STAR WARS
Source Book

Volume 1
Version 1.0

Date Finished 8-14-93
HTML Version : 1-12-1996



1 : Intro
2 : Weapons and Equipment
3 : Ships
4 : New Advanced Skills
5 : New Aliens
6 : New Planets



1 : Intro



This Source Book was complied from several different people who play the game. Most of the information was obtained over Internet via rec.arts.sf.starwars (r.a.s.s.). Some of the entries have internet e-mail addresses. These people said it was allright to be e-mailed in case anyone has questions on what they have created.
I have tried to keep the creator's intent intact by keeping the descriptions, stats, etc as they have sent them to me. Because of this, you may find that the 'Source Book' reads differently depending on who sent the information to me. Also because of the large number of items sent by a few people I did not repeat there name for multiply entries on one topic. So if the idea has no creater above the name then it was created by the same person who sent me the idea above.
A special thanks goes to, Eric Benson, Jeffrey A. Larsen and Steven Cavangh for without their ideas we wouldn't have this Source Book.

Daniel Thiel
dthiel@luminet.net




2 : Weapons and Equipment

Th'Ta Manufacturing, Inc. TA-11
(Riot Gun)

Eric Benson
Fountain@brahms.udel.edu

This is a powerful cut down weapon intended to subdue large numbers of people at a time. There are 2 versions, a long and a short barrel version. The long barrel has a 15 degree fire arc (+-7.5 degrees around boresight), while the short barrel is cut down and has a 30 degree arc of fire (+-15). Anything in the arc must dodge or take damage. They are great for taking out a bar. Just do a couple of shots into the bar and watch everybody turn to ash.

Price: 1500 for the long barrel, 1750 for the short
(and,no you can't just cut the long one down)
Availability: Large cities on important planets or at and Military or police installation
Legal: X (military only Riot gun)
Stats:
Vibrowhip:
Class: F2
Cost: 300
Damage: Melee + 1D+2
Difficulty: 15

Monowhip:
Class: F2
Cost: 200
Damage: Melee + 1D+1
Difficulty: 10

Stun Whip:
Class: F2
Cost: 200
Damage: Melee + 1D (stun)
Difficulty: 15

The idea for the whip series comes from Shadowrun and their monowhip. These whips have the same problem as the Shadowrun whips -- if you do not exceed the difficulty with your to hit roll, you got hit by it and you get to take the damage. Why would anyone use one? Well, they are really easily concealled (after all, who would suspect that your belt was a deadly weapon?) and they can do some large amounts of damage.
A whip can be used for a parry, but rather than trying to block the weapon, you try to snatch the weapon away or out of position. A vibrawhip can be used to try to cut metal, the difficulty is based on the metal's strength.

Light Dagger:
Class: X4
Cost: You ain't buying it
Difficulty: 20
Damage: 2D + 2 + Control

Basically a smaller version of the lightsaber. Used typically to help train or for other sundry purposes.

Steven Cavangh

The Force Lash.
This weapon was relatively uncommon during the heyday of the Old Republic. In the days of the Star Wars movies, it is extremely rare. Force lashes were used by Jedi-in-training, although some favored it over the light- saber.
The force lash looks much the same as a lightsaber handle, perhaps slightly longer and thinner. When the button is pressed, metal telescopes out from the handle like a car aerial for about 80cm and is encompassed in a glowing cylinder of energy. The metal (and hence the energy around it) has some flexibility, though not enough to wrap around something. The result is basically a less powerful, floppy lightsaber (3D + Special).

Astromech Sunsatt.
A recent innovation, this is a fusion radiator that can be placed in planetary orbit to provide light to sunless planets or night-light for any number of commercial production or military applications. A typical Sunsatt will provide light for one standard month, though some of the better ones can provide both light and heat for almost a year.
The Sunsatt can also be turned on/off via transmitter




3 : Ships

Quadfecta Fighter series

Eric Benson
Fountain@brahms.udel.edu

These are a series of fighters similar in concept to the B wing. There is an offset piloting pod which flies along on a roughly straight course while the remainder of the ship rotates around (a cross between a B wing and the ship from the Last Starfighter). Very maneuverable, but relatively difficult to keep in service due to the avionics.
                            o
                            |
                            | /-engine pod
                      o-----O-----o -wing tip mounted laser
                            |\
                            | O  Crew module
                            o

(Poor Ansi version, but I hope you get the point)

Stats:

