About this conversion Star Wars: Age of Rebellion follows the same release format as Green Ronin’s Dragon Age RPG did, in that the first two “sets” only take characters up to level 10.
The only time “reloading” would apply is if a power pack runs out on a blaster, but those situations are few and far between and are often handled outside of combat.
Languages
This conversion also assumes familiarity with the AGE rules, and terms like Stunts, TN, Advanced Tests, Armor, Defense, and other AGE mechanical terms are used throughout the document without an explanation as to how they work.
For the purposes of simplicity, the language list in the game is limited. You can find the languages in the game by species, or under the Linguistics talent. Feel free to come up with other languages that you may feel are necessary for your game.
Ranged Weapons
Dragon Die
While Dragon Age combat is mostly a swords and melee weapons affair, the Galaxy Far, Far Away is ruled by blasters, which are obviously ranged weapons. Just like in Dragon Dragon Age, all ranged weapons in the game add Perception to damage, while the melee weapons like a Vibroblade add Strength.
The Dragon Die has been renamed Force Die for this conversion. It works in the same exact way as in the Dragon Age RPG.
Starship Combat
Stunts
As currently written, the the section on starfighters isn’t exactly how I wish to present it. It’s the part of the game with which I’m struggling a little bit and still refining. In simple terms, run starship combat just like character-tocharacter combat. combat. There is no “melee”, for obvious reasons, and I envision it being played out on a hex grid. Each hex being 3 dimensional, dimensional, so ships can cross over each other’s hexes no problem. It’s wide wide open space.
All of the stunts in the game game apply, except Rapid Reload , as blasters do not need reloading. The Lightning Attack stunt also ignores the “loaded missile weapon” requirement as well.
I’m going to add maneuvers to spice it up a bit, but I felt I could put the playtest out there without having to have them in it.
Dragon Age has two ranges, Long and Short. For this conversion, a Medium range has been added to the game, which imposes a -1 to the attack roll. Weapons have all of their ranges and damages listed in the Weapons Group Chart.
Lightsaber Duels My intention is to make lightsaber duels special, and not just like if it any other combat in the game. The movies take the time to make duels stand out and I feel that no Star Wars RPG has tried to replicate that feel. I plan to add duel “maneuvers” and stunts that characters can pull off while dueling, but again, that hasn’t been written, written, so it didn’t make make it unto the playtest document.
The Artwork The artwork in this document has been taken from long out of print West End Games books. I feel that WEG’s old artwork captures the perfect feel for what I want from a Star Wars RPG.
Having said that, I didn’t ask for permission from any of the artists to use their work. When possible, possible, I’ve left the credit on the artwork as it was in the the WEG books. Artists like Mike Vilardi, Rob Caswell, David Deitrick, Karl Matrin, Allen Nunis and many others helped create the Star Wars Expanded Universe through their artwork for the d6 RPG, and I’d be remiss if I didn’t mention them and thank them for it. And finally, much like Dragon Dragon Age, I think this conversion would work best with four players and a GM, as more than that may slow down the pace of the game.
Character Creation The rules for AGE character creation can be found on page 17 of the Dragon Age Player’s Guide Set 1 . Making a Star Wars: Age of Rebellion character is very easy: 1. Create a concept. Who would you like to be? Perhaps like someone from the movies? 2. Determine abilities. These are your physical, mental, and force attributes. 3. Choose a species. Where are you from? Are you human or alien? 4. Choose a class. What do you do? You can be a soldier, a scoundrel or a diplomat. 5. Pick equipment. 6. Calculate defense and speed. Both these numbers will help keep you alive. 7. Pick a name. 8. Choose goals and character ties. Develop a personality and help answer “Why is this group together?” 9. Finally, determine if you are force sensitive or not. Once you make this choice, you cannot go back and change it.
Keep in mind that in Star Wars: Age of Rebellion, the “Magic” ability has been replaced by “Force”. While your character may not be force sensitive, remember what Obi Wan Kenobi said about the force, “It's an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together.” Having a Force ability score simulates this in the game. You may never increase this number as you progress in levels, or you may max it out if you choose to become a force user. Either way, every being in the galaxy is touched by the force, and everybody has the ability number. Whether or not you choose to learn about the force is ultimately up to you.
Species Species in Star Wars: Age of Rebellion serve the same purpose as Backgrounds do in the Dragon Age RPG , they represent a character’s culture, and the way the species might see the larger universe around them. While the galaxy has millions of inhabited worlds and countless number of species populate them, the starting species in Star Wars: Age of Rebellion Set 1 are limited to the following: Core World Human, Outer Rim Human, Rodian, Sullustan, Twi’lek, and Wookie. Read all of the species and find one that seems interesting to you. Perhaps playing a backwater planet “farm boy” like Luke Skywalker appeals to you, or maybe the sly and cunning Twi’lek might seem a bit more fun to play. The choice you make here is a very important one, and should not be taken lightly. Choosing a species modifies your character in a few ways, and they are spelled out in each description, but generally include the following: • • • • •
An increase in an ability. One or more ability focuses. Languages spoken and read. Special stunts or bonuses. Special equipment
Core World Human If you choose to play a Core World Human, modify your character as follows: •
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Add 1 to your Cunning, living in the Galactic Core has taught you a thing or two. Pick one of the following ability focuses: Cunning (Galactic History Lore) or Communication (Investigation). You can speak and understand Basic and another language of your choice. You own either an R2 droid or a Protocol droid. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed = 8 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Perception Focus: Communication (Leadership) Focus: Dexterity (Piloting) Focus: Cunning (Healing) +1 Dexterity Focus: Perception (Empathy) +1 Communication Focus: Cunning (Cultural Lore)
Humans are the primary species populating the core worlds of the galaxy. Ancestors of early space faring pioneers, they can be found almost anywhere where there is a breathable atmosphere, and come in a variety of colors, shapes and sizes. Humans from the galactic core tend to be somewhat more educated and refined than their Outer Rim counterparts. Planets in the galactic core include Cosuscant, Corellia, and Alderaan. Humans average about 1.8 meters tall, and rarely live past 100 years of age.
Outer Rim Human If you choose to play an Outer Rim Human, modify your character as follows: •
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Add 1 to your Constitution, living in the sometimes harsh conditions of the rim can be taxing on the body. Pick one of the following ability focuses: Cunning (Computers) or Dexterity (Repulsorlifts). You can speak and understand Basic. You own a swoop bike. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed = 8 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Strength Focus: Cunning (Starship Engineering) Focus: Communication (Deception) Focus: Perception (Seeing) +1 Cunning Focus: Dexterity (Legerdemain) +1 Communication Focus: Communication (Beast Handling) The outer rim is the largest region in the galaxy, composed of diverse worlds including primitive frontier planets. Here, humans descendent from colonists and traders toil alongside numerous other species, carving out existences on what are sometimes harsh living conditions. Planets in the outer rim include Tatooine, Bespin, and Dantooine. Humans average about 1.8 meters tall, and rarely live past 100 years of age.
Rodian If you choose to play a Rodian, modify your character as follows: • •
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Add 1 to your Dexterity, Rodians are quick and well coordinated. Pick one of the following ability focuses: Dexterity (Initiative) or Dexterity (Rifles). You can speak both Basic and Rodese. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed= 8 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Constitution Focus: Constitution (Stamina) Focus: Communication (Bargaining) Speak Huttesse +1 Strength Focus: Perception (Seeing) Focus: Perception (Tracking) +1 Perception
Special: Rodians may re-roll any Perception (Seeing) test, but must keep the results of the second roll. Valuing the art of “The Hunt” above all else, Rodians have evolved into brutal killers and hunters in part due to the harsh conditions of their native world, Rodia. This species centers their culture around stalking and killing prey, and due to this most space faring Rodians see Bounty Hunting or Mercenary work as second nature to them. The average Rodian stands between 1.5 and 1.7 meters tall. Their skin tone is a deep green, and they have multifaceted eyes and a tapered snout.
Sullustan If you choose to play a Sullustan, modify your character as follows: • •
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Add 1 to your Dexterity, Sullustans are quick and agile. Pick one of the following ability focuses: Strength (Climbing) or Perception (Seeing). You can speak both Basic and Sullustese. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed = 8 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Cunning Focus: Perception (Hearing) Focus: Constitution (Drinking) Focus: Cunning (Starship Engineering) +1 Perception Focus: Perception (Tracking) Focus: Cunning (Astrogation) +1 Constitution
a + done in lo light in low light conditions.
Special: Due to the nature of their home world of Sullust, Sullustans have developed enhanced senses and receive a +2 bonus to any Perception (Seeing) test attempted in low light conditions. Sullustans may re-roll any Perception (Hearing) tests, but must keep the result of the second roll. Pragmatic and pleasant, Sullustans are rodent-like humanoids with large round eyes. They are natives of Sullust, a volcanic and cavernous planet; these caves being where the Sullustans made their homes. Sullustans are able pilots and navigators, and are known for their excellent vision and hearing. The average Sullustan stands between 1 and 1.8 meters tall.
Twi’lek If you choose to play a Twi’lek, modify your character as follows: •
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Add 1 to your Communication, Twi’leks are calculating, pragmatic, and can be very charismatic. Pick one of the following ability focuses: Communication (Deception) or Communication (Persuasion). You can speak both Basic, Ryl, and the exclusive Twi’lek head tail Language. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed = 8 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Willpower Focus: Communication (Gambling) Focus: Dexterity (Stealth) Focus: Communication (Leadership) +1 Dexterity Focus: Communication (Seduction) Focus: Constitution (Running) +1 Strength
Special: Twi’leks can use their head tails to communicate with each other, even in a room full of members other species. The complex move of the tails is a secret language that all Twi’leks are fluent in. A successful TN17 Perception (Seeing) Test allows someone to see if Twi’leks are secretly communicating with each other in this way. Cunning and sly, Twi’leks are often found as traders, pirates or crime lords. Hailing from the rocky and dry world of Ryloth, this bipedal humanoid species is instantly recognizable by the long head tails protruding from the back of their heads. Their calculating persona often places them in positions of influence and power like corporate executives, ambassadors, crime lords, and freighter captains The average Twi’lek stands between 1.6 and 2 meters tall. Their skin tones include white, blue, red and orange among many others.
