it flying or driving blind, unable to tell where it is or where it's going. |
73-81 | dd | Power Fluctuations: The ship or vehicle is beset by random power surges and outages. The pilot cannot voluntarily inflict system strain on the ship (to gain an extra starship Manoeuvre, for example), until this Critical Hit is repaired. |
82-90 | ddd | Shields Down: Decrease defense in affected defense zone to zero, and decrease defense in all other defense zones by one until this Critical Hit is repaired. While the defense of the affected defense zone cannot be restored until the Critical Hit is repaired, defense can be assigned to protect that defense zone from other zones as usual. If the ship or vehicle is without defense, suffer four points of system strain. |
91-99 | ddd | Engine Damaged: The ship or vehicle's maximum speed is reduced by one point, to a minimum of one, until the Critical Hit is repaired. |
100-108 | ddd | Shield Overload: The ship's shields completely fail. Decrease the defense of all defense zones to zero. This Critical Hit cannot be repaired until the end of the encounter, and the ship suffers two points of system strain. If the ship or vehicle is without defense, reduce armor by 1 until the Critical Hit is repaired. |
109-117 | ddd | Engines Down: The ship or vehicle's maximum speed is reduced to zero until the Critical Hit is repaired, although it continues on its present course thanks to momentum. In addition, the ship cannot execute any Manoeuvres until the Critical Hit is repaired. |
118-126 | ddd | Major System Failure: One component of the attacker's choice is heavily damaged, and is inoperable until the Critical Hit is repaired. |
127-133 | dddd | Major Hull Breach: A huge, gaping tear is torn in the ship's hull and it depressurizes. For ships and vehicles of silhouette 4 and smaller, the entire ship depressurizes in a number of rounds equal to the ship's silhouette. Ships and vehicles of silhouette 5 and larger tend to be highly compartmentalized and have many safeguards against depressurization. These ships don't completely depressurize. but parts do (the specifics of which parts depressurize is up to the GM; however each section of the ship or vehicle that does lose air does so in a number of rounds equal to the vehicle's silhouette). Vehicles and ships operating in an atmosphere can better handle this Critical Hit. However, the huge tear still inflicts penalties, causing the vehicle to suffer the Destabilised Critical Hit instead. |
134-138 | dddd | Destabilised: The ship or vehicle's structural integrity is seriously damaged. Reduce the ship or vehicle's hull trauma threshold and system strain threshold to half their original values until repaired. |
139-144 | dddd | Fire!: Fire rages through the ship. The ship or vehicle immediately takes two points of system strain, and anyone caught in the fire takes damage. A fire can be put out with some quick thinking and appropriate skill. Vigilance and/or Cool checks at the Game Master's discretion. Once going, a fire takes one round per two of the ship's silhouette points to put out. |
145-153 | dddd | Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams, breaking up and disintegrating around the crew. At the end of the following round, the ship is completely destroyed and the surrounding environment is littered with debris. Anyone aboard the ship or vehicle has one round to get to an escape pod, bail out, or dive for the nearest hatch before they are lost. |
154+ | Vaporised: The ship or vehicle is completely destroyed, consumed in a particularly large and dramatic fireball. Nothing survives. |
Component lists are used whenever a Major System Failure is rolled on a Critical Roll.
Component | Description |
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Support Droid | Typically an astromech. the droid is knocked out of commission until it can be repaired. If this droid is a Player Character, it immediately suffers 10 strain. |
Ejector System | The pilot and/or crew are unable to escape the ship in an emergency until this system resets or is repaired, depending on the severity of the Critical Hit. |
Weapon System | One weapon system of the attacker's choice is knocked offline. |
Sensors | Sensor range is reduced by one range band. If the ship's sensors are already close range, they are knocked offline completely and the ship is effectively blind until the sensors are rebooted or repaired, depending on the severity of the Critical Hit. |
Comms | The comms are knocked offline and the ship can neither send nor receive any electronic signals or data. |
Sublight Engines | The engines are slightly damaged and the ship's speed is reduced by one point. |
Hyperdrive | Either the hyperdrive or navicomputer are damaged, and the ship cannot make the jump to hyperspace. |
Shields | The ship's defense is reduced by one point in all defense zones. |
Component | Description |
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Landing Gear | The ship's landing gear is stuck. Any attempt to land a ship that cannot deploy its landing gear results in two points of hull trauma and two points of system strain. This only applies to ships of silhouette 5; anything larger is unable to enter a planet's atmosphere. |
Weapon System | One weapon system of the attacker's choice is knocked offline. |
Sensors | Sensor range is reduced by one range band. |
Comms | The comms are knocked offline and the ship can neither send nor receive any electronic signals or data. |
Sublight Engines | The engines are slightly damaged and the ship's speed is reduced by one point. |
Hyperdrive | The hyperdrive is damaged, and the ship cannot make the jump to hyperspace. |
Shields | The ship's defense is reduced by one point in all defense zones. |
Landing Bay | One of the vessel's landing bays is knocked out of commission. The severity of the damage is ultimately left to the GM's discretion, and could result in anything from a temporary inability to launch or recover ships from this bay, to a failure of the docking bay shield and a total decompression of the entire compartment. |
Cargo Hold | The ship is hulled and one of the cargo holds is exposed to vacuum. Cargo may be damaged or lost, and anyone in the cargo hold takes damage according to the GM's discretion. |
Bridge | The bridge is damaged. No starship Manoeuvres or starship actions may be executed aboard the ship until the damage is repaired. In addition, the ship continues on its course at its current speed, and cannot be stopped or its course changed until the damage is fixed. |
Droid Recovery Process | |||||||||||
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Natural Rest |
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Mechanical Care |
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Oil Bath |
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Emergency Repair Packs |
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Recover Strain |
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Weapons can be repaired with the Mechanics skill or the Combat skill used to wield the weapon.
Sophisticated weaponry that rely on programming circuitry or electroinics can also be repaired with the Computers Skill.
Repairs require 1-2 hours per difficulty level.
If repairs are attempted in less time + d.
If repairs are carried out without the correct tools + d.
These penalties are cumulative.
The cost of repairs is reduced by 10% for each a.
Continued use of the weapon without repairs results in a penalty.
Repair Required | Difficulty | Cost % of replacement price | Penalty For Use |
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Minor | Easy (d) | 25% | +b |
Moderate | Average (dd) | 50% | +d |
Major | Hard (ddd) | 100% | Unusable |
For social interactions use Cool as an Opposing Skill Check
For social interactions use Discipline as an Opposing Skill Check
For social interactions use Cool to Oppose a Charm or Negotiation Skill Check
For social interactions use Discipline to Oppose a Leadership Skill Check
For social interactions use Negotiation can be to opposed with a Cool or Negotiation Skill Check
Skullduggery Checks can be to opposed with Perception.
Characters have an Encumbrance Threshold of 5 plus their Brawn.
An Encumbered Character is one that is carrying beyond their Threshold. They then suffer b for every point over their limit on all Agility and Brawn rolls.
If an Encumbered Character is carrying beyond their Threshold and equal to or above their Brawn rating they no longer earn a free Manoeuvre. Instead, each Manoeuvre costs 2 Strain.
Most common items have an Encumbrance between 0 and 5
10 Loosely carried incidental items have an Encumbrance of 1
If they are stored in an effective manner (e.g. bows in a quiver) then 20 incidental items have an Envumbrance of 1.
Generally living beings have an Encumbrance value of 5 plus their Brawn if carried.
Characters have an Encumbrance Threshold of 5 plus their Brawn.
If a Character needs to lift an object greater than their Encumbrance Threshold, an Agility check must be made.
The Difficulty is Simple (-) if the object's Encumbrance is equal to or less than the Character's Threshold.
Add d to the Difficulty for each point over to a maximum dddd.
Additional Characters can help by adding their Brawn to the total value.
Passive qualities are always on and require no activation
on the part of the user.
Active qualities require aa to activate unless
otherwise stated in their description.
Item qualities often have a number associated with
them. This is their rating. Ratings affect qualities in different
ways, depending on the quality in question.
