Character Generation

Skills

Many skill stay the same as per the normal Hero System rules. Some skill change name, but most have been changed to reflect changes in 5th Edition Hero System. See the Skill sheet.

**Note: Complimentary skills are HIGHLY recommended. Many times the extreme actions your characters take will cause a -2, -3, or even -5 to a skill. This will make an 11 or less not seem effective. This is overcome buy the use of Complementary skills. A Starfighter pilot with Piloting 11- is not nearly as good as a Starfighter Pilot with Piloting 11- AND KS: X-wing 11-.

Languages

Due to the nature of languages in the Star Wars universe all characters have a base knowledge of many languages. This is bought buy having a General Language skill that translates into the Universal Translator talent at the base INT score. When a character encounters an unknown language they can roll their "General Language"

skill to see if they "know" the language.

This roll is modified by how distant the language is from languages the character already knows, and by what languages the character has bought in the regular Hero System fashion.

New Perks

Force Sensitive	Cost: 3

During character creation a player must choose wether or not their character is Force Sensitive or non-Force Sensitive.

Non-sensitive characters begin the game with one Force point and can have up to five Force points. If a non-sensitive character gets more then his maximum Force points they must be turned in for 8 experience points. They can NOT however trade in Force points before they reach their maximum. Non-Force sensitive characters cost nothing to play.

Force-sensitive characters begin the game with two Force points and can have an unlimited amount of Force points.

Jedi Knight	Cost: Varies

Due to the differing time periods the cost of playing a Jedi Knight changes. During the Old Republic Jedi Knights were respected individuals by almost all the planets in the Galaxy. Being a Jedi Knight in the Old Republic is a Perk costing 4 points.

During the time of the Empire Jedi Knights were hunted down by the Emperor and his henchmen. Being a Jedi Knight at this time is a Disadvantage. For further information see the Disadvantage section.

For other times see the GM for this Perk's cost.

Powers

No Powers are available except with GM's permission. Force powers are available to characters with the Force Sensitive Perk and one of the three Force Skills.

Droids

Some players can choose to play droids. Droids have abilities which are bought by purchasing powers.

Cybernetics

Many people in the Star Wars universe has had disabilities replaced with cybernetic parts. Others have chosen to have themselves "enhanced." These enhancements are bought by purchasing powers.

Disadvantages

All characters have the certain inherent disadvantages. They are:

No Normal Character Maxima

Phys Lim: Vulnerable to the Darkside.

For Non-Force sensitive characters this is a 5 point disadvantage. For Force-sensitive characters this is a 10 point disadvantage.

These disadvantages do not count against the character's limit in disadvantage and they do not give the character any points.

All other disadvantages are the same per normal Hero System rules.

New Disadvantages

Tainted by the Darkside

A character can be "tainted" by the Darkside. For one reason or another the Darkside takes a particular interest in this character and it is very difficult for them to

remain a member of the Light side of the Force.

The character begins with a Darkside activation check of 14 or less instead of the normal 15 or less. Also, the character is always tainted by the Darkside and can NEVER have a Darkside Activation check above 14 or less.

Bacta Allergy

The character suffers ill effects when suspended in the normally healing fluids of the Bacta tanks. This is bought as: Susceptibility: Common, Per 5 min, 2d6 : 10pts.

Jedi Knight

Sometimes the Jedi Knights are looked on a meddlers or, especially in the time of the Empire, they are hunted. Being a Jedi Knight at times like these are a

disadvantage. This is represented by Secret ID and/or Hunted by the Empire.

The Empire is more powerful with extensive NCI. The Hunted's points depend on how well you are known by the Empire and how actively they are searching for you.

Example: Luke Skywalker is Hunted by the Empire on a 14 or less. Thus his Hunted is worth 30 points.

Member of the Rebellion

Being a member of the rebellion during the time of the Empire is a disadvantage. This is represented by Secret ID and/or Hunted by the Empire.

The Empire is more powerful with extensive NCI. The level of the hunted is determined by how high up you are in the Rebellion.

Force Points

A character can only spend one Force point per Phase. The only time two Force points can be spent in one round is when the character "Calls upon the Darkside."

Force Points are worth 6 points though they CANNOT be purchased. Spending a Force Point grants the following:

+3 Overall Skill Levels

+2 Speed for one full turn

Getting Force Points Back

How a character spends a Force point determines if the character gets the Force point back at the end of the adventure.

To get Force points back:

*Expose self to danger in the name of good.

*Make sacrifices to help others

*Fighting the forces of "Evil".

Not getting Force points, but not getting Darkside:

*Avoid danger

*saving your life

*Getting power, wealth, or personnel gain.

*Using lies or deception to gain an advantage.

Getting Darkside points:

*Killing helpless innocent

*Causing unnecessary injury

*Killing except in self-defense or defense of others

*Using the force while angry or filled with hate

The Darkside

Darkside Points

Every character can be seduced by the Darkside when they call upon the Darkside or get a Darkside point.

Getting Darkside Points.

Each character has a resistance level to the Darkside represented by a Darkside activation roll. A character begins with a Darkside activation roll of 15-. When a character receives a Darkside point for ANY reason their Darkside activation roll falls one level and they must roll their new level or less. If they fail the activation roll they have "gone over to the Darkside."

Example: Luke, at present, has a Darkside activation roll of 15-. He receives a Darkside point which causes him to have to make a Darkside activation roll. First his activation falls to 14-, then he rolls a 12. He is safe from the Darkside. Had he failed and rolled a 15+ he would have "gone over." Later on Luke has received several more Darkside points and his Darkside activation roll has fallen to a 12-. He again receive a Darkside point. His activation goes down one to an 11- and he rolls a 13. He is now part of the Darkside.

Calling on the Darkside

Any character can call upon the Darkside of the Force. When a character calls upon the Darkside he makes a Force Control or EGO roll. If the roll succeeds they are awarded a Force Point which they must use immediately.

If the character is Force sensitive they roll with a +1 bonus. If the character is non-Force sensitive they make an unmodified roll.

If the action is not intended to bring harm or pain to others there is a -3 penalty. Each additional time the character calls upon the Darkside in the same adventure there is a -1 penalty.

Lure of the Darkside

Each time the character's Darkside Activation roll goes done they get a +1 Force Skill level usable with all Force Skills. Characters can accept or refuse to use this bonus. Those that accept the bonus are more susceptible to the pull of the Darkside.

Those that refuse the bonus have a -1 penalty to all Force Skill rolls due to the required increase in concentration due to fighting of the Darkside.

Races

The packages below are a combined Racial and Cultural packages. They describe the "average" of the species.

To find the Species average stats first assume that for any characteristic not listed the average is assumed to be 10. For characteristics that are listed with a changed Maxima (wether increased, or decreased) subtract 10 to find the "average" stat. Apply all powers and skills listed in the package to complete the "average" of that species.

Ewoks

Ability	Cost

Increased Cha Maxima:	DEX 23	9

10pts Shrinking, -2 Perception, +2 DCV, +3Kb	13

Always On (-½), 0 End (+½), Pers (+½).

