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Star Wars: Legends of the Old Republic Player Handout Between the Freedon Nadd Uprising and the Rise of the Emperor Palpatine, 1000 years before the birth of Anakin Skywalker, there was a time of great adventure throughout the Galaxy. The Galactic Republic was at its height.. It was a time of great exploration and expansion, and a time of great peril. Through hostile invasions and the constant machinations of the evil and mysterious Sith, the Republic survived with the protection of the Jedi Knights and the Republic Starfleet. This is a chronicle of their adventures. Characters shall be created using Star Wars 2 nd Edition Revised and Expanded rules and templates. Nearly any template is available, or a custom one can be created. The optional advantage/ disadvantage rules are available for character creation and are included in this handout. Player Questions There are many questions to consider when creating a new character. This list should take care of the most basic issues. 1. Full name and aliases (when you have used alias and why.) 2. Age, and birthday. 3. Where were you born (world, system... rural or city.) 4. Family and family connections. 5. Physical traits and description. 6. What are your goals and aspirations? 7. What is your species? 8. Height 9. Weight 10. Hair/eyes 11. Name 3 contacts, 3 enemies, 3 friends. 12. Do you have a criminal record or bounty on you or any of your aliases. 13. Favorite things: Music Foods/drinks Equipment/vehicles/toys 14. Have you ever been or currently romantically involved. 15. What is your occupation/past occupations. 16. Honor code and personal beliefs(ethics, religion, etc.) 17. What are your hobbies (at least 2 meaningless ones) 18. Prejudices or racist beliefs. (Anti-Republic, hate Wookies, hate humans, etc.) Character Formation

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Star Wars: Legends of the Old Republic

Player HandoutBetween the Freedon Nadd Uprising and the Rise of the Emperor Palpatine, 1000 years before the birth of Anakin Skywalker, there was a time of great adventure throughout the Galaxy. The Galactic Republic was at its height.. It was a time of great exploration and expansion, and a time of great peril. Through hostile invasions and the constant machinations of the evil and mysterious Sith, the Republic survived with the protection of the Jedi Knights and the Republic Starfleet. This is a chronicle of their adventures.

Characters shall be created using Star Wars 2nd Edition Revised and Expanded rules and templates. Nearly any template is available, or a custom one can be created. The optional advantage/ disadvantage rules are available for character creation and are included in this handout.

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

1. Full name and aliases (when you have used alias and why.)

2. Age, and birthday.

3. Where were you born (world, system... rural or city.)

4. Family and family connections.

5. Physical traits and description.

6. What are your goals and aspirations?

7. What is your species?

8. Height

9. Weight

10. Hair/eyes

11. Name 3 contacts, 3 enemies, 3 friends.

12. Do you have a criminal record or bounty on you or any of your aliases.

13. Favorite things: Music

Foods/drinks Equipment/vehicles/toys

14. Have you ever been or currently romantically involved.

15. What is your occupation/past occupations.

16. Honor code and personal beliefs(ethics, religion, etc.)

17. What are your hobbies (at least 2 meaningless ones)

18. Prejudices or racist beliefs. (Anti-Republic, hate Wookies, hate humans, etc.)

Character Formation Many more features of a character is listed and described below. One important idea to remember is that you don't have to create your own character's statistics. The guidelines below are for creating your character with a pre-made template, to be found in many of the West End Games sourcebooks. These are guidelines for your character in terms of persona. A pre-made template will have his or her stats and abilities on it already. And, if you get creative, you can follow the rules in the WEG books for creating a unique template.

Physical DescriptionWhat does your character look like? Figure out height, weight, eye color, hair color, and other physical qualities. Is your character in shape or overweight? Attractive or plain? Be sure to list anything unusual about you character, like tattoos, scars, bright blue hair, etc. You can go into a TON of detail if you'd like. The more you make up, the more realistic your character will seem, and the better you can play that character out.

BackgroundTells about your character up to the point of the game. This is only for you and the gamemaster, unless you want to share it with other characters. However, if your character is well known, some details may be made public. Remember, you don't have to tell the other players anything. You can even lie to them if you'd like - but keep in mind that allies

that trust you, and whom you trust are important when you're getting fired upon.

ObjectivesWhat does your character want to accomplish? What are his/her motives? Greed, love, money...sex? Your objectives can be whatever you want them to be, but it is to your advantage you make them reasonable because a Gamemaster may give you points for playing your character well...

Connections with other charactersDoes your character know someone else in the group? What connections do they have? Remember, you have a Gamemaster that will dictate whether you are being ridiculous...

Finishing the TemplateChoose if your character is Force Sensitive. Pick the character's species. Note: many aliens are discriminated against by many human characters, as are droids and individuals with cybernetic implants, etc...

Create a CharacterSelect a character template that looks like would be fun to play. grab a pencil and a few six-sided ("normal") dice.

The right side of the characters sheet describes your character's's personality and background. You can change some of these elements, but make sure those changes are approved by the gamemaster.

Each character has six attributes:

Dexterity -- Your character's eye-hand coordination and agility.

Knowledge -- Your character's knowledge of the galaxy.

Mechanical -- Your character's "mechanical aptitude," or ability to pilot vehicles, starships and the like.

Perception -- Your character's powers of observation, and ability to convince others to do things for them.

Strength -- Your character's physical strength, health, running speed, and ability to resist damage.

Technical -- Your character's "technical aptitude," or ability to fix repair, and modify all kinds of technology, including starships, droids, and vehicles.

Each attribute has a die code. A typical die code could be 3D. That means roll three six-sided dice whenever the attribute is used.

The following table shows benchmarks for the purposes of comparing a character’s attribute or skills:Die Average roll Benchmarks

1D 4 Below human average for an attribute

2D 7 Untrained Human average for an attribute and many skills

3D 11 Average level of training for a human

4D 14 Professional level of training for a human

5D 18 Above average expertise

6D 21 Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level.

7D 25 Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level.

8D 28 Among the best on a world. About 1 in 100,000,000 people will have training to this skill level.

9D 32 One of the best in several systems. About 1 in a billion will have training to this skill level.

10D 35 One of the best in a sector.

11D 39 One of the best in a region.

12D 42 Among the best in a galaxy.

Skills and SpecializationsSkills are things your character learns and they can get better over time. A skill is listed under its attribute; each skill begins with the same die code as its attribute. Specializations are very specific skills.

Beginning characters may allocate 14D among the following skills. Up to 1D may be spent on specializations. into No single skill may be increased by more than 4D. Skills in bold are especially useful or important skills. Jedi characters should consult The Jedi Academy section for insight into appropriate skill choices.DEXTERITY SKILLS SpecializationsArchaic Guns black powder pistol, matchlock, musket, wheelock, etc.Blaster blaster pistol, heavy blaster pistol, blaster rifle, hold-out blaster, repeating

blaster, etc.Blaster Artillery anti-infantry, anti-vehicle, surface to air defense, surface to space defense,

surface to surface, etc.BowcasterBows crossbows, long bow, short bow, etc.Brawling Parry versus boxing, martial arts, etc.Dodge versus energy weapons, slugthrowers, missle weapons, etcFirearms pistols, rifles, machineguns, etc.GrenadeLightsaberMelee Combat swords, knives, axes, vibroblades, vibroaxes, etc.Melee Parry versus lightsabers, knives, clubs, etc.Missle Weapons concussion missle, grenade launcher, power harpoons, etcPick PocketRunning long distance, short sprintThrown Weapons knife, spear, sling, etc.Vehicle Blasters heavy blaster cannon, heavy laser cannon, light blastercannon, light laser

cannon, meduim blaster cannon, meduim, laser cannon

KNOWLEDGE SKILLS SpecializationsAlien Species wookies, gamorreans, ewoks, sullustans, etc.Bureaucracy specific planetary or administrative gov't -tatooine, celanon, bureau of

commerce, etc.Business specific field or company - starships, weapons, droids,sienar fleet systems, etc.Cultures specific species or culture - corellians, alderaan royal family, etc.Intimidation interrogation, bullying, etc.Languages wookie, huttese, bocce, etc.Law Enforcement alderaan, tatooine, the empire, the Rebel Alliance, etc.Planetary Systems tatooine, endor, hoth, kessel, etc.Streetwise specific planet or criminal organization - celanon, corellia, jabba the hutt's

organization, talon karrde's organization, etc.Survival volcano, jungle, desert, poisonous atmosphere, etc.Value specific planet's markets or type of good - kessel, coruscant, starships, droids,

etc.Willpower versus persuasion, intimidation, etc.