Item Quality | Description |
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Accurate (Passive) |
For each level of this trait, the attacker adds b to his attack dice pools while using this weapon. |
Auto-Fire (Active) |
Difficulty of the Attack is increased by one d If the attack hits, the attacker can trigger Auto-fire by spending aa Auto-fire can be triggered multiple times. Each time the attacker triggers auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled & on the check. These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is his initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets. Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit. |
Breach (Passive) |
Breach weapons ignore one point of Armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach). |
Burn (Active) |
Weapons with Burn inflict damage over time. If the
attack is successful, the target continues to suffer the
weapon's base damage for a number of rounds equal
to the weapon's Burn rating. Damage is applied at the
start of each of the target's actions. A victim might be able to stop the damage by rolling an Agility check as an action. This is an Average (dd) Coordination check on hard surfaces, or an Easy (d) Coordination check on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do. |
Blast (Active) |
If the attack
is successful and Blast activates, each character
(friend or foe) Engaged with the original target suffers
wounds equal to the weapon's Blast rating (plus an
additional wound per Success as usual). In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage. If the Blast quality doesn't activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the victims) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses, by spending aaa In this case, the original target and every target engaged with the original target suffers damage equal to the Blast rating of the weapon. |
Concussive (Active) |
The
target is Staggered for a number of
rounds equal to the weapon's Concussive rating. A staggered target cannot perform actions. |
Cortosis (Passive) |
Weapons with the Cortosis quality are immune to
the Sunder quality. Armor with the Cortosis quality makes the wearer's soak immune to the Pierce and Breach qualities. |
Cumbersome (Passive) |
To wield a Cumbersome weapon properly,
the character needs a Brawn characteristic equal to
or greater than the weapon's Cumbersome rating. For each point of Brawn the character is deficient, he must increase the difficulty of all checks made while using the weapon by one. |
Defensive (Passive) |
A character wielding a weapon with the Defensive quality increases their melee defense by the weapon's Defensive rating. |
Deflection (Passive) |
An item with the Deflection quality increases the wearer's ranged defense equal to its Deflection rating. |
Disorient (Active) |
When Disorient is triggered, the target is Disoriented for a number of rounds equal to the
weapon's Disorient rating. A disoriented target adds b to all skill checks performed. |
Ensnare (Active) |
When Ensnare is triggered, the target
is Immobilized for a number
of rounds equal to the weapon's Ensnare rating. An Ensnared target may attempt a Hard (ddd) Athletics check as an Action to break free from the effect. An immobilized target cannot perform Manoeuvres. |
Guided (Active) |
If a character misses while firing a
Guided weapon and if Guided activates, they may
make an Attack check at the end of the round. The Difficulty of the check is the silhouette of the target. The Ability dice equal the weapon's Guided rating. If the test is successful, the weapon strikes the target and damage is dealt normally. Guided requires aaa to activate, unless otherwise specified in the weapon's description. Remember, the Guided effect can activate on its subsequent attacks, representing the projectile continuing to track the target. "Spoofing" is a countermeasure designed to work against the particular projectile—such as flares designed to draw off an infrared missile. Spoofing directly increases the defense of the target against attacks with the Guided quality. |
Knockdown (Active) |
When knockdown triggers, the target is knocked prone. Unless specified otherwise, Knockdown requires aa to trigger, plus one additional a per silhouette beyond one. |
Inaccurate (Passive) |
Inaccurate weapons add b to the attacker's dice pool equal to their Inaccurate rating. |
Inferior (Passive) |
An Inferior
weapon generates automatic t on all checks
related to its use, and has its base damage decreased
by one. Inferior armor has its encumbrance increased by one and its defense decreased by one. If it does not have defense, decrease its soak value by one to a minimum of zero. |
Ion (Passive) |
Ion weapons are designed to affect electrical systems Ion damage is dealt to the target as System Strain (usually on vehicles). It is still reduced by armor and soak. Droids are affected by Ion weapons, taking damage to their Strain threshold. |
Limited Ammo (Passive) |
A weapon with the Limited Ammo quality
may be used to make a number of attacks equal to its
Limited Ammo rating before it must be reloaded with
a Manoeuvre. In addition, each shot expends one of a limited number of rounds of ammo, which must be purchased or otherwise obtained before the weapon can be used. This also applies to grenades and other "one use" weapons which have the Limited Ammo 1 quality (here, the user is not "reloading" the grenade, but drawing another to use—but mechanically they are equivalent). |
Linked (Active) |
On a successful attack, the weapon deals one hit.
The wielder may spend aa to gain an additional
hit, and may do so a number of times equal to the
weapon's linked rating. Additional hits from linked weapons may only be applied against the original target. Each hit deals the weapon's base damage plus total s scored on the check. |
Pierce (Passive) |
An attack made with this weapon ignores one point of
soak for each rank of Pierce. If the weapon has more
ranks of Pierce than the target's total soak, it completely
ignores the target's soak. For example, Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra "point" of Pierce has no further effect. |
Prepare (Passive) |
The user must perform a number of preparation Manoeuvres equal to the weapon's Prepare rating before making attacks with that weapon. |
Slow-Firing (Passive) |
A weapon's Slow-Firing rating dictates how quickly the weapon can be
fired after an attack. For example, a heavy turbolaser with Slow-Firing 2 must wait two Rounds after being fired before it can be fired again. |
Stun (Active) |
When the Stun quality is activated, it inflicts strain equal to the weapon's Stun rating. |
Stun Damage (Passive) |
The weapon deals damage as
strain instead of wounds. This damage is still reduced
by a target's soak. A variant of this is a Stun setting. As a free action, the wielder can choose to switch the setting of his weapon to "Stun". In this case, it does stun damage as described above. When weapons with a stun setting are used to deal stun damage, their range changes to short and cannot be increased. |
Sunder (Active) |
When activated, the attacker chooses one item openly
wielded by the target (such as a weapon, shield,
or item on a belt). That item is damaged one step:
to Minor if undamaged, from Minor to Moderate, or
from Moderate to Major. If a weapon already suffering
Major damage is the target of a successful Sunder,
it is destroyed. Sunder requires a to activate. If activated multiple times in the same attack, each can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack. |
Superior (Passive) |
A Superior weapon
generates automatic a on all checks related to
its use, and has its base damage increased by one. Superior armor has its encumbrance reduced by one and its soak value increased by one. |
Tractor (Passive) |
Once the weapon hits its target, the target may not move unless its pilot makes a successful Piloting check with a difficulty based on the tractor beam's rating. |
Vicious (Pasive) |
When this weapon scores a critical injury or hit, the
character adds ten times the Vicious rating to the critical
roll. With Vicious 3, for example, the victim adds +30 to his critical hit result. |
If your Character does not have a Force Rating of one or higher Force Powers are not available to use.
Training in a Universal Force-Sensitive career specialisation such as the Force Sensitive Exile is a route into Force gameplay.
As with all Universal specialisations, training costs ten times the total number of specialisations the Character would possess with this new specialisation.
Droids cannot become Force Sensitive.
A dice pool is created of Force Dice equal in number to the Character's Force Rating.
If the Force check is in combination with a standard check roll both pools of dice together.
All Light Side Z results fuel the Power, while Dark Side z are generally discarded.
If the Character wishes they can use a z die roll by spending one Light Side destiny token per z (flipping it to dark side) and they may role play a dark side action. These extra z are added to Z to increase the fuel for the Power.
If a z is used the Character suffers Strain and Conflict equal to the number of z used.
If there are no Light Side destiny tokens a z cannot be used.
Most Force Powers require one or more Force Points to activate, each ability may be activated more than once.
Unless otherwise stated sufficient Force Points must be rolled to activate a Force.
If rolled in combination with a stadard check at least one s must be rolled.
Some combination skill and Force rolls permit spending Force Points for s, one for one.
Once the Force Power has been resolved, this concludes the Character's action.
Any unspent Force Points are lost at the end of the Character's turn.
Some Force Powers last a single Action, others can last longer, even days.
These Powers last until the user actively ends them by performing an Incidental.
To activate an ongoing effect, Force Points are not spent. Instead the Character must commit a number of Force Dice to fuel the effect, thus removing them from future checks for the duration of this effect.
To embrace the Dark Side a Force user can use z for Force Points and disregard Z as long as there are equal number of Light Side Destiny tokens available to flip. One is flipped for each z used.
Doing so, the Player may choose to role play an appropriately dark action.
For each z used in this way the Character suffers one Strain and one Conflict.
Should the Morality of the Character drop below 30 they become a Dark Side user.
Dark Side users then use z instead of Z, and vice versa, in all circumstances.
A Character's Morality is adjusted principally by earning Conflict points.
For each z used to generate Force Points one point of Conflict is earned.
The GM will assign Conflict points according to the actions of the Character. The greater the negative or evil the act the more points are assigned. The table below is used as a guide for GM's as all actions can be interpreted according to context.