Discriminatory Sense: Smell	5

Tracking Scent: Smell	10

Disadvantages

Decreased Character Maxima:	STR 15	3

Package Bonus	3

DF: Ewok (Concealable, Noticed)	10

Physical Lim: Low Tech (Freq, Greatly)	15

Package Cost	6

Gamorreans

Ability	Cost

Increased Cha Maxima:	STR 30	10

CON 23	6

END 60	5

+3 skill levels with any CON or END rolls	15

Disadvantages

Decreased Character Maxima:	INT 18	1

EGO 18	2

PRE 18	1

Package Bonus	3

DF: Gamorrean (Concealable, Noticed)	10

Physical Lim: Can't speak Basic (Freq, Slightly)	10

Psych Lim: Hates Droids (Cmn, Mod.)	10

Reputation as Primitive, brutal, and Mindless -11	10

Package Cost	-11

Ithorians

Ability	Cost

Increased Cha Maxima: INT 25	5

Detect ecological purpose of animal Ranged, Instant	10

Clairsentience Future (only to see how proposed

action will change ecology-1)(Extra Time: one Month -4 ½) 5

KS: Farming (INT) +5	13

Disadvantages

Decreased Character Maxima:	STR 17	2

DEX 17	5

DF: Ithorian (Concealable, Noticed)	10

Package Cost	16

Mon Calamari

Ability	Cost

+2 Skill Levels w/DEX, Only in Moist Enviroments (-½)	7

+2 Skill Levels w/PRE, Only in Moist Enviroments (-½)	7

LS: Water Breathing	5

LS: High Pressure	3

+3 Swimming	3

Disadvantages

Decreased Character Maxima:	STR 15	3

DEX 18	3

Package Bonus	3

DF: Mon Calamari (Concealable, Noticed)	10

Psysch Lim: -2 Overall Skill Levels in Dry Enviroment

w/ DEX and PRE skills (Unc, Strong)	10

Package Cost	-4

Wookiees

Ability	Cost

Increased Cha Maxima: STR 28	8

1d6 HKA "Claws:, Reduced Penatration (+1/4)

( Hunted by other wookies. if claws used in combat -1) 12

+3 Skill Levels w/Climbing "Claws"	9

+10 Str "Rage", Only when Friends in Danger (-1), 4

Must make INT roll to break (-1/2)

5pts Growth, Always on (-1/2), 0 End (+1/2), Pers. (+½)	7

+5 STR, x2 Mass, -1KB, +1 STUN, +1 BODY

Discriminatory Sense: Smell	5

Disadvantages

Decreased Character Maxima: DEX 18	3

INT 18	1

Package Bonus	3

DF: Wookiee (Concealable, Noticed)	10

Physical Lim: Can't many Speak Basic (Freq, Slightly)	10

Enraged when friends in danger. (Cmn, 11-,11-)	20

Package Cost	-2

Rodians

Ability	Cost

Increased Character Maxima STR 21	1

DEX 21 3

Disadvantages

Package Bonus	3

Decreased Character Maxima INT 18	1

DF: Rodian (Concealble, Noticed)	10

Repuation: Distrusted as bounty hunters 11-	10

Package Cost	-20

Sullustans

Ability	Cost

+3 to all Perception rolls	9

Navigation	3

+2 to all Navigation skill rolls	4

Bump of Direction	3

Disadvantages

Package Bonus	3

Decreased Character Maxima STR 18	1

DF: Sullustan(Concealbe, Noticed)	10

Package Cost	5

Twi'leks

Ability	Cost

Extra limbs	5

Language: Sectret Tentacle lang.	4

Disadvantages

Package Bonus	3

Decreased Character Maxima STR 18	1

DEX 18	3

INT 18	1

DF: Twi'leks (Concealble Noticed)	10

Package Cost	-9

Occupations

The packages listed below are EXAMPLES of certain Occupations found throughout the Star Wars Universe. This is by no means a comprehensive list. Also the packages themselves are the bare minimum.

SOLDIER

Cost Skills

2 WF: Small arms

2 WF: choose from

Common Melee, Heavy Weapons, or 2 Uncommon

5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV

3 Concealment

3 Systems Operation

1 KS: Military procedures

1 KS: Enemy forces

6 Choose 2 Skills (+1 w/Weapon Group, Bureaucratics, Climbing, Combat Driving, Computer Programming, Demolitions, Electronics, Mechanics, Paramedics, PS: Zero-G Operations, PS: Vacc Suit, Security Systems, Stealth, Survival, Weaponsmith)

DISADVANTAGES

3 Package Bonus

5 DF: Soldier

10 Watched by military, 8-

5 Package Cost

Soldiers are pretty much alike from culture to culture. They

all work for someone else doing nasty jobs for little pay. Even

the food jokes tend to be the same.

FIGHTER PILOT

Cost Ability

3 WF: Small arms, ship to ship

3 Combat Pilot

3 Navigation

3 Systems Operation

1 KS: Military procedures

2 PS: Vacc suits

3 Choose 1 Skill (Bureaucratics, Combat Driving, Computer

Programming, Electronics, PS: Zero-G Operations, Mechanics,

Survival)

DISADVANTAGES

3 Package Bonus

5 DF: Military pilot

10 Watched by military, 8-

0 Package Cost

Fighter pilots are highly skilled elitists who tend to die

young.

SCOUT

Cost Skills

2 WF: Small arms

3 Navigation

3 Survival

1 TF: Spaceships, one size

2 AK: Frontier space

1 KS: Military procedures

1 PS: Vacc suit

4 Choose 2 Sciences

6 Choose 2 Skills (Climbing, Combat Driving, Combat Pilot,

Concealment, Electronics, Mechanics, Paramedic, PS: Zero-G

Operations, Stealth, Systems Operation, Tracking, WF: Ship-to-

ship)

DISADVANTAGES

3 Package Bonus

5 DF: Scout

5 Reputation, 8-

10 Watched by other scouts, 8-

0 Package Cost

Scouts make their living hopping from one unexplored system

to another, selling the results of their surveys. Scouts are

infamous for overlooking dangerous problems later found by would be colonists.

COMMANDER

Prerequisite of Soldier, Fighter Pilot, or Scout Package

Cost Skills

3 Tactics

2 KS: Famous strategies

3 Perk: Commander rank

3 Choose 1 Skill (+1 w/Weapon Group, Bureaucratics, High

Society, Interrogation, Oratory, Paramedic, Persuasion, Survival)

DISADVANTAGES

3 Package Bonus

5 Reputation, 8-

3 Watched by military, 11-

0 Package Cost

BOUNTY HUNTER

Cost Skills

4 WF: Small arms, common melee

3 Criminology

3 Shadowing or Tracking

3 Stealth

2 KS: Wanted criminals

5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV

6 Choose 2 Skills (Bribery, Combat Driving, Combat Pilot,

Concealment, Conversation, Disguise, Forgery, Interrogation,

Lockpicking, Navigation, Paramedic, Security)

DISADVANTAGES

3 Package Bonus

10 Reputation, extreme, 8-

8 Watched by local authorities, 8-

5 Package Cost

PRIMITIVE

Cost Skills

4 WF: Common melee and missile

3 Survival

3 1 Level with Weapon Group

2 AK: Home terrain

2 KS: Homeworld flora and fauna

9 Choose 3 Skills (Acrobatics, Animal Handler, Breakfall,

Climbing, Mimicry, Navigation, Paramedic, Riding, Shadowing,

Stealth, Tracking)

DISADVANTAGES

3 Package Bonus

5 DF: Primitive

15 Technical illiterate

0 Package Cost

This is a general package for members of a pre-technical

society.

