Star Wars RPG

Attributes:

Hits

Total damage that can be absorbed and any physical exertion.  Equivalent to experience cost of non-force skills acquired

Dice

Total probability effect.  A single die can be added to any skill with at least one dot, if the die rolls more dots than the character skill rank the die is fixed to that skill until the scene.  Players can use XP to buy an unlimited dice pool

Force

Total energy for force actions. Equivalent to experience cost for force skills acquired.  Jedi regenerate this to full with a week of meditation and non-combat exercise.  Sith regenerate this after sparring with each other, lethal combat with non-force users, lethal combat with each other, or any combat with jedi (20%, 40%, 60%, 80% per ‘day’ respectively).

Wield

Primary weapon wielded.  Free attack once per round.

Offhand

Secondary weapon or non-weapon device on person.  A second weapon for action per round.  Attacks are fixed cost of health or force, blocking is linear.

Equipment

Armor, forcefield or other inventory like substance.

XP

unspent experience points.  Can be allocated to skills or dice.

Primary Classes

Jedi Consular (green)

Priests of Jedi Order, versed in the lore and the fullest extent of the Force.  These specialists forgo training in saber combat to focus inwardly on their personal mastery of the force, its cosmic power, and its greater purpose.  May only use a single lightsaber.

Jedi Guardian (blue)

Combat Specialists, masters of the saber arts, and generals of armies.  Minimal contact with the religion of the Jedi order.  Able to use all forms of light equipment including shoto, lightsabers, lightfoiles, lightpikes, etc.

Jedi Sentinel (yellow)

Versatile Jedi who see the boundaries between light and dark in shades of grey rather than rigid lines.  Most easily corrupted and saved of the Jedi.  The only Jedi class with access to true 'dark' forces.  This is the only jedi class that trains specifically to dual wield.  

Sith Inquisitors (single red)

A class of powerful Force-wielders within the Sith Empire, operating primarily within the upper echelons and political circles. In contrast to their counterparts, the Sith Warriors, Inquisitors specialized in Force abilities as opposed to martial might, and many would devote much time to researching new skills to survive in the cutthroat Sith political environment. Few acolytes succeeded in becoming Inquisitors. However, those that did proved to be the most determined.

Sith Acolyte - (red double end lightsaber staff)

New initiate to the Sith order.  Trained under a master, they have not yet fully fallen to the Dark Side of the force.  They can access many abilities forsworn by true dark lords of the sith.  They are the most easily saved of the sith.  Start with and wield a double bladed lightsaber to distinguish their lower status.

Sith Warrior (two red sabers)

Described as "an unstoppable force of darkness", were combat specialists of the Sith Empire, and served as the champions of the battlefield, entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. Trained to rely on the emotions of fear, anger, and hatred to improve their connection to the dark side of the Force, channeling its power through their bodies and purging weakness from themselves.

In contrast to the Sith Inquisitors, Warriors had little patience for careful planning, and wasted no time with such manipulations. Instead, they demanded absolute obedience from their followers, relying on power and intimidation to attain their ends. However, such blunt methods did not reduce them to single-mindedness, and Sith Warriors had been known to go renegade in order to pursue their own agendas.

Quick Reference:

                COST when keyword is used for a given number of dots

Keyword

1

2

3

4

5

6

7

8

9

10

11

12

n>5

Fixed / Flat

1

1

1

1

1

1

1

1

1

1

1

1

1

Linear

1

2

3

4

5

6

7

8

9

19

11

12

n

Geometric

1

3

6

10

15

21

28

36

45

55

66

78

n(n+1)/2

Squared

1

4

9

16

25

36

49

64

81

100

121

144

n*n

Jedi Master (Percent)

50%

67%

75%

80%

83%

86%

88%

89%

90%

91%

92%

92%

n/(n+1)

Days of ‘rest’

2.5

1.7

1.3

1

20h

17h

15h

13h

12h

11h

10h

9h

5*(1-(n/(n+1)))