At the end of each game session each Character must roll a 1d10 and compare the result with total the number of Conflict gained during the session.
If the result is less than the total gained Conflict, decrease Morality by the difference.
If the result is greater than the total gained Conflict, increase Morality by the difference.
If the result is equal to the total gained Conflict, there is no change to Morality.
Advanced Rule: (Force and Destiny - Unlimited Power) The GM, under extremely rare circumstances can find a Character's actions to be particularly heinous or altruistic and reward or penalise a player's Morality in modest amounts. This can be on the spot, over time or at the end of a session.
Conflict Received | Action |
---|---|
1 | Knowing Inaction: The PC knows that an NPC or other PC will do something particularly bad (an action that would earn 5+ Conflict points) and chooses not to intervene. Lying for Personal Gain: The PC tells a lie for selfish reasons or to benefit himself. Some lies can be told without penalty to benefit others, such as avoiding a combat situation or protecting innocents. Resorting to Violence as the First Solution: When confronted with a problem, the PC defaults to violent acts to solve it, without exploring any other options. This penalty can be mitigated if the PC is the one being attacked. |
2 | Coercion and Threatening with Violence: The PC threatens someone with violence, or coerces the person to do his bidding against the person’s will. Inflicting Emotional Abuse: The PC says something cruel or petty just to upset or cause mental torment in a person. |
2-3 | Theft: The PC steals something that does not belong to him. The Conflict point penalty can be mitigated in this case if the PC is stealing from a corrupt and/or wealthy authority (such as the Empire), and does so to give back to those who need it. The Conflict point penalty can be increased if the PC steals something from those who can particularly ill afford to lose it. |
3-4 | Unnecessary Destruction: The PC destroys objects, property, or other items willfully and without good cause. |
4-5 | Unprovoked Violence or Assault: The PC assaults, beats, or otherwise attacks an NPC for no reason. |
6-7 | Unnecessary Cruelty to Non-Sapient Creatures: The PC maliciously tortures or torments animals or droids with animal-level intelligence. |
10 | Torture: The PCs torture a character. |
10+ | Murder: The PCs murder a character. In this case, murder is killing someone who is helpless or no threat to the PCs. |
Redemption from turning to the Dark Side is intentionally meant to be difficult and as such has a requirement of reaching Morality of 70.
While a Character maintains Morality above 70 points, they become a Paragon, a Champion of Good.
There are no mechanical benefits but they may experience a change in the way NPC's react to or treat them.
Advanced Rule: (Force and Destiny - Unlimited Power) When a Force Character or Force NPC is attacked by a Force user the defender can state they wish to initiate a Force Duel before the attack is resolved.
The defender chooses either the same Force Power as the attaker, an appropriate contrary power, or one that is thematically appropriate to the situation.
A Competitive Check is combined with the Force Power check with an Average (dd) Difficulty.
If there is no obvious skill to match the Force Power the GM can make the final decision.
If nothing seems appropriate, use Discipline.
Determine a winner of the check but do not apply the Force Powers. Instead, if a Force Point is rolled, each s inflicts 1 Strain on the other duelist.
If both duelists are still within their Strain Threshold, the duel continues for another round.
Subsequent rounds are played out at the lowest Initiative step available.
The winner of the previous round upgrades their Skill Check on their next roll.
A duelist can change their Force Power at the cost of a b on their next roll.
Manoeuvres can be used during a duel.
At any point a duelist can opt to take an empty Initiative slot, ending their participation in the Duel.
The opposing duelist can then make a test as above but not Competitive and with the Difficulty reduced by one.
A Character can rejoin a Duel in a subsequent round.
As long as there is at least one active participant, the Duel continues.
The Duel ends when a Character reaches their Strain Threshold, at which point the winner applies the effect of their Force Power.
In the event both parties reach their Strain Threshold in the same round, both apply their Force Powers before applying the Strain penalties.
Both parties can withdraw from the Duel, or move outside the range of the Force Powers for a whole round, at which point there are no extra effects and the Duel is over.
The mechanism for establishing whether an item can be found, at the discretion of the GM, is the Rarity level.
Rarity | Check |
---|---|
0 | Simple (-) |
1 | Simple (-) |
2 | Easy (d) |
3 | Easy (d) |
4 | Average (dd) |
5 | Average (dd) |
6 | Hard (ddd) |
7 | Hard (ddd) |
8 | Daunting (dddd) |
9 | Daunting (dddd) |
10 | Formidable (ddddd) |
10+ | Formidable (ddddd)+ GM's Discretion |
The location in the Galaxy can change the liklihood of finding an item.
Rarity Modifier | Circumstances |
---|---|
-2 | Primary Core world such as Coruscant, Duro, or Corellia |
-1 | Other Core world |
-1 | World on primary trade lane |
+0 | Colony or Inner Rim world |
+0 | Civilized world |
+1 | Mid Rim world |
+2 | Recently settled world, out of the way world |
+2 | Outer Rim world |
+2 | Frontier world |
+3 | Wild Space world |
+4 | Uncivilized world |
Availability of legal items is at the discretion of the GM.
Selling a legal item requires a Negotiation check with the Difficulty defined by the item's rarity but can be modified at the discretion of the GM.
When a Character sells a legal item the standard sales price is one-quater of the listed price on a successful Negotiation check.
One-half with ss,
Three-quaters with sss or higher.
If a Character wishes to buy at one location to upsell at another the following table can be used as a reference to calculate the increase in sale value. This is based on the relative location rarity modifier.
Rarity Increase | Cost Increase |
---|---|
+0-1 | x1 |
+2 | x2 |
+3 | x3 |
+4 or higher | x4 |
Illegality of goods in any particular location is generally defined by the GM.
All items marked with (R), Restricted, are always illegal.
Finding an illegal item requires a Streetwise check with the Difficulty defined by the item's rarity but can be modified at the discretion of the GM according to local law enforcement etc.
Selling an illegal item is based on the same check as buying.
If three or more t or a y are rolled something goes wrong as defined by the GM.
When a Character sells an illegal item the standard sales price is one-quater of the listed price on a successful Streetwise check.
One-half with ss,
Three-quaters with sss or higher.
Advanced Rule: (Edge of the Empire - Special Modifications p78) There are three steps to weapon crafting that a technician needs to take.
Select a Template that best matches the weapon to be made. Consider the required materials, difficulty in crafting and the time to completion.
Also consider the weapon stats of the basic design.
The GM may also create new Templates to best fit the Adventure.
Additionally a skilled technician may present the GM with ideas for new templates.
Name | Restricted | Material Price | Material Rarity | Check | Time | Examples |
---|---|---|---|---|---|---|
Simple Projectile Weapon | 10 | 0 | Average(dd) Mechanics or Survival | 4 hours | Bow, Sling, Javelin | |
Solid Projectile Weapon | 50 | 2 | Average(dd) Mechanics | 8 hours | Slugthrower Pistol, Flechette Pistol | |
Solid Projectile Rifle | 125 | 2 | Hard(ddd) Mechanics | 8 hours | Slugthrower Rifle, Rail Gun | |
Energy Pistol | 200 | 3 | Hard(ddd) Mechanics | 12 hours | Blaster Pistol | |
Energy Rifle | 450 | 4 | Hard(ddd) Mechanics | 16 hours | Blaster Rifle | |
Heavy Energy Rifle | R | 1000 | 6 | Daunting(dddd) Mechanics | 1 day (24 hours) | Heavy Blaster Rifle, Disruptor Rifle |
Missile Launcher | R | 4000 | 7 | Daunting(dddd) Mechanics | 16 hours | Missile Launcher, Torpedo Launcher |
Missile | R | 100 | 3 | Hard(ddd) Mechanics | 4 hours | Missile, Micro-Torpedo |
Grenade | 35 | 4 | Hard(ddd) Mechanics | 2 hours | Frag Grenade, Stun Grenade | |
Mine | R | 425 | 5 | Hard(ddd) Mechanics | 4 hours | Anti-Personel Mine, Ion Mine |
Name | Skill | Damage | Critical | Range | Encumbrance | Special | Hands Required |
---|---|---|---|---|---|---|---|
Simple Projectile Weapon | Ranged (Light) | 4 | 5 | Short | 3 | 0 | Limited Ammo 1 |
Solid Projectile Pistol | Ranged (Light) | 4 | 5 | Short | 1 | 0 | - |
Solid Projectile Rifle | Ranged (Heavy) | 7 | 5 | Medium | 5 | 1 | Cumbersome 2 |
Energy Pistol | Ranged (Light) | 6 | 3 | Medium | 1 | 3 | - |
Energy Rifle | Ranged (Heavy) | 9 | 3 | Long | 4 | 4 | - |
Heavy Energy Rifle | Gunnery | 10 | 3 | Long | 6 | 4 | Cumbersome 3 |
Missile Launcher | Gunnery | - | - | - | - | - | Profile of loaded missile. |
Missile | Gunnery | 20 | 2 | Extreme | 7 | 4 | Blast 10, Breach 1, Cumbersome 3, Guided 3, Prepare1, Limited Ammo 1 |
Grenade | Ranged (Light) | 8 | 4 | Short | 1 | 0 | Blast 6, Limited Ammo 1 |
Mine | Mechanics | 12 | 3 | Engaged | 3 | 0 | Blast 4, Limited Ammo 1 |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. Ion Quality: Gain Ion Quality (can only be selected once). Lightweight: Reduce the weapon's Encumrance by 1 (to a minimum of 1). Disorient Quality: Gain Disorient (can only be selected once). |
Expanded Magazine: If the weapon has Limited Ammo, increase Limited Ammo by 1.