Wookie If you choose to play a Wookie, modify your character as follows: • •
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Add 1 to your Strength, Wookies are known to rip arms out of people’s sockets. Pick one of the following ability focuses: Cunning (Starship Engineering) or Strength (Intimidation). You can speak Wookie and understand Basic. Decide if you choose to be Force Sensitive or not. This choice cannot be changed later. Your speed = 10 + Dexterity - Armor Penalty (if applicable)
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, reroll until you get something different. 2 3-4 5 6 7-8 9 10-11 12
+1 Dexterity Focus: Dexterity (Piloting) Focus: Perception (Smelling) Focus: Strength (Exotic Weapons) +1 Cunning Focus: Strength (Might) Focus: Constitution (Running) +1 Perception
Special: Wookies have access to the special Berserker Rage stunt. For 4 stunt points, Wookies can enter a Berserker Rage which causes an extra 1d6+STR points of Damage on unarmed attacks. The Berserker Rage lasts until the Wookie misses on an unarmed attack roll. While raging, a Wookie suffers -2 to his Defense. Hailing from the jungle world of Kashyyyk, Wookies are considered to be one of the strongest intelligent species in the galaxy. Their knack for repairing and altering technology makes them an indispensable part of any space-faring crew, and many pilots wisely choose to have a Wookie as their first mate. Their strong sense of honor guides their path in life. Many Wookies were once Imperial slaves, now wondering and exploring the galaxy. Wookies are large and furry, and range from 2 to 2.3 meters in height. The color of their fur tends to vary from brown to grey colors.
Classes Classes in Star Wars: Age of Rebellion determine what you’ve become as you’ve made your way through the galaxy. These classes are archetypes and frameworks of the classic Star Wars cast of denizens. Like in the Dragon Age Role Playing Game, there are three classes to choose from, but they are very broad. These are Diplomat, Scoundrel, and Soldier. For example, a soldier could represent a rebel alliance pilot or a mercenary. A diplomat could be a former senator, or a corporate envoy. And a scoundrel could be a computer slicer, or the classic galactic smuggler. Your character begins play at level 1, and as she gains experience she’ll go up in level and have access to new powers and abilities. Each class determines certain key points about your character, including what weapons he’s trained with and any special abilities he may have. Remember, regardless of the class you choose, they all have one important thing in common: the ability to eventually learn the secrets of the Force…
Diplomat “I am a member of the Imperial Senate on a diplomatic mission to Alderaan.” Princess Leia Diplomats are the key to making sure deals are brokered, arrangements are made, and treaties are kept. The Diplomat class could represent a former member of the Imperial senate, an Ambassador, or maybe just a smooth talker. A Diplomat relies on her social skills in order to succeed. Primary Abilities Communication, Perception, Willpower Secondary Abilities – Constitution, Cunning, Dexterity, Strength, Force Starting Health – 20+Con+1d6 Weapon Groups – Brawling and Pistols Class Powers Diplomats get the following powers at the specified level: Level 1 – Starting Talents You become a novice in one of the following talents: Contacts, Linguistics, or Lore; if you are a force sensitive, you can select a Force Talent instead.
Effective Negotiator : When taking part in an Opposed Communication
(Bargain) test, you gain a +2 bonus to your result. Level 2 – Stunt Bonus : Your oratory skills are infectious. You can perform the Sway the Crowd roleplaying stunt for 1sp instead of the usual 2. Level 3 – New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 4 – Persuasive Figure: When attempting a Communications (Persuasion) test, you gain a +2 bonus to your roll. If you fail a Communication (Persuasion) test, and this leads to combat, the object of your attempted persuasion begins combat surprised. Level 5 – New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 6 – New Specialization: You may choose one specialization. You gain the novice degree of its specialization talent. Level 7 – New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent.
Stunt Bonus: You self confidence is outstanding.. You can perform the Tower of Will stunt for 1 stunt point instead of the usual 2. Level 8 – New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 6.
Delusions of Grandeur: Once per encounter and as a free action, you may attempt to demand surrender from an opponent who has lost at least half his health. This is an opposed test of Communication (Persuasion) vs. Willpower (SelfDiscipline). If the test it successful, the target drops any weapons it is holding and takes no hostile actions. If you or any of your allies attack the target after it has surrendered, it no longer submits to your will and will act normally. You may only attempt this against a particular target once per encounter. This cannot be attempted against imperial stormtroopers or any variations of. Level 9 - New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 10 – New Specialization Talent: You gain the master degree in the specialization talent you gained at level 6.
Starting Equipment: Hold-Out Blaster, Comlink, 1500 credits.
Scoundrel “What good is a reward if you ain't around to use it?” Han Solo Scoundrels are rogues, good or bad, who either side with the law, or fight against it. Scoundrels live a life of constant adventure, whether deep in the bowels of their space transport or of a gambling hall, she lives for the next chance to score some coin, or score a thrill. Primary Abilities - Cunning, Dexterity, Perception Secondary Abilities – Communication, Constitution, Force, Strength, Willpower Starting Health – 25+Con+1d6 Weapon Groups – Brawling, Pistols, Explosives Class Powers - Scoundrels get the following powers at the specified level: Level 1 – I Shot First: You can inflict extra damage with a ranged attack on your first attack in a combat encounter. You must win an opposed test of your Dexterity (stealth) vs. your target’s Perception (seeing). If you win the test, you can use your major action this round to
inflict extra damage. This is a ranged attack with a +2 bonus to the attack roll that inflicts +1d6 extra damage. Starting Talents : You become a novice in one of the following talents: Contacts, Gunslinger Style, or Thievery; if you are a force sensitive, you can select a Force Talent instead. Level 2 – Stunt Bonus: You become more adept at finding the weak spots in an opponent’s armor. You can perform the Pierce Armor stunt for 1SP instead of the usual 2. Level 3 – New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 4 – Distracting Smart Aleck: As a minor action, you say or do something that captures an enemy up to 4 yards away from you off guard, causing him to receive a -2 penalty to his defense for this round. This is an opposed test of your Communication (deception) vs. your opponent’s Willpower (selfdiscipline). Level 5 – New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent.
Level 6 – New Specialization: You may choose one specialization. You gain the novice degree of its specialization talent. Level 7 – New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. New Weapon Group: You learn a new weapon group of your choice. Level 8 – New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 6. Knockdown Shot: If you use the aim action when making a ranged attack and the attack is successful, you knock the target prone in addition to dealing damage. Level 9 - New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 10 – New Specialization Talent: You gain the master degree in the specialization talent you gained at level 6.
Starting Equipment: Blaster Pistol, Comlink, Deck of Sabacc cards, 1000 credits.
Soldier “Okay, everybody to your stations, let’s go!” That guy at Echo Base Soldiers are the best pure warriors in the galaxy. Whether they are defending those in need, or fighting for coin, soldiers have the best fighting capabilities in the galaxy. The soldier class could represent a member of a military, a mercenary, or simply an adventurer looking to earn some coin by using his fighting skills. A soldier relies on combat training and weapons to get the job done, whatever that job may be. Primary Abilities Constitution, Dexterity, Strength Secondary Abilities – Communication, Cunning, Force, Perception, Willpower Starting Health – 30+Con+1d6 Weapon Groups – Brawling, plus two of the following: Heavy Weapons, Exotic Weapons, Melee Weapons, Pistols, Rifles, Explosives Class Powers Soldiers get the following powers at the specified level: Level 1 – Starting Talents : You become a novice in one of the following talents: Command, Single Weapon Style, Dual Weapon Style, Starship Gunnery.
You also start as a novice in Armor Training. Level 2 – New Ability Focus : You now gain one of the following ability focuses: Cunning (Military Lore), Dexterity (Riding), or Strength (Climbing). Level 3 – New Talent : You become a novice in a new talent or gain a Degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 4 – New Weapon Group: You learn a new weapon group of your choice. Stunt Bonus: You can strike so fast in combat that your melee weapons are a blur; you can perform the Dual Strike stunt for 3 stunt points instead of the usual 4. Level 5 – New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent. Level 6 – New Specialization: You may choose one specialization. You gain the novice degree of its specialization talent. Level 7 – New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent.
Stunt Bonus: You know how to unhinge your opponents. You can perform the threaten stunt for 1 stunt point instead of the usual 2.
New Talent : You become a novice in a new talent or gain a degree in a talent you already have. If you are force sensitive, this could be a force talent.
Level 8 – New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 6.
Level 10 – New Specialization Talent: You gain the master degree in the specialization talent you gained at level 6.
New Weapon Group: You learn a new weapon group of your choice.
Starting Equipment: Blaster Rifle, Comlink, 500 credits.
Level 9 – Sharpshooter: When you make a ranged attack, you can take up top a -3 penalty on your attack roll to receive a corresponding bonus on your damage roll. Alternately, you can receive up to a +3 bonus on your attack roll if you take a corresponding penalty on your damage roll.
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Focuses A focus is an area of expertise within a larger ability. A character with Cunning 3 and the Vehicle Engineering focus is highly intelligent and knowledgeable, but excels at repairing or maintaining vehicles. If you have a focus, you get a +2 bonus when making an ability test related to it. You can learn more about ability tests and how focuses apply in Chapter 6 of the Dragon Age Players Guide Set 1.
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Leadership : Guiding, directing, and inspiring others. Persuasion : Convincing others to agree with you. Seduction : Making winning moves in the game of love.
Constitution Focuses: Drinking : Consuming large quantities of alcohol and avoiding the aftereffects. Running : Moving quickly in both short sprints and large distance hauls. Stamina : Enduring fatigue, disease, and privation. Swimming : Moving through the water and staying afloat. •
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Descriptions of the ability focuses follow. The GM has the final call on whether a focus applies for a given test. Communication Focuses: Bargaining : Negotiating with others and making deals. Beast Handling : Interacting and caring for beasts. Deception : Lying to and tricking those less mentally adept than you. Disguise : Making yourself look like someone else or a different class of person. Etiquette : Knowing the social niceties of various galactic cultures. Gambling : Playing games of chance and profiting from them. Investigation : Interviewing people for information and finding and deciphering clues. •
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Cunning Focuses: Astrogation : Planning or programming hyperspace routes. Computers: Knowing about computers and other similar technologies. Cultural Lore : Knowing the traditions and beliefs of various cultures. Droids : Knowing about the repair and programming of droids. Explosives : Setting and using explosives. Force Lore : Knowing about the Force, its traditions, and the Jedi. Galactic History Lore : Knowing important events and personalities from the galaxy’s past. •
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Healing : Aiding the wounded and sick. Imperial Bureaucracy : Knowing Imperial rules, regulations and procedures. Military Lore : Knowing strategy, tactics, and famous applications thereof. Research : Making a systematic investigation usually using archives or records. Vehicle Engineering : Knowing about the modification and repair of starships and repulsorlift vehicles. Starship Shields : Operating starship shield systems.