Maneuverability : 4D
Speed : space: 6 atmosphere: 300 / 900 km
Cargo : 110
Consumables : 1 week
Hyperdrive: x 1.5
Hull: 5D (multiple redundant features)
Sensors: P: 20/0D Weapons: 4 laser cannons
-front arc
-Fire control 3D
Range: 1-3/12/25 (space)
100-300/1.2km, 2.5km (atmosphere)
Damage: 6D

Th'Ta Incorporated
A small, limited production starship company headquartered on the planet Lebensa' [a human amazon women from the moon planet]. It is run by one Obuinia Mercoit, one of the planet's ruling family.
All of their products are designed with standard sized, normal atmosphere humans, although changes can be made as required.
They currently make 2 ships, each available in a number of permutations. The KF99 is a simple, but advanced single place atmospheric fighter intended to go up against or to replace the Z95 Headhunter. The TT31 is a 2 place space superiority fighter with a healthy front arment and a linked turbolaser and ion canon mounted in a patented SnapFire turrent.

KF 99
The KF99 is a new design, externally similar to the Z95's that it replaces. It was designed with sturdiness and reliability in mind, with sturdy fixed rear landing skids, an armored cockpit, a heads up display, a 33 degree fighting chair and a bubble top perspex glass. There are five varients: AS.1 (air superiority), RCN.2 (recon), HS.3 (heavy strike), GP.4 (general pupose) and COIN.5 (Counterinsurgency).

                AS.1    RCN.2   HS.3    GP.4    COIN.5
Crew            1       1       1       1       1
Manuevering     2D+1    3D      1D+1    2D      3D
Sublight        3D+2    5D+2    3D      3D      3D
Hull            2D      2D      2D      2D      2D
Shield                          1D
Hyperdrive              x2      x2
Backup                  x18     x18
Consumables     1 day   1 wk    1 wk    1 day   1 wk
Storage         55 kg   100 kg  100 kg  50 kg   60 kg
Weapons(see below) 1    2       3       4       5
Cost (new/used) 35/15   37/7.5  50/17.5 45/16   25/10
Weapons:
1. Twin Laser: Hull mounted, forward facing. 2D fire control, 5D damage
2. Blaster: A single forward facing blaster. Speeder scale. 1D fire control, 4D damage (scaled).
3. Twin Turbo laser: Twin SubSoro DZ-33 turbolasers linked to provide one imensly powerful burst of energy every other turn. The turn that they are fired, the pilot looses 1D of speed due to the energy draw. 2D fire control, 9D damage (starship scale).
Photon Torpedo bay: 4 torpedoes in an internal bay. 1D fire control, 9D damage.
4 wing pylons: See bottom of file (hopefully!)
4. Twin Laser: Hull mounted, forward firing. 2D fire control, 5D damage. 4 wing pylons
5. Quad slugthrowing machine cannon: This mount is four seperate hull mounted forward facing rapid fire weapons. 2D fire control, 2D damage versus armor, 6D versus unarmored or character scale targets.

TT31
The TT31 was designed in response to the Incom X wing. The TT31 has it's patented SnapFire turrent which mounts a paired turbolaser and an ion cannon linked for maximum effectiveness. Both the X wing and the TT31 have some slight advantages and disadvantages when compared to each other, but they are closely matched. In a long fight (or flight) the TT31 has the advantage with it's two person crew taking some of the duties.

TT31
The TT31 was designed in response to the Incom X wing. The TT31 has it's patented SnapFire turrent which mounts a paired turbolaser and an ion cannon linked for maximum effectiveness. Both the X wing and the TT31 have some slight advantages and disadvantages when compared to each other, but they are closely matched. In a long fight (or flight) the TT31 has the advantage with it's two person crew taking some of the duties. The Rebellion has one squadron of TT31.AS fighters, originally purchased for comparison and possible procurement, which has racked up some pretty impressive scores in terms of destroyed TIE fighters. The Rebellion decided not to use what assets they had to support the TT31 for two reasons. The Rebellion is short of crew anyway and adding another person simply adds to their logistical nightmares. The Rebellion command also disliked the turbolasers power cycle time and prefered the instentaneous effect of the X wings lasers.
There are four versions of the TT31, the AS.1 (space superiority), HS (heavy strike), COIN (counterinsurgency) and INT (interceptor). The interceptor takes the AS version and attempts to improve the ship by adding upgraded manuevering foils, increased thrust engines, and addittional laser cannons in favor of decreasing the size of the hyperdrive modulators.