LAW ENFORCEMENT AGENT

Cost Skills

4 WF: Small arms, Common melee

3 Criminology

2 KS: Criminal law

2 KS: Agency specialization

6 Perk: Interplanetary police powers

5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV

6 Choose 2 Skills (Bugging, Bureaucratics, Combat Driving,

Combat Pilot, Computer Programming, Concealment, Conversation,

Deduction, Forensic Medicine, Persuasion, Shadowing)

DISADVANTAGES

3 Package Bonus

10 Upholds the law

13 Watched by agency, 11-

5 Package Cost

EXPLORER

Cost Skills

2 WF: Small arms

3 Navigation

3 Systems Operation

1 TF: Spaceships, one size

2 AK: Frontier space

1 PS: Vacc suit

1 Perk: Spaceship pilot's license

6 Choose 2 Skills (Bureaucratics, Climbing, Combat Driving,

Combat Pilot, Concealment, Electronics, Mechanics, Paramedic,

Persuasion, Stealth, Survival, Trading, WF: Ship-to-ship)

DISADVANTAGES

3 Package Bonus

5 Reputation, 8-

12 Watched by patron, 14-

0 Package Cost

SPACESHIP PILOT

Cost Skills

2 WF: Ship to ship

3 Navigation

3 Systems Operation

1 TF: Spaceships, one size

2 AK: Space routes

2 PS: Vacc suit, Zero-gee operations

1 Perk: Spaceship pilot's license

3 Choose 1 Skill (Bribery, Bureaucratics, Combnat Pilot,

Concealment, Electronics, KS: Black Market, KS: Military Proce-

dures, Mechanics, Trading)

DISADVANTAGES

3 Package Bonus

13 Watched by employer, 11-

0 Package Cost

SMUGGLER

Cost Skills

3 WF: Small arms, ship to ship

3 Combat Pilot

3 Navigation

3 Systems Operation

3 AK: Smuggling routes

2 KS: Black market

3 Choose 1 Skill (Bribery, Concealment, electronics, Forgery,

Mechanics, Persuasion, Seduction, Trading)

DISADVANTAGES

3 Package Bonus

15 Hunted by authorities, 8-

5 Reputation, 8-

0 Package Cost

THIEF

Cost Skills

2 WF: Small arms

6 Concealment, Security Systems

3 Stealth

3 Streetwise

1 PS: One type of crime

2 Contact: Fence

6 Choose 2 Skills (Bribery, Bugging, Climbing, Contortionist,

Conversation, Demolitions, Disguise, electronics, Forgery,

Gambling, High Society, Lip Reading, Seduction, Shadowing,

Sleight of Hand, Streetwise)

DISADVANTAGES

3 Package Bonus

15 Hunted by authorities, 8-

5 Reputation, 8-

0 Package Cost

DOCTOR

Cost Skills

3 Paramedic

2 KS: Medical specialty

2 PS: Doctor

4 Sc: Medicine and specialty

1 Perk: Licensed doctor

3 Choose 1 Skill (Bureaucratics, Computer Programming,

Deduction, Forensic Medicine, Inventor, Oratory, Systems Opera-

tion)

DISADVANTAGES

3 Package Bonus

12 Watched by medical board, 11-

0 Package Cost

SHIPS' ENGINEER

Cost Skills

6 Electronics, Mechanics

3 Systems Operation

2 KS: Ship design aspect

2 Sc: Engineering specialty

2 TF: Spaceships

DISADVANTAGES

3 Package Bonus

10 Watched by employer, 11-

2 Package Cost

SCIENTIST

Cost Skills

3 Computer Programming

3 Scientist

2 KS: Field of science

2 Sc: Primary specialization

2 Choose 2 related Sciences

3 Choose 1 Skill (Bureaucratics, Deduction, Electronics,

Inventor, Oratory, Systems Operation)

DISADVANTAGES

3 Package Bonus

12 Watched by patron, 11-

0 Package Cost

BUREAUCRAT

Cost Skills

3 Bureaucratics

2 KS: Organizational regulations

1 KS: Politics

1 Contact

3 1 Presence Skill

1 1 Presence Skill Familiarity

3 Choose 1 Skill (Acting, Bribery, Computer Programming, High Society, Oratory, PS: Speech writer, Persuasion)

DISADVANTAGES

2 Package Bonus

13 Watched by organization, 11-

-1 Package Cost

MERCHANT

Cost Skills

9 Conversation, Persuasion, Trading

1 Familiar w/Concealment

2 KS: Trade demands

DISADVANTAGES

2 Package Bonus

8 Watched by local authorities, 8-

2 Package Cost

SECRET AGENT

Cost Skills

2 WF: Small arms

3 Concealment

3 Conversation

5 Shadowing +1

2 KS: Espionage techniques

4 KS: Own organization, enemy organization

3 Choose 1 Skill (Acting, Bribery, Bugging, Bureaucratics,

Climbing, Combat Driving, Computer Programming, Cryptography, Demolitions, Disguise, High Society, Interrogation, Language fluent w/accent, Lockpicking, Mechanics, Perception, Persuasion, Resistance, Security Systems, Seduction, Stealth, Streetwise, Survival, Weaponsmith)

DISADVANTAGES

3 Package Bonus

10 Watched by own agency, 8-

10 Watched by enemy agency, 8-

-1 Package Cost

Droids

General Information

Droids are one of the mainstay characters in the Star Wars Universe. The use of Droids is a common practice among the citizens of the galaxy. They can be seen on almost all planets doing every job imaginable.

Droids can be classified by their function

First-degree droid These are designed for physical sciences, mathematics and medical science applications.

Second-degree droid Programmed for environmental engineering and technical applied science skills. Exploration and probe droids are in this category.

Third-degree droid Skilled in the social sciences and often perform protocol, translation, organic relations, teaching, diplomatic and other functions which bring them into regular contact with organics.

Fourth-degree droid Programmed for security and military applications, and include everything from patrol droids to the now illegal assassination droids. This class of droids is

strictly regulated throughout the galaxy.

Fifth-degree droid Have lower intelligence requirements than other droids and typically perform menial labor, including simple lifting, mining, salvage, transportation, sanitation and waste control duties.

Roleplaying Droids.

Players can decide to play a droid if they desire. Players are cautioned though to remember that droids are considered property and that there are many species and individuals that find droids distasteful.