Dexterity Focuses: Acrobatics : Executing gymnastics, tumbling, and balancing maneuvers. Brawling : Fighting with weapons from the Brawling group. Initiative : Acting quickly in tense situations. Legerdemain : Using sleight of hand to trick others, hide things, or pick pockets. Lightsaber : Fighting with lightsabers (force sensitive only) Lock Picking : Opening locks without using keys or key cards. Piloting : Flying and operating starships. •
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Pistols : Fighting with weapons from the Pistols group. Repulsorlifts : Driving and operating Repulsorlift vehicles. Riding : Directing a mount such as a tauntauns, dewbacks, or kaadus. Rifles : Fighting with weapons from the Rifles group. Starship Gunnery : Operating starship weapons. Stealth : Sneaking about quietly and out of sight.
Force Focuses: (Force focuses are only available to Force Sensitive Characters) Alter : Understanding the secrets of Alter Force Powers. Control : Understanding the secrets of Control Force Powers. Sense : Understanding the secrets of Sense Force Powers. •
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Perception Focuses: Empathy : Discerning the feelings and emotions of others. Hearing : Using your auditory sense. Searching : Finding things that are hidden or obscure. Seeing : Using your visual sense. Smelling : Using your olfactory sense. Tracking : Following tracks or other signs of passage. •
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Strength Focuses: Climbing : Scaling walls and other vertical obstacles. Exotic Weapons : Fighting with weapons from the Exotic Weapons group. Heavy Weapons : Fighting with weapons from the Heavy Weapons group. Intimidation : Overawing others with physical presence and threats. Jumping : Springing and leaping. Might : Performing feats of raw power, such as lifting or holding heavy objects. Melee : Fighting with weapons from the Melee group. •
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Willpower Focuses: Courag e: Overcoming fear in the face of adversity. Faith : Deriving inner strength through spiritual or moral belief. Morale : Maintaining good spirits and confidence in yourself or your group. NPC’s tend to use this focus more than player characters. Self-Discipline : Focusing your mental energy or controlling your impulses and emotions. •
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Talents
Journeyman: You can wear Bounty Hunter Armor, Stormtrooper Armor, or Battle Armor without suffering a penalty to Dexterity.
Talents are areas of natural aptitude or training that your character has acquired in his journeys throughout the galaxy. They provide a way to customize your character beyond simply background and class. Choosing talents is an important part of character creation.
Master: You can get the most out of your armor. You gain the benefit of half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally armor provides no defense against penetrating damage).
Each talent is divided into three degrees: Novice, Journeyman, and Master, each of which provides a game system benefit. You have to be a Novice and a Journeyman in a talent, before you can be a Master. New talents and degrees are earned through your class and as you level up in experience. Page 35 of the Dragon Age Player’s Guide Set 1 has more information about talents. Here is a catalog of Star Wars: Age of Rebellion specific talents:
Armor Training Classes: Soldier Requirement: None You have learned to fight while wearing armor. You only take the armor’s penalty to your speed, while those without this talent take it to Dexterity, and thus to speed.
Novice: You can wear Blast Vests, Blast Armor, or Padded Flight Suits without suffering a penalty to Dexterity.
Astrogation Classes: All Requirement: Cunning (Astrogation) Focus You are a skilled navigator, and computing hyperspace routes is second nature to you.
Novice: You are familiar with many different space lanes. If you fail a Cunning (Astrogation) test, you can reroll it, but you must keep the results of the second roll. Journeyman: You know your way around the space lanes. You get a +2 bonus when making a Cunning (Astrogation) test. Master: You are an accomplished navigator. When making Cunning (Astrogation) tests as part of an advanced test, you gain a +1 bonus to the result of each Force Die. This allows you to reach the success threshold faster.
Beast Riding
Linguistics
Classes: All Requirement: Dexterity (Riding) Focus
Classes: All Requirement: None You can learn new languages easily.
You are a skilled rider and can handle most riding beasts with ease.
Novice: You can jump on a beast quickly. Mounting a beast is a free action for you. Journeyman: When you ride a mount, it gains a +2 to its speed. Master: You add a +1 to your defense while riding a beast. You may also re-roll a failed Dexterity (Riding) test, but must keep the results of the second roll.
Gunslinger Style Classes: All Requirement: You must be trained in either the Pistols Group You are experienced with blasters.
Novice: You can draw a blaster as a free action. (It is usually a minor action.) Journeyman: When you take the aim action while using a blaster, you gain a +2 bonus on your attack roll instead of the usual +1. Master: When shooting with a blaster, you can perform the lightning attack stunt for 2sp instead of the usual 3.
Novice: You learn an additional language from the following list: Huttese, Rodian, Sollustan, Jawa, Bocce, Ithorise, Mon Calamari Journeyman: You learn an additional language from the previous list. You can also try to imitate a specific dialect with a successful Communication (performance) test. Master: You learn two more languages from the previous list. You can also pick any one language you know and speak it like if you were a member of the species.
Starship Gunnery Classes: Soldier, Scoundrel Requirements: You must have Dexterity 3 or Higher You’re great kid, but don’t get cocky!
Novice: When you take the aim action while using starship weapons, you gain +2 bonus on your attack roll instead of the usual +1.
Force Talents Journeyman: You know precisely what to aim for when firing your guns. You can perform the Lethal Blow stunt for 4 Stunt Points instead of 5. Master: You’ve learned to find weaknesses in starship shields. Your attacks always receive a +2 bonus to damage when attacking a ship’s shields.
Additional Talents The following talents can also be selected and used as written from the Dragon Age rule books:
Dragon Age Set 1: Animal Training (All) Chirurgy (All; Healing requires a medpac) Command (Soldier and Diplomat) Contacts (Scoundrel and Diplomat) Dual Weapon Style (Melee Group only; Soldier, Scoundrel) Lore (All) Single Weapon Style (Melee Group only; Soldier, Scoundrel) Scouting (All) Thievery (Scoundrel; locks can be electronic) • •
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Dragon Age Set 2: Quick Reflexes (All) •
Force Talents can be selected in place of regular talents. They all require a character having a Force 3 ability or higher. Force Talents may have other individual requirements as well. It is through Force Talents that you unlock the ability to learn various Force powers.
Force Alter Classes: All You have begun to learn about the Alter aspect of the Force.
Novice: You may learn two of the following Alter powers: Force Push, Telekinesis, Inspire. Journeyman: Your mastery of your powers grows. You may learn two of following alter powers: Force Push, Telekinesis, Inspire, and Injure Master: The force is with you. You get a +2 bonus to any Force (Alter) test.
Force Control
Force Sense
Classes: All
Classes: All
You have begun to learn about the Contro l aspect of the Force.
You have begun to learn about the Sense aspect of the Force.
Novice: You may learn two of the following Control powers: Force Jump, Concentration, Hibernation Trance, and Healing.
Novice: You may learn two of the following Sense powers: Sense Force, Life Detection, and Magnify Senses.
Journeyman: Your mastery of your powers grows. You may learn two of following control powers: Force Jump, Concentration, Hibernation Trance, Healing, and Emptiness. Master: The force is with you. You get a +2 bonus to any Force (Control) test.
Journeyman: Your mastery of your powers grows. You may learn two of following sense powers: Sense Force, Life Detection, Magnify Senses, and Receptive Telepathy. Master: The force is with you. You get a +2 bonus to any Force (Sense) test.
Specializations A specialization serves as a way to further focus your character and your class. Specifying that your Scoundrel character is also a Gambler or Smuggler says a lot more about him. The rules for specializations can be found on page 44 of the Dragon Age Set 2 Player’s Guide. This set includes the following specializations: Starfighter Ace Pilot, Bounty Hunter, Officer, Gambler, Slicer, Smuggler, Spy, and Scout. Specializations are open to any character, as long as they meet the requirements. The Jedi talents must be unlocked, per the rules in the Dragon Age Player’s Guide Set 2.
Bounty Hunter The bounty hunter tracks down fugitives of all types. This could be for coin, justice, or vendettas. The best bounty hunters stay emotionally detached from their prey.
Bounty Hunter Talent Requirements: You must have Strength and Willpower 3 or higher.
Your bounty may not change for the remainder of the encounter. All ranged and melee attacks made by you against your bounty receive a +1 damage bonus. Your bounty is designated as such until the end of the encounter, he is slain, captured, or he escapes.
Journeyman: You can perform The Upper Hand stunt for 3 SP instead of 4. Master: You may attempt to intimidate your bounty as a free action at the start of your turn. This is an opposed test of your Strength (Intimidation) vs. the Bounty’s Willpower (Self-Discipline). If you win, the bounty can take no action on his next turn. He is frozen with fear.
Gambler The Gambler feels more at home in a gambling hall than anywhere else, and she and her companions usually fare better for it.
Gambling Talent Requirements: You must have Communication and Cunning 3 or higher. Lady luck smiles upon you.
You rely on surprise and instincts to catch your targets.
Novice: Luck is on your side. If you fail a Cunning (Gambling) test, you can reroll it, but you must keep the results of the second roll.
Novice: You may designate an opponent within 20 yards of you as your bounty during an encounter.
Journeyman: You have the edge. You gain a +2 bonus when
participating on an opposed Cunning (Gambling) test.
Master: The denizens of gambling halls of ill repute respect you. You and your allies gain a +2 bonus to all Communication (Bargaining, Investigation, or Persuasion) tests made inside Core World gambling halls.
Officer The Officer uses battlefield tactics to protect his unit, provide direction, and motivate.
Officer Talent Requirements: You must have Constitution and Cunning 3 or higher. You lead, motivate and protect those under your command.
Novice: Enter Command mode by using the Activate action. While in Command mode, you can issue motivating commands to your companions as a minor action. Any ally within 10 meters of you gains a +1 bonus on attack rolls. Journeyman: You take one for the team. While in Command mode, you can choose to take damage meant to strike your ally. If an adjacent ally suffers damage from a ranged or melee weapon, you can take either half the damage (rounded down) or the full damage instead.
Master: You use your military tactics to your party’s advantage. If you succeed at a TN 15 Cunning (Military Lore) at the start of your turn, enemies suffer a -2 to defense until the start of your next turn.
Scout Scouts are natural explorers and adventurers, trained to handle the out of the way locations in which they tend to operate.
Scout Talent Requirements: You must have Cunning and Perception 3 of higher. You’re more interested in what’s out there than most.
Novice: You have a knack for finding your way. You gain a +1 bonus to all Cunning (Astrogation) and to Perception (Searching) tests when trying to find or follow a path or directions. Journeyman: Your travels have made you resourceful. You can perform the Resources at Hand stunt for 3 SP rather than the usual 4. Master: Traveling far has made you quick to learn. You can learn a new language in half the time it usually takes and can ‘get by’ in only week or so. You love to seek out the new, gaining a +1 bonus to all Cunning
(Cultural Lore) tests when in a planetary system you have never been to before. This bonus applies for a month or so, or until the GM rules you have started to settle there.