Daily Credits

1

4

9

16

25

36

49

64

81

100

121

144

n*n

Wealth Purchases (credits)

1

16

81

256

625

1.3k

2.4k

4k

6.6k

10k

15k

20k

n*n*n*n

Max Wealth Purchase (wealth)

1

3

8

15

24

35

48

63

80

99

120

143

(n*n)-1

Max Wealth Purchase (credits)

1

81

4k

51k

331k

1.5m

5.3m

16m

41m

96m

175m

418m

((n*n)-1)^4

Force powers and Secondary Skills are additive to a total cost.  Cost in force for actions using force powers is linear for all force power dots used (Not including dice attached to skill).  Unless specified, effects of attacks or defense are geometric.  Healing and regeneration actions are squared.  Resting is the natural regeneration of force, health, or limited use actions and takes 5 days.

Light weapon combat. When using a light weapon actions to attack can be combined with normal skills but is most often involve saber melee or throw saber.  Primary attack actions with these skills do not cost Force energy for that skill.  Attacks with an offhand light weapon cost normal force as a penalty.  When thrown a light weapon does squared damage immediately, for no cost the light weapon will return to the Jedi at the end of the next round (allowing no actions with the weapon the round after it was thrown). For linear force cost the Jedi can return a primary weapon for the beginning of the round after it is thrown, this action for offhand weapons has an additional fixed penalty of 2.

Blocking or reflecting with light weapons negate attack point for point prior to damage calculation. (So an attack of 5, unblocked will do 25 damage. A block of three will reduce the attack to net 2 resulting in 4 damage.  Therefore (attack-block)^2 not (attack^2)-(block^2) ). The initial block by a primary weapon has no force cost, linear per attack thereafter. offhand blocking is linear including the first block.  For dual wield, both weapons are treated independently as a primary weapon.  Double ended light weapons (e.g. Acolyte double bladed light staff) used for blocking cost half, rounding up, of the linear force cost.

Defensive actions that are not blocking can include dodging, defensive barriers or material, and apply to the net damage not the attack.  Other actions taken as a form of defense that is not clearly avoiding, deflecting, or absorbing the damage can also be used but are considered unclear defensive actions.  Unclear defensive actions are effective geometrically, but clearly defensive actions are squared.  Therefore, non-blocking defensive actions are either (attack^2) - (clear defense^2) damage or (attack^2) - ( (unclear defence)(unclear defence+1)/2).

Light sabers are a special class of light weapons. In addition to attacking whenever a light saber attack is not completely blocked, avoided, or absorbed then there is a second vorpal roll.  Storyteller will roll a 1d6, 1,2,3,4,5 will cleave l.hand,r.hand,l.foot,r.foot, and head respectively.  6 will cleave a racially unique extremity (tentacle, extra limbs, etc). If the target is already missing or if no extremity exists no effect.  Cleaving of required body part results in immediate death (e.g. Protocol droids don't need a head but wookies do)

Force Powers

Jump use force to propel yourself safely up or down an additional squared dots of your normal safe distance.

Sprint use force to add an additional squared dots times your normal speed for walking , running, sprinting. Lasts one minute or until your first combat (do not pause when moving past traps or guards)

Acute Senses use force to acquire information beyond your normal observation. Quality of information is linear with dots used.

Reaction Time use force to acquire danger sense and added initiative. Costs one force per level up to dot and lasts for dot minutes or rounds.

Force Push exert dot squared force to a single entity or dot force to dot squared entities. Additive with destructive or savage.   Acts in a straight line away from the force user.

Force Pull same as push, but acts in a straight line towards the force user. Can be used to disarm opponents since their weapons are lighter and will be pulled faster.

Force-Grab wholesale move objects of linear weight. Lasts for linear minutes per use on single object.

Choke exhert lethal force bypassing all armors, evasions, and shields. Extends reach by linearly. Damage is squared, additive with savage.