MECHANICAL SKILLS SpecializationsArchaic Starship Piloting specific ship typeAstrogation kessel run, tatooine to corsucant, etc.Beast Riding banthas, cracian thumpers, dewbacks, tauntauns, etc.Capital Ship Gunnery concussion missles, gravity well projectors, ion cannons laser cannon, proton

torpedoes, tractor beams, turbolaser, etc.Capital Ship Piloting imperial star destroyer, victory star destroyer, nebulon-B frigate, etc.

Capital Ship ShieldsCommunicationsGround Vehicle Operation specific vehicleHover Vehicle Operation specific vehiclePowersuit Operation spacetrooper armor, etc.Repulsorlift Operation xp-38 landspeeder, snowspeeder, etc.SensorsSpace Transports yt-1300 transport, gallofree medium transports, corellian transports, etc.Starfighter Piloting X-wing, tie-ln, tie interceptor, z-95 headhunter, etc.Starship Gunnery concussion missles, ion cannons, laser cannon, prton torpedoes, turbolaser, etc.Starship ShieldsSwoop OperationWalker Operation AT-AT, AT-ST, AT-PT, etc.

PERCEPTION SKILLS SpecializationsBargain spice, weapons, droids, datapads, etc.Command rogue squadron, imperial stormtroopers, etc.Con specific type of conForgery specific type of documentGambling sabacc, etc.HideInvestigation mos eisley, imperial city, etc.Persuasion specific subjectSearch trackingSneak specific type of terrain

STRENGTH SKILLS SpecializationsBrawling boxing, martial arts, etc.Climbing/Jumping climbing, jumpingLiftingStaminaSwimming

TECHNICAL SKILLS SpecializationsArmor Repair stormtrooper armor, bounty hunter armor, etc.Blaster Repair specific blaster typeCapital Starship Repair specific capital shipCapital Starship Weapon Repair specific capital ship weaponComputer Programming/Repair

computer type

Demolition bridges, walls, vehicles, etc.Droid Programming specific droid typeDroid Repair specific droid typeFirst Aid specific raceGround Vehicle Repair specific type of vehicleHover Vehicle Repair specific type of vehicle(A) Medicine medicines, cyborging, surgery [requires 5D in First Aid]Repulsorlift Repair specific vehicleSecurity type of lock or deviceSpace Transports Repair yt-1300 transports, ghtroc freighter, etc.Starfighter Repair x-wing, y-wing, etc.Starship Weapon Repair specific weapon typeWalker Repair AT-AT, AT-ST, AT-PT, etc.

Advantage/Disadvantage rules and listPlayers may spend up to 3 Character Points on Advantages, or take up to 3 extra Character Points from Disadvantages.

AdvantagesName Points EffectActing Ability 1, 2, 3 +1/Point charm skillsAcute Hearing 2 +1D PER, Search/Conceal, SneakAcute Smell 1 +1D in tracking/search when using smellAcute Taste 1 +1D in tracking/search/eating when using tasteAcute Touch 2 +1D Pickpocket, Sleight of Hand, LockpickAcute Vision 2 +5 long range shots,+1D SearchAmbidexterity 2 No off hand penaltyAnimal Friendship 1 +1D Animal Handling, Beast RidingArtistic Ability +1D ForgeryAthletic Ability 1, 2, 3 +1/Point STR skills (but NOT vs. damage)Attractive Appearance 1, 2, 3 +1/Point Bargain, Con, Command, SeductionBilingual Background 2 +1D Alien Races, Cultures, Languages (receive one additional lang. Free upon

creation.Blandness 1 +1D Con, StealthComputer Aptitude 1, 2, 3 +1/Point Comp/Droid Prog. & Repair, Security SystemsContacts 1, 2, 3 +1/Point Culture, Streetwise; contact owes character favors (1/Point)Dual Identity 2 Two sets of complete identificationDemolition's aptitude 1 Gets a +1D when fiddling with explosives or detecting themEducation 2, 3, 4 +1/(Point-1) KnowledgeEye-hand Coordination 2, 3, 4 +1/(Point-1) Weapon skills, Lockpick, Pickpocket, Zero-G, Starship Piloting,

Gunnery and Vehicle OperationFearlessness 2 +1D Command, Con, Bargain, SeductionGood Reputation 2, 3 +1/Point-1 to bargain, Persuasion, streetwise, you're known as a gentle beingInternal Compass 1 Easy PER roll to find directionLanguage Ability 1 +1D LanguagesLight Sleeper 2 Roll Combat Surprise while sleepingMartial Prowess 2 The character has a +1D bonus when using Brawling, or the specialization

Martial ArtsMechanical Aptitude 1, 2, 3 +1/Point repair skillsMusical Ability 1 +1D musical skillsNatural Lie Detector 1, 2, 3 +1/Point Bargain, Con, GamblingNatural Resistance: Cold 2 +1D STR, Stamina to ColdNat. Res.: Disease 2 +1D STR, Stamina to DiseaseNat. Res.: Electricity 2 +1D STR, Stamina to Electricity (+1 to resists energy attacks)Nat. Res.: Poison/Drugs 3 +1D STR, Stamina to Poison & DrugsNat. Res.: Radiation 2 +1D STR, Stamina to RadiationNight Vision 2 No minus for partial dark, +1D SneakObscure Knowledge 1 +1D in areaObservation 1, 2, 3 +1/Point Perception skillsPhotographic Memory 3 +7 on recall rollsPresence 1, 2, 3 +1/Point Bargain, Command, Con, Bureaucracy, SeductionSpatial Awareness 1, 2, 3 +1/Point MEC skills6th Sense 1, 2, 3 +1/Point PER, Search/Conceal, Stealth, SurpriseSpringy 3 The character has a +1D bonus when using the skill Jumping, or full

Dodging.Subculture & Jargon 1 +1D Streetwise, Cultures, Bureaucracy in chosen area of expertiseToughness 1, 2, 3 +1/Point on Strength rolls vs. DamageWealth 2, 3, 4 2: 10,000 credits; 3: 25,000 credits; 4: $50,000 credits

DisadvantagesName Points EffectAddiction 1, 2, 3 1: common cigars, coffee; 2: alcohol 3: addictive drugs or spice; increasing

penalty for withdrawalAlbino 1 Must overcome stamina checks when in sun for extended periods of time.Allergies 1, 3 -1D STR skills for resistanceBad Liar 2 -1D Bargain, Command, Con, GamblingBad Reputation 2, 3 -1/point-1 To con, bargain, persuasion, not widely trusted by those who

know youClumsiness 1, 2, 3 -1/Point Dexterity skillsColor Blind 1 -1D Stealth, Search/ConcealCowardice 3 -1D Bargain, Command, Con, SeductionCuriosity 2 Must overcome willpower roles it resist exploring anything interesting

(GM's call)Deep Sleeper 2 Will be perpetually attacked at nightDependant 1, 2, 3 Your dear old Aunt May who needs looking afterDebt 1, 2, 3 1: 10,000 credits; 2: $25,000 credits; 3: $50,000 creditsEasily Intoxicated 1 -1D stamina when drinkingGambling 2 Must overcome difficult willpower role not to gamble when passing a game

or casino.Greed 3 Will follow the moneyHatred of Authority 2 HATES being commandedHearing Impairment 1, 3 1/Point PER, StealthHunted 2, 3, 4 The higher the Points the greater the resources of the hunterID Trouble 3 PC has NO identification of any kind IE: no credit account possible, must

carry cash, and cannot register vessels.Illiterate 2 -1D Knowledge skillsImperial Record 1 Wanted (but not specifically hunted) for a minor offenceImplant-Resistant 2 Someone with this disadvantage cannot have implants of any kind. There

may also be complications with certain surgical procedures.Phobia 2 1-3 Specific thing, Enclosed places, etc.Lecherous 2Lost Dependants 3 Character may be vengefulMood Swings 2Moral Qualms 2 Code against killing, that sort of thingNight Blindness 2 -1D vision based skills at nightOverblown Honor 3 Never backs down from a challenge IE: if called chicken would charge a

rancor bare-handed.Overweight 1, 2, 3 -1/Point STR skillsParanoia 1, 3 Paranoid about: the people are watching me, the voicesPsychological Limitation 1, 2, 3 Knowledge limit of 1: 2D+2 2: 3D 3: 3D+1 (limits skills)Racist 1, 2, 3 (Depending on how common the race) you have a hatred for a certain race

(choose race) anytime you see one of their kind you either don't trust them or all out want to kill them.