Slicer No computer is a match for your skills at slicing systems. You can hack into mainframes with astonishing grace.
Slicer Talent Requirements: You must have Cunning and Dexterity 3 or higher. No computer gets in your way.
Novice: If you fail a Cunning (Computers) test, you can reroll it, but you must keep the results of the second roll. Journeyman: When you attempt a Cunning (Computers) test to slice into a computer you gain a +2 bonus to your roll. Master: You are an experienced slicer. When making Cunning (Computers) tests as part of an advanced test, you gain a +1 bonus to the result of each Force Die. This allows you to reach the success threshold faster.
Smuggler The life of the smuggler is to appealing to leave behind, plus
those pesky Imperial Customs officers are easily fooled.
Smuggler Talent Requirements: You must have Communication and Dexterity 3 or higher. Cargo ships and everything about them are second nature to you.
Novice: You receive a +2 bonus on Communication (Deception) tests vs. Imperial customs officers (or other similar figures of authority) in relation to the cargo or contents of a space transport under your command. Journeyman: You know your way aboard a space transport. If you fail a Dexterity (Piloting) test while piloting a space transport, you can reroll it but you must keep the results of the second roll. Master You can hide your ship from prying eyes… or sensors. You gain a +2 bonus when using Dexterity (Stealth) to hide your ship.
Spy Spies are masters of information gathering, employing a variety of techniques to achieve their furtive goals. Although many spies are loyal servants of their country, some are mercenary in outlook, selling information to the highest bidder.
Spy Talent Requirements: You must have Communication and Perception 3 or higher. You are skilled in arts of Infiltration and disguise.
Novice: You are skilled in the arts of deception and intrigue. Choose one ability focus from the following list: Communication (Deception), Communication (Disguise), Dexterity (Stealth), Cunning (Cultural Lore). If you fail a test using this focus you may re-roll it, but you must use the results of the second roll. Journeyman: You’re capable of searching and finding things while under time restraints. You can perform the Speedy Search stunt for 1 SP rather than the usual 2. Master: You are not who you seem to be. You can adopt an assumed identity (or alias) and gain +1 to all Communication (Deception) and Communication (Disguise) tests when in that guise. It takes a minimum of 15 minutes to assume the identity. You can have a number of aliases equal to your Communication but it may take several days or even weeks to establish each one. The GM should reward the creative use of these aliases: if they are used frequently and in the right way the bonus may increase and the alias may become more resistant to exposure.
Starfighter Ace Pilot The Ace Pilot truly feels alive in a cockpit of a starfighter, engaging in dogfights and blasting enemy ships.
Starfighter Ace Pilot Talent Requirements: You must have Cunning and Dexterity 3 or higher. You are one with the controls of a starfighter.
Novice: Piloting starfighters is second nature to you. If you fail a Dexterity (Piloting) test while piloting a starfighter, you can reroll it but must keep the result of the second roll. Journeyman: You make your ship hard to strike during a space fight. When you are piloting a starfighter, it gains a +2 to its defense. Master: Your skills in a dogfight are outstanding. When firing starship weaponry, you can choose to re-roll your damage, but must keep the results of the second roll.
Jedi Specializations Jedi specializations represent a Force user’s growth as a student of the Force. These specializations must be unlocked, as in the Age of Rebellion, Jedi are not common, and learning about the Force is equally uncommon. Each of these specializations represents a different
aspect of Jedi training. Jedi Consular are skilled negotiators and ambassadors, Jedi Guardian are combat oriented, and Jedi Sentinels are true enemies of the dark side, dedicated to hunting down evil and fighting the spread of darkness. Unlocking any of these specializations immediately allows you to learn the Lightsaber weapon group.
Jedi Consular You prefer to solve conflicts using the strength of your words together with the wisdom of the Force.
Jedi Consular Talent Requirements: You must have Communication and Force 3 or Higher. You must also be at least a Journeyman in a Force talent. The Force is your ally as you negotiate and settle disputes.
Novice: You are skilled in the arts of negotiations. Choose one ability focus from the following: Communication (Bargaining), Communication (Persuasion). When making opposed tests using that focus, the Force grants you a bonus equal to the result of the Force die. Journeyman: You are a natural public speaker. You can perform the Sway the Crowd stunt for 1 SP rather than the usual 2.
Master: You learn the Jedi Mind Trick Force power,
Jedi Mind Trick (Alter) Time:
TN:
Test:
Minor
Varies
None
This power is used to change the perceptions of the target so that he senses an illusion or fails to see what the user doesn’t want him to see. This power is used to permanently alter a target character’s memories so that he remembers things incorrectly or fails to remember something. This power can also be used to alter a target’s conclusions about a subject matter. Before making the Force (Alter) test, the Force user must describe exactly what she is trying to achieve by using the power. This power only affects one target; different tests must be rolled to affect any additional targets. TN 13: Slight misperceptions or minor changes to distant memories. TN 15: Alter memories less than a year old. TN 17: Short hallucinations, memories less than a day old, target has strict orders regarding the conclusion. TN19: Disguise facial features, hallucinations sensed with two senses, memories less than a minute old. TN21: Hallucination sensed by all 5 senses. Major memory change, or if the logic is clear an coming to the wrong conclusion is virtually impossible.
Jedi Guardian You‘ve honed your skills with a lightsaber and have become a dangerous adversary.
Jedi Guardian Talent Requirements: You must have Dexterity and Force 3 or Higher. You must also be at least a Journeyman in a Force talent. The Force is with you as you learn the art of lightsaber combat.
Novice: Fighting with a lightsaber requires your full concentration, but it can aid you in both attack and defense.
If you take the activate action, you gain a +1 bonus on your melee attack rolls, or deflect blaster bolts and gain a +1 Defense bonus to ranged attacks until the end of the encounter. You can switch the bonus you are taking with another Activate action.
Journeyman: Your lightsaber is a blur in combat. You can perform the Lightning Attack stunt for 2SP instead of the usual 3. Master: When wielding a lightsaber and fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged weapons suffer a -5 penalty to their attack rolls.
Jedi Sentinel Evil should fear you, for you are its truest enemy.
Jedi Sentinel Talent Requirements: You must have Perception and Force 3 or Higher. You must also be at least a Journeyman in a Force talent. The Force is with you as you fight against the Dark Side.
Novice: You gain a +2 Force bonus to Sense Force tests used to find Dark Side force users. If you do not have the Sense Force power, you learn it (and receive the bonus).
Journeyman: You deal an extra 1d3 of damage against Dark Side enemies when attacking with a lightsaber. Master: As a Major Action, you create a Force haze that hides you and your companions from the perception of others. You can hide a number of creatures equal to your Force ability. Success requires an opposed test of your Force (Alter) vs. Perception (Search) of the opponent entering your line of sight. If you succeed, all hidden creatures cannot be detected by that opponent for up to a minute, or until anyone hidden by the Force Haze makes an attack.
The Force “The Force is what gives a Jedi his power. It’s an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.” Obi Wan Kenobi
Force, is finding a teacher. In the Age of Rebellion that the galaxy is currently experiencing, finding Force users and teachers is a rare thing, but they can be found.
The mysterious energy field known as the Force is created by life, found everywhere, and is a part of everything. While everyone in the galaxy is touched by the Force in some way, not everyone can perceive it or feel the way it flows through everything and everybody. A few beings, most importantly the Jedi Order, learned through practice and study the secrets of the Force. Characters in Star Wars: Age of Rebellion have the ability to learn about the Force if they so choose. It is a hard path to travel on, but the rewards can be great. There are three aspects to the Force that characters can learn: Control, Sense, and Alter. Each represents a different side of the Force. Control allows a Force user to control her own body. Sense teaches a Force user to feel the Force around and beyond her body, and Alter lets a Force user manipulate the Force around her, allowing for things like Telekinesis and affecting others with mind tricks. The most important thing a character needs to do if he’s interested in learning the ways of the
Learning Force Powers A character can learn Force powers through Talents and Specializations. Whenever she can select a new talent, she can pick from the Force Alter, Force Control, or Force Sense talents. Each talent has three degrees (like all other AGE talents), and it is through these degrees that powers are learned. Certain specializations will also grant various Force powers through their degrees. Dragon Age Player’s Guide Set 2 has
information on unlocking specializations. It would be wise to find a teacher before you select a Force talent, as that way you ensure that by the time you can select the talent, you have been taught the powers that it includes. There is no hard rule on how Force training works, this is something that you can work out with your GM, and can even decide that it takes place between adventures, although finding a teacher can also be an adventure in its own right. Using the Force requires a simple Force ability test. The focuses that apply are are Control, Alter, and Sense, each of which corresponds to a specific aspect of the Force.
Your Forcepoint is the measure of how strongly the Force flows through you and certain Force powers allow the target(s) to test against your Forcepoint to resist or at least offset the power’s effect. Forcepoint = 10+Force + Focus (if applies)
The abilities used to test against your Forcepoint vary by the power you are trying to use. The entry for each power will tell you whether a test is required, the ability that applies, and the consequences of success or failure.
The following stunts apply when using any Force power:
Force Power Roll = 3d6 +Force + Focus
If your Force roll equals or exceeds the power’s target number (TN), you successfully used the power. If not, the Force wasn’t strong with you, and the effects of the power don’t take place. Some powers make use of the Force Die, so it’s a good idea to leave the dice where they fall when you attempt to use the Force.
Forcepoint For many Force powers, making a successful roll is all you need to worry about. Sometimes, however, the Force has other plans, and if you are targeting another person or being, it’s wise to remember that whether they know it or not, the Force flows through them as well.
Force Stunts SP Cost 1-3
3
Force Stunt The Force is Strong: Increase the Forcepoint of your power by 1 per stunt point spent, to a maximum of 3. Force Shield: You use the Force around you to shield yourself. You gain a +2 bonus to defense until the beginning of your next turn.
Force Die determines the maximum distance reached: Force Die result 1-2: 6 Meters Max Force Die result 3-4: 8 Meters Max Force Die result 5-6: 10 Meters Max
Concentration (Control)
Force Power Format Force Powers in Star Wars: Age of Rebellion have the following format: Power Name: The name of the power and whether it is an Alter, Control, or Sense one. Time: How long it takes to use the power. TN (Target Number): The number you must meet or beat in order to successfully use your power. Test: This entry details the type of test required by the target of your power, if any. Description: This entry explains how your Force power works, in detail.
Force Powers Force Jump (Control) Time: TN: Test: Minor 13 None The Force enables the user to jump great heights. The result of the
Time: TN: Test: Major 13 None The Force enables the user to clear all negative thoughts from her mind and allow the Force to flow through her, aiding her in her actions. She gains a +2 bonus to her next test or action.