                AS      HS      INT     COIN
Crew            2       2       1       2
Manuvering      2D      2D      3D      3D
Sublight        4D      3D      5D      3D
Hull            4D      4D      4D      4D
Shield          1D      2D      1D
Hyperdrive      x1/2    x2      x3
Backup          x16     x16     x18
Consumables     1 wk    3 wk    3 days  4 wks
Storage         125 kg  150 kg  25 kg   300 kg
Weapons Package 6       7       8       9
Cost (new/used) 190/90  170/70  200/95  135/65
Weapons package:
6. SnapFire: This turrent system combines a powerful SubSoro DZ-33 turbolaser (alternating fire every other turn) with a Type II ion cannon. The ion cannon is used to stun and power through shields while the turbolaser is powering up. Turbolaser: 1D fire control, 7D damage. Ion cannon: 1D fire control, 4D ION damage.
Twin laser: Forward facing, hull mounted twin laser cannons. 2D fire control, 5D damage.
7. Turrented twin laser: 2D fire control, 5D damage 8. Quad laser: hull mounted, forward facing. 2D + 1 fire control, 7D damage. 9. Quad slugthrower: Mounted in what would have been the SnapFire turrent on the normal varient, the four rapid fire cannons serve to make mincemeat out of unarmed people. 2D fire control, 2D damage to armor, 6D damage to unarmored or character scale. Wing Pylon:
An underwing mount which allows weapons to be carried and used in atmosphere.
Rockets:
                AP      AV      GP      Mini
#/pylon         1       1       1       3
FC              -       -       -       -
Armored dam.    1D      6D      3D      2D
Unarmored dam.  6D      2D      3D      2D
Range           500m    500m    600m    200m
Cost            500 Cr  500 Cr  250 Cr  100 Cr

Bombs:
Free flight only
                Cluster Iron    Guided
#/Pylon         1/3     1/3     1/3     (i.e. takes 3 pylons)
FC              -1D     -3D     +1D
Armored damage  2D      7D      7D
Unarmored dam.  10D     5D      5D
Radius          50m     25m     10m
Cost            2500 Cr 7500 Cr 75000 Cr

Gun Pods:
                Slugth. Blaster Laser   Turbo
Pylons/gun      1       1       2       3
FC              +1p/gun +1p/gun +2p/gun +1D/gun
Armored dam.    1D      2D      4D      6D
Add/gun         +2p     +3p     +2D     +3D
Unarmored dam.  3D      2D      4D      6D
Add/gun         +4p     +3p     +2D     +3D
Cost            500 cr  2000 cr 5000 cr 10,000 cr
+1p/gun means that each addittional gun adds +1 pip to the fire control.

For example, a Bakkan Forth, a former Imperial gunner and his buddy Neopt Farnlh are reading their TT31.HS for a strike at an Imperial facility. He decides to take 2 turbolaser pods and 2 blaster pods. When Bakkan decides to use his pod turbolasers (which combine the effect of the pod weapons), He gets +2D fire control and a damage of 9D. If Bakkan uses his front lasers (combined with the pod blasters), he gets 2D + 2 fire control and 5D + 6 damage.

Now, Bakkan knows he's going to break up a riot and takes slugthrower pods and CBU (cluster bomb units) instead. 1 CBU and 7 slugthrower pods... CBU is -1D fire control and 10 dice area effect against people. The pods will be gunner skill +7 pips to hit and 3D + 24 damage. Hmm. Somebody is going to get trashed. In my campaign, I would use the damage as area effect for the slugthrowers, too, after all, it's hard to dodge 7 .50 cal Brownings firij'Yat your rear.

Starfighter designs July 13, 1993, Jeffrey A. Larsen After looking at all of the literature and comments on the Clone Wars, it would seem that the clone wars had to be 30-60 years in the past based on apparent character ages and comments in books like Zahn's (who might have some official sort of writer's guides). Even today combat aircraft can serve that long, especially some with low complexity and large production runs (such as P-51's or B-17's). It stands to reason that large numbers of clone-war vintage starfighters exist in the galaxy. Lend-Lease type ventures, sales of obsolete craft to third world nations, and lost caches(such as the Alderaan War Frigate from Graveyard of Alderaan), would ensure that many clone war combatants could still be in operation. I admit that my interests in WWII warbirds inspired this contribution, and because my players (hopefully NOT reading this) are about to stumble onto a clone-war vintage battlecruiser in my post-empire campaign (good, original, plot lines are hard to come by sometimes) and in a clone-wars era adventure/campaign I am thinking about. In this text I include some contributions of Star Wars fighters of a pre-Z-95 kind of flavor. They are unabashedly copied from WWII counterparts. Change them any way you like. Sorry, these were designed under the first edition rules and have not been converted. I leave this exercise to the reader. I guess since I can picture the craft in my head I never really bothered with physical descriptions either.