a a or x |
Lessons Learned: Reduce the Difficulty of the Character's next crafting check by 1. Customisable: Increase the weapon's hard points by 1 (this can only be selected once). Increased Range: Increase Range Band by 1 to a maximum of Extreme (this can only be selected once). Knockdown Quality: Gain Knockdown (can only be selected once). Vicious Quality: Gain Vicious 1 (or increase its Vicious quality by 1, to a maximum of 5). Stun Setting: Gain Stun (can only be selected once). |
a a a or x |
Efficient Construction: The Character retains supplies worth 50% of the material price needed to craft this item (can only be selected once). Destructive: Increase weapon's Damage by 1 (can only be selected once). Ensnare Quality: Gain Ensnare 1 (or ircrease its Ensnare quality by 1). Stun Quality: Gain Stun 3 (or increase its Stun quality by 1). Pierce Quality: Gain Pierce 1 (or increase its Pierce quality by 1). |
a a a a or x |
Auto-Fire Quality: Gain Auto-Fire (or increase its Auto-Fire quality by 1). Burn Quality: Gain Burn 1 (or increase its Burn quality by 1). Lethal: Reduce the weapon's Critical rating by 1, to a minimum of 1 (this can only be selected once). Accurate Quality: Gain Accurate 1 (or increases Accurate by 1 to a maximum of 3). Schematic: Permenantly reduce the Difficulty of checks to create weapons of this template by 1 to a minimum of Simple(-). |
xx | Blast Quality: Gain Blast 5 (or increase its Blast quality by 2). Concussive Quality: Gain Concussive 1 (this can only be selected once). Integral Attachment: Add +1 Hard Point to the weapon then install one applicable attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits. |
t or y |
Exhausting Effort: Upon completing Construction of this weapon suffer 3 Strain. Heavy: Encumbrance +1. Cumbersome Quality: Gain Cumbersome 1 (this can only be selected once). |
tt or y |
Expensive: Cost to repair is doubled (this can only be selected once). Hard to Modify: Increase diffuclty of checks to modify attachments on this weapon by 1. Difficult to Repair: Increase the Difficulty of repairing this weapon by 1. |
ttt or y |
Wear and Tear: The tools used to craft this weapon are degraded by one step. Prepare Quality: Gain Prepare 1 (or increase its Prepare quality by 1). Ammunition-Inefficient: During combat the GM can spend ttt to make the weapon run out of ammo. This is in addition to the standard use of spending y during combat (this can only be selected once). Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1). |
tttt or y |
Limited Ammo Quality: Gain Limited Ammo 3 (or decrease Limited Ammo by 1, to a minimum of 1). Slow-Firing Quality: Gain Slow-Firing 1 (or increase Slow-Firing by 1, to a minimum of 1). |
yy | Dangerously Volatile: The GM may spend y from a combat check made with this weapon to have it explode. The weapon is destroyed, and the Character holding it and each engaged Character suffers 10 damage (this can only be selected once). |
Advanced Rule: (Edge of the Empire - Special Modifications p76) There are three steps to weapon crafting that a technician needs to take.
Select a Template that best matches the weapon to be made. Consider the required materials, difficulty in crafting and the time to completion.
Also consider the weapon stats of the basic design.
The GM may also create new Templates to best fit the Adventure.
Additionally a skilled technician may present the GM with ideas for new templates.
Name | Material Price | Material Rarity | Check | Time | Examples |
---|---|---|---|---|---|
Fist Weapon | 10 | 0 | Average(dd) Mechanics or Survival | 4 hours | Brass Knuckles, Punch dagger. |
Blunt Weapon | 5 | 0 | Easy(d) Mechanics or Survival | 6 hours | Club, Staff |
Shield | 10 | 0 | Average(dd) Mechanics or Survival | 8 hours | Buckler, Riot shield |
Bladed Weapon | 10 | 0 | Average(dd) Mechanics or Survival | 16 hours | Axe, Knife, Sword |
Vibro-weapon | 200 | 3 | Hard(ddd) Mechanics | 1 day (24 hours) | Vibro axe, Vibro knife, Vibro sword |
Powered Melee Weapon | 400 | 4 | Daunting(dddd) Mechanics | 2 days (48 hours) | Electro staff, Force pike |
Name | Skill | Damage | Critical | Range | Encumbrance | Hard Points | Special | Hands Required |
---|---|---|---|---|---|---|---|---|
Fist Weapon | Brawl | +1 | 4 | Engaged | 1 | 0 | Disorient 3 | One-Handed |
Blunt Weapon | Melee | +2 | 5 | Engaged | 3 | 1 | Disorient 2 | One-Handed |
Shield | Melee | +0 | 5 | Engaged | 1 | 4 | Defensive 1 | One-Handed |
Bladed Weapon | Melee | +1 | 3 | Engaged | 2 | 1 | One-Handed | |
Vibro-weapon | Melee | +1 | 2 | Engaged | 2 | 3 | Pierce 2, Vicious 1 | One-Handed |
Powered Melee Weapon | Melee | +2 | 3 | Engaged | 3 | 5 | Stun 3 | One-Handed |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. Two-Handed: Increase weapon's Damage by 1 and Encumbrance by 2. It now requires two hands to wield (this can only be selected once). Lightweight: Reduce the armour's Encumrance by 1 (to a minimum of 1). Knockdown Quality: Gain Knockdown (can only be selected once). |
a a or x |
Lessons Learned: Reduce the Difficulty of the Character's next crafting check by 1. Defensive Quality: The weapon gains Defensive 1 (or increases Defensive by 1 to a maximum of 3). Customisable: Increase the weapon's hard points by 1 (this can only be selected once). Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1). Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5). Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stun quality by 1). |
a a a or x |
Efficient Construction: The Character retains supplies worth 50% of the material price needed to craft this item (can only be selected once). Ensnare Quality: The weapon gains the Ensnare 1 quality (or ircrease its Ensnare quality by 1). Deflection Quality: Tne weapon gains the Deflection 1 quality (or increase its Deflection quality oy 1, to a maximum of 3). Destructive: Increase weapon's Damage by 1 (can only be selected once). |
a a a a or x |
Accurate Quality: The weapon gains Accurate 1 (or increases Accurate by 1 to a maximum of 3). Lethal: Reduce the weapon's Critical rating by 1, to a minimum of 1 (this can only be selected once). Sunder Quality: This weapon gains the Sunder quality (can only be selected once). Schematic: Permenantly reduce the Difficulty of checks to create weapons of this template by 1 to a minimum of Simple(-). |
xx | Concussive Quality: The weapon gains the Concussive 1 quality (or increase its Concussive quality by 1). Integral Attachment: Add +1 Hard Point to teh weapon then install one applicable attachment that requires 1 or fewer Hard Points. No check is required to obtain this attachment, and it costs 0 credits. |
t or y |
Exhausting Effort: Upon completing Construction of this weapon suffer 3 Strain. Heavy: Encumbrance +1. |
tt or y |
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1). Hard to Modify: Increase diffuclty of checks to modify attachments on this weapon by 1. |
ttt or y |
Wear and Tear: The tools used to craft this weapon are degraded by one step. Difficult to Repair: Increase the Difficulty of repairing this weapon by 1. Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1). |
tttt or y |
Brittle: On a result of y from a combat check using this weapon, it becomes damaged by one level. |
yy | Hidden Flaw: At some point in the future the GM may spend a Destiny Point to cause the weapon to fail and suffer Major damage. Once this weapon has been repaired, the flaw is removed and cannot be exploited again. |
Advanced Rule: (Force and Destiny - Keeping the Peace p90) There are three steps to armour crafting that a craftsperson may take.