Hibernation Trance (Control) Time: TN: Test: 1 hour 15 None This power allows the Force user to place herself into a deep trance, slowing all bodily functions. Heartbeat slows, breathing drops to barely noticeable levels, and she falls unconscious. While in this trance a Jedi can naturally heal, but nothing else. Anyone coming across the force user in a hibernation trance assumes her to be dead, except other Force users using the Life Detection power (The hibernating character takes her opposed roll at a -5). A character must state under what circumstances she would come out of the trance (after a specific amount of time, someone touching them, etc.) A character can hibernate for up to 3 months before dying of starvation.
Sense Force (Sense) Emptiness (Control) Time: TN: Test: 1 hour 15 None This power allows the Force user to empty her mind and allow the Force to flow through her. The character appears to be in deep meditation and oblivious to everything around her. A character under the effects of Emptiness may not move or take any action except to try and disengage from Emptiness . While in emptiness, a character is difficult to sense with the Force. When another character attempts to use a Force power on the user in emptiness, he suffers a -5 to his roll. This applies regardless of whether or not the user in emptiness would willingly accept the power’s effect. Once the character comes out of emptiness, he gains a +5 bonus to all Force tests for an hour. If the character has any Dark Side points, this bonus is reduced to a +2. A character must make a TN9 Force (Control) test to come out of emptiness. The character will also immediately come out of emptiness if she takes damage that would put her at 0 Health.
Time: TN: Test: Minor 13 None This power is used to sense the ambient Force within a place. It cannot be used to specifically detect sentient beings, but there are many forms of life in the galaxy that are intertwined with the Force that can be sensed with this power. “This area is teeming with animals, let’s tread carefully” The power will also tell the user if the area tends towards the light or dark side of the Force. The user may also receive vague premonitions about the area, such as “I sense something wrong”.
Life Detection (Sense) Time: TN: Test: Minor 13 Willpower (Self-Displine) This power allows a Force user to detect live sentient beings that might otherwise remain hidden within a 10 meter radius. Each individual sentient being in the area must make a successful opposed Willpower (Self Disciple) vs. the Force user’s Forcepoint in order to avoid detection.
Magnify Senses (Sense) Healing (Control) Time: TN: Test: Major 10 None Your touch can heal through the Force. Your target’s wounds heal and you restore 1d6+Force Health. You can use this power on yourself.
Time: TN: Test: Minor 13 None This power allows a Force user to increase the effectiveness of her normal senses to perceive things. She can hear noises beyond her normal hearing due to distance or softness, and can see over distances that would normally require microbinoculars and can identify
scents and odors that are normally too faint for typical olfactory senses. For 1 minute, this power grants a +5 bonus to the following tests: Perception (Seeing), Perception (Smelling), and Perception (Searching). This power cannot be immediately rerolled if the test fails, the Force user must wait 5 minutes before trying again.
Receptive Telepathy (Sense) Time: TN: Test: Major 15 Willpower (Self-Displine) This power allows a Force user to read the surface thoughts and emotions of its target. The Force user “hears” what the target is feeling or thinking, but cannot probe for deeper information. The Force user must first succeed at the test, and then spend another major action deciphering the subject’s thoughts and emotions. If the victim makes a successful Willpower (SelfDiscipline) test vs. Forcepoint, the attempt fails. If the victim is aware that the Force user is attempting this power, she gains a +2 to her roll vs. Forcepoint. If the Force user suffers any damage during the use of this power, it breaks his concentration and must try it again.
Force Push (Alter) Time: TN: Test: Minor 13 None Using the Force, you push back one or more creatures or objects within your line of sight and up to 6 meters
away from you. The number of creatures you can push are equal to 3+Force Die of the Force (Alter) test. Each creature is pushed back 4 meters and falls prone.
Telekinesis (Alter) Time: TN: Test: Major 13 Willpower (Self-Displine) This power allows the Force user to levitate and move objects or creatures with the power of his mind alone. Objects may be moved 10 meters, regardless of weight, before an additional test must be rolled. Objects or beings can be dropped from levitation as a free action, and will be automatically dropped if the user is the target of a successful attack while using this power. Each individual sentient being targeted by this power must make a successful opposed Willpower (Self Disciple) vs. the Force user’s Forcepoint in order to avoid being levitated. The result of the Force user’s Force (Alter) test determines the maximum cumulative weight that can be levitated: TN 11: Objects <1kg. TN 13: Objects 1-10 kgs. TN 15: Objects 11-100 kgs. TN 17: Objects 101-1 metric ton TN 19: 1001-10 metric tons TN 21: 10001-100 metric tons
Inspire (Alter) Time: TN: Test: Major 17 None Using the Force, the user inspires her allies with hope and courage. If his test is successful, all his allies gain a +2 bonus to their next test or action.
Injure (Alter) Time: TN: Test: Major Defense None The user can cause harm by simply touching his victim. The user must make a Force (Alter) test vs. the opponent’s defense. If successful, he inflicts 1d6+Force penetrating damage on the victim. This power will gain the user dark side points with each attack made with it.
The Dark Side The dark side of the Force is strong and powerful, seducing Force users with promises of great power and easier control of the Force. But these are empty promises, and characters that end up seduced by the dark side face a painful and helpless future. In Star Was: Age of Rebellion , the dark side works as a tempting and ultimately difficult choice to say no to, and players would be wise to remember the wise words of the Jedi: “Beware the Dark Side”. When a Force using character uses a power in such a way that the GM decides that it embraces the Dark Side, the GM will warn the player. If the player decides to go ahead and use the power, he will gain Dark Side points equivalent to the Force Die roll of the power. As the character accumulates Dark Side points this way, he will hit certain milestones. At receiving 25 Dark Side points, he’ll gain a +2 Dark Side bonus to certain
tests, but gains 2+Force Die worth of Dark Side points. When the character reaches 50 Dark Side points, he can gain a +5 bonus to certain tests, but gains 5+Force Die worth of Dark side points. If a character reaches 100 Dark Side points, he has totally turned. The character immediately gains +1 to his Force ability. He is now, for all intents and purposes, fully evil. A character need not rely on the GM to tap into the Dark Side of the Force. When attempting any test, a Force using player can tell the GM that he is reaching into the Dark Side, and the GM can decide whether or not to grant a +1 Dark Side bonus. Characters willfully seeking out the Dark Side like this run a greater risk of completely turning towards the dark side, as the GM alone determine how many Dark Side points the action earns the character. Characters that are close to being taken over by the Dark Side will start to physically show it. The pigmentation in the eyes will slowly turn a luminous, sulfuric yellowish color, while the skin will start to pale, revealing a web of veins underneath. A Dark Side character’s voice will lower a few pitches and become raspier, and his hair will lose color, almost as if the he was aging rapidly. These are gradual changes, not instantly noticeable, but certainly there to see if looked for. The Dark
is redeemed, the Dark Side exacts a final toll. Side is unkind with those caught up in its embrace.
Returning to the Light In order for a character to release herself’ from the stranglehold of the Dark Side and lose dark side points, she must atone. This is not an easy task, however. Atoning can happen in one of two ways: At the dramatically appropriate time, she can make a heroic sacrifice in defense of the helpless and good. The GM has final say over the redemption of the character, and whether or not the effort was sincere. The other way to atone is to fight off the temptations of the dark side. If the GM offers a character that is making a test the chance to gain bonuses from the Dark Side, and he rejects it, he must attempt the test at a -5 to the roll. Whether he succeeds or not on his test, he loses Dark Side Points equal to the Force Die roll. He has sacrificed his action and rejected the dark side, thus moving closer to the light side of the Force. Experimenting with the Dark Side of the Force is serious business. It is dangerous and unpredictable. A Force using character would be wise to stay clear of its temptations. Once a truly evil character has been redeemed and returns from what was a total turn to the Dark Side , he automatically suffers a -2 to their Force Ability score. When a character
Remember, the GM has final say in everything corresponding to the Dark Side of the Force.
Equipment Comlink Comlinks are portable communication devices. Comlinks come in a variety of shapes and sizes. Short range comlinks have a range of 50 km or low orbit, while a long range comlink has a range of 200 km or high orbit. For 10 times the base cost, comlinks can be encrypted, adding to the difficulty of intercepting transmissions. Code Cylinder A small encoded security device issued to many military, political or corporate officials. It accesses date via a droid link, or provides entry intro restricted areas and facilities. Each cylinder features the user’s security clearance data. If a Cunning (Computers) test is failed while using a code cylinder, its self-destruct mechanism activates, ruining it and the data inside. Datacards A simple storage device intended as an external storage for a computer. It has no interface for display or data entry. Datapad A hand held personal computer that serves many functions. They can be sketchpads, note books, day planners, calculators, and can also interface with larger computer networks.
Electrobinoculars This device magnifies distant objects in most lighting conditions. The internal display provides information on range, elevation, etc. They also feature a night vision mode. Electrobinoculars provide a +2 bonus to Perception (Search) tests when using them to search 100 meters away. They have a range of 1km. Glow Rod A simple illumination device that projects a beam of light up to 8 meters away. When used in low light conditions, it provides a +2 bonus to Perception (Searching) tests. Recording Unit This storage device is a recorder with a playback feature. You can modify a recording with a TN13 Cunning (Computers) test. A successful TN17 Cunning (Computers) test can detect any modifications done to the data. Audio – An audio recorder can store 100 hours of high quality audio. Video – A video recorder stores 10 hours of high quality video. Holo – A holo recorder stores 1 hour of high quality holos. Aquata Breather While under water, this mouth breather provides two hours of breathable air. Breath Mask This personal atmosphere-filtering system provides 1 hour of breathable
before the filter and atmosphere canister must be replaced. It consists of a mask and a hose that connects to a portable life support system.
Flight Suit The flight suit is a one-piece coverall (plus helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the effects of high velocity flying. A flight suit includes a matching helmet and gloves that seal around the wearer, providing ten hours of life support. Space Suit This coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment. As long as there is life support remaining, the wearer is immune to any atmospheric or poisonous hazard. Medpac Medpacs are compact packages designed to apply first aid in emergencies. Once you use a medpac, the contents are expanded, even if the attempt to heal was unsuccessful. Use of a medpac is a Major Action that requires a TN 11 Cunning (Heal) test and gives the healed character a total of (Force Die + Cunning) x2 worth of Health.