Religion 2 Must practice/pay homageShort-winded 1, 2, 3 -1/Point STR damage rollsSusceptible to Disease 2 -1D resistanceTraumatic Flashbacks 2, 3Unattractive Appearance 1, 2, 3 -1/Point Bargain, Command, Con, SeductionUncouth 2 -1D Bargain, Command, ConUnmistakable Feature/s 1 Scars, tattoos, etc.Vision Impairment 1, 2, 4 1: requires corrective lenses 2: partial, -1D ranged weapons, search 4: total

blindness, no vision skills

Force PowersBeginning characters may allocate Attribute dice to the three Force Attributes: Control, Sense, and Alter. Additional dice can be allocated to these characters from the Skill dice. Each pip of Force Attribute grants the character 1 Force Power. Additional Force Powers may also be purchased for 5 Character Points each. Jedi characters should consult The Jedi Academy section for insight into appropriate power choices.CONTROL POWERS PREREQUISITESAbsorb/Dissipate Energy noneAccelerate Healing (core) NoneConcentration (core) NoneContort/Escape NoneControl Disease NoneControl Pain (core) NoneDetoxify Poison NoneEnhance Attribute NoneEmptiness Hibernation TranceForce of Will NoneHibernation Trance (core) NoneInstinctive Astrogation Control NoneRage Hibernation TranceReduce Injury Control PainRemain Conscious Control PainResist Stun NoneShort-Term Memory Enhancement Hibernation Trance

SENSE POWERSBeast Languages Receptive Telepathy, Projective Telepathy, TranslationCombat Sense Danger SenseDanger Sense Life DetectionInstinctive Astrogation Magnify SensesLife Detection (core) NoneLife Sense (core) Life DetectionLife Web Life Detection, Life Sense, Sense ForceMagnify Senses NoneReceptive Telepathy (core) NoneSense Force (core) NoneSense Path Emptiness, Hibernation TranceShift Sense Magnify SensesTranslation Receptive Telepathy, Projective TelepathyWeather Sense Magnify Senses

ALTER POWERSInjure/Kill Life SenseTelekinesis None

CONTROL + SENSE POWERSFarseeing NoneLife Bond Life Detect, Life Sense, Magnify Senses, ReceptiveTelepathyLightsaber Combat NoneProjective Telepathy (core) Receptive Telepathy

CONTROL + ALTER POWERSAccelerate Another's Healing Control Another's PainControl Another's Disease Control Another’s Pain, Control PainControl Another's Pain Control PainControl Breathing Concentration, Hibernation Trance, TelekinesisDetoxify Poison in Another Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's

Pain, Detoxify PoisonFeed On Dark Side Sense ForceForce Lightning Injure/KillInflict Pain Control Pain, Life SensePlace Another in Hibernation Trance Hibernation TranceRemove Another's Fatigue Accelerate Healing, Accelerate Another's Healing, Control Pain, Control Another's

Pain, Remove FatigueReturn Another To Consciousness Remain ConcsiousTransfer Force Control Another's Pain

CONTROL + SENSE + ALTER POWERS

Affect Mind NoneBattle Meditation NoneControl Mind Receptive Telepathy, Telekinesis, Affect MindCreate Force Storm Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Telepathy, Sense

Force, Telekinesis, Projective Telepathy, RageDoppelganger Control Pain, Emptiness, Life Detection, Life Sense, Magnify Senses, Receptive

Telepathy, Sense Force, Telekinesis, Projective Telepathy, Control Another's Pain, Transfer Force, Affect Mind

Drain Life Essence Control Pain, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Telekinesis, Farseeing, Projective Telepathy, Control Another's Pain, Transfer Force,

Enhanced Coordination Life Sense, Affect Mind,Force Harmony Life Detection, Life Sense, Projective Telepathy, Receptive TelepathyProjected Fighting Concentration, TelekinesisTelekinetic Kill Control Pain, Inflict Pain, Injure/Kill, Life SenseTransfer Life Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Emptiness, Trance,

Reduce Injury, Remain Conscious, Resist Stun, Life Detection, Life Sense, Magnify Senses, Telepathy, Sense Force, Injure/Kill, Telekinesis, Projective Telepathy, Accelerate Another's, Control Another's Pain, Transfer Force, Return Another to Consciousness, Affect Mind

SENSE + ALTER POWERSDim Other's Senses NoneLesser Force Shield Absorb/Dissipate Energy, Concentration, Magnify Senses, Telekinesis

SPECIAL FORCE POWERForce Scream None

How the Game Works The gamemaster assigns a difficulty number when a character tries to do something and there's a chance of failure, such as shooting a blaster at stormtroopers, flying a starship, or fixing a busted droid.

Roll the skill's die code; if you don't have the skill, roll the attribute's die code. If your roll is equal to or greater than the difficulty number, your character succeeds. If it's lower, your character fails. Opposed Rolls

If your character is acting against another character, you are making an opposed roll: you roll your skill dice, while the other character rolls his skill dice. Whoever rolls higher succeeds.

The Wild DieWhen rolling dice, one dice should be designated as the “Wild Die”. Should that die roll a “6”, then roll it again and add both results to the total roll. Should the Wild Die roll a “1”, even if the roll is a success, something happens that makes life complicated for the character.

Actions in a Round

The game is broken down into rounds; each round is about five seconds of game time.

Your character can perform one action in a round. Roll the skill or attribute die code for that action . Characters can try to do more than one action in a round, but it's harder to more than one thing at once.

If a character tries two things, lose on die (-1D) from every skill roll.

If a character tries three things, lose two dice (-2D) from every skill roll.

If a character tries four things, they loose three dice (-3D) from every skill roll, and so forth.

Special Statistics

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

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

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

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

Using a Force Point in anger or fear calls upon the dark side -- characters who use the Force for evil or for selfish goals risk going over to the dark side of the Force!

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

Combat Sequence1. Declare Actions and Full Reaction Skills. Players declare all actions for this combat round. Actions are declared in order of Perception but are resolved in order of descending Dexterity. Players may hold their action until later in the turn order. Players roll skill dice for their actions, subtracting 1D per action from each action declared after the first. The gamemaster determines the to-hit and other difficulty numbers for this round.

Movement: Cautious Speed=1/2 action, Cruising Speed=1action, High Speed=2 actions, or All-Out Speed=4 actions, may perform no other action.

Attack: 1 action free, each additional action -1D to each action resolution. Skill or Attribute Use: 1 action free, each additional action -1D to each action resolution. Full Dodge: add Dodge roll to difficulty, must be used with a Movement action, may not be used with

any other action. Full Parry: add Parry roll to difficulty, reduces difficulty of following action by 5, may not be used

with any other action. Full Evasion: add Piloting roll to difficulty, must be used with a Movement action, piloting roll is also

added to difficulty of all other actions performed on the ship. Haste: Haste adds 1D Dexterity to an action for order determination only.

2. Declare Reaction Skills. Reaction skills allow a fighter to execute a quick defensive maneuver in response to an unexpected attack. Each Reaction counts as an additional action and subtracts and additional 1D from all subsequent actions. Reaction skills can be declared at any time during declaration or resolution.