Select a Template considering the desired item, materials required, difficulty in crafting and the time to completion.
The GM can create other templates to fit the adventure.
Name | Restricted | Material Price | Material Rarity | Check | Time | Profile |
---|---|---|---|---|---|---|
Reinforced Clothing | 25 | 0 | Average(dd) Mechanics or Survival | 6 hours | +1 Soak, +0 Defense, 1 Encumbrance, 0 Hard Points | |
Light Armour | 250 | 0 | Average(dd) Mechanics or Survival | 12 hours | +2 Soak, +0 Defense, 2 Encumbrance, 0 Hard Points | |
Customisable Armour | 500 | 4 | Average(dd) Mechanics | 16 hours | +1 Soak, +0 Defense, 4 Encumbrance, 4 Hard Points | |
Deflective Armour | 500 | 5 | Average(dd) Mechanics | 24 hours | +1 Soak, +1 Defense, 2 Encumbrance, 1 Hard Points | |
Combat Armour | 1250 | 4 | Hard(ddd) Mechanics | 48 hours | +2 Soak, +0 Defense, 4 Encumbrance, 3 Hard Points | |
Segmented Armour | R | 2500 | 6 | Daunting(dddd) Mechanics | 72 hours | +2 Soak, +1 Defense, 6 Encumbrance, 4 Hard Points |
Augmentative Armour | R | 4500 | 8 | Formidable(ddddd) Mechanics | 120 hours | +2 Soak, +2 Defense, 6 Encumbrance, 6 Hard Points |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. Lightweight: Reduce the armour's Encumrance by 1 (to a minimum of 1). Sealable: Eligable for the Vacuum Sealed attachment (can only be selected once). |
a a or x |
Lessons Learned: Reduce the Difficulty of the Character's next crafting check by 1. Extra Melee Defense: Add +1 Melee Defense (can only be selected once). Special Embellishment: The wearer adds an automatic a to checks for one of the following skills: Charm, Coercion, Negotiation, Leadership, Resillience or Stealth (this can only be selected once). |
a a a or x |
Efficient Construction: The Character retains supplies worth 50% of the material price needed to craft this item (can only be selected once). Extra Ranged Defense: +1 Ranged Defense to the armour (this can only be selected once). Extra Hard Point: +1 Hard Point to the armour (to a maximum of 2 additional Hard Points). |
a a a a or x |
Extra Soak: +1 Soak to the armour (this can only be selected once). Duplicate: Create one additional, identical set of armour (with all the features of the original) at no extra cost. Armour Schematic: Permenantly reduce the Difficulty of checks to create armour of this template by 1 to a minimum of Simple(-), (this can only be selected once). |
xx | Integral Attachment: +1 Hard Point to the armour, then install one applicable attachment that requires 1 Hard Point at a cost of 0 credits. |
t or y |
Exhausting Effort: Upon completing Construction of armour suffer 3 Strain. Heavy: Encumbrance +1. Poor Fit: Donning and removing this armour requires 1 additional action (this can only be selected once). |
tt or y |
Complex: Increase difficulty of checks to repair this armour by 1. Difficult to Customise: Increase diffuclty of checks to modify attachments on this armour by 1. Restrictive: The wearer of this armour adds automatic t to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery, or Vigilance (this can only be selected once). |
ttt or y |
Wear and Tear: The tools used to craft this armour are degraded by one step. Fragile: Whenever the armour becomes damaged, it always counts as Moderate unless it would be worse. |
tttt or y |
Expensive: The cost to repair this armour is doubled. Supply Shortage: The craft requires more supplies. Source a further 25% of the Material Supplies before completing (this can only be selected once). |
yy | Unexpected Flaw: At some point in the future the GM may spend a Destiny Point to cause the armour to fail and suffer Major damage (this can only be selected once). |
Advanced Rule: (Edge of the Empire - Special Modifications p84) There are three steps to crafting gadgets, tools and precision intsruments that a machinist needs to take.
Select a Template that best matches the weapon to be made. Consider the required materials, difficulty in crafting and the time to completion.
The GM may also create new Templates to best fit the Adventure.
Additionally a skilled machinist may present the GM with ideas for new templates.
Name | Material Price | Material Rarity | Check | Time | Encumbrance | Effect | Examples |
---|---|---|---|---|---|---|---|
Simple Tool | 50 | 1 | Easy(d) Mechanics | 2 hours | 4 | Choose a General skill, the tool allows a Character to make checks with the skill. | Climbing Gear, Datapad, Hand Scanner, Emergency Medpac, Toolkit, Slicer Gear |
Specialist Tool | 400 | 4 | Average(dd) Mechanics | 10 hours | 8 | Choose a General skill. Add automatic s to checks with that skill. | Bacta Tank, Scanner Dish, Table Saw, Welding Gear |
Precision Instrument | 150 | 3 | Hard(ddd) Mechanics | 16 hours | 5 | Choose a General skill. Remove bb from checks with that skill. | Microscope, Thermal Cloak, Scanner Goggles |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Lightweight: Reduce the gadget's Encumrance by 1 (to a minimum of 1). Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. |
a a or x |
Compact: If the gadget is of Encumbrance 3 or smaller, add b to checks Characters make to find it on the wearer's person (to a maximum of bbb). Lessons Learned: Reduce the Difficulty of the Character's next crafting check by 1. |
a a a or x |
Efficient Construction: The Character retains supplies worth 50% of the material price needed to craft this item (can only be selected once). Safety Features: Add automatic a to checks with the General skill chosen for this tool (this can only be selected once). |
a a a a or x |
Inbuilt Weapon: Choose a weapon of Encumbrance 2 or lower that the Character possesses to build into the gadget; add b to checks to determine that the gadget contains a weapon (this can only be selected once). |
xx | Supreme Craftsmanship: Choose a General skill; upgrade checks made with this tool once. |
t or y |
Exhausting Effort: Upon completing Construction of this weapon suffer 3 Strain. Heavy: Encumbrance +1. |
tt or y |
Difficult to Repair: Increase the Difficulty of repairing this weapon by 1. Delicate: The GM may spend tt or y from any check to have it become damaged one step (this can only be selected once). |
ttt or y |
Unpresentable: Reduce the base price others are willing to pay by 50% (this can only be selected once). |
tttt or y |
Fragile: Whenever this item would be damaged one step, it is damaged two steps instead (this can only be selected once). |
yy | Faulty: Whenever a Character uses this tool for a check, upgrade the difficulty of the check once. |
Advanced Rule: (Edge of the Empire - Special Modifications p85) There are three steps to crafting cybernetics, tools and precision intsruments that an engineer needs to take.
Select a Template that best matches the weapon to be made. Consider the required materials, difficulty in crafting and the time to completion.
The GM may also create new Templates to best fit the Adventure.
Additionally a skilled engineer may present the GM with ideas for new templates.
Name | Material Price | Material Rarity | Check | Time | Effect | Examples |
---|---|---|---|---|---|---|
Prosthetic Replacement | 1000 | 3 | Hard(ddd) Mechanics | 12 hours | Replace lost limb or organ. | Prosthetic limb or organ. |
Cybernetic Appendage | 5000 | 5 | Daunting(dddd) Mechanics | 2 days (48 hours) | Replaces a limb, Increase Brawn or Agility by 1; a Character can only benefit from 1 arm and 1 leg this way. | Enhanced arm, leg or other limb. |
Cybernetic Implant | 1500 | 6 | Daunting(dddd) Mechanics | 2 days (48 hours) | Choose one General skill, the cybernetic provides one rank in that skill. | Brain implant, Enhanced sensors. |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. |
a a or x |
Integrated Tool: Choose a General skill; this Cybernetic allows a Character to make checks with the skil. At the GM's discretion, this tool counts as the Right Tool For The Job. Unobtrusive: Add b to checks to determine that the Character has a Cybernetic device. |
a a a or x |
Tailored: If built for a specific being, this Cybernetic does not require a check to be installed in that being. |
a a a a or x |
Inbuilt Weapon: Choose a weapon of Encumbrance 2 or lower that the Character possesses to build into the gadget; add b to checks to determine that the gadget contains a weapon (this can only be selected once). |
xx | Ion-Shielded: This Cybernetic does not shut down as normal when affected by weapons with the Ion quality. |
t or y |
Exhausting Effort: Upon completing Construction of this weapon suffer 3 Strain. |
tt or y |
Difficult to Install: Increase the Difficulty of installing this weapon by 1. |
ttt or y |
Wear and Tear: The tools used to craft this are damaged by one step. |
yy | Severe Feedback: When making a check using the Cybernetic, the Character implanted with it suffers 1 Strain. |
Installing Cybernetics requires at least basic med supplies such as a Medpac.