All Temperature Cloak This wrap around cloak protects its wearer from the elements, providing a +5 bonus to Constitution (Stamina) tests against extreme temperature hazards. Chain This 3 meter chain can support 5 metric tons of weight. Field Kit A field kit is backpack full of survival gear. It contains two canteens with water purification systems, a week’s worth of rations, two glow rods, two breath masks, 24 filters, 12 atmosphere canisters, and an all temperature cloak. Ration Pack Small, compact meals designed to nourish a person for one day. The food is bland, and water is not included. Syntherope A coil of this rope contains 45 meters, and can support up to 720kg. Binder Cuffs Binder cuffs are durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles. Breaking them requires a TN 19 Strength (Might) test. They can also be unlocked with a security kit and a Dexterity (Lock Picking) test.
Cunning (Droids) or Cunning (Vehicle Engineering) tests.
Power Pack A power pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A power pack can be recharged with a power recharger. Changing a power pack on a blaster is a minor action.
Utility Belt A utility belt has several pouches containing a three day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, and a few empty pouches.
Power Recharger A power recharger is used to recharge a power pack or energy cell. The process takes 4 hours, and only one pack or cell can be recharged at a time. It must be connected to the power supply of a ship or building for it to work.
Bandolier Depending upon the weapon the wearer carries, a bandolier may contain energy cells or power packs, explosive bolts, magazines, grenades, knives, or any number of other forms of ammunition. A bandolier has 12 slots that can hold ammunition. Retrieving an item from the bandolier is a minor action.
Security Kit A security kit is a set of special tools for bypassing electronic and mechanical locks. Possession of such kits is usually illegal on most worlds, except when used by authorized personnel. A security kit is needed for all Dexterity (Lock Picking) tests. The kit also included a comlink capable of detecting silent alarms triggered while the kit is in use. Tool Kit A tool kit is used to reprogram a droid, repair a bad motivator, or fix a faulty hyperdrive. Toolkits are assumed to include most of the necessary tools for repairing vehicles and droids. Toolkits are required when attempting repairs using
Holster Holsters are generally available for pistols, larger weapons are usually carried on shoulder straps. Hip holsters hold weapons in easily accessed and seen locations, while concealed holsters help keep a weapon out of site. A concealed holster can be detected via an opposed test of the searcher’s Perception (Search) against the holster owner’s Dexterity (Legerdemain).
Equipment List Communication Devices Cost Comlink, short range 25 Comlink, long range 500
Computers & Storage Code Cylinder Datacards (10, blank) Datapad
Cost 500 10 1000
Detection & Surveillance Cost Electrobinoculars 1000 Glow Rod 10 Recording Units: Audio recorder 25 Holorecorder 100 Videorecorder 50
Life Support Aquata Breather Breath Mask Flight Suit Space Suit
Cost 350 200 1000 2000
Medical Gear Medpac
Cost 100
Survival Gear All-Temperature Cloak Chain (3 meters) Field Kit Ration Pack Syntherope (45 meters)
Cost 100 25 1000 5 20
Tools Binder Cuffs Power Pack Power Recharger Security Kit Tool kit Utility Belt
Cost 50 25 100 750 250 500
Weapon Accessories Bandolier Holster (concealed) Holster (Hip)
Cost 100 50 25
quiver of 10 bolts for it sells for 50 credits.
Weapons Melee Group (+STR to damage) Vibrodagger The weapon of choice for petty street thugs and assassins, it is not subject to any regulation since it is used as a common tool for various crafters and explorers. It requires an energy cell to operate. Vibroaxe This powerful weapon features an energy cell that causes the blade to vibrate at high speed when it is activated. It requires two energy cells to operate. Vibroblade A close combat weapon favored by soldiers and mercenaries, it resembles a short sword with a high tech look and feel. It is illegal in most urban areas, and requires an energy cell to operate. Exotic Weapons Group (+PER to damage) Bowcaster This weapon is crafter exclusively by the Wookiees. It is a fusion of modern and ancient technologies, hurling an explosive energy bolt at a high speed, like an ancient rail gun. It takes a major action to reload. A
Flamethrower The flamethrower shots a stream of flame at its target. It can set objects on fire. A victim can make a successful opposed Dexterity (Acrobatics) test vs. the attack roll to take half damage. Heavy Weapons Group (+PER to damage) Blaster Cannon Portable, shoulder-fired blaster cannons fire powerful bolts of energy. A blaster cannon is an area of effect weapon, dealing full target to the target of its attack, and half damage if it misses. Any creature or object adjacent to the target takes half damage if the attack hits. A blaster cannon requires a power pack to operate, and after 10 shots it must be replaced. Missile Launcher A missile launcher fires a high speed projectile with an explosive warhead. The standard missile unleashes metal shrapnel with explosive force, shredding all creatures within a 4 meter radius of its target with half damage. It deals full target to the target of its attack, and half damage if it misses. A missile launcher holds four missiles and requires a major action to reload. Replacement missiles are bought in pre-loaded magazines that hold four missiles, these magazines cost 200 credits.
E-Web Repeating Blaster The E-Web repeating blaster can normally only be fired when mounted on a tripod. It requires a second crewman to help regulate the power generator needed to fire it. Regulating the power generator requires a major action. An unregulated power generator will cause the weapon to misfire (will only fire every other round)). The weapon provides some cover to both shooter and second crewman. Pistols Weapon Group (+PER to damage) Hold-Out Blaster A small palm sized blaster usually found in the possession of undercover agents, gamblers or nobles seeking protection. Due to its size, a hold out blaster grants a +2 bonus to Dexterity (Legerdemain) tests meant to conceal it. It requires an energy cell to operate, and it needs to be replaced after 6 shots. These weapons are illegal in most areas. Blaster Pistol A blanket term for hundreds of different designs from hundreds of different manufacturers, these weapons are popular with urban police forces, traders, or anyone else who needs to pack some easily carried fire power. A blaster pistol requires a power pack to operate, and after 100 shots it must be replaced.
Ion Pistol An ion pistol fires a stream of energy that neutralizes electrical systems, making it effective against droids, vehicles, electric devices, and cybernetically enhanced creatures. It deals full damage against such targets, disabling them a number of minutes equal to the cumulative Force Die rolls of the attacks made against them. Creatures without any cybernetic enhancements take half damage from ion pistols. A power pack is required to operate this weapon, and must be replaced after 30 shots. Heavy Blaster Heavy blaster pistols were invented to provide the sort of power expected from a blaster rifle, but in an easily carried sidearm. The extra power comes from the weapon drawing heavily from its power pack, reducing the number of shots it can provide. This weapon requires a power pack to operate and must be replaced after 50 shots. Rifles Weapon Group (+PER to damage) Blaster Rifle The basic blaster rifle is standard issue to soldiers across the galaxy. A blaster rifle requires a power pack to operate and must be replaced after 50 shots.
Ion Rifle An ion rifle is simply a larger version of the ion pistol. An ion rifle requires a power pack top operate and must be replaced after 20 shots. Heavy Blaster Rifle The heavy blaster rifle is a larger and more powerful version of the standard blaster rifle. Because of its size, it is not well suited to closequarters fighting (a GM may impose an attack penalty in certain situations). A heavy blaster rifle requires a power pack to operate and must be replaced after 30 shots. Lightsaber Weapon Group (+FOR to damage) Lightsaber Simple in design, yet difficult to master, the lightsaber is the weapon of the Jedi. It features a handgrip hilt that projects a blade of pure energy, it’s color decided by the weapon’s crafter. The blade of the lightsaber is generated by an energy cell, and focused through crystals within the hilt. Given time, It can cut through most materials, except other lightsaber blades and energy shields. For an unskilled user, the lightsaber is a difficult weapon to handle, and very deadly. All lightsaber attacks deal penetrating damage. The energy cell which operates a lightsaber costs ten times the amount of a regular one, and acquiring the focusing crystals used in its construction can sometimes be a quest in it of itself. Crafting a
lightsaber requires gathering the necessary components and completing a Cunning (Force Lore) Advanced Test.
Explosives Weapon Group Explosive Charge Explosive charges are highly restricted, usually only available to military or law enforcement. It delivers a lot of energy to a specific point, making it perfect for demolishing structures. It damages everything in a two meter radius of its explosion. Setting an explosive charge requires succeeding in a Cunning (Explosives) test.
Thermal Detonator The thermal detonator is a small sphere, containing a powerful explosive. It is outlawed in most known space. It has a timer which can be set for 1 round, or up to 3 (618 seconds), counting down until it explodes or is reset to its safe position. Thermal Detonators act after the initiative count of the person who set it. •
•
•
•
•
To toss a thermal detonator, you must prepare it with a ready action; if you do not throw the thermal detonator the same round you prepare it you become susceptible to the Kaboom! Stunt (Dragon Age Player’s Guide Set 2, page 52). You must pick a target point within 8 meters of you. You don’t have to see it, but there must be a way for the thermal detonator to get there. You can lob it through a window, for example, but you cannot lob it through a blast door. Once the thermal detonator is prepared, you can lob it as a major action. Make a TN 11 Dexterity test. The GM may modify this number depending on the difficulty of the throw. If the test is a success, the thermal detonator lands in the target area and will explode in the time it was set to, on the thrower’s turn. If the test fails, the thermal detonator misses its target and rolls 1d6 meters in a direction of the GM’s choosing before exploding. Everyone within 6 meters of the explosion takes full damage from the thermal detonator. A ready action returns the thermal detonator to its safe position after it has been activated.
Weapon Groups Weapon
Damage
Fist Improvised Weapon
1d3 1d6-1
Vibrodagger i Vibroaxe Vibroblade
Melee Group (Strength) 1d6 3d6 (restricted) 3 2d6 1
Bowcaster Flamethrower
Exotic Weapons Group (Strength) 3d6 3 10/30/50 2d6+1 2 4/8/10
1
m Blaster Cannon m Missile Launcher 2
E-Web Repeating Blaster
4d6 6d6 5d6
Min. Str
Range (s,m,l)
Cost
Brawling Group (Dexterity) -
200 500 250
Heavy Weapons Group (Strength) 3 20/100/200 3 30/300/1km 3 75/200/500
not for sale 1000
3000 1500 5000
Hold-Out Blaster Blaster Pistol 3 Ion Pistol r Heavy Blaster
Pistols Group (Dexterity) 1d6 1d6+3 1 2d6 (ion dmg) 1 2d6+2 1
4/8/12 10/30/120 8/16/24 7/25/50
275 500 250 750
Blaster Rifle 3 Ion Rifle m Heavy Blaster Rifle
Rifles Group (Dexterity) 2d6+2 1 3d6 ion dmg 1 3d6 2
30/100/300 30/60/90 25/50/250
1000 800 2000
4 Lightsaber
Lightsabers Group (Dexterity) 3d6+2 (penetrating) -
i
r Explosive i Thermal
1. 2. 3. 4. i. r. m.