Combat Dodge: substitute Dodge roll for difficulty. Combat Parry: substitute Parry roll for difficulty, reduces difficulty of following action by 5. Combat Evasion: substitute Piloting roll for difficulty. Shielding: add Starship Shield roll to difficulty, if attacker rolls over difficulty but below Shield total,

then add ship's Shield dice to the Hull dice.

Difficulty ChartTask Combat Repair Medpack Difficulty Average DiceVery Easy Point-Blank 5 2DEasy Short Lightly Damaged Wounded 10 3DModerate Medium Incapacitated 15 4DDifficult Long Heavily Damaged Mortally Wounded 20 6DVery Difficult Severely Damaged 30 9DHeroic 31+ 10D+

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

Human DamageRoll Effect Armor

Less No Effect --

0-3 Stunned -1D that round Light-1 prot.

4-8 Wounded / 2 -1D until healed Heavy-1D prot.

9-12 Incapacitated -2D until healed, no movement Severeuseless

13-15 Mortally Wounded each turn roll 2D over number of elapsed turns since wounded to stay alive Destr.16+ Killed Dead

Human Recovery

Roll Effect Medpack Bacta NaturalLess No Effect0-3 Stunned -1D that round V Easy (5) - -4-8 Wounded / 2 -1D until healed Easy (10) 1D hours 3 days

2-4 incapac5-6 wound7+ healed

9-12 Incapacitated -2D until healed, no movement Mod. (15) 2D hours 2 weeks2-6 mr wnd7-8 incapac9+ wound

13-15 Mortally Wounded

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

Diff. (20) 1D days 30 days2-6 dies7-8 mr wnd9+ incap

16+ Killed Dead - - -

Starship DamageRoll Effect Ion Can.0-3 Shields Blown

-1D shields until repaired, elseControls Ionized-1D man, fire ctrl, weap dam, shlds(if ionized for man rounds, controls frozen 2 rounds)

1 control ionized

4-8 Lightly Damaged1-2; -1D maneuverability3; one weapon destroyed4; one weapon inoperative5; -1D shields6; -1 move

2 controls ionized

9-12 Heavily Damaged1-2; -2D maneuverability3-4; one weapons system inoperative5; -2D shields6; -2 move

3 controls ionized

LH

13-15 Severely Damaged1; disabled engines2; overloaded generator, shut down or expl 3r3; disabled hyperdrives4; disabled weapons5; structural damage, 1D rounds to evacuate6; destroyed

4 controls ionized

LHS

16+ Destroyed Controls dead

D

Vehicle DamageRoll Effect

0-3 Shields Blown-1D shields until repaired, elseControls Ionized-1D man, fire ctrl, weap. dam., shields, round and next round(if ionized for MAN rounds, controls frozen 2 rounds)

4-8 Lightly Damaged1-3; -1D maneuverability4; one weapon destroyed5-6; -1 move1D passenger damage

9-12 Heavily Damaged1-3; -2D maneuverability4-6; -2 moves3D passenger damage

LH

13-15 Severely Damaged1-2; powerplant destroyed, crashes with +3D damage3; overloaded generator, shut down or explodes in 3D rounds4; all weapons shut down5; structural damage, breaks in 1D rounds6; destroyed6D passenger damage

LHS

16+ Destroyed11D passenger damage

D

Lightsaber DuelsIn order to make Lightsaber duels more interesting and detailed, the following action descriptions are available when using Lightsabers.

1. Declare Actions and Full Reaction Skills. Players declare all actions for this combat round. Actions are declared in order of Perception but are resolved in order of descending Dexterity. Players may hold their action until later in the turn order. Players roll skill dice for their actions, subtracting 1D per action from each action declared after the first. The gamemaster determines the to-hit and other difficulty numbers for this round. Size-Up Your Opponent:

Perception+Lightsaber vs. opponent’s Perception+Lightsaber to determine the opponent’s skill level by observation alone.

Movement: Cautious Speed=1/2 action, Cruising Speed=1action, High Speed=2 actions, or All-Out Speed=4 actions, may perform no other action.

Quick Strike: Lightsaber vs. Difficulty 15, -2D Damage.

Strike: Lightsaber vs. Difficulty 20, +0D Damage.

Fierce Strike: Lightsaber vs. Difficulty 25, +1D Damage.

Strong Strike: Lightsaber vs. Difficulty 30, +3D Damage.

Beserk Strike: Lightsaber vs. Difficulty 25, +4D Damage, 1 Character Point or 1 Dark Side Point.

Full Dodge: add Dodge roll to difficulty, must be used with any Movement action except All-Out, may not be used with any other action.

Full Parry: add Lightsaber roll to difficulty, reduces difficulty of following action by 5, may not be used with any other action.

Bare-Handed Parry: for the truly foolhardy, a bare-handed parry against a Lightsaber! The character must have activated Absorb/Dissipate Energy before being attacked, and must roll Control vs. 12+lightsaber’s damage to absorb the attack. Failure means the character takes damage normally.

Feint: roll Perception+Lightsaber vs. opponent’s Perception+Lightsaber, if successful, reduce difficulty of the following action by 10.

Lock: Lightsaber vs. Difficulty 20, roll Strength+Lightsaber vs. opponent’s Strength+Lightsaber, if sucessful the both lightsabers are locked and the round is ended, all further actions are forfeited. The attacker may choose to maintain the lock so long as they successfully roll Strength+Lightsaber vs. opponent’s Strength+Lightsaber at the end of each round, until they choose to break it, or one combatant chooses to drop their Lightsaber. While locked, all other actions (such as Brawling) are at –1D.

Disarm: Lightsaber vs. Difficulty 30, increases difficulty of the following action by 10, roll Strength+Lightsaber vs. opponent’s Strength+Lightsaber. Consult the following chart:

Roll EffectLess No Effect0-3 Distracted Opponent suffers –5 to next

action.4-8 Distracted Opponent suffers -10 to next

action.9-12 Disarmed Lightsaber 1D meters away.13-15 Disarmed Lightsaber 2D meters away.16+ Disarmed Lightsaber 3D meters away.

2. Declare Reaction Skills. Reaction skills allow a fighter to execute a quick defensive maneuver in response to an unexpected attack. Each Reaction counts as an additional action and subtracts and additional 1D from all subsequent actions. Reaction skills can be declared at any time during declaration or resolution.

Combat Dodge: substitute Dodge roll for difficulty.

Combat Parry: substitute Parry roll for difficulty, reduces difficulty of following action by 5.

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

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

Characters using Martial Arts in combat may select their actions using the following list of advanced hand-to-hand combat actions.

Blindfighting: Martial Arts vs. Difficulty 25; May negate penalties from fighting blind or in the dark; may be used as a reaction skill.

Disarm: Martial Arts vs. Difficulty 15; if successful, the opponent is disarmed.

Elbow Smash: Martial Arts vs. Difficulty 5; Strength+2D damage.

Flip: Martial Arts vs. Difficulty 15; opponent suffers 3D damage and is knocked down; may be used as a reaction skill.

Flying Kick: Martial Arts vs. Difficulty 20; Strength+4D damage, failure gives opponent +1 action at no penalty.

Foot Sweep: Martial Arts vs. Difficulty 15; opponent is knocked down for remainder of the round.

Headbutt: Martial Arts vs. Difficulty 5; success does STR+1D damage to opponent, even if bound or held; may be used as a reaction skill.

Hold/Grapple: Martial Arts vs. Difficulty 15; Success indicates the opponent is held immobile; the attacker may choose to maintain the hold so long as they successfully roll Strength vs. opponent’s Strength at the end of each round, until they choose to break it.

Instant Knockdown: Martial Arts vs. Difficulty 15; opponent is knocked down for the remainder of the round.

Instant Stand: Martial Arts vs. 15; character may return to standing without using an action.

Instant Stun: Martial Arts vs. 15; opponent is stunned for one round.

Instant Wound: Martial Arts vs. 20; opponent suffers a wound.

Kick: Brawling or Martial Arts vs. 5; Strength+2D damage.

Multiple Strikes: Martial Arts vs. 15; the character may make a second attack at no multiple action penalties.