NOTE: Undoubtably, some of these craft have been upgraded since they were introduced. Plausible modifications of course would be very limited, due to limitations of the spaceframe. These starfighters appear with their original (clone wars stats, with standard upgrades in parentheses).

NONE OF THE CRAFT MENTIONED HERE HAVE HYPERDRIVES OR SHIELDS.
In my galaxy it would not have been feasible to mount them on craft that small in that era.

CONSUMABLES: Unless otherwise noted, 12 hours. Modern Versions could hold up to 2 Days.

New Republic (Alderaan) Designs:

W-class Starfighter. Short, Stubby, generally an all-around performer for the era. Suffered greatly from a lack of maneuverability but made up for it with durability and firepower.

Sublight Drive: 3D (3D+2)
Maneuverability: 0D (0D+2)
Hull Strength: 3D (3D+1)
Crew: 1

4 Fire-Linked Blasters (Combined)

Fire Control: 1D (1D)
Combined Damage: 3D (5D)

D-Class Bomber: Plays the role that the Y-Wing currently does. Ground Support, 2nd Line Fighter defense. This was an older design even then, but had the respect of its crews, who were the main reason for the success of the class. It's rugged design inspired the Y-Wing.

Sublight Drive: 2D+1 (2D+2)
Maneuverability: 0D (0D+1)
Hull Strength: 3D+1 (3D+2)
Crew: 2

2 Fire-Linked Blasters (Combined, operated by rear gunner only)
(360 degree mount)
Fire Control: 0D (0D)
Combined Damage: 2D+2(4D)

Choose one of the following payloads:

Concussion Missiles (Fired by Pilot)
Magazine of 2 (4)
Fire Control: 1D (2D)
Combined Damage: 5D (6D)

Conventional Ordnance (Fired by Pilot)
500 KG (Almost exclusively conventional HE. Other forms of ordnance were not used by mutual consent of the members of the Republic even during the assault on the Clone Masters' Lairs.)
Fire Control: 2D
Damage: As determined by GM.

T-Class Torpedo (Anti-Capital Ship) Craft: First attempt at using a starfighter scale craft against capital ships with the (untried at the time) proton torpedo. Slow, easy targets for starfighters but too small to be effectively opposed by most capital ship weapons at the time.

Sublight Drive: 1D+2 (2D)
Maneuverability: 0D (0D)
Hull Strength: 2D+2 (3D)
Crew: 3 (2+1passenger)

2 Fire-Linked Blasters (Combined, operated by rear gunner only)
(360 degree mount)
Fire Control: 0D (0D)
Combined Damage: 2D+2(4D)

Proton Torpedos (Fired by Weapon Specialist (Fired by Pilot))
Magazine of 1 (4)
Fire Control: 0D (1D)
Combined Damage: 7D (8D)

Clone Master Craft:

A note about the design philosophy. The clones typically were of initially low proficiency but experienced clones were frighteningly adept at combat. Initially in the clone wars, this experience resulted in the slaughter of Old Republic forces in several battles. Unfortunately for the clonemasters, they could not keep up the levels experienced clones lost with comparable replacements and so despite adequate ship construction levels, their fighting forces became easy targets for the growing Old Republic Forces at the end. Most all of these craft were thought destroyed, except for those initially sold to independent worlds to gain capital and for those allied worlds that ended thier alliance when things began to look bad. A trickle of these craft ended up in the fringe for up to 10 years after the end of the clone wars and showed evidence of recent construction. This prompted many to believe some of the Clone Masters had escaped and prompted a fruitless search. When the flow abruptly stopped, it became widely believed that it had simply been a cache that was discovered by some independent.

Class 4 Starfighter(Wi). Designed to capitalize on the skill of the initial clones, these craft attained heretofore unheard of performance levels at the cost of being unable to withstand a hit. To the Clone Masters' way of thinking, this was acceptable. The designers of the TIE would have been pleased with this design philosophy. The success of this craft purely reflected the skills of the pilot.

Sublight Drive: 4D (4D+1)
Maneuverability: 2D (2D)
Hull Strength: 1D+1 (2D)
Crew: 1

2 Fire-Linked Blasters (Combined)
Fire Control: 0D (1D)
Combined Damage: 2D+2 (5D)

Class 2 Bomber(Firewind). Used in capital ship combat or as a pacifier on invaded worlds. Versatile in its applications, this craft depended on good fighter cover to operate. Later used as a suicide bomber with fair success with some less-skilled clones. The nuclear capability of this craft caused such a distaste for such weapons that even the Empire does not openly advertise its possession of them today.