Charge Detonator
6d6 4d6
Explosives Group (Special) -
not for sale
8
1500 2000
Requires the Dexterity (Bowcaster) focus, otherwise wielder suffers a -5 to the attack roll. Requires a crew of two t o operate properly, otherwise it ca n only fire every other round. Creatures without cybernetics take half-damage from ion based weapons. Electrical targets suffer full damage and are ionized for a number of minutes equal to the cumulative Force Die results of each attack against it. Requires the Dexterity (Lightsaber) focus, otherwise wielder suffers a -5 to the attack roll. This weapon is illegal in all but specific circumstances This weapon is restricted to specific individuals or organizations. Its license can be purchased or forged via black market or bribery. This weapon is restricted to military or law enforcement organizations.
Armor Blast Helmet and Vest This armor consists of a lightweight helmet and vest that together offer limited protection against attacks. Padded Flight Suit This padded flight suit not only offers limited protection against attacks, it also protects the wearer from decompression, g-forces, and harmful environments. It comes with a helmet and matching gloves that when worn, provide 10 hours of life support, allowing a wearer to even survive in the vacuum of space. Blast Armor This heavily padded jumpsuit provides suitable protection without overly restricting the wearer’s movement. Stormtrooper Armor Stormtroopers are the elite shock troops of the Empire, and their stark white armor is instantly recognizable all over the galaxy. The armor is an 18 piece cocoon which surrounds the soldier. Ownership of this armor by non-stormtroopers is a serious offense. This armor provides a +2 bonus to Perception (Seeing) tests in low visibility conditions, a well as a climate controlled body glove and built in comlink.
Bounty Hunter Armor Bounty Hunters utilize a variety of personal armors for protection during the course of their duties. Typical bounty hunter armor is usually cobbled together from a variety of different sources, and can usually be modified. Check with your GM. Battle Armor Battle Armor features metal or composite plates , molded to fit the wearer. It includes breastplates and leg and arm coverings.
Star Wars: Age of Rebellion Armor List
Armor Blast Helmet & Vest
Armor Rating 2
Penalty 0
Cost 500
Padded Flight Suit
3
-1
2000
Blast Armor
4
-2
6000
*Stormtrooper
5
-3
10000
*Bounty Hunter
6
-4
3000
Battle Armor
7
-5
8000
.*Stormtrooper Armor provides a +2 bonus to Perception (Seeing) tests in lowvisibility conditions, a well as a climate controlled body glove and built in comlink. It can only be purchased on the black market. *Typical Bounty Hunter Armor includes specialized tracking equipment which provide a +2 bonus to Perception (Tracking) tests.
Droids Droids are mechanical devices capable of intelligent and creative thoughts. They range from simple units capable of understanding single commands; to units so advanced they speak millions of languages. They are one of the fundamental technologies of the galaxy, and are commonplace in all but the most primitive of star systems. In some cases, some droids even appear to have emotions. Some consider droids to be an electronic form of life.
R2 Astromech Droid 2 Communication -2 Constitution 6 Cunning (Astrogation, Computers) 3 Dexterity (Piloting, Lock Picking) 3 Perception (Tracking) 0 Strength 3 Willpower (Courage) Combat Rating Speed: 10 Health: 45 Defense: 13 Armor: 2 Attacks Weapon Attack Roll Damage Electroshock Probe +3 1d6 (ion) Special This unit includes the following: electric welder, circular saw, fire extinguisher, computer interface probe, holo recorder and projector. It speaks binary, but understands Basic.
An R2’s fire extinguisher serves as a smoke screen that provides light cover within a 4 meter x 4 meter area.
R2 Astromech Droid R2 units are a popular series of droids, in part due to their design that enables it to fit into the astromech socket of starfighters, where they perform astrogation, power management tasks, etc. These droids are quick-witted, sincere, and insightful, and they tend to bond with their owners.
3PO Protocol Droid The 3PO protocol droid is programmed for etiquette, communications, and passive behavior. They are built to resemble humanoids, and come in a variety of colors. Cybot Galactica, the most famous and successful manufacturer of protocol droids, outfitted them with SyntheTech AA-1 VerboBrains to give protocol droids personalities with emotions and the ability to learn and grow very similar to organic beings. The 3PO unit possessed a TranLang III Communicator module that could reproduce over six million languages, as well as reproduce any sound it picked up. Linguistic modules were also used to improve their speech functions.[ 3PO Protocol Droid 4 Communication (Etiquette, Persuasion) -2 Constitution 6 Cunning (Cultural Lore, Galactic History Lore) 0 Dexterity 2 Perception (Hearing) 0 Strength 0 Willpower Combat Rating Speed: 8 Health: 25 Defense: 10 Armor: 2 Special This unit knows understands over 6 million forms of communication. It can analyze languages and translate them into whatever language the unit’s master desires.
Starships and Space Combat Spaceships in Star Wars not only serve as a way to get characters from system to system, they should be a big deal for characters, and they can help introduce major elements to the overall storylines of your Age of Rebellion campaign, such as a loan shark lending the PC’s money for a ship. Ships in Age of Rebellion are built similarly to characters, in that they have Health, Defense, and sometimes Armor ratings. Here is what makes up a typical starfighter stat block: Length: The ship’s length in meters. Focus: The focus used to pilot the ship. Usually it is Dexterity (Piloting). Crew: How many people it takes to pilot the ship. Cargo Capacity: Amount of cargo the ship can carry. Consumables: How many days worth of food the ship is stocked with. Cost: The ship’s cost in credits. Atmosphere: How fast in moves in an atmosphere.
Combat Statistics Initiative: An enemy ship’s initiative modifier. Health: The amount of damage a ship can take before it is destroyed. Defense: Measures how hard the ship is to hit in combat. This number usually equals the Pilot’s Dexterity (Piloting) + a modifier. Move: The number of “space units” the ship can move in outer space. This number is used in ship to ship combat. Shield: The Health number for the ship’s shields. Shields are temporary, and energy weapons destroy them over time. A ship attacked by energy weapons will lose Shield Health before its main Health. Physical attacks, like from asteroids, bypass a ship’s shields. Armor: A ship’s hull may sometimes have an armor rating. This does not apply to shields
Weapons: Fire Control: The modifier added to the attack roll Damage: The weapon’s damage roll. Range: The small, medium, and long ranges for the weapon, measured in space units.
Space Combat Space combat works similarly to character scale combat, except that there’s no difference between melee and ranged combat. Different characters inside of a space transport, for example, can take different roles. So while there’s only one pilot, there can be various gunners or navigators. When combat begins, everyone aboard a ship rolls his own initiative. Here is a list of actions characters can do while on a starship:
Use Cunning (Astrogation) to program your ship’s Nav Computer and calculate a jump to lightspeed. This may take the form of an Advanced Test, if the GM decides. decides.
Major Maneuver (TBA)
Minor Actions Aim (Gunner or Pilot) You take the measure of your opponent and plan your next strike. You gain a +1 bonus on your next Dexterity (Starship Gunnery) attack. Move You can move your ship up to it’s Space rating.
Major Actions Defensive Flying (Pilot) You concentrate on flying defensively this round. Until the the beginning of your next turn, your ship gains a +2 bonus to Defense. Shields (Navigator or Pilot) You may redirect power from your ship’s engines engines to the shields. Your shields gain a +5 health, but suffer a -2 to its Move rating until until the beginning of your next turn. This requires a successful TN 13 Cunning (Starship Shields) test. Attack (Gunner or Pilot) You fire your ship’s weapons. Fire the Engines! (Pilot) You can move your ship up to double its Move. Astrogation (Navigator (Navigator or Pilot) Pilot)
Minor Maneuver (TBA)
Who’s Flying What? Certain ship statistics will look like this: Defense: 16/12+ Pilot’s Dexterity (Piloting) The number before the slash represent s the value if the ship were being faced as an opponent in battle, while the number after the slash is the formula used to figure out the value if a player character were flying the ship. So if Han the PC Scoundrel is flying the ship in the above example, the ship’s defense would be 12 + his Dexterity + 2 if he had the (Piloting) focus. If Han were facing that ship in combat and the pilot wasn’t a significant NPC, the ship would have a 16 defense.
YT-1300 YT-1300 Transport (stock) (stock) Length: 26.7 meters Focus: Dexterity (Piloting) Crew: 1, 2 gunners (astrogation & shields can be assigned to passengers) Passengers: 6 Cargo Capacity 100 Capacity 100 metric tons Consumables: 2 months Cost: 100,000 new; 25,000 used Hyperdrive: x2 Hyperdrive Backup: x12 Nav Computer: Yes Atmosphere: 480; 800 kmh
Combat Statistics Initiative: Health: Armor: Defense: Move:
6/Dexterity (Initiative) 70 5 16/10 + Pilot’s Dexterity (Piloting) 4
Weapons Laser Cannon (turret) x 2 Fire Control: 6/Dexterity (Starship Gunnery) Damage: 4d6+PER Range: 3/12/25
X-Wing Length: 12.5 meters Focus: Dexterity (Piloting) Crew: 1 & astromech droid Cargo Capacity 110 Capacity 110 kilograms Consumables: 1 week Cost: 150,000 new Hyperdrive: x1 Nav Computer: Coordinated via astromech droid Atmosphere: 365; 1050 kmh
Combat Statistics Initiative: Health: Armor: Defense: Move: Shield:
4/Dexterity (Initiative) 70 4 16/12+ Pilot’s Dexterity (Piloting) 11 35 Health
Weapons 4 Laser Cannons (front)
2 Proton Torpedo Launchers
Fire Control:
4/Dexterity (Starship Gunnery) Fire Control: 4/1+Dexterity (Starship Gunnery)
Damage: Range:
4d6+PER 3/12/25
Damage: Range:
3d6+2+PER 1/3/7
Z-95 Headhunter Length: 11.8 meter Focus: Dexterity (Piloting) Crew: 1 Cargo Capacity 85 Capacity 85 kilograms Consumables: 1 day Cost: 45,000 (used, no longer available as new) Atmosphere: 400; 1150 kmh
Combat Statistics Initiative: Health: Armor: Defense: Move: Shield:
4/Dexterity (Initiative) 64 3 14/10+ Pilot’s Dexterity (Piloting) 7 32 Health
Weapons: 2 Triple Blasters (front) Fire Control: 4/Dexterity (Starship Gunnery) Damage: 3d6+PER Range: 5/10/17
Concussion Missiles (front, 2) Fire Control: 4/Dexterity (Starship Gunnery) Damage: 3d6+PER Range: 1/3/7
TIE Fighter Length: 6.6 meters Focus: Dexterity (Piloting) Crew: 1 Cargo Capacity: 75 kilograms Consumables: 2 days Cost: 120,000 new; 75,000 used Atmosphere: 435; 1250 kmh
Combat Statistics Initiative: Health: Armor Defense: Move:
4/Dexterity (Initiative) 40 3 14/10+Pilot’s dexterity (Piloting) 10
Weapons Laser Cannons (front) Fire Control: 4 /Dexterity Starship Gunnery) Damage: 2d6+2 Range: 3/12/25
TIE Interceptor Length: 6.6 meters Focus: Dexterity (Piloting) Crew: 1 Cargo Capacity: 75 kilograms Consumables: 2 days Cost: 120,000 new; 75,000 used Atmosphere: 435; 1250 kmh
Combat Statistics Initiative: Health: Armor: Defense: Move:
5/Dexterity (Initiative) 62 4 17/12+Pilot’s Dexterity (Piloting) 11
Weapons Laser Cannons (front) Fire Control: 6 / 1+Dexterity (Starship Gunnery) Damage: 4d6+2 Range: 3/12/25
Stormtrooper
The Emperor’s elite shock troops can be found wherever the Empire seeks to show its might, squish dissent, or strike fear in the heart of the people. Stormtroopers expect civilians to obey them without question, and will use force if necessary, no matter who they are dealing with. Stormtroopers cannot be bribed or persuaded to act against the Empire; it’s almost as if they are programmed to loyally serve the Emperor. Stormtrooper 3 3 1 4 1 2 2 0
Communication Constitution Cunning Dexterity (Rifles) Force Perception Strength (Heavy Weapons) Willpower
Combat Rating Speed: 8
Health: 30
Defense: 14
Armor: 5
Attacks Weapon
Blaster Rifle
Attack Roll
+6 Powers
Damage
2d6+2
Favored Stunts: Skirmish, Lethal Blow Talents: Armor Training (Journeyman), Command (Novice) Weapon Groups: Pistols, Rifles, Heavy Weapons, Explosives
Equipment Stormtrooper Armor, Blaster Rifle
Imperial Naval Trooper To protect its vast number of capital ships without relying on help from the Army, the Imperial Navy has created a corps of troopers to act as soldiers. These troops handle security, control hangar traffic, and monitor sensor arrays when their combat skills are not required.