Nerve Punch: Martial Arts vs. 25; renders an opponent’s limb unusable for 3D rounds.

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

Power Block: Martial Arts vs. 15; a successful parry inflicts STR+1D to the opponent; may be used as a reaction skill.

Punch: Brawling or Martial Arts vs. Difficulty 5; Strength+1D damage.

Reversal: Strength or Martial Arts vs. opponent’s Strength or Martial Arts (whichever is higher); used to reverse a Hold/Grapple; may be used as a reaction skill.

Silent Strike: Martial Arts vs. 20; provided the character has approached an opponent undetected, success renders the opponent dead or unconscious (at character’s discretion).

Spinning Kick: Martial Arts vs. 15; success adds +1D to damage; failure gives opponent +1 action at no penalty.

Shoulder Throw: Martial Arts vs. 15; opponent suffers 3D damage and is knocked down.

Weapon Block: Martial Arts vs. opponent’s Melee Combat; success indicates the Melee Attack is blocked.

The Jedi AcademyExcerpted from the Jedi Handbook by David Barnhart

BackgroundTwenty-five thousand years ago, a band of noble Jedi formed the Knighthood and built the first Jedi Academy on Deneba. Through the ages, the Academy has moved from Deneba to Ossus, then later to Daine, where for the last 3000 years it has remained a place to teach the Jedi ways and expand the knowledge of peace and tranquillity throughout the Galaxy. From the day of it’s inception these principles have been the heart of the Jedi Knighthood. Supported by the Republic, it has many resources available and trained numerous honorable Jedi; such as Jedi Masters Bodo Baas and Imbrium. The current Headmaster of the Academy is Jedi Master Vim.

Daine is a beautiful arboreal world with magnificent domed marble sanctuaries and colonnades. The Academy itself is built on a mountainous outcropping above the vast canopy of trees of the flatter land below.

Getting AcceptedAs mentioned earlier, becoming a Jedi is never easy. It takes years of hard work and an indomitable will. The first step in becoming a Jedi Knight is undergoing Force Sensitivity tests. In these tests a Jedi Acolyte (non Force Sensitives and lowest ranking Apprentices who act as assistants, advisors, etc. to the Knighthood) assigned to the applicant’s home system (or nearest system) briefly meets with the candidate to ascertain his belief’s and reasons for wanting to join the knighthood.

The Applicant is then given tests designed to measure the possibility of Force Potential (these tests are designed to rate the likelihood of Force Potential, the only way to be sure is through the Force) and behavior in high stress situations (such as the questions Dekker asks while interviewing suspected replicants in Blade Runner). The Acolyte then sends a recommendation based on the test results to the nearest Jedi Praxeum (Small teaching instillation consisting of one to ten Jedi Masters who report directly to the Academy).

After a Master reviews the reports he may take interest in the candidate and invite him to visit the Praxeum. There the Master uses the power Sense Force Potential to determine if the aspirant is gifted enough to wield Force Powers (is he Force Sensitive?) and then gives the aspirant a Quest to prove his worth to the Knighthood. This can be as simple as a riddle (Such as a Zen Koan or “How many apprentices does it take to change a glow rod?” depending on the Master) or, more often, a long, arduous journey filled with danger and temptation.

Regardless of the method, the Quest should be a

journey of self discovery and humbling insight. If the candidate returns successful (as determined by the Master.... there are often hidden objectives to be accomplished during Quests) he is admitted into the Praxeum.

Graduation RequirementsThe early years of training are spent learning the Core Curriculum (Skills and powers all Jedi must know) and working as an Acolyte to neighboring systems. At this time of training an aspiring Jedi will train under several Masters (provided there is more than one at the Praxeum).

When a Master has certified that the student has mastered (gained a rating of 3D or two pips higher than the base, whichever is higher) in all the core skills and knows all the required powers, he is immediately promoted to the rank of Jedi Apprentice and must choose a Discipline (specialized area of study).

Once the Apprentice decides what Discipline he would like to pursue he must find a Master of that Discipline willing to further his education. This often leads to Apprentices leaving the Praxeum to find that rare teacher. He then begins intense study of that Discipline’s selected skills and powers. After mastering those requirements (again a level of 3D or two pips higher than the base is standard) the Master has the power to promote the student to the rank of Jedi Adept and assign him however he wishes (following the Academy’s approval). This may include being sent as representatives to a new world, liaisons to the Republic, returning home as an advisor and protector of the peace, or employed in the ongoing war against the Dark Side. At any rate, you are now a Jedi and bound to do as your Master bids.

Core CurriculumUpon entering a Praxeum a student begins learning these skills and powers as well as the Control and Sense Force Skills (Alter is not a necessary skill in all disciplines). A Master will usually not allow a student’s Alter to be higher than his Sense.

Core Skills: Law Enforcement, Willpower, Command, Alien Species, Languages, History: The Republic, and Systems.

Core Powers:Control: Accelerate Healing, Concentration, Control Pain, Hibernation TranceSense: Life Detection, Life Sense, Receptive

Telepathy, Sense Force Control & Sense: Projective Telepathy

Total Powers: Control = 1D+2, Sense = 1D+2, Alter = 0D

DisciplinesAfter a Master is satisfied that a student has mastered the basics, he promotes the student to the rank of Apprentice and allows him to choose a Discipline. There are numerous Disciplines (Both Light and Dark) but this guide will only cover the most common of the Light: Artificer, Factotum, Investigator, Meditative, Naturalist, and Warrior.

Artificer

The Artificers are the creators, tinkerers, and inventors of the Jedi Knights. They tend to be very technical in nature and posses heightened mechanical empathy. A good example of an Artificer is Cay Qel-Droma who would rather tune a lightsaber’s blade than listen to his Master’s stories.

Skills: Astrogation, and Computer Programming/Repair plus pick five from the following: Droid Programming, Droid Repair, Ground Vehicle Repair, Repulsorlift Repair, Space Transports Repair, Starship Repair, Starship Weapons Repair, Cybernetics Repair, Security, Blaster Repair, Capital Ship Repair, Armor Repair, Walker Repair, Lightsaber Repair, Sensors, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Repulsorlift Operation, Powersuit Operation, Space Transports, Starship Piloting, and Starship Shields

Powers:Control: Absorb/Dissipate EnergySense: Instinctive Astrogation, Magnify Senses, Cyber Sense* Control and Sense: Speak with Machines*Control, Sense, and Alter: Conduit*, CyberLocke*

Minimum Skills for Graduation: Control = 3D, Sense = 3D+2, Alter = 1D

Recommended Studying: Warp Matter, Lightsaber Combat, Commune with Machines*, Thermogenesis*, and Transmutation*.

Healer

Healers are trained in saving lives and healing the sick and injured. Healers are taught to use the Force in conjunction with medical science as partners, not as rivals.

Skills: Alien Species, First Aid, Medicine.

Powers: Control: Control Pain, Detoxify Poison, Reduce Injury, Remain ConsciousSense: Life WebControl and Alter: Accelerate Another’s Healing, Control Another’s Disease, Control Another’s Pain, Detoxify Poison in Another, Place Another in Hibernation, Remove Another’s Fatigue, Return Another to Consciousness

Minimum Skills for Graduation: Control = 4D, Sense = 3D, and Alter = 2D

Recommended Studying: Absorb Dissipate Energy, Emptiness, Force of Will, Instinctive Astrogation, Instinctive Astrogation Control, Weather Sense, Shift Sense, Magnify Senses, Danger Sense, Farseeing, Transfer Force, Control Breathing, Transfer Life, Dim Other’s Senses.

Investigator (Shadow)

Whenever there is a mystery or report of Sith activity, an Investigator (often referred to as “Shadows” in some circles) is sent to check it out. These are the detectives, archeologists, and spies of the Jedi. They search for Sith strongholds, research artifacts, infiltrate enemy organizations and solve enigmas of all sorts. These are the rarest of the Jedi and finding a Master is a near impossible task. It is currently under discussion in the Jedi Council to discontinue these teachings due to the risk of losing an undercover Jedi to Dark temptations and the moral dilemmas of teaching deceptive arts. Exar Kun may have been an Investigator before turning.