Saber fighting (melee). Attack with dot skill, freely for primary saber weapon. Offhand weapon costs force linearly per attack.

Saber Block block incoming energy weapon attacks including blasters and light based weapons.  First block with primary weapon is free, additional blocks cost linear force.  Offhand blocks cost force linearly.

Throw Saber use force to inflict damage at distance with saber weapon. Automatically returns at end of next round, can be returned in current round for linear force cost.  Use by offhand is linear force cost.

Reflect attacks. Block damage up to dots.  Divert blocked energy attacks back towards an enemy as geometric damage of linked dots. Same force costs as blocking plus an additional 1/<reflect dots> force for each shot reflected per round, rounding down.

Re-energize Self. Jedi rest for dot minutes to Convert dot force into dot squared force.  Useable dot times before resting. (Jedi should not use with only one dot).  For Sith this manifests like a vampiric attack draining linear dot health from an enemy and gaining dot squared force.

Heal Self. Jedi rest for dot minutes and convert dot force into dot squared health. Sith deal linear dot as damage and gain dot squared health.

Re-energize Others use dot force to restore dot squared force on others. Resting can occur after use instead if during.

Heal Others use dot force to restore dot squared health to others. Testif can occur after use instead of during.

Jedi Master  you have extra wisdom and can draw on your experience to reduce rest time by (dots)/(dots+1) percent of force regained as health.  Others recognizes you as a leader in the Jedi and their behaviors will be adjusted accordingly.

Sith Lord you have a Darth title, and any actions that regenerate force regenerate percent (dots)/(dots+1) health as well.  (if you are a jedi this is during meditation).  You are feared and targeted and others will react accordingly.

Immortality - Ghost special training from fallen Jedi master.  Additional force energy reserve and can draw on ghost master once per session to provide additional dots squared energy (same as reenergize without cost).  Your ghost companion can be used to advise you on actions.

Immortality - Slow ageing Working with the force has slowed your aging processes, you have lived dots times longer than your outside age would suggest.  Gain force energy and can restore health to (dots-1)/dots your maximum once per session. (do not use if you have only one dot).  Your aged experience can help you choose your actions.

Electrify materials imbue materials with force energy attuned to damage material or flesh.  When the material next touches something it can affect, release dot squared damage to that entity.

Throw Lightning use force as a weapon against material or flesh.  Causes paralysis or haywire for dot rounds after dissipating if not blocked to some degree.  When multiple actions throw lightning in a round, it has a continuous effect: the dots are additive before damage calculation (two 5 dot actions on the same target become one 10 dot action).

Nullify Lightning (saber/self) catch up to dot squared lightning force energy into self or lightsaber as a block action, for no force cost.  Additive with saber block when using a saber, only one linked skill.  All throw lightning actions are a single attack, and block cost is normal.

Redirect Lightning block and return damage to enemies.  Optionally use as much nullify as desired, but it reduces reflected damage.  Net returned damage is the lesser of the lightning attack and the (reflect+redirect+linked skill -nullify)^2.   Force cost is (saber redirect + reflect).  Saber reflection occurs in the same round and fixes the action for the primary or offhand weapon used for that round.  Without linking reflection the damage is held until the first round that there is no more lighting being redirected; then all the redirected damage fires off immediately as a free action.  Damage from this delayed redirection is calculated individually and then released cumulatively; so 2 rounds of 5 dots of redirected lightning fire as 2*(5^2)  not  (2*5)^2.

Mask Intentions use the force to prevent others from understanding your true meaning or objective

Suggestion Use the force to make a single sentence form in another’s mind.

Bend Will Use the force to change someone’s mind, including compelling self harm with continued focus.  Targets are noticeably affected.

Fortelling Use the force to look into possible futures.  Mining specific information about specific futures will cause those futures to be more likely.

Abilities

Stealth operate without being perceived, .  