6 hours and a successful Hard(ddd) Medicine check are required to complete the install.
Increase the Difficulty by 2 if installing on themselves.
On a failure the patient suffers minor damage.
The GM may spend t to inflict 3 Strain or 1 Wound on the patient.
A y may be spent to have the patient suffer 1 Critical Injury.
When in a full medical facility installing Cybernetics can be installed without a Check at the discretion of the GM.
Advanced Rule: (Edge of the Empire - Special Modifications p80) There are four steps to crafting droids that technicians need to take.
Select a Template that best matches the weapon to be made. Consider the required materials, difficulty in crafting and the time to completion.
The GM may also create new Templates to best fit the Adventure.
Additionally a skilled engineer may present the GM with ideas for new templates.
Name | Restricted | Material Price | Material Rarity | Check | Time |
---|---|---|---|---|---|
Monotask Chassis | 600 | 2 | Average(dd) Mechanics | 1 day (24 hours) | |
Labour Chassis | 3500 | 3 | Average(dd) Mechanics | 2 days (48 hours) | |
Combat Chassis | R | 3250 | 4 | Hard(ddd) Mechanics | 2 days (48 hours) |
Specialist Chassis | 4500 | 3 | Daunting(dddd) Mechanics | 3 days (56 hours) | |
Advanced Combat Chassis | R | 32500 | 7 | Formidable(ddddd) Mechanics | 10 days (240 hours) |
Name | Brawn | Agility | Intellect | Cunning | Willpower | Presence | Soak / Threshold | Wound Threshold | Defense M/R | Silhouette |
---|---|---|---|---|---|---|---|---|---|---|
Monotask Chassis | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 3 | 0/0 | 0 |
Labour Chassis | 3 | 1 | 2 | 1 | 1 | 1 | 4 | 7 | 0/0 | 1 |
Combat Chassis | 2 | 2 | 1 | 1 | 1 | 1 | 4 | 4 | 0/0 | 1 |
Specialist Chassis | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 11 | 0/0 | 1 |
Advanced Combat Chassis | 4 | 3 | 3 | 3 | 1 | 1 | 7/10 | 19 | 0/1 | 1 |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a or x |
Practice Makes Perfect: The Character gains b on the next check made with the same skill within the same session. Reinforced Chassis: Wound Threshold +1. Unobtrusive: The droid gains 1 rank of the Indistinguishable talent. (Opposing Characters upgrade the difficulty of any checks made to identify the droid once per rank of Indistinguishable). |
a a or x |
Lessons Learned: Reduce the difficulty of the Character's next crafting check by 1. Deflective Carapace: Increase the droid's melee defense by 1 (to a maximum of 2). Narrow Profile: Increase the droid's ranged defense by 1 (to a maximum of 2). |
a a a or x |
Armour Plating: Increase the droid's soak by 1 (this can only be selected once). Unusual Size: Increase or decrease the droid's silhouette by 1 to a minimum of 0 (this can only be selected once). Modular Hardware: Choose one cybernetic implant to have installed on the droid at no additional cost (this can only be selected once). |
a a a a or x |
Chassis Schematic: Reduce the difficulty of creating this schematic in future by 1. Superior Hardware: Increase any characteristic of the droid by 1 (to a maximum of 6). |
xx | Doppelganger: Build 1 additional, identical droid. |
t or y |
Exhausting Effort: Upon completing Construction of this weapon suffer 3 Strain. Specialised Hardware: The droid suffers b when making checks in skills without any ranks. |
tt or y |
Difficult to Customise: Increase difficulty by 1 of all checks to install cybernetics onto the droid. |
ttt or y |
Wear and Tear: The tools used to craft this are damaged by one step. |
tttt or y |
Delicate Mechanisms: Increase difficulty by 1 of all checks to repair the droid. Erratic Power Core: Once per session, the GM may spend y from any check the droid makes to have it shut down until the end of the encounter (this can only be selected once). |
yy | Volatile Power Core: Whenever this droid suffers a Critical Injury, add +50 to the result. If this kills the droid it explodes, and each engaged Character suffers 10 damage (this can only be selected once). |
Programming the droid chassis requires selecting a droid Directive and setting by the appropriate amount of time by then taking the appropriate Computers check.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by two hours for each extra s thrown beyond the intial s to a minimum of 1 hour.
Name | Check | Time | Skills | Talents | Nemesis |
---|---|---|---|---|---|
Labour Directives | Easy(d) Computers | 8 hours | 2 ranks in any General skill. If this droid is a minion add this skill to its skill group instead. |
||
Combat Directives | Average(dd) Computers | 16 hours | 1 rank in three different Combat skills. If this droid is a minion add this skill to its skill group instead. |
Body Guard 1 (once per round may suffer 1 Strain to upgrade the difficulty of all Combat checks against one engaged ally once until the start of the droid's next turn). | |
Translation Directives | Hard(ddd) Computers | 1 day (24 hours) | 1 rank in three different Knowledge skills, Charm 1. If this droid is a minion add this skill to its skill group instead. |
Convincing Demeanour 1 (remove b from Deception and Skulduggery checks), Kill With Kindness 1 (remove b from Charm and Leadership checks). |
|
Repair Directives | Hard(ddd) Computers | 1 day (24 hours) | Computers 1, Mechanics 2. If this droid is a minion add this skill to its skill group instead. |
Gearhead 1 (remove b from Mechanics checks), Solid Repairs 1 (when repairing Hull Trauma with a Mechanics check, repair 1 additional Hull Trauma). |
|
Navigation Directives | Hard(ddd) Computers | 3 days (72 hours) | Astrogation 2, Computers 2, Piloting (Space) 1. If this droid is a minion add this skill to its skill group instead. |
Galaxy Mapper 1 (remove b from Astrogation checks; Astrogation checks take 50% less time), Technical Aptitude 1 (computer-related tasks take 25% less time). |
|
Healing Directives | Daunting(dddd) Computers | 3 days (72 hours) | Xenology 1, Medicine 2. If this droid is a minion add this skill to its skill group instead. |
Bacta Specialist 1 (patients under the droid's supervision heal one additional Wound each time they heal a Wound), Surgeon 1 (when healing Wounds with a Medicine check, heal 1 additional Wound). |
|
Elimination Directives | Formidable(ddddd) Computers | 7 days (168 hours) | 4 ranks in each of the three Combat skills, Cool 2, Xenology 1, Mechanics 2, Stealth 2. |
Adversary 2 (upgrade difficulty of all Combat checks angainst this target twice), Lethal Blows 3 (+30 to any Critical Injury rolls made against opponents). |
If the chassis does not already make it a nemesis NPC, a droid programmed with Elimination Directives becomes a Nemesis; it gains a Strain Threshold equal to its Wound Threshold. |
Symbols | Effect |
---|---|
a or x |
Random Positive Quirk: Add one randomly selected positive Personality Trait. Archival Functions: Add one new Knowledge skill to the droid's list of skills at rank 1; if this droid is a minion add this skill to its skill group instead (this option can only be selected once). |
a a or x |
Adaptive Programming: Add 1 rank to any skill the droid possesses. This cannot be applied to minion droids. Broad Utility: Add one new General skill to the droid's list of skills at rank 1; if this droid is a minion add this skill to its skill group instead (this option can only be selected once). Positive Quirk: Add one positive Personality Trait. |
a a a or x |
Defense Programming: Add one new Combat skill to the droid's list of skills at rank 1; if this droid is a minion add this skill to its skill group instead (this option can only be selected once). Behavioral Optimisation: Add 1 rank to any ranked Talent the droid possesses (this can only be selected once). |
xx | Program Pattern: Reduce the difficulty of programming this Directive in the future by 1. |
t or y |
Eccentric: Add one randomly selected negative Personality Trait. |
tt or y |
Poor Listening Skills: Add bb to checks to give this droid orders (this can only be selected once). |
ttt or y |
Negative Quirk: Add one negative Personality Trait. Limited Programming: The droid upgrades the difficulty of all skill checks for which it has no ranks in the skill once. |
yy | Unknown Flaw: Add one secret negative Personality Trait. The GM is responsible for how, if ever, this gets used. |
d100> | Positive trait | Negative trait |
---|---|---|
1-10 | Loyal | Cowardly |
11-20 | Resourceful | Overly Literal |
21-30 | Patient | Arrogant |
31-40 | Enthusiastic | Impulsive |
41-50 | Compassionate | Ruthless |
51-60 | Efficient | Lazy |
61-70 | Well-Mannered | Abrasive |
71-80 | Cheerful | Pessimistic |
81-90 | Reliable | Unhinged |
91-95 | The GM invents or chooses one positive personality trait. | The player invents or chooses one negative personality trait. |
96-100 | The player invents or chooses one positive personality trait and then rolls again. | The GM invents or chooses one negative personality trait and then rolls again. |
Advanced Rule: (Force and Destiny - Unlimited Power p79) There are three steps to Alchemy that only Force users may take.