Sublight Drive: 2D (2D+2)
Maneuverability: 0D (1D)
Hull Strength: 3D (3D+2)
Crew: 2

1 Blaster Cannon (Gunner Only)
Fire Control: 0D (1D)
Combined Damage: 2D+2 (3D)

Interchangable payloads. Choose one only (Operated by Pilot):

Conventional Ordnance (Yes, Bombs, Napalm, and even Nuclear)
500 KG (Up to 700KG after modifications)
Fire Control: 1D
Damage: As per type of load (GM discretion)

Concussion Missiles
Magazine of 2 (4)
Fire Control: 2D (3D)
Damage: 4D (6D)

Late War: Proton Torpedoes
Magazine of 1 (2)
Fire Control: 0D (2D)
Damage: 6D (8D)

Clone-War Vintage Shuttles: In current use due to the timelessness and durability of the design. Used to ferry troops from assault ships to hostile planet surfaces, cargo runs, and the like. This accounts for the high amount of cargo space available. There were so many in use and so many to get rid of at the end of the war, that it is still hard to find a major starport in use that does not have a few tucked in somewhere.

Sublight Drive: 2D+1 (2D+2)
Maneuverability: 0D (0D+2)
Hull Strength: 4D (3D+2) --needed to accomodate new drives. Crew: 2 + 40 passengers or 1 Hovertank and 10 Passengers or 150 Metric Tons of Cargo. Note: The life support system cannot support more than 12 people for more than 12 hours.

Defensive armament: (Operated by Co-Pilot)
Laser Cannon
(360 Degree Mount)
Fire Control: 1D (3D)
Damage: 2D (3D)

Steven Cavangh

Z-98 Renegade.

This starfighter is one of the early successors of the popular Z-95 Headhunter. Designed in the twilight days of the Old Republic, only a few were built and fewer actually saw action before the extermination of the Jedi and the rise of the Empire. The Z-98 is somewhat similar to the Z-95 but has three small additional wings (one dorsal, two more under the main wings) for enhanced atmospheric performance, an extra triple blaster mounted in the nose, and an improved engine thrust rating. The S-Foil wings fold up to the dorsal wing when landing and landed.

Craft: Incom/Subpro Z-98 Renegade.
Type: Atmospheric/Space Interceptor.
Scale: Starfighter.
Length: 12.1m.
Skill: Starfighter Piloting: Z-98.
Crew: 1.
Crew Skill: Piloting 4D+1; Gunnery 4D; Shields 3D+1.
Passengers: 1.
Cargo Capacity: 110kg (0.4 cubic m).
Consumables: 1 day.
Hyperdrive Multiplier: None.
Hyperdrive Multiplier: None.
Hyperdrive Backup: None.
Nav Computer: None.
Maneuverability: 2D+1.
Space: 8.
Atmosphere: 415; 1200 kmh.
Hull: 3D+2.
Shields: 1D
Sensors:
passive: 15/0D search: 40/2D
scan: 25/1D focus: 1/2D
Weapons:
Three Triple Blasters (Fire Linked).
Fire Arc: Front Skill: Starship Gunnery
Fire Control:1D Space Range: 1-5/10/17
Atmosphere Range: 100-500/1km/1.7km
Damage: 4D+1

Concussion Missile Launcher (nose mounted).
Fire Arc: Front Skill: Missile Weapons
Fire Control:1D Space Range: 1/3/7
Atmosphere Range: 50-100/300/700m
Damage: 7D


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4 : New Advanced Skills

Jeffrey A. Larsen, 7/8/93

DISCLAIMER: Some of these skills are NOT the kind of skills that are intended when playing the game in the "Star Wars" spirit. I knew that when I created them. They undoubtedly exist somewhere in the galaxy however, and while trying to come up with other advanced skills besides the SINGLE advanced skill of medicine, these came to mind. Keep in mind that of these skills have limited practical use for your run-of- the-mill-vanilla-flavored-galaxy-saving SWRPG character; just use them when you want to add a little spice to your game.
I did not have my rulebook handy while designing them, so some tweaking might be necessary. My only caveats in giving them for free distribution is that because I am sure you might not like some of the implementations, I would ask that you change them in whateverway you like before using them. However, please don't waste time and space by telling me. Just use what you think is usable and throw the rest away. On the other hand I would be excited and interested in hearing from you if you have developed some advanced skills of your own different in nature from the ones I have described here.