Skills: Bureaucracy, Streetwise, Archeology (a Knowledge based skill), Investigation, Search, Sneak, Security, Hide, and Persuasion.

Powers: Control: Contort/Escape, Enhance AttributeSense: Danger Sense, Magnify Senses, Postcognition Control and Sense: Disguise*Sense and Alter: Dim Other’s SensesControl, Sense, and Alter: Affect Mind, Eclipse*

Minimum Skills for Graduation: Control = 3D+1, Sense = 4D+1, and Alter = 1D

Recommended Studying: Force of Will, Remain Conscious, Short-Term Memory Enhancement, Lighsaber Combat, Combat Sense, Storytelling*, Cyber Sense*, CyberLocke*, Speak with Machines*, Eyes of the Eagle*, Mental Translocation, Induced Sleep*, Lesser Force Shield, Force Bolt*, and Doppleganger.

Meditative

Those who study the Meditative arts prefer to exercise their minds, not muscle. They are the thinkers and masters of the mind and spirit. In times of conflict they coordinate the Warriors’ actions through their powerful Jedi Battle Meditation while shattering their enemies’ wills to win. Make no mistake, they may not charge into battle with lightsaber drawn, but are among the most brave and powerful of the Knighthood. To find an example of a Meditative master, look no further then the legendary Nomi Sunrider.

Skills: Tactics, Survival, Persuasion, History: Jedi, Stamina, Scholar: Area of Interest, and Law: Republic.

Powers:Control: Emptiness, Force of Will, Short-Term Memory EnhancementSense: PostcognitionSense and Alter: Affect Emotions*Control, Sense, and Alter: Affect Mind, Battle Meditation, Enhanced Coordination

Minimum Skills for Graduation: Control = 3D+2, Sense = 3D+1, Alter = 1D+1

Recommended Studying: Farseeing, Remove Fatigue, Storytelling*, Instinctive Astrogation, Anticipation*, Lightsaber Combat, Danger Sense, Commune with Nature*, Commune with Machines*, Life Bond, Place Another in Hibernation.

Mystic

Mystics are the researchers and experimenters of the Jedi. They search for new applications of the Force, explore its potential and its limitations. They seek to learn all of the Force’s mysteries. Mystics spend much of their time in research, study, experimentation, and debate. They generally do not perfect the skills they study, preferring instead to observe others.

Skills: Alien Species, Cultures, Languages, Planetary Systems.

Powers: Control: Emptiness, Force of Will, Short-Term Memory EnhancementSense: Beast Languages, Magnify Senses, Sense Path, Translation, Weather SenseControl and Sense: Farseeing

Minimum Skills for Graduation: Control = 4D, Sense = 2D, and Alter = 1D

Recommend Studying: Absorb/Dissipate Energy, Enhance Attribute, Resist Stun, Instinctive Astrogation, Shift Sense, Telekinesis, Lightsaber Combat, Control Breathing.

Naturalist (Beast Master)

The Force is created by all living things, and therefore must be protected. These Jedi have a special connection with Nature and all life. They are much more than simple park rangers yet far removed from eco-terrorists. They are often sent to frontier worlds to help in the formation of colonies and adapting to alien life. If you wanna scrap with a Naturalist, you gotta go through his Rancor pets. The Twi’lek Jedi Tott Doneeta displayed some of these abilities.

Skills: Tracking, Search, Survival, Hide, Sneak, Climbing/Jumping, Running, Beast Riding, and First-Aid.

Powers: Control: Detoxify Poison, EmptinessSense: Weather Sense, Beast Languages, Magnify Senses, TranslationControl and Sense: Eyes of the Eagle*, Call Animal*Control and Alter: Fertilize*, Accelerate Another’s HealingSense and Alter: Commune with Nature*Control, Sense, and Alter: Control Animal*

Minimum Skills for Graduation: Control = 4D+1, Sense = 4D+2, and Alter = 1D+1

Recommend Studying: All “Healing” Powers (Naturalists are known throughout the Galaxy as healers), Weather Sense, Transfer Force, Danger Sense, Thermogenesis*, Weather Control*, Predict Natural Disaster*, Transmutation*, Lightsaber Combat.

Warrior (Battle Master)

Although the Jedi Knights are devoted to peace, they understand the Galaxy is not perfect and violence is a necessary evil. These noble Samurai do not believe in peace through superior firepower . . . but superior compassion. Life is precious and should only be taken as a last resort. The Warriors are the primary peacekeepers. They are sent wherever there is strife, anarchy, or the Sith. An obvious example of a Warrior is Ulic Qel-Droma.

Skills: Dodge, Survival, First-Aid, Stamina, Tactics, Lightsaber, Brawling, Lightsaber Technology and Running.

Powers:Control: Absorb/Dissipate Energy, Remain Conscious, Reduce InjurySense: Danger Sense, Combat Sense, Magnify SensesControl and Sense: Lightsaber CombatAlter: Telekinesis

Sense and Alter: Lesser Force ShieldControl, Sense, and Alter: Force Bolt*

Minimum Skills for Graduation:Control = 3D+1, Sense = 3D+2, and Alter = 1D

Recommend Studying: All “Healing” Powers, Dim Other’s Senses, Enhanced Coordination, Enhance Attribute, Magnify Senses, Resist Stun, Greater Force Shield, Remove Fatigue, Anticipation*, Transfer Force, Battle Meditation, and Affect Mind.

Training at the AcademyTraining at the Academy, or at a Praxeum, is slightly different than usual training. Through thousands of years of trial, error, and refining, the Jedi Masters have developed very efficient means of educating.

Whenever a character is at a Praxeum, or the Academy, and wishes to learn a new power or increase his knowledge in a skill (provided he has already been taught that skill), add the Master’s die code in Instructing (a Perception based skill) to the pupil’s die code in Knowledge and roll against Very Difficult (modified by resources available. i.e. Tomes, a library or Holocron.... GM’s call). For every full five points the total beats the difficulty by, reduce Point Cost and time required to learn by one; one Character Point equals one day training. No matter how spectacular the roll, training always costs at least one Character Point and takes at least one day of intensive training.

After GraduationOnce a Master is satisfied with his pupil’s performance (at least 3D, or two pips higher than base . . . whatever is higher, in all required skills and has learned all required Powers) he has the authority, granted by the Academy, to promote the Apprentice to Adept. The Master then sends the Adept on whatever errands he wishes (reporting all the while to the Academy). After the Adept displays proper understanding of the Jedi Code and has a total of at least 13D in Force Skills, the Master may promote the Adept to the rank of Guardian.

The Guardian is still in the servitude of his Master. After demonstrating superior resourcefulness, true understanding of the Light, and a total of 17D in all Force Skills, he goes before the ruling council of the local Praxeum and may, on an unanimous vote only, be promoted to the rank of Knight. At this point a Jedi is still bound to his Master but is usually given freedom to conduct his own business.

When a Jedi gains a total of at least 27D in Force Skills he may, with the recommendation of his local Praxeum, travel to the Academy and undergo review of the

Ruling Council for the rank of Master. As with the rank of Knight, the vote must be unanimous.

The next, and highest, rank in the Jedi Knights is that of Grand Master. There may only be twelve Grand Masters, the Ruling Council of the Academy, at any given time. They hold their office until death or retirement and may only be replaced by a Master with a rating of 15D in all Force Skills who has the support of 90% of the Jedi (ranks Adept through Master) and the support of all members of the Ruling Council. Once a Jedi obtains a seat on the Ruling Council he has achieved the greatest honor available to a Jedi. All members of the Ruling Council are equal regardless of seniority.Jedi Duties, Authority, and ResponsibilitiesA Jedi is considered a civilian within the Republic. The Jedi organization itself is granted no official governmental or law enforcement powers by the Senate, though individual Jedi may join the military or serve in government or law enforcement.

