D20 Star Wars Core Rulebook (Revised)

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a Cora eee ee CSE Sea Sa Tyg PRS EN Tear te Sa a PO eat STAR WARS eee Coe a gem! BILL SLAVICSEK, ANDY COLLINS. JD WIKER Cpepuerion MANAGER CHAS DELONG MICHELLE VUCKQVICH BRIAN CAMPBELL. JEFF GRUBB, BEN HARPER, CORY J. HERNDON, MICHAEL MIKAELIAN, STEVE lucas UcenwiNe Aer eoiroR MILLER, THOMAS M. REID, CHARLES RYAN, COWEN K.C. STEPHENS, PENNY WILLIAMS CRevINED EDITION DEVELOPMENT AND EDITING BILL SLAVICSEK, CHRISTOPHER PERKINS eorrons, BRIAN CAMPBELL, CORY J. HERNDON OmANABING EDITOR KIM MOHAN Caran wane nro cnearive ommectar CHRISTOPHER PERKINS CNIRUAL eReArive OlREETOR JON SCHINDEHETTE Carr oiREeTOR SEAN GLENN ABIGAIL FEIN, MARK BOETZ Ceanroansewens TODD GAMBLE, KYLE HUNTER ANGELIKA LOKOTZ rmoouction JEFFERSON DUNLAP, CHRIS HANIS cover anniat ‘TOMMY LEE EDWARDS Cinrenion anrists D. ALEXANDER GREGORY, JOHN GALLAGHER. ANDREW ROBINSON, LUCASFILM LTD. VG PRESIDENT AND BiREETOR OF RPG RAO BILL SLAVIGSEK Cvice pnesioEnr oF #1 MARY KIRCHOFF DAVID WISE CPmOuROT MANAGER DOUGLAS STEVES JAIN MORRIS: ‘Thanks to Lucy Autrey Wikon and Howard Rotman of Lucas Licensing, Leland Chee, Pablo Hidalgo of Lucasfim Ld, the designers ofthe West End Games editions for their ine wor, and to al of the authors who have contributed tothe expanded Star Wars universe. Special hanks to George Lucas fr crating the Stor Wors fms in ‘the ist pace. ie the Court ne Pas ‘tu 20" Spm game es ech deed fa then Dineen pe yn Tare, Mote Ck, Sp Wins ‘his wor on ge ra iso Open Gi Cate Mo rin fs wok my be tpt yor ah wen parson “inn meson be Org cv ihe cs ye [gna epsteed adeno noo Carne The 0 Stan ee 20 a tara of Wns he Const ne tne et hay oy and oma te Und Sites anc Cade ‘palo hoa eo F mnizardscom 20 ited woe by Wad the Co nd ein ibe Th rc 2 ped ie te opr an ol ba Uned Ss ern ‘sponte wit he eres een permaion f Waards the Coane specs wa of ony srt a pop, ses or et pay ce FOREWORD DESIGNER'S PREFACE 5 PLAYER'S SECTION INTRODUCTION THE BASICS PLAYING STAR WARS CHARADTER CREATION _ wt ABILITIES 16 Your ity Scores 1 ity Modis 7 The ities 8 Cragin ity Sores 8 1 SPECIES em Ghosh» Species a Specs Characters a oars 2 Betas, F Cars Duos fos Gororens Ganges Photons KelDor Mea Coma Qurren ins ‘stars hbk WHT CLASSES Te ses (asad Level Bonuses ere Dependent Beets ass Descptons GiigExerence nd Levels Finger Nile Seoundet i Scout Seiser EI ‘ech Spc, s Fore Adept 5é Je Constr a Jel Guardian a aia Characters ra WG SKILLS © 86 Sil Saray ow o ils Wink? 2 Acting kl Ranks a) sng ils__ n Tile % Tile 5: Fore Sats Sil Descipions| OWS FEATS e 102 “able 5-1: Feats 10 Feat Descriptions ible 5-2 Force Feats CWE HEROIC 18 CHARACTERISTICS Deals is Reputabon 2 sons mm (WRT EQUIPMENT 128 ney 8 Table 7-2: Weapons m “ble 7-5: Armor 8 “ble 7-: Equipment 3 owns COMBAT © 144 How Combat Works Combat Sequence Combat Stats Combat Basics Ms Infiatve Aion in Combat Angry and Death Movement and Postion isa Combat Medifrs ie Special itv Actions 1 Spec Weapon fects 185 Special tacks and Damage 15 (WIRE) THE FORCE @ 172 The Force through the Ages ma Force Using Traditions 1% The ed The el Code The Teachings of Master 1% Force Points m8 The Dark Side 0 OWI VEHICLES © 1B4 Veil Classes 85 ice Coss ede Stems ide Combat Vee Movement 0 Manewvers eile Descriptions _ (WIR STARSHIPS © 202 Stasip Costs 4 Hiperspace Trae m4 Starship Systers Nop of the Galan Starship Combat Starship Movement m Starship Manewers m1 Heroes a5 Crew mh Starship Descripions m GAMEMASTER'S SECTION ‘WIR GAMEMASTERING @ 238 Prong Adventures 28 “Teaching the Game 23 Proving the Universe 20 Determining the Sle of Play cr jticaing m Propeing the Game Forward 2 Kopi the Game Balanced 1 Changing the les ms Fring» Game Session ue How to Bul an Adventure a Howto Bu a Compaign B Prestige Cases Ft ‘GamemasterCharacers 8 Generating Communities mm Favors and Contos 5 The Eviroment a) THF ERAS OF PLAY @ 292 ein the Galaxy = The Thee Eas 2 Min cheracers 2 Supporting Caraces 18 CRM ALLIES AND OPPONENTS © 3i8 Ales fe Galaxy ae Creatures, mm Character Archetypes 380 (wR OROIDS © 358 ADrods tile = Did Csiations = Dri imation aR Did Personas = Programing nd Equipment = Droid Mitenance 4 Droid Repaic = Moving Droid = Did Death 8 Memary Wipes = Droid Accesories Samp Drids 70 APPENDIX PLAYTESTERS 318 TERMS AND DEFINITIONS. 