All droids have certain abilities regardless of their type. These abilities are purchased together in the Droid package deal.

Droid Package Deal

Ability	Cost

Absolute time sense	3

Eidetic memory	10

Lightning Calculator	3

Takes No Stun	45

Cannot Be Stunned	15

Does Not Bleed	15

LS: Does Not Breath, LS: Immune to disease	13

LS: Immune to High Pressure, Vacuum	3

Immunity to Poison	2

Disadvantages

Package Bonus	3

Does not heal BODY, must be repaired.

Phys Lim: (Freq, Great)	15

Treated as property Phys Lim: (Freq, Great)	15

Life Preservation Programming Psych Lim: (VCM, TOT)	25

Package total cost	51

Droid Package Notes

*All droids must recharge or shutdown for 1d6 hours per standard day. This can be extended through the buying of accessories.

*All droids do not heal as organics do. Instead they must be repaired by a technician with the appropriate skills.

*All droids have Life Preservation Programming. This causes them to be unable to harm a sentient being for ANY reason. Some droids have had this programming removed and it is called Violence programming.

*Violence programming allows the droid to harm other sentient beings. It is the reason assassination droids are feared and hated. Violence programming is illegal throughout

the galaxy and any droid found with the programming is destroyed immediately.

*Some droids do not have the sturdy bodies bought by the package deal. They are fragile in nature and cannot stand pressure or temperature extremes. This is done by removing

the LS: Immune to High Pressure and Vacuum from the package deal.

Droid Character Generation

Due to the nature of droids, all droid characters are have 75 base points plus 100 points in disadvantages. The process of making a droid character is as follows.

First choose the type of droid the character wishes to be. This can be one of the pre-made droids or, with GM'S permission, the player may be able to create his own droid.

NOTE: The pre-made droids are the most common droids in the Star Wars Universe. Their characteristics CANNOT be changed. They are bought as is. They are modified by changing the disadvantages and by purchasing accessories.

After buying the Droid packaged deal and the type droid package deal, then apply the droid package deal. This will leave a certain amount of points and disadvantages which will allow the player to personalize his droid. The player can also do this by purchasing certain disadvantages or accessories from the droid accessory list.

Droid Disadvantages

Non-Human appearance.

Some droids do not even look remotely human. These droids are usually treated worse than more human looking droids.

Phys Lim: (Freq, Slight) 10.

Bad Owner.

Some droids have owners that do not repair, or mistreat their droids.

Phys Lim: (Freq, Great) 15. Varies to a large degree.

Speechless.

Many droids are unable to speak the normal organic tongues. These droids usually speak a form of binary or computer language. It is very difficult for these droids to communicate without the aid of an interpreter.

Phys Lim: (All the time, Greatly) 20.

Special Requirement.

Some droids have a special need which must be met or their abilities will degrade. This special requirement can be anything from a special maintenance procedure to a special chemical or cleaning process. This is bought using the Physical Limitation. The exact nature of the special requirement determines the amount of the physical limitation.

Self-Destruct Program.

Some owners program their droids to self-destruct if a certain set of circumstances occur.

Phys Lim: (Infreq, Fully) 15.

Restraining Bolts

Droids can be fitted with restraining bolts which allow their owner to call or freeze the droid in place using a device called a Caller or Owner. When the restraining bolt is activated it can be set to either cause a mild shock or to freeze the droid in place.

If the droid receive the mild shock they must make an EGO roll -2 to not "call out in pain." When the droid is frozen in place by the restraining bolt they cannot take ANY action until the owner resets the restraining bolt.

Phys Lim: (Freq, Greatly) 15.

Droid Accessories

Droids can be equipped with a number of accessories such as small welders, holo projectors, recorders, fire extinguisher, and weapons. These are created using the Power rules. For examples see the pre-made droids and the common accessories below.

Armor

Droids can be made with stronger materials allowing them to withstand massive amounts of damage.

Type I 2pd/2ed res. Real Cost: 18

Type II 4pd/4ed res. Real Cost: 36

Type III 8pd/6ed res. Real Cost: 63

Capacitors

Some droids can have built in energy cells which allow them to go longer than the standard day without the required 1d6 hours recharge/shutdown time.

1d6 hours/week LS: Does not eat/sleep(-?) Real cost: 3

1d6 hours/Month LS: Does not eat/sleep(-?) Also, at this level the droid can act as a recharger for other droids. Real cost: 4

Communication Module

Many droids are bought with programming that allow them to communicate with other droids and other organics. It enables the droids to speak millions of languages

and translate almost fluidly.

Universal Translator, w/+8 Real Cost: 36

Memory Storage

This allows the droid to store the basic calculations for 10 hyperspace jumps.

Scomp Link

Allows the droid to plug into most computer terminals and access the computer database. Speeds the computer access time cutting all times to perform skill in half.

+3 w/all computer skills. Real Cost: 9

Sensor Packages

Many droids are equipped with special sensors allowing them to see into the infrared, ultraviolet or many other types of senses. See the GM and the Enhanced Senses

section for more information.

Special Rules.

Due to technology limits no droid can have skill greater than 17-.

Droids do not take damage or heal normally as other characters do. When a droid takes BODY damage they are not wounded as normal characters. However, they can loose their abilities due to being damaged.

When a droid takes BODY damage do not roll on the Hit-Location chart instead roll on the following chart to determine what ability the droid has lost.

1-2	-10 STR

3	-3 DEX

4	-1 SPD

5	-1 Sense Power

6	-1 Power.

Protocol Droid

Val	Char	Cost

5	STR	-5

5	DEX	-15

10	BODY	0

13	INT	3

8	EGO	-4

3	PD	2

3	ED	3

2	SPD	5

Characteristic Rolls: STR: 10-, DEX: 10-, INT: 12-, EGO: 11-, PER: 12-

Run: 6", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

36	Universal Translator	20-

9	Damage Resistance (3 PD/3 ED)

20	Vocabulator speech/sound system: Change Environment (8" rad.); Effect: Fixed, +0 Used to mimic any sound the droid hears.