A Jedi may perform a “citizen’s arrest” and is personally accountable for the safe transport of the detainee to the proper law enforcement agency, but may not officially arrest anyone. Troubleshooting TeamsOftentimes the Senate, the military, law enforcement agencies, or other groups may require the services of one or more Jedi. In these instances, the Jedi are more than happy to provide any support and assistance they can. They are, in effect, well-respected private consultants.

Sometimes the Senate might even assemble a team of such consultants, tasking the team to resolve a particular situation. Such teams might consist of several disparate individuals of different skills or backgrounds.

They are given access to support, supplies, transportation, and appropriate equipment, but are never given military rank or law enforcement powers, though a person with such powers may be attached to the group. Such groups are also given great leeway and independence in the execution of their task.

Some examples of such missions might be to:

Capture a rogue Jedi.

Negotiate a peace agreement.

Uncover a conspiracy.

Solve a crime.

Resolve a hostage crisis.

Option 1: Monks of ShimuraExcerpted from the Jedi Handbook by David Barnha

HistoryLong before there were lightsabers there were Jedi. After the invention of those graceful weapons Jedi began to lose sight of what the Force was all about and fall into the Dark trap of technology, or so the revered Master Kambei Shimura thought. The Knighthood was beginning to rely too much on “convenient” technology. That’s not the way of life; the way of the Force. Jedi after Jedi took up the saber and left for the stars and the adventures they contained. A Jedi craves not these things. Disgusted at the behavior of his fellow Jedi, Shimura broke away from the Academy with a handful of devoted students and established a Temple on the sixth moon of the third planet of the Nikus system. There he taught his disciples the true gifts of the Force: perfection through inner peace, compassion, contemplation and, ironically, tolerance.

Millennia passed and student after student joined the Brotherhood and learned the teachings of Shimura and the way of Ka, the religious philosophy of the Monks. Similar to Zen, Ka teaches the inner spirituality of life and the soul. Everything is provided by the Force, there is little need for cold, unfeeling mechanisms.

During the Emperor’s great purge, the Temple of Shimura was located by Dark Lord Vader and torn asunder. Few of the Brotherhood were able to escape and spread across the galaxy like seeds. Today, with the Empire removed, these remaining skilled Monks are establishing their own Temples in remote systems to pass on what they have learned.

Beliefs/Lifestyle1) Avoid the use of (unnecessary) technology. “There is nothing that technology may provide that the Force cannot. Why artificially radiate food when nature provides fire? Why ride aback metal creatures when the wind can send you across sea just as surely? Technology is quick and easy. These are traits of the Dark Side. Life should be neither.” Although it is true that nothing can be provided by science that the Force cannot, very few Jedi have been able to step across worlds. The modern Brotherhood believes it is in the spirit of Ka to except one’s limitations. The Monks will avoid most technology whenever possible (datapads, blasters, lightsabers, scanners, holocrons, bacta tanks, etc.) but will reluctantly use other forms (starships) when needed (which isn’t often. Followers of Shimura discourage “adventuring” and tend to live entire lives in their Temples. The rare exceptions are traveling teachers and emissaries).

A Shimuran Monk would never accept cybernetic replacements or enhancements, nor are they likely to associate with droids.

2) The way of Shimura is the way of Ka. All answers may be found in it’s techniques. Ka is the foundation of all Shimura’s teachings. When a student is first accepted into the Brotherhood he begins learning Ka. First simple koans and history and later develop the physical disciplines. In line with the Brotherhood’s beliefs, the process is not quick or easy . . . it takes several years of hard work and devotion.

3) Follow the Jedi Code. Although the Knighthood has allowed technology to cloud their judgment, the Shimuran Monks still believe in the Code.

4) Tolerate the misgivings of others. Shimuran Monks are not retro, anti-technology fundamentalists. They do not attack technological centers or those who choose to use technology, nor do they harass commuters at starports with pamphlets damning them for their way of life. They simply have a different outlook on life. If asked, they will tell a koan of enlightenment. If sought out, they will teach their beliefs (but only those who prove worthy will learn Ka). The Monks do not hate the Jedi; in fact, they feel sorrow for their fallen brothers and would do anything to help bring them back to the Light.

The Art of KaThe Monks of Shimura are best known for their mastery of Ka, their proto-martial art. Practice of Ka strengthens the mind, body, and soul. Masters of this art are capable of incredible feats. Through Ka, Shimuran contemplatives seek perfection and enlightenment, and with it, they stand powerfully against all who would threaten the sanctity of their Temples. Ka can be broken down into three parts: Skill (Ka Lore), Martial Art (Ka Combat), and Force Powers (Ka and Empower Self). Those who are not Force-Sensitive may join the Brotherhood and learn the first two aspects of Ka but not the third.

Skill: Ka LoreTime Taken: One Round to One DayDescription: This Knowledge based skill represents the philosophical teachings of Ka. Through development of this skill, the Monks intimately learn the foundations of the Force and the Universe as well as the pre-lightsaber Jedi Knighthood.

This skill is often used to 1) spin a useful (albeit confusing) tale, 2) teach the beliefs of Kambei Shimura,

and 3) seek enlightenment. When a Monk is uncertain (Should I take an umbrella today? Which path is safest? Will this man betray me? Is this door trapped? etc.) he may meditate on the Ka. All answers are contained in its many teachings. If the Monk’s roll beats a difficulty set by the GM, he is awarded with a cryptic answer (“You recall your teachings of the Sherlent and the Vornskr, and how the tiny Sherlent defeated the great and powerful Vornskr with a single mighty leap.”). If the roll succeeds by more than 20, there is no need for riddles, the character knows the answer.

Ka CombatShimuran monks may select maneuvers from the martial arts rules in the “Rules of Engagement” sourcebooks.

Force Powers Ka

Control Difficulty: ModerateSense Difficulty: ModerateRequired Powers: Combat Sense, Emptiness or RageNote: This Power is exclusively used by Monks of Shimura.This Power may be kept "up."

Notes: Only followers of Shimura should have any knowledge of Ka. Learning Ka takes much longer than learning other skills/powers. Disciples of Shimura are dedicated to the slow, rewarding path of the Force, and

their style of teaching reflects those beliefs. Learning Ka requires several years (at least 3) of intensive study at a Temple (the power “Ka” may not be learned until the student has first learned the skill “Ka Lore” and the special ability “Ka Combat”).

Effect: Ka is more than just a power, it is a philosophy and code which describes and dictates all influences in a Disciple of Shimura’s life. Every movement, kata, and breath tells a story and teaches a lesson.

When activated, a Jedi enters a state similar to Lightsaber Combat where he extends his senses and control of the Force around him to enhance his effectiveness in hand-to-hand combat. While keeping this power up the Jedi receives several bonuses:

1. One “free” Brawling Parry per round.

2. Add 1/2 Sense Dice to Brawling for strikes.

3. Add Control to Strength for Stun damage (through striking an opponent's pressure points. Pressure strikes require a harder difficulty modified by location and knowledge of the target's species, although a successful Alien Species or Sense Life may reduce the Pressure Strike penalty).

4. Add Control to Strength to resist Blunt damage (Blunt ONLY)

5. Add Sense to Brawling Parry (vs. Brawling strikes)

6. Add Control to the Return Melee Attack Maneuver as described in Ka Combat.

Shimuran Template Dexterity 3D+2 Knowledge 3D Mechanical 2D

Perception 2D+2 Strength 2D+2 Technical 2D

Control 1D Sense 1D

Skills: Willpower 4D, Brawling 3D+2, Brawling Parry 4D+2, Ka Lore 5D, Ka Combat 4D+2*Recommended Powers: absorb dissipate energy, combat sense, concentration, danger sense, emptiness, hibernation trance, lesser force shield, magnify senses, projected fighting, telekinesis,

Equipment: 50 credits, hand-woven Gi

* Ka Combat has a prerequisite of Brawling and Brawling Parry of 4D, therefore a beginning Monk of Shimura must allocate at least one pip of his starting 5D to each of these skills.