307 INDEX Ei) CHARACTER SHEET 382 Tuners ee ee nets ee incerta Cn a ee ee ry oe es Pee ete ts Pe ert tts eee tee — 003 4 > Q r m oO Tn Oo oO Pe =I m Zi 4 n Foreword For met was love before fst slo, and for that I el Besse, | eame to Star Wersin 1977 with only my own expectations, not some overfed media hype machine that scems to accom= pany so many lash these days. [had devoured classic Science fetion novels growing up, and was a fan of move serials when they entertained me afterschool on my folks’ small-screen TV. ‘But Star Wars! That's always been something else, Asa business journal~ Ist in Los Angeles, I had picked up some early rumblings about the film. “There were a few mentions in the Wollywood trades and in a new science fiction magazine named Starlog. What really did it for me— ‘and what became the fist in a barn full of treasured Star Wars memora- bilis-was a brochure sent to ‘exhibitors to entice them to rent the film for ther theaters. Wout! If the movie was anything like the huge eolor photos inthis oversized 28-page booklet, accompa- nied by a description of the film and its main character, I couldn't wait to see it. Then, three weeks before the general opening on May 25, 1977, 1 attended a press sreening on the backlot at Twentieth Century Fox. From the moment the Star Destryer passed overhead and kept going and doing, had 3 new passion in life What hooked me personally was other scene without words. Luke ‘Skywalker gets up from his aunt and uncle's dinner table in frustration, desperately wanting to leave this ‘dusty, barten planet—and the road- block to his future that it represents. He walks up a smal hill and cass his eyes toward the horizon to wateh the ‘win suns of Tatooine set as some of John Wiliams's most plaintive music Swells in the background. 1 could taste Luke's yearning, his need to leave home and establish himself as his own person. 1 so related to that. For Luke, the hero's journey was about to begin, 11 was already on my journey ... and at that point, | didn't know how either vas going to end. ‘The hero's journey? It was th ‘much more, as George Lucas deliber- ately set out to create a new mythos using many of the tenets of classic the-pan movies nd rythology—tenets that date back to before recorded history. There were few heroes in the late 70s, after ‘Vietnam and Watergate. Movies had gotten datk, the lines between good and evil blurred. Then along came 2 film that, subtly, tied into mythotogt- cal archetypes and spread through worldwide culture, That, and it had really co! special effects! The fact that George Lucas’ epic space fantasy is stil going strong after 25 years says something about the filmmaker, the films, and the audience. ‘The saga fs so ingrained in the world- wide popular culture that writers and artists feel secure using dialogue as punch lines without further explana~ tion. Star Wars helps give many of us a shared identity and a sense of ‘community. I's the dialogue, the characters their relationships, the visual effects, the musieYes, its all Saturday matinee, but it's the best Saturday matinee imaginable, ‘Star Wars has captured the hearts nd imaginations of millions of people ‘worldwide in large part because the saga celebrates heroism and the imi less potential ofthe individual. It engages us. It excites us. I inspires ts ‘And most ofall, it's fun. It's fun to ‘watch, fun to collect the merchandise, fun to read the books and comics, an fun to play the games, tke the incred= ibly inventive one you hold in your hands. For an entre generation, Star Wars has been a defining cinematic ‘moment, inspiring countless young, men and women into pursuing ‘reatve careers ofall types. The popularity of Star Wars is growing. The original Star Wars ‘generation=those of us who grew up with these films on the brain-seems te have passed on a Star Wars gene to subsequent generations. (The advent of movies an videocassette ‘didn't hurt much ether) 1t cant just be nostalgia that draws people to the saga. Afterall these years Star Warsi still cool. Whether Its Han Solo with his Elvis grin, Darh Vader's sharp but ominous black uth, the craftily worn look of the ‘spaceships, the eye-popping battles, of the lightsaber swordplay, Star Wars still feels hip. There's a timeless ‘element about the look of the films and the emotions they provoke that ‘other fils just don't seem to have. you've been a part of Star Wars fandom fora while, oF returned to it with the Special Editions or the start (of the Preque! films, then you know what a wonderful voyage it has been. But if you've picked up this book as relative “newbie,” I want to welcome {you 2s you proceed on your own path of discovery, your own “hero's jo rny.” What &joyride you're in for! ee Stephen J. Sansweet October 14, 2001 Designer's Preface Nelcome to the newest edition of the Siar Wars Roleplaying Game. For me, {hs he coming full ice I say this because, in general terms, I've always huge Star Wars fan-1 saw the ‘move 38 times during the summer of 197, including