Select a Template considering the desired item, materials required, difficulty in crafting and the time to completion.
All Potions and Talismans have an Encumbrance of 0.
Name | Material Price | Material Rarity | Check | Time |
---|---|---|---|---|
Acid | 600 | 6 | Average(dd) Discipline or Knowledge | 2 hours |
Draught of Fire | 400 | 5 | Hard(ddd) Discipline or Knowledge | 3 hours |
Elixir of Vigor | 600 | 6 | Hard(ddd) Discipline or Knowledge | 4 hours |
Healing Potion | 1000 | 5 | Average(dd) Discipline or Knowledge | 2 hours |
Poison | 500 | 4 | Easy(d) Discipline or Knowledge | 2 hours |
Potion of Wills | 1000 | 8 | Daunting(dddd) Discipline or Knowledge | 6 hours |
Stimulant | 400 | 4 | Average(dd) Discipline or Knowledge | 2 hours |
Water of Life | 1000 | 10 | Formidable(ddddd) Discipline or Knowledge | 8 hours |
Weakening Potion | 1000 | 6 | Hard(ddd) Discipline or Knowledge | 4 hours |
Name | Material Price | Material Rarity | Check | Time |
---|---|---|---|---|
Amulet of Power | 500 | 6 | Hard(ddd) Discipline or Knowledge | 4 hours |
Fetish of Fear | 300 | 4 | Average(dd) Discipline or Knowledge | 2 hours |
Healing Accelerant | 600 | 5 | Daunting(dddd) Discipline or Knowledge | 8 hours |
Neural Charm | 1200 | 7 | Daunting(dddd) Discipline or Knowledge | 6 hours |
Protective Amulet | 300 | 4 | Easy(d) Discipline or Knowledge | 3 hours |
Shield Amulet | 1000 | 8 | Daunting(dddd) Discipline or Knowledge | 2 hours |
Talisman of Fate | 4000 | 6 | Hard(ddd) Discipline or Knowledge | 10 hours |
Token of Resistance | 1800 | 9 | Formidable(ddddd) Discipline or Knowledge | 8 hours |
Materials are considered in practical purposes to be a single item. These can be purchased or found as the GM sees fit.
The sale of these goods is managed by the standard Trade ruleset.
The template's check is rolled together with C equal to the Character's Force Rating.
On a Failure, the materials are lost and the item craft has failed.
On a Success the template has been crafted.
Any Z can be used first to modify the Template according to the relevant Craft table.
Any z can then be used by the GM to modify the Template according to the relevant Craft table.
a and x can be used first to modify the Template according to the relevant Craft table.
Then the GM applies t and y to the Template according to the relevant Craft table.
The time taken can be reduced by one hour for each extra s thrown beyond the intial s to a minimum of 1 hour.
Symbols | Effect |
---|---|
a, x, or Z |
Fortifying: If the potion is beneficial, the target heals one Wound. Reviving: If the potion is beneficial, the target heals two Strain. Draining: If the potion is harmful, the target suffers two Strain. |
a a, x, or ZZ |
Long-Lasting: If the potion has a duration associated with it, increase the duration by one hour. Careful Measuring: Retain 50% of the crafting material (can only be selected once). |
a a a, x, or ZZZ |
Large Batch: Create two doses of the potion. Extra Potentcy: If the potion is harmful, increase the difficulty to resist it by 1 (to a maximum of Formidable(ddddd). |
a a a a, x, or ZZZZ |
Recipe: Permenantly reduce the difficulty of crafting this potion by 1 (to a minimum of Simple(-)). Virulent:If the potion is harmful, upgrade the difficulty to resist it once. |
xx or ZZZZZ |
Empowered: If the potion is beneficial, the effects last the following round. |
t, y, or z |
Foul Taste: If the potion is beneficial, the target suffers 2 Strain after benefiting from its effects. Vile Smell: If the potion is harmful, Characters add b to any checks made to notice it in food, drink or applied to a weapon. |
tt, y, or zz |
Brief Effect: If the potion has a duration assiciated with it, decrease the duration by one hour (to a minimum of half an hour) or by one round (to a minimum of one round). Sloppy Brewing: The Character requires extra ingredients with a cost equal to 25% of the base cost. |
ttt, y, or zzz |
Diluted Strength: If the potion is harmful, reduce the difficulty to resist it by 1 (to a minimum of Simple(-)). Empowered by Evil: The user suffers 2 Conflict after consuming the potion. |
yy or zzzz |
Unexpected Side Effects: After the potion is consumed and the effects applied, the GM selects the effects of a different alchemical potion and applies those to a target as well. These effects should be beneficial if the potion was created to be harmful and vice versa. |
Symbols | Effect |
---|---|
a, x, or Z |
Draining: If the talisman affects another Character in a harmful manner, that Character suffers 1 Strain after resolving the effects of the talisman. Hidden Purpose: Add b to any checks made to determine the talisman's true function. |
a a, x, or ZZ |
Growing Power: If the talisman is used to oppose an enemy's skill check or an enemy must perform a skill check due to the talisman's activation, that check's difficulty is increased by 1. Invigorating: The user recvers 1 Strain after using the talisman. Careful Measuring: The Character retains supplies worth 50% of the material price needed to craft the talisman (this can only be selected once). |
a a a, x, or ZZZ |
Additional Power If the talisman is used to inflict or reduce damage, the amount inflicted or reduced is increased by 2. Clever Construction: Create two of the talisman instead of one. |
a a a a, x, or ZZZZ |
Blueprint: Permenantly reduce the difficulty of creating this type of talisman by 1 (to a minimum of Simple(-)). Redirect Energy: If the talisman reduces damage or resists enemy influences, the user may make a single manoeuvre as an out-of-turn incidental once its effects are resolved. |
xx or ZZZZZ |
Empowered: If the talisman can only be used once per session or is lost after one use, it instead can be used twice per session or has one additional use before it is lost (this can only be selected once). Mighty: If the talisman adds or removes dice to a check, it adds or removes one additional dice of that type (this can only be selected once). |
t, y, or z |
Noticeable: Force users add b to any checks made to determine that the talisman is an actual alchemically crafted item. Cumbersome: Increase Encumbrance by 1. |
tt, y, or zz |
Bad Feeling: The user suffers 1 Conflict after using the talisman. Sloppy Integration: The Character requires extra ingredients with a cost equal to 25% of the base cost. |
ttt, y, or zzz |
Hard to Control: The user must perform a Hard (ddd) Discipline check as an Incidental (out-of-turn if needed) in order for the talisman to activate. Empowered by Evil: The user suffers 2 Conflict after consuming the potion. |
yy or zzzz |
Twisted Fates: The user must spend a Destiny Point in order to use teh talisman. Failure to Activate: The GM may spend 2 Destiny Points to have the talisman fail to work when teh user wishes it to. This does not count as using it for purposes of its duration, or number of times it can be used per session or before being lost. |
Advanced Rule: (Edge of the Empire - Dangerous Covenants p91)
When hiring a Hired Gun for services or charging when playing as one, this chart can provide a guidance to the value of of the work.
The price range is based on risk. The more dangerous the job the higher the pay.
Where the job or Hired Gun covers multiple categories below. Select the average cost for the broader category and then add 10%-25% of the more specialised individual rate.