Cost	Skills, Talents, Perks	Roll

3	Conversation	11-

7	High Society	13-

3	Oratory	11-

4	SC: Anthropology	13-

4	SC: Sociology	13-

2	SC: Linguistics	11-

3	Linguist

75+	Disadvantages

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

25	Psych. Lim.: Life preservations programming (Very Common, Total)

OCV: 2; DCV: 2; ECV: 3; Mental Def.: 0; Phases: 6, 12

PD/rPD: 3/3; ED/rED: 3/3

COSTS:	Char.:	-48	Disad.:	55

Powers:	+ 197	Base:	+ 75

Total:	= 149	Total:	= 130

Deep Space Exploration Droid

Val	Char	Cost

5	STR	-5

5	DEX	-15

10	BODY	0

5	INT	-5

8	EGO	-4

4	PD	0

4	ED	4

2	SPD	5

Characteristic Rolls: STR: 10-, DEX: 10-, INT: 10-, EGO: 11-, PER: 14-

Run: 6", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

94	Sensor Suite

(7)	Detect Atmosphere type (+2 to PER); Time Required: Half Phase, +0; Range: Touch, +0

(5)	Discriminatory Sense (Detect)

(7)	Telescopic Sense (Sight, +5 to PER)

(25)	360-Degree Sensing (All)

(10)	High Range Radio Hearing

(5)	Infrared Vision

(15)	Radar Sense

(3)	Ultrasonic Hearing

(5)	Ultraviolet Vision

(12)	Enhanced Perception (all) (+4 to PER)

7	Repulsorlift: Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0; Usable only on self: Half, -1

10	Retractable Heavy Grasping Arm: +15 STR; Focus: Obvious Inaccessible, -½; Focus Applicability: Personal

12	Damage Resistance (4 PD/4 ED)

5	Extra Limbs (1); Number: 1

Cost	Skills, Talents, Perks	Roll

2	Exobiology	11-

2	Paleontology	11-

75+	Disadvantages

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

25	Psych. Lim.: Life preservations programming (Very Common, Total)

OCV: 2; DCV: 2; ECV: 3; Mental Def.: 0; Phases: 6, 12

PD/rPD: 4/4; ED/rED: 4/4

COSTS:	Char.:	-63	Disad.:	55

Powers:	+ 238	Base:	+ 75

Total:	= 175	Total:	= 130

Medical Droid

Val	Char	Cost

5	STR	-5

5	DEX	-15

10	BODY	0

15	INT	5

8	EGO	-4

3	PD	2

3	ED	3

2	SPD	5

Characteristic Rolls: STR: 10-, DEX: 10-,, INT: 12-, EGO: 11-, PER: 12-

Run: 6", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

9	Damage Resistance (3 PD/3 ED)

10	Computer Interface tether

(6)	Computer interface tether: Mind Link to Computers; Minds: Related Group, +10; Number of Minds: 1, +0; Distance: Line of Sight, +0; Dimension: Current, +0; Link with: Anyone, +0; Focus: Obvious Inaccessible, -½; Only up to 5 meters: Slightly, -¼

(4)	+2 level w/with Medical Skills; Linked to Computer Interface tether: -½

12	Medical diagnostic computer

(5)	Discriminatory Sense (Detect)

(7)	Detect Medical condition (+2 to PER); Time Required: Half Phase, +0; Range: Touch, +0

15	Medical Tools: Multipower (30-pt reserve); No Range: -½; Focus: Obvious Inaccessible, -½

Various medical instruments and dispensers; No Range: -½; Focus: Obvious Inaccessible, -½

u-1	Hypodermic injectors: 6d6 Energy Blast; Range: 0; Versus: PD; No Range: -½; Focus: Obvious Inaccessible, -½; No Range: -½; Focus: Obvious Inaccessible, -½

u-1	Scapel: 1d6+1 RKA; Range: 0; Focus: Obvious Inaccessible, -½; No Range: -½; No Range: -½; Focus: Obvious Inaccessible, -½

Cost	Skills, Talents, Perks	Roll

3	Paramedic	12-

5	SC: Medicine	14-

5	SC: Surgery	14-

3	KS: Injury/ailment diagnosis	12-

3	PS: Bacta Tank Operation	12-

3	KS: General Alien species anatomy	12-

19	Analytical Computer

(16)	+2 level w/All Skills

(3)	Deduction	12-

75+	Disadvantages

25	Psych. Lim.: Life preservations programming (Very Common, Total)

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

OCV: 2; DCV: 2; ECV: 3; Mental Def.: 0; Phases: 6, 12

PD/rPD: 3/3; ED/rED: 3/3

COSTS:	Char.:	-46	Disad.:	55

Powers:	+ 195	Base:	+ 75

Total:	= 149	Total:	= 130

Probe

Val	Char	Cost

5	STR	-5

15	DEX	15

10	BODY	0

10	INT	0

8	EGO	-4

5	PD	4

5	ED	5

3	SPD	5

Characteristic Rolls: STR: 10-, DEX: 12-, INT: 11-, EGO: 11-, PER: 11-

Run: 6", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

74	Sensor Suite

(7)	Detect Atmosphere type (+2 to PER); Time Required: Half Phase, +0; Range: Touch, +0

(5)	Discriminatory Sense (Detect)

(7)	Telescopic Sense (Sight, +5 to PER)

(25)	360-Degree Sensing (All)

(10)	High Range Radio Hearing

(5)	Infrared Vision

(15)	Radar Sense

7	Repulsorlift: Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0; Usable only on self: Half, -1

17	Blaster: 1½d6 RKA; Range: 125; Focus: Obvious Inaccessible, -½

15	Damage Resistance (5 PD/5 ED)

5	Extra Limbs (1); Number: 1

Cost	Skills, Talents, Perks	Roll

1	Blaster

4	+2 level w/Blaster

4	Paleontology	13-

5	Systems Operation	12-

75+	Disadvantages

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

10	Phys. Lim.:Self-Destruction mechanism (Infrequently, Greatly)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

25	Psych. Lim.: Life preservations programming (Very Common, Total)

OCV: 5; DCV: 5; ECV: 3; Mental Def.: 0; Phases: 4, 8, 12

PD/rPD: 5/5; ED/rED: 5/5

COSTS:	Char.:	-17	Disad.:	65

Powers:	+ 238	Base:	+ 75

Total:	= 221	Total:	= 140

Astromech R2

Val	Char	Cost

5	STR	-5

5	DEX	-15

8	BODY	-4

5	INT	-5

8	EGO	-4

3	PD	1

3	ED	3

2	SPD	5

Characteristic Rolls: STR: 10-, DEX: 10-, INT: 10-, EGO: 11-, PER: 10-

Run: 6", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

13	Shrinking-1 (DCV +2, Height 0 cm/0"); Mass: 0 kg/0.00 lbs; Always On: -½; Reduced END: Zero & Persistent, +1; Knockback Increase: 3; PER Bonus: -2

13	Images (Normal Sight, Hearing, 1" radius); Range: 100; Observer PER Penalty: 0, +0; Focus: Obvious Inaccessible, -½

15	Damage Resistance (5 PD/5 ED)

5	Infrared Vision

34	Accessories; Focus: Obvious Inaccessible, -½

(10)	Small circular saw: 1d6+1 RKA; Range: 0; Focus Applicability: Personal; No Range: -½; Focus: Obvious Inaccessible, -½

(10)	Small electric arc welder: 1d6+1 RKA; Range: 0; Focus Applicability: Personal; No Range: -½; Focus: Obvious Inaccessible, -½

(3)	Retractable Heavy Grasping Arm: +5 STR; Focus Applicability: Personal; Focus: Obvious Inaccessible, -½

(5)	Extendable(.3m) video sensor: 360-Degree Sensing (Sight); Focus Applicability: Personal; Focus: Obvious Inaccessible, -½; Focus: Obvious Inaccessible, -½