the very frst showing, In specific terms, most of my career hasbeen tied to the Star Wars fran cise tall started a long time ago, In ait far, far away (From where Tm wing this). began my carer in the hobby game industry in 1986 at a company called West End Games. At the time, the company was mostly known forts nity simulation games, and was {ost starting to dabble in roleplaying {games Near the end of 1987, as part ofthe tenth anmiversaty of the release of he original Star Wars movie, West End Games published Star Wars: The Replaying Game. 1 was a member of the design team, serving as an editor and developer for the RPG. Right after that, L was drafted to codesign the ar Wars Sourcebook, and then | was promoted to Star Wars Line Director. During my time with West End ames, designed, developed, oF ‘ited almost every Star Wars RPG product published between 1987 andl 1991, Since then, Ive written two ditions of A Guide to the Star Wars Universe for Del Rey Books and desgned a host of RPG products for TSR, Inc, and eventually | became the Director of RPG RAD for Wizards of the Coast, ne, But throughout that period, | continued to play Star Wars with my gaming groups and speak at conventions to promote the Guide and Siar Wars in general Late in 1999, Wizards of the Coast struck a deal forthe rights to the RPG. And so the circle closes. Then I was tthe lemme. Now I am the master ‘Or something ke thet. Jn 2000, we released our fist 420 Sstem version of Star Wars. very proud of that game and the product ime that developed in its wake. So iy did we decide to release a revised rulebook? For a number of reasons. Let me explain, The ist reason for a revision relates, tothe release of Episode Ml: Attack of the Clones. The new movie provides & whale lot of impetus for releasing a new edition. Not only does the Aim feature some new characters, situa~ tions, aliens, gear, planets, and other ‘material never seen before that's just ‘egiing to be incuded in our core rulebook, but the time tight tore Taunch the RPG to’a potentially new and larger audience, Our previous edition hit the shelves in the wake of the huge push forthe ‘new Dunctons & Dracons® game, and while it wasn’t exactly lost in the shuf- A, it didn't receive the attention it deserved, The excitement generated hy the new film gives usa second oppor tunity to launch the RPG with as much fanfare as we and the collective Siar Wars marketing machine can muster Im other words, the time was right, and We were presented with an opportunity wwe just had to take adhantage of The second reason fora revision is ‘your feedback. We've gathered feed: back from 2s many people who bought {and played the previous eliion as we could, Using that data as a base, we retooled the game system from the ground up to incorporate everyone's suggestions. In many ways, our fans demanded this revision, We heard what you had to say, and we responded enthusiastically to improve the game and the product. The third reason—our dedication to continuous product improvement. ‘We've reworked the game to update errata, larity rules, and make the game even betier than it as. A roe- playing game isa living document that ‘evolves ait splayed, The audience has as much influence on the way an RPG develops as the designers who ‘rcated it, and the Star Wars RPG is no exception. We've monitored that ‘evolution and incorporated the best patts of it into this new edition IF yu have the previous edition, youl notice that while the basies are the same, we've gone in and redesigned many of the specifics. We've improved the Force skill and Feats, We've redesigned the starship and vehicles rules. We've polished up the classes and some of the combat rules. We've added a slew of new material, including a new character class, new prestige classe, and nev species to play. Its more than just 2 reprinting ofthe game you already have, but a the same time we worked hard to keep the trappings clase ‘enough so that what you've already learned stil applies. this s your fist time with our version ofthe Star Wars RPG, you're in fora treat. Everything you need to play (except dice) is included in this jam-packed volume. With 2 group of friends, ths book, and your imagina~ tion, you can ereate your own adven tures in the epic Star Wars tradition, Now, ead on. Have fun. Play a game of Star Wars for me, Ba ay Bill Slavicsck October 18, 200) QO mi a a) Zz m a n a a m > Qo m Nie[veel pleats nn Introduction The Star Wars fs depict an amazing galaxy of strange allen, wondrous machinery, myst powers, epic struggles great eres and tere wl, Fom the mament de frst Star Destroyer laced aco the sren, the try of Star Wars cape the