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
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:
Damage: 4D
Range : 5/20/40 for the short version
10/30/60 for the long version
Ammo : 6 shots (full round burst only I would even think about reducing it)
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
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
Scan: 35/1D
Search: 40/2D
Focus: 3 / 3D
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
Hull twin laser: forward facing. 2D fire control, 5D damage.
8 wing pylons
Photon torpedo bay: Mounts 4 photon topedoes, 2D fire control, 9D damage.
Concussion missle bay: Mounts 4 missles, 2D fire control, 8D damage.
8. Quad laser: hull mounted, forward facing. 2D + 1 fire control, 7D
damage.
Turbolaser: single, hull mounted SubSoro DZ-33 turbolaser. Alternate
firing every other round, 2D 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.
Quad hull mounted slughtrower: Same weapon as turrent moounted.
10 wing pylons
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
/---
/ |
/---/ |=
/--------------- ________|=
\_________________\ \/
\----\
* *
| |||
| | | | | |
/-\ | /-\ |
*--------0 * 0---------* 0 * 0
__-- \_/ --__ \_/
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:
quality = Master Level Art Roll + Materials bonus + Time Bonus
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:
1. It adds to any vehicle piloting rolls in any tricky maneuver which
reasonably can be described in terms of a stunt (which is nearly
every situation). It adds to any vehicle ops roll (even if it is
not the one used as a prerequisite.
2. It allows (as a free action) free maneuvers in a round of value
up to a difficulty equal to the roll in Stunt Driving.
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:
1) Lifespan increases 10% per die in this skill (not to exceed 40%)
2) The skill adds to all attribute checks pertaining to stamina,
poison, disease, radiation, or aging.
3) Character uses only 1/2 the consumables normally needed to function.
However the consumables must be of a very select type. Water
must be purified, fresh food is a must. A maximum of 1 replicator
meal a week can be taken under normal circumstances.
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.
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:
Dexterity: 1D+2/3D+2
Knowledge: 1D/4D
Mechanical: 1D/2D+2
Perception: 2D/5D+1
Strength: 1D/3D+1
Technical: 1D/3D
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:
Dexterity: 1D/3D
Knowledge: 2D/4D (see below)
Mechanical: 1D/3D (see below)
Perception: 2D/3D (see below)
Strength: 2D+2/5D
Technical: 2D/5D (see below)
Move: 12/15
Height: 1.6-2.2 meters
Special Abilities:
Hive Mind: When creating an Lnomix character, the player may decide
whether she wishes to play a mated or unmated Lnomix. Unmated Lnomix
are created and played as usual. Mated Lnomix will be composed of units
of 2-4 Lnomix (usually three). Each Lnomix in the unit must be created
separately, as they may have different attributes. Then, merge them as
follows:
1.) Dexterity and Strength are unaffected. All Lnomix in the unit have
separate scores for these attributes (that is, one may have a DEX of
2D, another in the unit may have 2D+2, etc.)
2.) For the remaining four attributes, take whichever score is the
highest of the members of the unit and add 1D for each member of the
unit beyond the first. If there are three members of the unit, two
with 2D Mechanical and one with 3D, the 3D would be the high score.
With three members, 2D is added to the high score for a final score
of 5D. Each Lnomix in the unit now has this score. These scores may
go above the racial maximums above.
3.) Lnomix units gain 10D of skills, distributed among the unit as if
they are one character (which they are). Dexterity and Strength
skills must be distributed separately (that is, giving 1D of
Blaster skill to one member of the unit only gives the skill to
that member of the unit), while skills from the other attributes
apply to all members of the unit (giving 2D of Space Transports
gives all members of the unit that level of skill).
4.) Each member of the unit is counted separately for purposes of
declaring actions (that is, each Lnomix must declare an action),
but they are counted as one character for purposes of skill reduc-
tion. If one Lnomix is programming a computer while another is
Bargaining with a shopkeeper, each Lnomix loses 1D from his skill
codes. If one member of the unit is wounded, the entire unit suffers
the effects (if one Lnomix is incapacitated, the rest of the unit
falls unconscious as well).
5.) The hive mind has a range of approximately 20 kilometers. When
members are separated beyond this distance, the unit loses 1D from
all skills and attributes. An additional 1D is lost for every add-
itional 10 km of distance. If part of a unit goes into hyperspace
without being in range of the rest of the unit, the entire unit is
killed.
Microscopic Vision: Lnomix receive +1D to Search when examing objects
ordinarily too small to be seen.
Mathematical Aptitude: Lnomix can automatically solve most mathematical
problems, and gain +2D to skills involving mathematics (including
Astrogation).
Story Factors:
Technology: Lnomix are fascinated by technology, but will not openly
display it.
Emotionlessness: Mated Lnomix, due to the mentality of a hive mind, tend
to be extremely emotionless, quiet, and repressed. Mated Lnomix consider
shows of emotion to be distasteful.
Pacifism: Lnomix are pacifistic, and mated Lnomix especially will never
injure an organic being if they can help it.
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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