Various other small tools and equipment.; Focus: Obvious Inaccessible, -½

6	Scomp Link; Focus: Obvious Inaccessible, -½

(9)	+3 level w/3 Related Skills; Focus Applicability: Personal

17	Fire extinguisher: Multipower (35-pt reserve); Charges: +8, -½; Focus Applicability: Personal; Focus: Obvious Inaccessible, -½

u-1	Fire extinguisher: 4d6 Suppress Fire; Range: 125; Affect: Single Power of Special Effect, +¼; Charges: +8, -½; Focus Applicability: Personal; Focus: Obvious Inaccessible, -½

u-1	Fire extinguisher: Change Environment (64" rad.); Effect: Fixed, +0; Charges: +8, -½; Focus Applicability: Personal; Focus: Obvious Inaccessible, -½

Cost	Skills, Talents, Perks	Roll

22	Starfighter Piloting

(2)	Space Vehicles

(5)	Astrogation	12-

(5)	Combat Piloting	11-

(5)	Combat Driving	11-

(5)	Systems Operation	11-

17	Repair

(5)	Computer Programming	11-

(3)	Electronics	11-

(3)	Mechanics	11-

(2)	Computer Science	11-

(4)	Engineering (starfighter)	13-

75+	Disadvantages

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

25	Psych. Lim.: Life preservations programming (Very Common, Total)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

20	Phys. Lim.: Speachless (All the Time, Greatly)

OCV: 2; DCV: 2 / 4; ECV: 3; Mental Def.: 0; Phases: 6, 12

PD/rPD: 3/5; ED/rED: 3/5

COSTS:	Char.:	-63	Disad.:	75

Powers:	+ 244	Base:	+ 75

Total:	= 181	Total:	= 150

Security Droid

Val	Char	Cost

5	STR	-5

15	DEX	15

10	BODY	0

8	INT	-2

8	EGO	-4

5	PD	4

5	ED	5

3	SPD	5

Characteristic Rolls: STR: 10-, DEX: 12-, INT: 11-, EGO: 11-, PER: 11-

Run: 6/12", Swim: 2", Jump: 1", Lift: 50kg

Cost	Powers	END/Roll

106	Droid Package Deal

(3)	Absolute Time Sense

(10)	Eidetic Memory

(3)	Lightning Calculator

(45)	Takes No Stun; Loses: BODY and Abilities, 45

(15)	Does Not Bleed

(15)	Cannot Be Stunned

(10)	Need Not Breathe

(3)	Life Support: High Pressure/Vacuum

(3)	Immune to Disease

(2)	Immunity to Poison; Frequency: Fairly Common

(-3)	Disadvantages

(3)	Package Bonus

20	Internal Blaster: 2d6 RKA; Range: 150; Focus: Obvious Inaccessible, -½

16	Running (+6", 12", NC: 24"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0

15	Damage Resistance (5 PD/5 ED)

Cost	Skills, Talents, Perks	Roll

3	Ambidexterity

1	Blaster

6	+3 level w/Blaster

10	+2 level w/DCV Dodging

75+	Disadvantages

15	Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)

15	Phys. Lim.: Treated as Property (Frequently, Greatly)

25	Psych. Lim.: Life preservations programming (Very Common, Total)

OCV: 5; DCV: 5; ECV: 3; Mental Def.: 0; Phases: 4, 8, 12

PD/rPD: 5/5; ED/rED: 5/5

COSTS:	Char.:	-19	Disad.:	55

Powers:	+ 177	Base:	+ 75

Total:	= 158	Total:	= 130

The Force

General Power Rules

-To buy a any Force Skill a character must purchase the Perk Force Sensitive for three points.

-Many powers may be "kept up." When the player activates the power they announce that it will be "kept up." For each power "kept up" the user receives a -1 penalty to all other actions.

-To resist the Force the target uses his EGO roll or they can roll their Force Control Skill. If the target wins a contest of skills they are not effected by the Force power.

Character Generation

Any user of the Force must purchase several things. First, they must buy the Perk Force Sensitive. Then they must purchase a Force Pool for 45 points. No limitations or advantages can be placed on this pool. It is a one time only purchase when the character first begins to learn the Force.

Force Pool

96	Variable Power Pool (75-pt Pool); Control Cost: 37; Change Powers as 0 Phase Action: +1; Only known Force Powers: -1; Requires Skill Roll: -½; Pool Does not change size: Half, -1

The Skills

There are three Force "Skills" and each is based on one or two of the users primary characteristics.

Skill	Base

Force Control Skill [(CON + EGO)/10]+9

Force Sense Skill (INT/5)+9

Force Alter Skill (EGO/5)+9

Each Force skill cost an additional 17 character points to buy up and above the normal cost for the skill. This is a one time purchase only that takes place when the character first buys the skill. Improvement of the skills continues per the normal rules.

Example: Leia Solo purchases an 8- familiarity with Force Control. It normally cost her 1 point, but now it cost 18 points. If she had wanted to purchase an 11- in the skill it would have cost her 20 points. If later she wants to improve the skill from the 11- to a 12- it cost just 2 points.

When the character first gains a Force skill they can choose to know ONE power of that skill's group. Later, when the character improves his skill he can learn another power of that group. Powers that have two skills cost two slots to choose.

Example: Leia raises her Force Control Skill and her Force Alter skill. This allows her to choose two powers. She decides to choose Control Another's Pain. Because this power has two Skill it takes up both of her "slots."

Extra powers may be bought as one point perks or two point perks for powers that require two skills.

Force Power Modifiers

General Force Power Modifiers

Relationship

Close Relations or Friends	----

Close Friends	-1

Acquaintances and Friends	-2

Slight Acquaintance	-3

Met once	-4

Never met	-5

Complete strangers	-7

Complete strangers and not same species	-10

Proximity

Touch	----

In LOS but not touch	-1

1m to 10km	-2

11-1,000km	-3

Same Planet	-5

Same Star System	-7

Not in same Star System	-10

Using Force Powers

To use a Force power the character states that they are going to activate the power and rolls against the appropriate power using that power's Force Skill. Note that many powers modify this roll.

If the power targets another character or can be resisted by another character than the character and target make a skill versus skill roll. If the character makes his

roll by more than the target makes his by then the target is effected by the power.

In Hero system terms the player declares that they want to use a certain power. They then make one or more skill rolls depending upon the power the character wants to use.

How well the character rolls determines how they can change their Variable Power Pool.

The Force Powers

Control Powers

Absorb/Dissipate Energy

REQ: None

TIME: May be kept up as long as source of energy is constant.

MODIFIERS:

Sunburn	6d6 Suppress	+2

Intense Sun	9d6 Suppress	+1

Solar Wind	12d6 Suppress

Radiation Storm	15d6 Suppress	-1

EFFECTS: Allows character to absorb or dissipate energy. Can be used to absorb energy attacks. To absorb/dissipate a blaster bolt or Force Lightning character must make a Force Control roll . A success allows them to roll a 2d6 healing roll with a +1d6 for every level their Force Control roll is above 14-. If the healing roll does not completely negate the damage then the character takes the whole damage.