worl Wih ths game, you can r= create the sory ofthe fs or cot your ov adverts in the Sar Wars universe. Alou ned s some dee, few fiends, and your imagination This Is Star Wars Blasters: X-wing strfighters ightsabers; clone troopers the Free. Star Warsi space fantasy a its best full of action, adventure, and a sense of wonder. The heroes ae latger than life. The villains are utterly evi. The universe has a live-in, well-used look and feel toi I's a familiar story, ‘butts never been told quite this way befor. It has mythic ‘elements that speak to the heart of the audience. I's epic in scope; everything appears on a grand scale, And i’ fun. Vehicles mave very fat. Things blow up. We want to cheer for the good guys and boo the bad guys. And, sometimes, we want to be a part of that Faraway galaxy. This Is a Roleplaying Game It’s a game of your imagination, where you get to tll stores by taking on oles af the main characters~characters you crate, I's 3 game that offers a multitude of choices to those charatersmore choices than even the most sophisti cated computer game, because the only Timi to what you can do s what you can imagine. The story is ike a move, ‘cept al of the action takes place in your imagination. There's no sept tothe movie (other than a rough outine 7 used by the Gamemaster); you decide what your character says and does. The Gamemastr isthe dtectot and special effets designer, deciding what the story s about and taking on the roles of all the other characters—the villains, the extras, the special guest stars. The Gamemaster aso keeps track of the rus, interprets the outcome of actions, and describes what happens. Together, players and Gamemaster create a story, and everybody has a great time, This Is the Star Wars Roleplaying Game Combine the fabulous elements ofthe Star Wars universe With the imagination-powered engine ofa roleplaying game, and the faraway galaxy draws nearer. Everything you need is in this book except the dice. Check out The Basis, starting ‘on page 8, to get an idea ofthe Fundamentals ofthe game. When you're ready, ip through the rest ofthis book It offers a wealth of options, allowing you to play in any Star Wars era. I ets you play the good guys. the bad guys or the guys in between if you want to add alittle ambiguity to ‘an otherwise black-and-white universe. When you play the Star Wars Roleplaying Game, you create a unique fietional character that lives in the imaging tions of you and your fiends. One person in the game, the Gamemaster (GM), controls the villains and other people ‘who live in the Star Wars universe. Through your charac- {ers you and your friends face the dangers and explore the mysteries that your Gamemaster sets before you. ‘Anything is possible in the Star Wars Roleplaying ‘Game. You can have your character try anything you can think of. IF t sounds good and the dice fll in your favor, the action succeeds. The Basics section has more details, Now, get ready. It's along time ago in a galaxy far, far away. And the Force i with you. Enjoy! Characters Your characters are the stars ofthe movie, the main charac- ‘ters in the game. We sometimes refer to them as "heroes." rot in the "good guy” sense per se, but inthe sense of the ‘main protagonists ofthe story. Each character's imaginary eis different. Your character might be @ A tough biaster-for-hire @ A Padawan lear sceking to gain powcr in the Force. @ A brash starfighter pilot. @ A gambler looking to make the next big score. @ A grizzled spacer making a living on the space lanes. @ A smuggler witha heart of gold. @ A young senator from a prosperous wold A Rebel or an Imperial @ A Jedi Knight wielding a lightsaber in defense of the Republi @ A Force-userMirting with the power offered by the dark side @ A galactic scout exploring the hyperspace lanes. 1@ A soldier trained for war in the Outer Rim. XS A technician who's more comfortable with machines than with other people. @ Or any other kind of character you can imagine NOILONGOYLN SOISVS SHL The Basics A Tong time ago in a galaxy far, far away With this compelling phrase, every Star Wars film thun: ders onto the screen, These epic movies enthrall us with 2 mix of space fantasy, high adventure, and mythology. We thn to the adventures of Luke Skywalker and Han Solo, (Qui-Gon Jinn and Obi-Wan Kenobi, Anakin Skywalker and Pdiné Amidala, We imagine oursees piloting X-Wing Starfighter down the Death Star trench or engaging in fight-to-the-death lightsaber duels with Darth Maul or Count Dooku, With the Star Wars Roleplaying Game, you can exper cence this epic saga in a whole new way. Imagine yourself as a Jedi in training ora Republic Senator, a brave