Imperial Customs Officer 1 1 2 3 0 2 2 1
Communication (Investigation) Constitution Cunning Dexterity (Pistols) Force Perception (Searching) Strength (Intimidation) Willpower (Morale)
Combat Rating Speed: 8
Health: 40
Defense: 11
Armor: 2
Attacks Weapon
Blaster Pistol
Attack Roll
+5 Powers
Damage
1d6+7
Favored Stunts: Skirmish, Lightning Attack Talents: Gunslinger Style (Journeyman) Weapon Groups: Pistols, Rifles, Explosives
Equipment Blaster Pistol, Comlink, Blast Vest & Helmet
Thug Thug 2 1 0 2 0 1 2 0
Communication Constitution Cunning Dexterity (Pistols) Force Perception Strength (Melee, Intimidation) Willpower
Combat Rating Speed: 12 Health: 18 Defense: 12
Armor: 0
Attacks Weapon
Attack Roll
Damage
Vibrodagger Blaster Pistol
+4 +4 Powers
1d6+3 1d6+4
Favored Stunts: Skirmish, Lightning Attack Talents: Weapon Groups: Pistols, Melee
Equipment Vibrodagger, Blaster Pistol, 25 credits
Thugs rely on superior numbers and intimidation to get the drop on their victims. The typical thug isn’t very smart; he’s quick to anger, and quicker to flee when things don’t look good in a fight. A hired thug can represent just about any common criminal found in the alleys, cantinas, or slums of cities around the galaxy.
Novice Bounty Hunter Novice Bounty Hunter 1 2 3 4 0 3 2 1
Communication (Deception) Constitution Cunning Dexterity (Brawling, Piloting, Rifles) Force Perception (Searching) Strength (Melee, Intimidation) Willpower
Combat Rating Speed: 10 Health: 66 Defense: 12 Armor: 7
Attacks Weapon
Attack Roll
Thermal Detonator +4 Blaster Rifle +6 Powers
Damage
4d6 2d6+5
Favored Stunts: Lethal Blow, Pierce Armor Talents: Gunslinger Style (Journeyman) Armor Training (Journeyman) Weapon Groups: Pistols, Rifles, Brawling, Melee
Equipment Thermal Detonator, Blaster Rifle, Binder Cuffs, 150 credits
Inexperienced Bounty Hunters often make the mistake of pursuing dangerous or elusive prey, and after months of failure, they’ll usually change their tactics. However, even a novice Bounty Hunter can be a dangerous foe, as many spacers have learned over time.
Young Rancor Rancors are bipedal land predators with thick hides, long claws, and sharp fangs. They are sometimes captured by big game hunters and kept as exotic pets. Their hide makes them highly resistant to energy weapons. Adult rancors usually reach 5 meters in size.
Young Rancor -2 7 -2 2 0 3 6 1
Communication Constitution (Stamina) Cunning Dexterity (Bite) Force Perception (Smelling) Strength (Claws, Intimidation, Might) Willpower
Combat Rating Speed: 10
Weapon Claw Bite
Health: 70
Defense: 13
Attacks Attack Roll +6 +6 Powers
Armor: 8
Damage 2d6+7 1d6+7
Favored Stunts: Grab, Pierce Armor, Lethal Blow Grab: A rancor can perform a special grab stunt after a claw attack for 5 SP. The rancor grabs an adjacent opponent, giving it a +2 bonus to bite attacks as long as the victim remains grabbed. (This includes the usual +1 for attacking a prone target). The grabbed character must make an opposed Strength (Might) vs. Strength (Might) against the rancor to escape, which requires a minor action and leaves the character prone. The victim’s allies can also attempt this test, but they must spend major actions to do so. A rancor can only grab one character at a time. Tough Hide: A rancor’s tough skin gives it an armor rating of 8. Regeneration: A rancor regenerates 5 Health at the start of its turn.
Imperial Customs Officer
The bane of smugglers galaxy-wide, Customs Officers are responsible for ensuring imports and exports that travel through Imperial Space are legal and comply with Imperial laws and regulations. In that capacity, Imperial Customs engages smugglers, arms runners, spice traders, and other criminals involved in the movement and sale of illegal substances, as well as legitimate independent spacers and large-scale freight haulers. It is not uncommon for Customs Officers to look the other way if a bribe is high enough…
Imperial Customs Officer 3 1 2 2 0 4 2 3
Communication (Investigation, Leadership) Constitution Cunning (Research) Dexterity (Pistols) Force Perception (Searching) Strength Willpower (Self Discipline)
Combat Rating Speed: 8
Health: 25
Defense: 12
Armor: 5
Attacks Weapon
Blaster Pistol
Attack Roll
+4 Powers
Damage
1d6+7
Favored Stunts: Skirmish, Lightning Attack Talents: Command (Journeyman) Weapon Groups: Pistols, Rifles, Heavy Weapons, Explosives
Equipment Blaster Pistol, Datapad, 75 credits, customs forms, Comlink (encrypted)
Rodian Hired Twerp
Found in the stables of crime lords throughout the Outer Rim, Rodians make excellent hit men and mercenaries due in part to the fact that their species values violence and sees no harm in murder. Rodians are especially sneaky, and one too many spacers have met their end when staring at the business end of a Rodian’s blaster from across a cantina booth. A space jockey would be wise to shoot one first if ever in that position… Rodian Hired Twerp
1 1 2 4 1 2 2 0
Communication Constitution Cunning (Piloting) Dexterity (Stealth, Pistols, Rifles) Force Perception (Seeing) Strength (Intimidation) Willpower
Combat Rating Speed: 12
Health: 30
Defense: 14
Armor: 0
Attacks Weapon
Attack Roll
Blaster Rifle +6 Hold-Out Blaster +6 Powers
Damage
2d6+4 1d6+4
Favored Stunts: Skirmish, Lethal Blow Talents: Gunslinger Style (Journeyman) Weapon Groups: Pistols, Rifles Special: +2 Perception (Seeing) in low light conditions.
Equipment Blaster Rifle, Holdout Blaster, Holster, 100 credits
Gamorrean Guard
Gamorrean Guard 2 4 2 3 0 2 5 2
Communication Constitution (Stamina) Cunning Dexterity (Brawling) Force Perception Strength (Intimidation, Melee) Willpower (Morale)
Combat Rating Speed: 8
Health: 70
Defense: 13
Armor: 2
Attacks Weapon
Battle Axe
Attack Roll
+7 Powers
Damage
2d6+5
Favored Stunts: Mighty Blow, Dual Strike Talents: Two Hander Style (Journeyman) Weapon Groups: Brawling, Melee
Equipment Battle Axe, Leather Armor
Special The battle axe is considered a part of the melee weapon group.
Gamorreans are green-skinned porcine creatures from the planet Gamorr. They are known for their great strength and stamina. Their talent for violence has made them favored mercenaries throughout the galaxy. Organized into clans, males dedicate all of their efforts to warfare, while females are responsible for the manufacture of weapons, along with weaving, hunting and farming. Gamorreans dislike energy weapons.
High Inquisitor
High Inquisitor is a senior rank in the Inquisitors, a branch of Imperial Intelligence consisting of dark side Force-sensitives who work under the command of Emperor Palpatine himself. They are often employed as interrogators; however their primary task is to seek out potential Jedi candidates and Force activity . The only higher rank in the Inquisitors is that of Grand Inquisitor, who is the head of the Inquisitors. High Inquisitor 3 0 2 4 6 3 2 5
Communication Constitution Cunning Dexterity (Lightsaber, Piloting) Force Perception (Searching) Strength (Intimidation) Willpower (Self-Discipline)
Combat Rating Speed: 8
Health: 80
Defense: 16
Armor: 0
Attacks Weapon
Lightsaber
Attack Roll
Damage
+8 3d6+8 (penetrating) Powers
Favored Stunts: Skirmish, Lethal Blow Talents: Force (Alter), Force (Sense), Command (Novice) Weapon Groups: Lightsabers, Pistols, Force Powers: Force Push, Telekinesis, Injure, Sense Force, Life Detection, Receptive Telepathy, Jedi Mind Trick
Equipment
Lightsaber
Class
Level
Experience Points
Age of Rebellion Name:
Speed
Defense
Armor
Penalty
Species:
Armor Type Age:
Gender:
Force Sensitive:
Height:
Weight:
Distinguishing Features
Communication
Health
Force Powers Control:
Sense:
Focuses Constitution
Focuses
Alter:
Cunning
Focuses
Class Powers
Dexterity
Focuses Force
Focuses
Move
Charge
Run
Perception
Focuses
Weapon
Attck
Dmg
Strength
Focuses Willpower
Focuses
We ap on G ro up s
Range