(3)2d6 Aid (Fade/turn, Max. 12); Restore Only Lost Characteristics and Powers: -½; All or Nothing: Half, -1; Range: 0; Affects: Single Power, +0;

(30) 15d6 Suppress; All or nothing: Half, -1; Range: 375; Affect: Single Power, +0;

Accelerate Healing

REQ: None

TIME: One minute

MODIFIERS:

Character's BODY above 8.	+1 penalty

Character's BODY below 8, but above 2.	No penalty

Character's BODY below 2.	-1 penalty

EFFECTS: Speeds the healing of the character. The character gets a two 1d6 Healing rolls each 12 hours apart.

(2)2d6 Aid (Fade/turn, Max. 12); Restore Only Lost Characteristics and Powers: -½; Charges: 2, -1½; 2nd Charge must be taken 12 hours later: Seriously, -½; Range: 0; Affects: Single Power, +0;

Concentration

REQ: None

TIME: 1 use

MODIFIERS:

Character at peace and relaxed +1 Bonus

Character filled with aggression, fear, or negative emotions -1

Character acting on negative emotions -2

EFFECTS: The character uses the Force to aid him in an action. He receives a +2 Overall Skill Level. He can use this for one task only and must not do anything else besides that one task and the Force power Concentration. The character is at 0 DCV.

(5)+2 level w/Overall Level; Charges: 1, -2; Concentrate: 0 DCV, -½;

Contort/Escape

REQ: Concentration, Control Pain, enhance attribute

TIME:

MODIFIERS:

Loose Bonds: +2

Hand Binders: +1

Serious: No Modifier

Maximum Security: -4 or more

EFFECTS:

6d6 Suppress vs Bonds

Control Disease

REQ: Accelerate Healing

TIME: 30 minutes to several uses over a week.

MODIFIERS:

Mild infection such as cold: +2

Modest infection such as flu: +1

Severe Illness: No modifiers

Life-threatening disease:-1

Massive long-standing disease: -3

Rapid acting, life-threatening disease: -5

EFFECTS: Allows the character to direct and control the anti-bodies and healing factors of his body to throw off an infection or resist a disease. Requires the character to meditate for 30 minutes and may require rolls over a period of time.

(2)Immune to Disease;

Control Pain

REQ: None

TIME: May be kept up, but must re-roll every time a new injury is taken.

MODIFIERS:

Character's BODY above 8.	+1 penalty

Character's BODY below 8, but above 2.	No penalty

Character's BODY below 2.	–1 penalty

EFFECTS: Character ignores all penalties due to wounds. Character Cannot be Stunned, and does not follow the Impairment/Disabling rules or have any other wound penalties.

(10)Cannot Be Stunned;

(30)Takes No Stun; Loses: BODY and Abilities, 45;

(10)Does Not Bleed;

Detoxify Poison

REQ: None

TIME: Five Minutes

MODIFIERS:

Mild Poison: +2

Mild Poison: +1

Average Poison: No Modifiers.

Virulent Poison: -2

Neurotoxin: -5

EFFECTS:

(2)Immunity to Poison; Frequency: Common;

Emptiness

REQ: Hibernation Trance

TIME: May be kept up.

MODIFIERS: -2 penalty to enter Emptiness. Requires -1 penalty roll to exit out of Emptiness.

EFFECTS: Character enters trance where they are able to ignore everything, though their body still requires food and air. When another character attempts to use a Force Sense or Control skill against the character in Emptiness, their roll is resisted by the character's Emptiness roll. When the character exits the Emptiness they get a +2 bonus to all Force Skill rolls for a duration equal to the time they spent in Emptiness.

Characters loose a +1 bonus for every 2 levels their Darskside activation roll is below 15-.

(4)+2 level w/3 Related Skills;

Enhance Trait

REQ: None

TIME: 1-3 Turns

MODIFIERS:

EFFECTS:

Character rolls Force skill to increase a Stat for a limited time.

Roll made by

Even 2d6 Aid last 1 turn

by two 4d6 Aid last 2 turns

by four 6d6 Aid last 3 turns

Force of Will

REQ: None

TIME: May be kept up

MODIFIERS: +1

EFFECTS:

May use EGO roll as a complementary roll to either Force Control or another EGO roll when defending against the Force. If opponent beats your normal roll, but doesn't beat your improved roll you suffer a -1 to all EGO rolls.

Hibernation Trance

REQ: None

TIME: May be kept up.

MODIFIERS: -1 Difficulty to enter.

EFFECTS: Character can "play dead." This lowers the character's consumption of food, water, and air.

(2)Simulate Death;

Instinctive Astrogation

REQ:

TIME: One minute.

MODIFIERS:

-2 plus the penalty for a normal Astrogation roll.

EFFECTS:

A successful use of this power gives a +4 on a Astrogation roll. If

the Jedi fail the roll he gets a -4 on his Astrogation roll.

Rage

REQ: Hibernation Trance

TIME:

MODIFIERS: -1

EFFECTS:

Darkside Power. The same as the Jedi power Emptiness.

Must make Control roll at -1 every 4 hours or wake up. After exit trance receive +2 to all skill rolls for duration of trance. Take 1/2d6 N damage for every 2 hours in trance. Must roll Control roll to not come out of trance unexpectedly. If they do, must roll Control -1 to stop attacking offending character. If choose to anticipate person must make Sense -2 roll with Life Sense power

(modified by relationship). This allows a Control +2 roll to "wake up".

Reduce Injury

REQ: Control Pain

TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.

MODIFIERS:

Character's BODY above 8.	+1 Penalty

Character's BODY below 8, but above 2.	No penalty

Character's BODY below 2.	-1 Penalty

EFFECTS: Can ignore the damage done from one attack by taking on a permanent Injury.

(50)15d6 Transform From Dead chararcter to hurt character (Major, Single Object); Range: 1125; Charges: 1, -2; Only for last attack taken: Half, -1; Cumulative: No, +0;

Remain Conscious

REQ: Control Pain.

TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.

MODIFIERS:

Character's BODY above 8.	+1 Penalty

Character's BODY below 8, but above 2.	No Penalty

Character's BODY below 2.	-1 Penalty

EFFECTS: Character's with this power do not immediately fall unconscious. Instead they loose all their actions for the current round. The next round they must try to activate this power. If they do not activate the power or fail to, they fall unconscious.

(12)6d6 Aid (Fade/turn, Max. 36); Restore Only Lost Stun: -1; Range: 0; Affects: Single Power, +0;

Resist Stun

REQ: None

TIME: One minute and may be kept up.

MODIFIERS:

EFFECTS: Must be activated before the character is hit by an attack which can do stun. All stun damage less than an unconscious level is ignored. Attacks which would take a character to unconscious do 1 Stun.

(15)Damage Reduction (Physical, 50% Resistant); Only versus Body: Seriously, -½;

(15)Damage Reduction (Energy, 50% Resistant); Only versus Body: Seriously, -½;

Short-term Memory Enhancement

REQ: Hibernation Trance

TIME:

MODIFIERS:

EFFECTS:

Character can review past events to see if the missed something.