starfighter pilot ora powerful Wookiee. Whether you want to be a player or the Gamemaster, this book s your portal to the od Star Wars gay The Galaxy The Sar Hrs ging huge. More than a iton sr Geers fa ti he yn tates eae Fount spr fe porte ey eft Thousands of alien species lve inthis gala, from humble Jawas to powerful Wookiees. While humans are prevalent throughout known space, other species can be found every here. In this galaxy, the many worlds share a common history that extends thousands of yeas into the past. A galaxywide government (be it Republic or Empire) maintains law and order thanks to Fastet-than-light-specd travel provided by the amazing hyperdrive engine Because hyper space makes the distance be en the stars insignificant, rade, commerce, and culture mix freely in regions 2 diverse as the Core and the Outer Rim. ‘ou play the role ofa character in this serting. You cary a blaster ora lightsaber. You fly hyperspeed starfghters. You regularly converse with members ofa thousand different Od eter ee oe nc eR eet ‘tart by reviewing The Basics, then dive int the character creation ‘chapter (Chapters One through Si and the Gamemaser sec Saree rote ett i en et cer Senn ere ey pee Players ere oe a eee etd per ee eer eee Pore eer en tis Peon ts species. You have access to a dependable landspeeder ora helpful astromech droid. You might even be able to call "upon the mystic power ofthe Foree The galaxy isnt al aliens and technology, however. Pei constantly endangers the galaxy and only you can save it You must battle ev Sith Lords, struggle agains tyrannical Imperial forces, or vanquish invaders from other regions of space. You can depend on your own skills and abies, friends and ales, and a good ship to aid you. Hopefully those things wil be enough u terrible things heading your way. But don't worry, you ean handle And remember, the Force willbe with you. Atways n! Do you hear that? I's the sound of a thousand The Core Mechanic The Star Wars Roleplaying Game uses a core mechanic t resolve all actions, This central game rule keeps play fast and intuitive, Whenever you want to attempt an action that has some chance of fallue, you roll a twenty-sided di (or“d20") To determine whether your character succeeds ata task (such as an attack, the use of a kil or ability. oF fan attempt ¢0 save your character from harm, you do this @ Rol @ 20, Add any relevant modifies. @ Compare the result to-@ target number. IF the result equals or xc sgt number (st bythe GM or given in the rules, your character succeeds at the task at hand, I the result flower than the target number, you fl The Gamemaster When you play the Star Wars Roleplaying Game, you'e patcpating ina interactive story. lye take on the role unique characters, called heroes, One player serves asthe Gamemastes, a combination director, narrator, and referee. The OM describes situations, asks the players what thei characters want todo, and resohes these actions according to the rules ofthe game. The GM sets each scene, keps the Story moving, and takes onthe roles ofthe opponents and other characters thatthe players’ heros encounter in each adventure IF you're the GM, you should read through all sections of this book; you don't need to memorize It, but you do need to have an idea of where to find things once play begins Heroes Wyou'n ‘@ playes, you take the role of a hero—one of the stars" of the Siar Wars saga that you, the other players, and the GM all help to develop. You create your character with the help of the game rules that follow, acording to your own vision for the type af hero you want to play AS your character participates in adventures, he or she gains ‘experience points (XP) that help him oF her improve and ‘become more powerful Species Fach character blogs to a specie species The Sar Wars Fei ih fe ctor of pect chose Chapter Two desis thes pees deal You can fate bot onan Baten, Coma, Dut Bok, Cnonean Gung, thoran, Kel Dor, Mon lama Charen, Roa, Susan, Tandoshan Te Wookie, tn ak Class A dass represents a way of life embraced by a character. It serves 85a starting point to help you define your hero, a hook on wich you can hang the character’ personality, 4s and other traits. Think ofa class as a profession You «an build upon that profession as your hero improves, or you an branch out into a diferent class ft better suits how you want the character to develop. “The clases are described in Chapter Thee. You can choose fiom finger. noble, scoundrel, scout, soldier, tech specialist, Foc adept Jedi consular, and Jed guardian Level ‘evel measures a character's advancement and relative mount of power. A 1st-level character, for example, ist a5 ponerful