Format:
Skill (Attribute used, prerequisite skills): (Time for use) Description.

Skills:

Armor Weapons: (DEX, Blaster 5D): (1rnd) Without this advanced skill all armor weapons rolls are at -2D due to the difficult of predicting the aiming characteristics of weapons used from suits. Armor weapons allows the use of any Blaster/Missile type weapon which can be mounted on a given suit of armor or powersuit (By GM ruling of course).
Armor weapons adds to the base skill roll of any weapons fired from a suit (i.e. blaster, grenade, firearms, etc) regardless of the level of the skills normally used. (In other words, you only need the initial 5D in blaster to represent the level of skill needed to learn how to fire any weapon in a suit). Other prereqs are possible with GM approval (such as firearms in an industrial tech level).

Master Level Art, _________: (As judged by the GM, Plausible related skill 4D): (Base time 1 Week) Allows the character to make a professional living as an artisan. The skill roll represents the quality of any work created by the character and the appreciation of the work felt by others. In general, a character must spend a month creating a workplace and money equal to 20cr X (Skill roll in related skill) in order to get set up. Before starting a project after that, materials much be purchased at a cost of 5cr X (Skill roll in Master Level Art) for each project. A bonus of +1 to the final roll is to be given for every factor of 2 by which the purchased material exceeds the starting cost. A time for completion of the project must be stated, with a bonus to the final skill roll of +1 is given, not to exceed +10, for each additional 2 weeks taken. The quality of the final work is a number equal to:
The work can be sold for a base cost of (quality X 50cr) to any patron the artisan can find. To sell the work, an opposed roll must be made between the artisan an patron. The skills that can be used in the roll are bargain or "Art connoisseur" (A KNO based skill). If the artist fails to beat the patron, no sale is made as the artisan did not inspire the patron. Otherwise, the work is sold for a cost as if the artist made a successful bargain. If the artist makes 10 Very Difficult rolls, the artist has gained respect in the field and may charge double the base price. If the artist makes 10 Heroic rolls, then they are a master of the field and may charge 10 times the base price. For these rules, any art form including music can be judged.

Linguistics (KNO, Language 5D): (1 rnd normal use, 1 day for advanced use). The character has made a study in how languages are structured and the universal foundations of communications. Anyone with this skill need only make 5 Very difficult rolls to become fluent in a language. This skill adds to any language roll made in everyday usage. In addition, the character can use the Linguistics skill (by itself) to translate a normally untranslatable language (whether it is just an unused version of a familiar language, a totally new language, or a totally bizarre method of communication (song or light for example). Some protocol droids might have been programmed with this skill by traders and scouts in the far reaches, but most never reach a fair level of competence in this skill due to the amount of creativity involved. There is still a good demand for Linguists in the galaxy.

Academic, ________ (KNO, preq KNO > 3D): (variable) This skill allows advanced knowledge in the specified discipline which makes possible research or communication on the professional level. While a KNO skill might give someone an intuitive feel for how the subject works (Physics -- If I fall off of a cliff I will drop in a uniform gravity field), the advanced skill allows a more precise understanding (Physics -- d=0.5gt^2 describes the motion as I fall). The owner of this skill will be able to easily digest scholarly texts and journals on the subject and can research problems of interest to the field. Exact difficulty and time for each use is variable and depends on the GM.

Galactography (KNO, Planetary Systems > 5D): (variable) This skill implies a high degree of knowledge regarding the known galaxy as a whole. This Advanced skill can be added to any skill roll that encompasses the galaxy as a whole, be it in economics, politics, history, military strategy, science, or any other skill. As a direct bonus, the Galactography skill adds directly to any astrogation roll (showing the applied knowledge of the character regarding the effects of the galaxy's structure on travel).

Acrobat (DEX, Climbing/Jumping 5D): (1rnd) This skill gives the character an extremely fine sense of balance, The character gets +1D to any DEX or DEX based roll involving balance or control of the body's motion. In addition, one cannot perform acrobatic maneuvers or tight-rope walking without this skill (unless it is a darned big rope).

Magician (PER, Con > 5D and DEX > 3D+2): (variable) This skill implies that the character trained for a career as a stage magician at some time in the past. This advanced skill adds to any con roll in which the character needs to distract someone's attention. In addition, it adds to any hide roll in which some component of illusion can be used. It adds to sneak rolls and any attempts to palm or secret small items from lockpicks to hold-out blasters.