Speed operate more quickly

Surprise take action that catches someone off guard

Disguise hide your intentions or identity while being observed

Banter conduct social dialog and set others at ease

Subterfuge use deceit in words or actions to achieve a goal

Knowledge detailed understanding of normal information

Suggestion using words to alter the actions of another

Blasters ability to effectively use a shooty thing.

Sniper ability to effectively use a specialized shooty thing from far far away

Turrets ability to effectively use weapons mounted on ships, vehicles, or bases.

Autoguns ability to organize weaponry to attack without your interaction, or armed robots.

Influence political or social standing that permits your opinions and desires to override another’s.

Contacts allows you to use a network of friends to function as sources of knowledge including local information and secret information

Favors allows you to draw upon a network of friends to perform actions at your behest including ones that may be detrimental to themselves.  

Debts (owed) favors you have over your head from someone powerful. Allows you to exert influence or suggestion in scenarios where this debt is important.

Wealth raw access to capital for purchases.  Use of this may result in losing dots if significant wealth is ‘spent’.  Wealth is mostly the square of the square of dots in credits.  Purchasing beyond your wealth (less than or equal to square wealth) rolls 1d<difference+1> and you do not lose wealth on a 1.  Wealth can withdraw the square in credits daily with no penalties.

Resources access to existing materials of some quality.  Use of this may result in losing dots if significant resources are ‘consumed’ similar to wealth.

Piloting ability to drive mechanical vehicles

Robots access to mechanical servants.  Use of this may result in losing dots if significant robot companions are ‘killed’

Explosives detailed knowledge of things that go BOOM

Engineering ability to fix things or robots

Destructive good at breaking non-living things.  By accident or purpose you leave devastation in your wake.

Luck Sometimes those clones are just bad shots, other times its all you baby.

Leadership NPC inherently trust your judgement when they align with your goals.  May result in loss of dots from bad roleplaying.

Savage specially trained or personally attuned to hurt living things.  Additive with any actions that damage living things

Persuasion Convince NPCs through use of fear, threat, ransom, risk, or intimidation.

Bargaining Negotiate with NPCs

Special Materials in Canon

Specialty Details for Lightsabers:

Cortosis - shorts out lightsabers for a brief period

phrik - non-reactive to lightsaber energies, provides no protection

Mandalorian Iron - iron alloy that stops lightsaber energies from penetrating, does radiate heat back towards lightsaber entry point as it dissipates energy.

Water - normal lightsabers short out in water

Forcefields & Shields parry light sabers.

Shoto - tonfa or nightstick style lightsaber

Crossguard - forked lightsaber (three light blades shaped like a sai at the end of a staff)

Pikesaber, Lightclub, Lightwhip, Lightfoil, alternative light-tech weapons that do not have the cleave or vorpal behavior or lightsabers.  These do not require special training to use.

Special Abilities

Dual wield- offhand weapon follows rules of primary weapon for all calculations.  Inherent ability of Jedi sentinel. Can only be taken once.

Cybernetics - use of savage against you reflects damage back to the attacker.  You reduce savage attack points by half rounding up before damage calculation, and reflect the reduction back to the attacker linearly. E.g. Attack of 5(25damage) halves to an attack of 2(4damage) and reflect 3 damage back to the attacker.

Flyboy - you can exchange a subclass dot for a star.  The star grants hitpoints as normal but adds two positive effects for the character:  Being assaulted by an opponent's use of that skill encounters a forcefield of star strength (before any damage calculation) and your use of that skill gives the target a negative of star strength to any resistance to that skill.

Midochlorians -you can exchange a force power dot for a star.  The star adds to force as normal and those stars are removed from force cost calculations.  Therefore a 5 dot effect costs 4 force instead of 5 force.  This affects all force costs for those skills including linear costs for blocking (saber block, reflect, and throw for example).