asa Sth-level character. Characters generally begin play at Ist level and attain ada tional levels as they complete adventures Attaining a new level provides a character with improvements to important states, such as base attack bonuses, number of attacks, saving throws, bonuses to Defense, and vitality points. Abilities very character has sx abilities that represent the character's base strengths and weaknesses. These abiities-Strength, Dexterity, Constitution, Ineligence, Wisdom, and Charisma affect everything a hero does, fom fighting to using skis score of 10 oF 11 nan ability is average. Higher scores give a character boruses, and lower scores give penalties. When you reate your charaeter, you'l want to put your higher scores into the abilities most closely associated with your character's ass. Vitality and Wound Points ich character can wtstand a certain amount of damage ‘nore becoming fatigued, getting knocked uncoscious, or hig. This bly to take damage and Keep on functioning is represented by the character's vitality and wound points, Vialty points represent the character's ability to turn deadly atacks into glancing blows and near misses. Only some characters (including all heres) have vitality points. ‘When a character suffers damage, his vitality points are reduced fst. This represents a oss af energy as rolling vith he punches wears down the character, ut it doesnt use aetal physical damage. When a character's vitality ‘points ate depleted, further damage reduces the charac- tes wound points Wound points represent how much physical damage a character ean suffer before dying. Damage reduces wound ‘points only after a character has exhausted his vitality polints or when the character is struck by a eitical hit ‘A character’ class and level determine his number of vitality points, and that number increases with each evel gained. A characters wound points are equal to his Constitution score, They do not increase with level advance ‘ment unless specified by a class feature or a feat Skills and Feats ‘Skills represent how well a character does at dramatic tasks other than combat, All characters are assumed to have 2 ‘wide selection of average skills; the game only measures the sks fm which a character has better than average abil- ity and 50 can use these skills to attempt tasks in dramatic situations, Skis ate measured in ranks, which represent how much training a character has applied fo a specifi sil. Each rank adds +1 to checks (rolls) you make to use a skill. See the class descriptions in Chapter Three forthe skills that are associated ith each class, All skill descriptions can be found in Chapter Four. Feats are special features that provide a character with ‘new capabilities or improvements, All characters start with at least one feat, though certain classes and species provide additional feats, See Chapter Five for aTist of available feats Game Play ‘This overview gives you enough of the basics to get a feel for how this roleplaying game works. The chapters that follow take these basic concepts and expand upon them. Important! You don't have to memorize the contents of this book to play the game. It's a game, not homework. ‘Once you understand the basis, start playing! Use this book as a reference during play. The table of contents and index should help you find a specific topic easily. When in doubt, stick to the basis, keep playing, and have fun. You can always look up an obscure rue after your game session ends, but remember that you don’t have to sweat the details inthe middle of play. Ralling Dice Weve seat xpd the bse tht fos the foun {dono the gamer 670 oda modify to fe cose tats tor ga ae tn number. Whenever your character tries to accomplish some~ Ing igen be OM es you tl ed, Mopar Nex econ pt ee yl oN Ae flange We coma evo ieten te ose Morea eee hc e206 ae ta deere esl im cota when rly ich, SY cielo vg ren (feel rs eae tetra ah The otter dice (8, 46,08, 410, and 2) ae sed 0 tere at babes ofr ou tees Lay, be Heh eco ina ngs sata at Poh lerrimoereies, laye Pe reacteah the tage 108 4 cr mn a > nay ao a SOISVS SHL A Game Session 1 the Star Wars Roleplaying Game, the Gamemaster and players get together to tell a story through the play of the ‘game, We cll these group-ereated stores “adventures” A Star Wars adventure features plenty of action, lots of ‘opportunites For combat, cool villains, epic plots, and a sense of wonder and grandeur. Typically, the gaine consists of adventures that resemble episodes in the movie saga. One adventure might play out iia single game session; another might stretch across several evenings of pla. A session can last as long as youTe comfortable playing, fom