Martial Arts (STR/DEX, Brawling Parry or Brawling at 5D): (1 rnd) First, a qualifier on the specialization rules for the prerequisite skills. Specialization is a type of attack that gains a +1D bonus to attacking an opponent who has not specialized in that form of attack or defense, due to the opponent's ignorance of standard counters to the attacks. Having Martial Arts skill allows a character to specialize in all forms of unarmed combat so the opponents NEVER gain the +1D bonus, no matter what the form of the attack. In addition, based on the level of the prerequisite skill, other advantages are available.

The +1D bonus against unskilled opponents is lost when taking martial arts as an advanced skill. This is because the 1st dice taken in martial arts IS that skill, with a little more flexibility in its use.

Brawling at 5D: Martial Arts can be split on a die by die basis between the attack roll and the damage roll. (example: a character with 2D in martial arts can either add both dice to either the to-hit or the damage roll OR add 1D to each).

Brawling Parry at 5D: Martial Arts skill can be split between Brawling parry, Melee Parry (even without a weapon) or Dodge (2D maximum).

Both at 5D: Dice can be split at will between all skills.

Lightsaber Design/Repair (FORCE SKILL, all skills 3D + a master or special ------ see below): (Variable) This skill allows the design, repair, or refurbishing of Star Wars's favorite weapon, the lightsaber. It is essentially an art skill and requires materials for setup as Master Level Art, _____. It requires all materials listed in the sourcebook (although they might be obtained separately, eliminating the need to buy materials to begin the project). The minimum time needed to build a lightsaber is 8D - (Skill Roll) Days. These are complete uninterrupted work days although the character can leave the project and any point but come back to it later with no penalty [ just the thing to while away those long hours in hyperspace] Taking additional time adds a bonus on a second roll for the quality of the saber (described below). The quality roll gives the lightsaber its individual attributes through the following table:

        Quality Roll            Attributes of the Saber
        0-4                     None, Saber was inferior and materials
                                used in construction are ruined.  Start Again.
        5-9                     Basic Saber.  5D damage and No options.
                                Blade Color is random.  Blade must be turned
                                on or off with a switch.  Length cannot be
                                changed.  Recharge every month.
        10-14                   Choose Blade Color, 5D damage.  Pick one
                                option from:
                                        1)  Safety switch allowing the
                                            blade to be locked on or an
                                            auto cutoff.
                                        2)  Variable Beam Length.
                                Recharge every year.
        15-19                   As 10-14 but get both options.
        20+                     If normal time was taken, as 15-19 but
                                recharge time goes up by one year for every
                                5 points over 20.
                                Double Time taken:  (+1 pip to damage or hit)
                                Triple Time taken:  (+2 pips to damage or hit
                                                      distribute as you like)
                                Quadruple Time taken (+3 pips)
                                and so on...... 3 pips = 1 dice.
        

This skill could normally be learned by anyone, but the Jedi Knights guarded the secret and so the skill has been lost to the galaxy for the most part. The 3D and a master prerequisite represents tutelage under a Jedi Knight who taught the skill once the student developed certain minimum requirements. The skill can be self taught if the student can do a successful postcognition at a Jedi Training Site to see how it was done. The modifiers on the roll are hidden from the player, and the GM is free to make the task easier or harder, after all such is the way of the force in letting creatures uncover its secrets.

_______ Design (KNO, KNO > 3D): (Variable) A character with such a skill is adept at designing the bit of technology specified. Possible subjects for this skill include: starships (type/scale), weapon (except lightsaber), Integrated Ship Systems (the Imperial "modular design" approach), device, or any other specific technology or group of technologies. After listening to the player describe the device that is to be designed, the GM assigns a difficulty and a rough estimate of the design time (which can be modified up or down later). If the character's KNO + design roll is more than 10 below the difficulty, the device cannot be built as far as they can tell. If the roll is less than 6 below the difficulty, they can design and build it but will find later that major bugs exist in the system which may or may not be correctable. Success means that a set of plans can be formulated and can be built by someone with the corresponding repair skill using the same rules as the Master Level Art Skill for time. Cost is determined by the eventual market value of the device and usually costs 10 times the eventual market value for a prototype. [NOTE: Star Wars is NOT a gadget design game, as was mentioned in the rulebook. It is about characters that use but do not create new technologies. As such, difficulty numbers should be NO LESS than heroic for even the simplest ship or weapon designs, as it usually takes large teams of engineers and lots of money to make even the smallest advances. This skill is included more for completeness than utility.]