Bacta - Your body responds well to treatment. If you have less than maximum hits, and you are affected by an action other than your own that raises your health you can retain excess hitpoints up to twice your maximum.  The hits remain until they are lost by future actions or when the scene ends you return to maximum health.  Taking this multiple times adds linearly to the multiple of your maximum that you can retain.

Holocron - You have extra reserves of force.  If you have less than maximum force, and you are affected by an action other than your own that re-energizes your force you can retain excess force up to twice your maximum.  The excess force remains until used by future actions or the scene ends, whereby you return to maximum force.  Taking this multiple times adds linearly to the multiple of your maximum that you can retain.

Flexible- you can disconnect a skill from link once per scene.  Skills and dice linked to that skill are freed up to be used again.

Left-Handed- you can have two skills from the force column linked once per scene.

Right-Handed- you can have two subclass skills linked once per scene.

Trinity - you can create a link between three skills once per scene. Requires left or right handed.

Unique- you can create a new skill word and add it to your character sheet with maximum of 1d4 dots. You can train others in your uniqueness up to half (floor) of your maximum rank.  Your skill word must be demonstrably unique to the character sheets in the story and appropriate to the universe.

Jar'Kai - Your offhand weapon can be a light saber.  Inherent ability of sith warriors.  Can only be taken once.

Cauterize - You can spend your hit points as force points. Can only be taken once.

Specialist - buy access to purchase a higher rank in any skill beyond your personal limits (including grey dots, sixth dots, and beyond) as long as you can acquire one dot normally.  Hits or force add as normal, the cost in experience is linear for the dot.

Flurry - Optionally each round, for an additional linear force cost repeat either your primary or offhand action.  Taking this multiple times adds additional strikes. Any normal force costs also apply.

...unlearn... - sell any dots back at original experience cost.  Lose the force or hits gained but have that experience to reallocate.  If you sell a starred skill reallocate the star.

Experience

Skills are gained at the purchase price of the dots to be acquired.  So the first dot costs 1, the next costs 2 up to a cost of 5 for the final dot.  Certain classes do not have access to all 5 dots in all skills.  Greyed out boxes cannot be purchased by your combination of primary and secondary class. Dots and dice can be purchased or upgraded at any time (including during battle)

Players may purchase a d2 die for 5 experience times the number of dice they will then possess.  So the first die costs 5, the second die costs 10, the third 15, etc.  The player may improve the die through eight levels for an experience cost equal to the number of dice they currently have plus the maximum roll of the next die level.  If the player has only one die they use the one die column.  Once a player has two die of any number of sides then all improvements to either die use the with 2 dice column.  Therefore the cheapest way to level up dice is to level one to maximum before purchasing a second die.  For reference see the following value table:

With # Dice

From

To

XP cost

 1

2

3

4

5

6

7

8

9

buy a

d2

5+#dice

5

6

7

8

9

10

11

12

13

d2

d3

3+# dice

4

5

6

7

8

9

10

11

12

d3

d4

4+# dice

5

6

7

8

9

10

11

12

13

d4

d5

5+# dice

6

7

8

9

10

11

12

13

14

d5

d6

6+# dice

7

8

9

10

11

12

13

14

15

d6

d8

8+# dice

9

10

11

12

13

14

15

16

17

d8

d10

10+# dice

11

12

13

14

15

16

17

18

19

d10

d12

12+# dice

13

14

15

16

17

18

19

20

21

d12

d20

20+# dice

21

22

23

24

25

26

27

28

29

TOTAL XP cost

81

90

99

108

117

126

135

144

153

Actions

Actions are the things players choose to actively do.  All players start with an action potential of 0.  Players can choose to align any skill with their action to boost their action potential linearly.  Places that Players will typically take actions is during: 1) Interactions with other players or non-player characters.  2) Observing or assessing the environment or other characters.  3) Ordering attack and defence actions for combat (aka Initiative).  4) Taking offensive or defensive actions. 5) Any other appropriate situation where a player takes an action, approved at the discretion of the storyteller.