as short as one hour to 2s long, as 2 twelve-hour marathon, Most groups get together and. play for two to four hours at atime. The game ean be Stopped at anytime and restarted when the players get back together. Each adventure consists of Intertelated scenes. A scene ‘might feature some kindof challenge or roleplaying encounter, oF it could revolve around combat. When there's no combat going on, play is much more casual The GM describes the scene and asks the players what ther charac ters do. When combat breaks out, game play becomes more structured and the action take place in rounds, What Characters Can Do ‘Acharacter can try to do anything you can imagine, jst so Jong asi fits the scene the GM describes. Depending on the situation, your character might want to: Usten at a door Use computer terminal Explore a location Converse with an alien Bargain with a merchant Inimidate a thug Talk to an ally Pilot a vehicle Search for a due Bluff an oficial Repair an item Swing across a turboift shaft Move Duck behind a bulkhead ‘Attack an opponent 290000000000000 Characters accomplish things by making skill check, ability ‘heck, or attack rolls. While the rues for making these rll follow the core mechanic, each type of rolls used for a slightly different purpose. Skill Checks To make a sil check, roll a 20 and add your character's Skill modifier for that particular ski. Compare the result to the Difficulty Class (DC) for the task at hand. The DC may tae determined by the ski's description, set by the GM, or «stablished by another character's check result, Unopposed Checks: An unopposed sil cheek’s success depends only on your character's action. For example, climbing 4 chain to get out of a repulsorit repair pit depends only an your character's sill and luck, so the Climb check i compared to a target number provided by the skis description or set by the Game= ‘master. IF your result is equal to or higher than the DC, the attempt succeeds. Opposed Checks: An opposed check occurs when ‘another character actively attempts {o prevent your charae- ter fom succeeding at a given task The DC for an opposed check isthe check result ofthe character opposing your action. The opponent’ check ‘might be made using the same skill you are using or a ferent ski, a defined in the description ofthe sil you are using. The character with the higher result succeeds at the action being performed, while the character with the lower result fails. In the case of ate, rll the checks again ‘until one character achieves a higher result than the othe, For example, if your character tres to hide from an ‘opponent, aur Hide check is opposed by the opponent's Spot check. If your result higher, your character suceess- fully hides, and your opponent falls to spot him. 1 your result is lower, Your opponent spots you, and your attempt te hide fails. Abiliky checks are used when a character doesnt have any ranks in a particular skill and tres to use that skill untrained. Note that some skils can't be used untrained For example, f your character wants to bluff a couple of Imperial officers but doesnt have any ranks in the Bluff stil, the GM calls for a Charisma check (Charisma isthe ability associated with the Blu ski) Ability checks ate ako used to determine success when no skill applies. Tiying to mave a heavy cargo container, for ‘example, requites a Strength check To make an ability check, roll @ d20 and add your charac- ters modifier for the appropriate ability. IF the result fs equal tor greater than the DC of the task, the check succeeds. Attack Rolls To attack an opponent, roll a 20 and add your characters attack bonus. Ifthe result equals or exceeds the opponents Defense, the attack succeeds. (On a successful attack, you roll to determine how much damage your attack deals to the opponent. Roll the type of dice indicated for the weapon used and add any modifiers that apply Far example, if your character uses a blaster, @ sucessful attack deals 3d6 points of damage to the opponent. If your charaeter uses a lightsaber, a successful attack deals 248 points of damage plus your Strength bonus. Damage reduces vitality points fis. When all ofa charac ters vitality points are gone, any additional damage reduces wound points ‘cities hit (a potent result on an attack) bypasses any vitality points a character might possess and strikes Airetly at that character's wound points. An attack may cause a critical Hit if the attack rolls a natural 20 (or, for certain weapons, a 19 or a 20), That result represents the ‘threat of a critical hit. Then the attacker makes a second attack roll to confirm the critical hit. If this second attack roll succeeds, then