Stunt Driving (MECH, Vehicle Piloting of 5D in one type of vehicle): (1 round) Character has formal training in stunt driving. This training would be extremely beneficial to any Star Wars driver or pilot since stunt maneuvers are a necessity during combat. This skill has two ways in which it can be used:

Proper Living (STR, stamina > 5D): (adds to attribute checks, 1rnd) This skill represents the benefits the character will have from following a regimen of diet, exercise, and mind techniques to become healthier. They must keep away from all replicated food and must dedicate on an almost religious basis 1-3 hours a day in exercise and meditation. Sounds rough, but there are good points too:
If the character is not able to follow the outlined regimen for more than 75% of the time in a given month, all benefits (except 1.) are lost for a period of time equal to twice the period of laxity.

Beast Taming (MECH, Beast Riding > 5D): (1 week) Character can break the spirit of an animal and prepare it for domestic use. Opposed roll versus the beast's orneryness. The character must exceed the beast's roll by a factor of 2 to truly break it. Otherwise, if the character beats the animal by 5 points it breaks but can revert to wild. One roll per week is allowed, but if the beast beats the character by 5 points, it will never be broken by any character of the same skill level or less. Once the beast is broken, training can begin. The character must beat the beast in three opposed rolls in a row, each one taking a week. If any roll fails, the character must start over in getting the three rolls in a row. Once this training begins, the character can teach the beast tricks. Each trick is assigned a difficulty by the GM as a bonus to the Orneryness roll and the character must beat the beast twice in a row to teach the trick. Failure on one roll means that the character can start over again, but if the character fails again, the trick cannot be taught to this beast.




5 : New Aliens

Ron
v088r52m@ubvms.cc.buffalo.edu

Mvromow
-------
Mvromow are catlike humanoids from the planet Mvrom. They have fur that ranges from white to black, with most specimens in the dark gray range. Well known for their curiosity about the galaxy, they are organized into a nation of tribal states on their homeworld. These states are slowly losing power as more and more Mvromow venture into the galaxy, leaving Mvrom behind.

Attribute Dice: 11D
Attribute Minimums/Maximums: Move: 10/13
Height: 1.5-2.0 meters

Special Abilities:
Skill Bonus: At the time the character is created only, the character receives 2D for every 1D placed in the Sneak and Running skills. This also applies to specializations.
Night Vision: Mvromow receive +1D to their Search skills in low light.

Story Factors:
Curiosity: Many Mvromow are highly curious about the galaxy around them. They are looked down upon by those Mvroms who are not as curious.

Ron

Lnomix
------
Lnomix are hive minds from a distant planet in the Unknown Regions. They are tall, furry anthropoids averaging 1.9 meters in height. A unit of the hermaph- roditic Lnomix (typically three), when they mate, increase their brain capacity exponentially, merging minds, personalities, and feelings into one composite. Lnomix units are smart enough to be termed "Living Computers", as they can solve most mathematical problems in seconds, on a par with the Givin. Little is known about their society.

Attribute Dice: 12D (see below)
Attribute Minimums/Maximums: Move: 12/15
Height: 1.6-2.2 meters

Special Abilities: Story Factors:



6 : New Planets

Steven Cavangh

AGOST

Type: Grassworld.
Temperature: Temperate.
Atmosphere: Standard.
Gravity: Medium.
Terrain: 78% flat grassland.
Length of day: 32 standard hours.
Length of Year: 402 local days.
Population: 16 million.
Planet function: Agriculture.
Government: Imperial governor, city councillors, rural farmlords.
Tech level: space.

Agost is a remote world in an in an uninteresting outer sector. Its surface is flat with little tectonic movement, and almost completely covered in grasses (many species ranging from knee-high to sugarcane height). Most of the moisture on the surface is subsoil, though a few small lakes exist.
Much of the population is located on farms, though two cities exist on the planet: Stoessel and Mol Danta. It is here that the world's only spaceports are located and carefully monitored by the Empire.
Two species of interest have been studied at length on the grassworld:

EGUALE: (ee-gwa-lay) These are horse-sized insectoids resembling a praying mantis. They have six limbs, four used for mobility and two "arms". One of these is larger and sickle-like, used for cutting grass. The other arm scoops food toward its mouth with pincers.
Eguale have a hard, chintous shell. They have many uses ranging from transport to beasts of burden to food. Eguale farmers use six-foot shock prods (with additional grass-cutting blades) to drive the insectoids. These instruments have been mistaken for force pikes.

TOWER GRUBS: These are squat grubs three meters in length and one meter in diameter. They burrow into the ground and during their life span secrete a mucous substance behind them, that over the years becomes a tower that is hard and woody. Some towers have been known to exceed five meters in height.



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