Job | Sample Description | Cost Range in Credits |
---|---|---|
Bodyguard Jobs | ||
Criminal or Imperial Client | Protect a significant criminal figure or target of Imperial pursuit, such as a Rebel sympathiser. | 2,000 - 5,000 |
Famous Public Figure | Protect a public figure that is highly recognisable in much of the galaxy, such as a famous celebrity or official. | 5,000 - 10,000 |
Lesser Public Figure | Protect a public figure that is recognisable in limited areas, such as a planet, system, or specific subculture. | 3,000 - 8,000 |
Private Individual | Protect a private citizen, such as a corporate official, lesser noble, or even the average person with enough credits. | 500 - 5,000 |
Demolitions Jobs | ||
Individual Hire | The cost of hiring a single specialised demolitionist for a specific job, which may be extrapolated for ongoing work. | 500 - 2,000 |
Expert Individual Hire | The cost of hiring a single expert demolitionist for a specific job, which may be extrapolated for ongoing work. | 2,000 - 5,000 |
Enforcer Jobs | ||
Individual Hire | The cost of hiring a single enforcer for a variety of security and shady work. | 500 - 1000 |
Mercenary Jobs | ||
Individual Hire | The cost of hiring a single mercenary or individual gun-for-hire. | 500 - 2,000 |
Small Group Rate | The cost of hiring a small mercenary band (4-6 members) for a specific job. A group of PC's may qualify even if not all are strictly mercenaries or Hired Guns themselves. | 6,000 - 20,000 |
Average Soldier | The average per job pay for the average soldier in a successful mercenary or paramilitary operation. | 500 - 1,000 |
Non-commissioned Officer | The average per job pay for the average non-commissioned officer in a successful mercenary or paramilitary operation. | 1,000 - 3,000 |
Officer | The average per job pay for the average officer in a successful mercenary or paramilitary operation. | 2,000 - 10,000 |
Specialist Jobs | ||
Average | The cost of hiring a single specialist for a specific job, which may be extrapolated for ongoing work. Specialists usually have a rank of 2 or more in a specific skill. | 500 - 3,000 |
Expert | The cost of hiring a single expert for a specific job, which may be extrapolated for ongoing work. Expert specialists usually have a rank of 4 or more in a specific skill. | 2,000 - 5,000 |
Advanced Rule: (Edge of the Empire - No Disintegrations p90)
When hiring a Bounty Hunter for services or charging when playing as one, this chart can provide a guidance to the value of of the work.
Typical Bounties and Modifiers | |
---|---|
Bounty Target | Bounty Base Value or Modifier |
Minor Target: A typical galactic citizen. | 300 - 750 |
Moderate Target: A mid-level functionary in a crime syndicate, corporation, or other powerful organisation. | 2,000 - 10,000 |
Major Target: A crime lord, corporate executive, a suspected Rebel agent or a mid-level Imperial functionary. | 15,000 - 20,000 |
Legendary Target: A high-ranking Imperial official, a suspected Force-user, a known Rebel agent, or a major syndicate leader. | 25,000 - 100,000 credits. May also grant the Bounty Hunter an Exploit. |
Target's History | |
Committed a personal wrong against the bounty poster. | Add 5% - 20% of base value, depending on the client's anger. |
Target has history of frequent violent acts. | Add 10% of base bounty value. |
Difficulty of Hunt | |
Target is neaby and easy to locate. | Subtract 40% of base bounty value. |
Finding the target requires travelling across or searching multiple star systems. | Add 20% of base bounty value. |
Bounty Conditions | |
Target's condition is irrelevant, only proof of capture or kill is required. | Subtract 10% of base bounty value. |
Job must be completed in secret; the bounty hunter cannot tell others of it afterward. | Add 50% of base value. The bounty hunter cannot claim this bonus and also receive a new Exploit. |
No lasting harm can be done to the target. | Add 10% of base bounty value. If the target arrives while suffering from any wounds or Critical Injuries, the bounty payment should be greatly reduced, if provided at all. |
The target must be apprehended without the use of significantly harmful violence. | Add 25% of base bounty value. If the target arrives while suffering from any wounds or Critical Injuries, the bounty payment should be greatly reduced, if provided at all. |
The hunter must avoid collateral damage or maintain a low profile during the hunt. | Add 20% of base bounty value. |
The bounty involves a secondary goal, such as retrieving stolen goods or making an example during apprehension. | Add up to 25% of base value, depending on the nature of the additional goal. |
The target is an inanimate object, such as a ship or artifact. | Subtract 20% of base bounty value. |
Hunter's Credentials and Exploits | |
The hunter is not part of a guild and has no IPKC or other accreditation the client acknowledges. | Subtract 10% of base bounty value. |
The hunter possesses one or more Exploits. | Various modifiers according to specific Exploits. |
These are house rules that are not part of the official ruleset. These are regularly updated after playthrough experiences and feedback from the community to make this as useful as possible.
We introduce them to help GM's rapidly create a scene based on the current state of the game. These rules can also be used to help Solo players create an adventure without a GM.
Note. for inspiration on how to theme your adventure from scratch review the Adventure Seeds and Modular Encounters tables and be sure to take advantage of the Random Single Result field to generate these blindly.
Wish to discuss or collaborate with these ideas come join the party at r/SWRPGINFO?
House Rule: (Not part of the official ruleset)
When creating an unscripted scene a location can be generated based on the current circumstances.
The Character that discovers the new location can use his or her specific Skills to determine the dice pool.
These are some examples of how to select the Skills.
Circumstance | Characteristic |
---|---|
Wonder idly to new location | (Perception or Cool) + b |
Moved to location outside of Character's will | (Streetwise or Vigilance) + b |
Falling to new location | (Athletics or Survival) + d |
Climbing to new location | (Athletics or Perception) + d |
Expectation of social engagement | (Charm or Perception) + d |
Expectation of combat engagement | (Leadership or Perception) + d |
Danger | Dice |
---|---|
No expectation of danger | bb |
Possible, unknown encounter | dd |
Likely unfriendly encounter | ddc |
Result | Example scenario |
---|---|
a | Neutral, healthy environment: Glade, river, woods, blue sky, sunny. |
s | Friendly or positive venue: Bar, village, farm, rest stop. |
x | Friendly or positive location: Hideout, Rebel camp, med centre, comms centre. |
t | Unhealthy environment: Rapids, storm, desert, blizzard. |
f | Unfriendly venue: Rival bar, mob encampment. |
y | Enemy location: Imperial encampment. |
House Rule: (Not part of the official ruleset)
During a period of travelling; down a wodden lane, flying from base to base, it is worth making a Travel Event roll.
Roll a relevant skill: Survival if wondering through a jungle, Piloting if flying through space, Streetwise if journeying through a busy city.
Add a d and one extra d for each 100xp attained.
Add b or b for relevant environmental or story features in play.
If you wish to invlove the Player Characters in the roll add the option to spend Destiny points to add a d for a Z or d for a z to the dice pool.
Then review the following table according to the net result.
Result | Example event |
---|---|
a | Come across some minor benefit: Cache of Stims, finding a shortcut. |
s | Potential Friendly Encounter: Roll for NPC Population with an extra d. |
x | Friendly encounter with goods as a reward. Travelling merchant, Derelict wreck. |
t | Take one level of damage to a random item or to self: Take a fall, drive into debris. |
f | Potential Unfriendly Encounter: Roll for NPC Population with an extra d. |
y | Catastrophic damage to a member of the team or vehicle caused by some sort of collision. |
House Rule: (Not part of the official ruleset)
When populating new areas that are unscripted roll to determine who or what, if anything, the Characters encounter.
Potential Encounter | Dice to roll |
---|---|
Unlikely encounter | bb |
Likely encounter | dd |
Likely Dangerous encounter | cc |
Friendly Environment | b |
Unfriendly Environment | b |
Result | Example changes to the encounter |
---|---|
a | Friendly Minion or Defensive/Friendly environmental change. |
s | Friendly Rival or Merchant. |
x | Friendly Nemesis or weapons cache/mounted weapon. |
t | Enemy or unknown Minion or Defensive environment for enemy. |
f | Enemy or unknown Rival, Thief or Saboteur. |
y | Enemy or unknown Nemesis or environmental calamity. |
House Rule: (Not part of the official ruleset)
When playing Solo, or when all players are Characters and automating the GM, to provide the Characters with Destiny Points, the GM must occasionally use Dark Side Destiny.
To achieve this, at the beginning of each Encounter, roll a b for each Dark Side token and a b for each Light Side token.
If the net result leaves any t or f, then the enemy NPC's must use a Destiny Point in a meaningful way that fits the scenario that would benefit the NPC and disadvantage the Characters.
Each negative result is to be used in turn, one per round.
I.E. with a net roll of t t f, the first three rounds of the active Encounter the NPC's should take advantage of a single Destiny Point per round.
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