the critical hit fs confirmed and damage ' applied to the target’s wound points, See Chapters Seven and Bight for more details. Impartant! There are two types of attacks in the game. A ranged attack uses a weapon that attacks opponents at 2 ‘tance, such as a blaster ot a howcastet. A melee attack ses 2 weapon that attacks opponents in close quarters, such a8 a lightsaber, vibroblade, or your own fists. Your starocter may have a different attack bonus for each type of atack, The Combat Round Most ofthe time, game play is relaxed and casual, The GM. sets the scene, and players take turns describing what their Characters are doing. When the situation call ori, the GM ‘asthe players make die rols (skill checks o ability check} to determine the results of their characters" actions. But when a scene involves combat or the imminent threat of combat, a structured sequence of combat round is used to gover play. Ina combat round, cach character gets to do something. Around represents 6 Second in the game work, regardless oF how long it takes the players to compte the round. At the start of a battle, each player makes an initiative ‘heck for his or her character, and the Gamemaster makes. itttive checks for the opponents. The character with the tighest result acts first, followed by the other characters in oer (fom highest reslt to lowest result). This order of ply fs used in every round until the battle ends, When your ‘um in the order comes up, you perform all the actions you ae ented to inthe current round. ‘There are four types of actions: attack ations, move ‘actions, Fll-round actions, and free actions. Ina round, you ‘an do one ofthe following things (but see Chapter Eight for addtional information): @ Attack and move Move and attack @ Move and move again @ Perform a full-zound action Attack Actions ‘An attack action lets you do something, You can make an attack, use a sill ora feat (except those skis and feats that require 2 full-tound action), or perform an equivalent action. You can perform an attack aetion and 3 move action, in either order, in a combat round, Mave Actions ‘Amove action lets you move your speed in a round or perform an equivalent action. Equivalent actions inciude Sing, dein or loading weapon, opening 2 doo, and ting up an em. You can move and attack in ihe oder, jn round, Or you can perform two move actions in 2 round, ‘using a second move action in place of an attack action, Full-Round Actions ‘Afull-round action consumes all of your effort in a tound, Attacking more than once ff you are of sufficient level to do so) oF using a skill o feat that requires a full round to accomplish f considered a fullsound action Free Actions Free actions consume almost no time or effort. Over the span ofa round, the impact of these types of actions isso ‘minor that they ate considered to be fee, Speaking to an ally or opponent, dropping an item, or activating an item are examples of free actions. You can perform afiee action in addition to performing ather ations in a ound, though ‘the Gamemaster can place limits on how much you ean reasonably do for fice in 9 ghen round. Reactions Some skill checks are instant reactions to specific events The GM tell you when a teaction check s appropriate, depending on the situation, A reaction takes no time and i not considered to be an action. Force Points Bey character tars ply wth 1 Force Point Fone Pins representa character's knack for sing the Force t aid her fxtions Characters who dont bee nthe Force cl this Tuc, but those wih a more powerfl connection tothe Force derstand how the Fore provides aastance Im game tems, a Force Point provides bonus dec al taskresolation die ols (420 rol) for an entire round, including attack ols, ski cheeks, ability checks, and saving throws Yu can decide o spend Force Point either before ‘rafter you make the rl, it before the GM tes yo the rest of your action At Is lvl character spends a Fee Poin to 106 to al d20 ros forthe entire ound What's Next? you're new to roleplaying games, you might be wonder ing how to proceed. After you've read ove these basics get an understanding of the game, check out the example of play om the next page. It provides some insight into how a roleplaying game session plays out. Then review the fist few chapters of the book. When you'e ready, use the Character Creation overview (page 14) and a copy of the ‘character sheet from the back of the book to ereate a har= acter. When you, your Gamemaster, andthe other players are ready, start playing! el WANT. HE WAYS O AND BECOME A JEDI LIKE RY FATHER.” O LEARN |@2=lCTs | Orel FO! i 7 mn a > Ee a a

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