Option 2: The Aiki Monks Excerpted from the Jedi Handbook by David Barnhart

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

During his training at the Jedi Academy, he became a Warrior Jedi, but during his voyages through the galaxy he encountered a Shimuran Monk. Though he did not agree with Shimura's views on technology, he was fascinated with Ka. After studying Shimuran philosophy, he started his own school, where he taught the path of Aiki - the way of perfecting mind through the perfection of the body. His skills in both armed and unarmed combat were legendary, but since he started the Aiki Order, he never killed anyone - until his last fight.

The Monastery of Aiki - as his school is named - is located on a moon in a system somewhere in the Core Words. However, nobody has been able to find it, and some scholars think that Morihei's school might have been located on a ship. The truth is that the “moon” is a rogue asteroid, fitted with subspace beacons and sublight drives used to direct it's trajectory.

BeliefsThe Aiki Monks believe that though technology is not evil in itself, the best weapon is one's own body. They follow the Jedi Code very strictly, and usually wander around the galaxy helping the poor oppressed. One must remember that being an Aiki Monk is not just a way of having a cool character who can defeat an entire legion of Emperor's best troops with his bare hands. An Aiki is a person who resorts to violence only as the last resort, even more than "normal" Jedi Knights. Of course, the ability to disable enemies without permanently damaging them, as opposed to lightsaber wielding Jedi who disable enemies by cutting their extremities off, really helps - and is more proof that your body is the best weapon you can get. The best comparison is that while Jedi Knights are based on samurai, Aiki Monks are based on Buddhist monks.

The two core beliefs of Aiki Monks are: 1) A commitment to peaceful resolution of conflict whenever possible.2) A commitment to self-improvement through Aiki training.

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

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

"Aiki is primarily a way to achieve physical and spiritual self-mastery."

Known Aiki MonksMorihei Ushiba, a Warrior Jedi and the founder of Aiki Order, and his son, Musashi Ushiba, a famous Artificer and creator of many exotic weapons.

Aiki Martial ArtsAiki Monks may select martial arts maneuvers from the “Rules of Engagement” sourcebook.

Aiki Force PowersAiki Combat

Control Difficulty: DifficultSense Difficulty: ModerateAlter Difficulty: EasyNote: This Power is exclusively used by the Aiki Order.This power can be kept "up".

Effect: This power allows a Jedi to use his body as a weapon. He controls his own Force to allow for precise movements and senses the flow of the Force within his opponent to find his weak spots and predict his actions. He is effectively using the Force to augment his martial arts training. However, this power can only augment his abilities. When he doesn't know how to fight, he will not gain any bonuses - that's why this power is used mainly by Aiki Jedi. After all, the Force may guide you, but it will not replace the need for long training - the quick and easy path is the path to the Dark Side. Using this power, the Jedi also alters the flow of the Force around him to create a protective shield around himself.

Game Effect: Add 1/2 of Control and 1/2 of Sense dice to Martial Arts pool. However, skill bonus cannot exceed Brawling + Martial Arts (you need to know how to fight, and not rely solely on Force. Force will guide you, but the easy path is the path of the Dark Side...). Also, he may add 1/4 of Sense and 1/4 of Control (round down) to damage (stun only - to increase physical damage, use dice from MA pool). Finally, he

uses Alter to create a protective shield around him.

This has 2 advantages:

1. Absorb/Dissipate Energy difficulty is Easy + damage roll (however, remember about the penalty from keeping C,S&A power of Aiki Combat up).

2. The greatest concentration of the Force is around his hands. He may Brawling Parry blaster shots with his Sense skill (but he may allocate dice from MA pool) without any consequences. He may also parry or even catch a lightsaber blade.

However, deflecting the lightsaber blade is relatively easy (use sense skill and allocate dice from MA pool) and harmless (unless the Jedi will roll 1 on the Wild Die for the parry roll - in this case he must resist lightsaber's 5D energy damage to his hand), then catching it is pretty difficult stunt (roll 1/2 sense dice, and allocate dice from MA pool at 1 to 2 ratio). Basically, each round roll Control dice against

normal lightsaber damage - 5D + Control.

Remember, that this is damage to the hand, so it won't kill you. Treat Incapacitated and above as Maimed - you loose your hand and you're left at Wounded).

Aiki vs. ShimuranWhy include another martial artist Jedi? Is one better than the other? In a word: nope. Although they are very similar, the Aiki Order and the Monks of Shimura are each specifically designed for two totally different styles of game play. The Aiki are designed for realistic, rules-intensive martial arts fury. The Monks of Shimura are designed for simple, easy (yet effective) mechanics which easily fit into the established rules of SW-RPG. If you’re looking for a cool character who you can immediately get into and fast combat rounds, go with the Monks of Shimura. If you don’t mind the extra rules, mechanics, and complexity, go with the Aiki. I personally recommend the Shimuran Monks for most games, but when you want to run a martial arts based game (where most characters are martial artists), you can’t beat the Aiki rules.

Aiki Monk TemplateDex 3D Know 2D Mech 2D

Str 3D Per 3D Tech 2D

Con 1D Sense 1D Alter 1D

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

Suggested Attribute Die Codes for Beginning JediDiscipline Dex Know Mech Per Str Tech Con Sense Alter

Artificer 2D+1 2D 3D+1 2D+1 2D+2 3D+1 3D 3D+1 1D

Healer 2D 3D+1 2D 2D+2 2D 3D 4D 3D 2D

Investigator 2D 2D+1 2D+2 3D 2D 3D 3D+1 4D+1 1D

Meditative 2D+1 3D+1 2D 2D+2 2D+2 2D+1 3D+1 3D+1 1D+1

Mystic 2D 3D+1 3D 2D+1 2D 2D 4D 2D 0D

Naturalist 3D 2D 3D 3D 3D 2D 4D+1 4D+2 1D+1

Warrior 3D 2D 2D 3D 3D 2D 3D+1 3D+1 1D

Aiki Monks 3D 2D 2D 3D 3D 2D 1D 1D 1D

Shimuran Monk 3D+2 3D 2D 2D+2 2D+2 2D 1D 1D 0D

* These are merely suggestions. Any set of codes may be manipulated as a player sees fit as long as the total equals 18D.

** The above die codes are designed for human characters. Alien characters may have to adjust the die codes to fit their race’s Attribute Dice plus 6D (as usual).

The following Character Sheets are by Mario Escamilla.

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

Star Wars is a trademark and copyright of Lucasfilm, Ltd. All Rights Reserved

Character Name: Type: Species: Gender: Age: Height: Weight:

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

Dexterity

Knowledge

Mechanical

Perception

Strength

Technical

Armor Name: Physical Protection: Energy Protection: Bonuses:

Weapons Dam Short / Medium / Long Ammo

Move: Force Sensitive: Dark Side Points: Wound Status:

Stunned Wounded Incapacitated Mortally Wounded

Force Points: Character Points: Dataris:

Special Abilities/Notes:

Equipment:

Starship: Craft: Type: Scale: Length: Skill: Crew: Passengers: Cargo Capacity: Consumables: Cost: Hyperdrive Multiplier: Hyperdrive Backup: Nav Computer: Miscellaneous: Maneuverability: Space: Atmosphere: Hull: Shields: ; Sensors:

Passive: / Scan: /

Weapons:Name:

Fire Arc: Crew: Skill: Fire Control: Space Range: Atmosphere Range: Damage:

Name: Fire Arc: Crew: Skill: Fire Control: Space Range: Atmosphere Range: Damage:

Vehicle: Craft: Type: Scale: Length: Miscellaneous: Crew: Passengers: Cover: Cargo Capacity: Cost: Move: Maneuverability: Body Strength: Crew: Weapons: Name:

Fire Arc: Skill: Fire Control: Range: Damage:

Name: Fire Arc: Skill: Fire Control: Range: Damage:

Force Powers

Name: Control: Sense: Alter:

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

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

ALTER POWERS Injure/Kill Telekinesis

CONTROL + SENSE POWERS Farseeing Life Bond Lightsaber Combat Projective Telepathy (core)

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

CONTROL + SENSE + ALTER POWERS

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

SENSE + ALTER POWERS Dim Other's Senses Lesser Force Shield

SPECIAL FORCE POWER Force Scream