There are no such thing as “offensive” or “defensive” skills.  Any skill can be used for all actions that it can be reasonably explained as to apply to.  Therefore, you can use “blasters” during normal conversations for reasons such as “because we are bargaining about a blaster cost” or “because I show myself as being armed with a blaster”.  In the same way, Jumping can be part of an offensive or defensive attack, influence may make your mind bending attack more effective.

Any actions taken by the player may always involve a primary and secondary skill appropriate to the selected action.  For example, a player may choose to combine their sprint and speed skills, or their sprint and stealth skills, but not their speed and stealth skills (because these are both secondary skills) The net action is the sum of dots in their skills and a combination of the skills used.  So in the first case the player moves even further, in the second place the player moves and does so without being noticed.  Once skills have been combined they remain combined until the end of the scene.  So if a player choose to sprint and be speedy, they cannot use speed with their following attack, but they could combine a saber attack with stealth to surprise their victim.  Or if the player chooses to sprint and be stealthy they cannot use their stealth to perform a surprise attack.

During any action the player may choose to add a roll of their die to the total for a skill they possess.  Anytime the player rolls more die pips than the number of dots they have in that skill, the die is pinned to that skill for the scene.  A player cannot use a die to mimic a skill they do not possess at least one dot in.  A player may not use more than one die per skill, however when combining multiple skills the player can use a die for each skill involved.

Combinations of skills must be absolutely appropriate to the setting.  So a player cannot use explosives skill unless there are explodable material involved in the action.  In the same vein, if a player uses stealth and attack on a victim to gain a primary attack, and the target becomes aware of their presence, they cannot then use stealth with their attack again against that victim, until such time as stealth is once again appropriate to that combat as roleplayed.  Also, just because a skill combination is no longer practical it does not reset the connection between the two skills.

Starter Kits

Bounty hunters! We don’t need this scum.- Take the assassin subclass.  You gain a blaster and sniper rifle equipment and one dot in each of those skills.

…Scoundrel. I like that.Take the rogue subclass, you gain two blasters and the dual-wield ability.

Boy, it’s lucky you have these compartments!- take two d2 dice, rogue subclass, and one dot of luck.

These aren’t the droids you’re looking for.- Take consular class, and four dots of both suggestions.

Told you I did. Reckless is he. …Now, matters are worse.- Take a jedi class, gain one dot of piloting and three dots of ghost.  Take a blaster and a lightsaber.  Take one dot of robots and you have a armed R# unit (damage equal to robot dots).

STAY ON TARGET.- spend 12 dots among the following skills (minimum 1 each): pilot, autogun, turret, blasters, destructive, and explosives.  You can go over the maximum allowed by your subclass for these initial dots, one time only.

Uh, we had a slight weapons malfunction, but uh… everything’s perfectly all right now. We’re fine. We’re all fine here now, thank you.” (Winces.) “Uh, how are you?- spend 12 dots among the following skills (minimum 1 each): disguise, surprise, subterfuge, banter, bargaining, and luck.  You can go over the maximum allowed by your subclass for these initial dots, one time only

Apology accepted, Captain Needa.- Take 4 dots in choke and two in savage.  You can go over the maximum allowed by your class and subclass for these initial dots.  If you take a sith class, gain the cybernetics ability.

R2-D2, you know better than to trust a strange computer!- Take 5 robots, and you can permanently arm robots with 1 experience each.

…It’s not fair! They promised me they fixed it! It’s not my fault!- Take two dots in engineering and piloting.  You can choose to buy into a card game for 5 experience and win a ship of your own.

Your weapon… you will not need it.- Yeah...no! You take your fucking lightsaber with you.  So you have a lightsaber.  Take three dots in saber melee and block.  Take one dot in jump, sprint, acute, and reaction.

…So be it, Jedi.- Take Sith Inquisitor class and politician subclass.  You get 5 dots in throw lightning and 5 dots in Savage.