Clairsentience, Past

Sense Powers

Beast Languages

REQ: Receptive Telepathy, Projective Telepathy, Translation

TIME:

MODIFIERS:

Domesticated Animal: +1

Wild, but non-predatory: 0 to -1

Ferocious predator: -3 to -5

EFFECTS:

The character can speak to animals.

8d6 Telepathy vs Animals only.

Combat Sense

REQ: Danger Sense, Life Detection

TIME:

MODIFIERS:

One opponent: None with -1 per opponent.

EFFECTS:

Last for 10 turns and doesn't count as a skill use. Gives the Jedi +2 OCV, +2DCV, and Lightning Reflexes.

Danger Sense

REQ: Life Detection

TIME: May be Kept up.

MODIFIERS: May be resisted.

EFFECTS:

11- Danger Sense vs All

Instinctive Astrogation

REQ: Magnify Senses

TIME:

MODIFIERS: Modified by difficulty of Astrogation roll.

EFFECTS:

Success gives +3 to Astrogation roll, failure penalizes Astrogation roll by -3.

Life Detection

REQ: None

TIME: May be kept up.

MODIFIERS: +2 if target is Force sensitive or has Force skills, otherwise no penalty or bonus. Modified by relationship. Can be resisted.

EFFECTS: Can detect live sentients within 10 meters. Can make sense roll to find information about them. Can be resisted.

(16)Detect Life (++4 to PER); Time Required: Half Phase, +0; Range: Ranged, +5

(10)360-Degree Sensing (Unusual Senses)

(5)Discriminatory Sense (Detect)

Life Sense

REQ: Life Detection

TIME: May be kept up to track a target.

MODIFIERS: The target of this power can only make a Force Control Skill roll to resist.

EFFECTS: Can track and keep whereabouts of target.

(75)15d6 Mind Scan

Life Web

REQ: Life Detection, Life Sense, Sense Force

TIME: Two days or more.

MODIFIERS:

Billions: +2

100 Millions: None

10 Millions: -1

Millions: -3

100 Thousands: -5

EFFECTS:

Character chooses a species when the power is bought. He can then detect the direction of said species with this power. The character gains a +1 for each day, above two, of concentration. Note, more species can be purchased by buying 1 point perks.

Magnify Senses.

REQ: None

TIME: 1 turn

MODIFIERS: +2 to roll. Modified by Proximity.

EFFECTS: Character increases his senses.

This is bought by purchasing several enhanced senses.

Postcognition

REQ: Hibernation trance, Life Detection, Sense Force

TIME: One minute to Five Minutes

MODIFIERS: +1 if seeing less than two hours in time.

More than two hours but less than a week No Penalty.

-1 for a week to 6 months

-3 for 6 months to a year

-4 for a year to two years

-3 per additional year.

-3 per minute cut off time of use.

EFFECTS: Character can try to see into the past. The character must state before he rolls how far he wants to see into the past. If the character's roll is successfull how well they see is dependent on how well they roll:

If roll made by Five: They are there.

If roll made by Three: They get a good sensory impression.

If roll made: All sensory impressions are muffled.

(50)Clairsentience (Normal Sight, Hearing); See: Past, +20; Dimensions: Current, +0; Range: 250"

Receptive Telepathy

REQ: Life Sense

TIME: May be kept up if target willing.

MODIFIERS: This power can be resisted.

EFFECTS: The Jedi can read the surface thoughts of the target, he cannot probe for deeper thoughts. If the Jedi exceeds the targets resistance roll by 3 or more he can sift through memories up to 24 hours old, however this takes 2 full phases.

(50)15d6 Telepathy; Read only: Seriously, -½

Sense Force

REQ: None

TIME: When this power is "kept up" it does not count as an active power for purposes of determining penalties.

MODIFIERS: No penalty for area. -1 for specific items or details. Modified by proximity.

EFFECTS: Allows character to sense the type and magnitude of the force within in area.

(16)Detect Force (+4 to PER); Time Required: Half Phase, +0; Range: Ranged, +5

(10)360-Degree Sensing (Sight)

(5)Discriminatory Sense (Detect)

Sense Force Potential

REQ: Life Detection, Life Sense, Receptive Telepathy, Sense Force

TIME: 2 turns

MODIFIERS:

None for non-resisting target. Unwilling subject reset with Perception or Control roll.

EFFECTS:

The user can tell the force skills of his opponent.

Sense Path

REQ: Emptiness, Hibernation Trance,

TIME: This power may be kept up.

MODIFIERS:

EFFECTS:

Gives the character a vision on wether or not they are traveling a path that leads to the Darkside or doom.

Shift Sense

REQ: Magnify Senses

TIME: This power may be kept up.

MODIFIERS:

None for simple (heat or scents)

-1 for comm freq or infared.

-3 to detect certain things.

EFFECTS:

Character shifts his senses to detect something that he cannot normally detect.

Translation

REQ: Receptive Telepathy, Projective Telepathy

TIME: This power may be kept up.

MODIFIERS:

None for humans or aliens, -1 for Droids, -1 if target being cryptic on purpose. -4 if written language.

EFFECTS:

Allows a character to speak and understand a particular language as long as the power is kept up. Universal Translator.

Weather Sense

REQ: Magnify Senses

TIME: This power may be kept up.

MODIFIERS:

+1 if lived in area for more than one year.

None for 6-12 months

-1 if lived in area 1-6 months

-3 lived in area less than one month

Modified by proximity and local weather conditions.

EFFECTS:

Prediction is effective for 4 hours and difficulty of roll increases the further down the line you want to go.

Alter Powers

Injure/Kill

REQ: Life Sense, Life Detection

TIME:

MODIFIERS:

EFFECTS: An attacker must be touching the target to use this power, which means making attack in combat. The attacker rolls his Injure/Kill power with the target resisting using either EGO or their Force Control Skill. If the character's Force Alter Skill is higher than the defenders roll the attacker does 2 damage classes HKA per +1 difference between the rolls.

Various levels of HKA

Telekinesis

REQ: None

TIME: May be kept up.

MODIFIERS: Can be resisted. Modified by Proximity.

Weight

Less than 1kg +2

1kg to 10kg +1

11kg to 100 0

101kg to 1000kg -1

1001kg to 10,000kg -3

10,001kg to 1,000,000kg -5

Motion

-1 per 10m moving faster.

-1 for gentle turns

-3 for easy maneuvers

-3 to -5 for complex maneuvers

-6 for attacking with lightsaber

EFFECTS: Objects move 10 meters per round.

Various levels of Telekinesis

Control/Sense Powers

Farseeing

REQ: Life Sense

TIME: At least one minute.

MODIFIERS:

Control: +2, modified by proximity. -1 to -3 for character seeing in past. -2 to -5 for the future. Sense: +2 if target friendly, Can be resisted. Modified by relationship.

EFFECTS:

Roll made by ?????????

Life Bond

REQ: Life Detection, Life Sense, Magnify Senses, Receptive Telepathy.

TIME: This power may be kept up.

MODIFIERS: Control: None.

Sense: See below +1 if both characters have Life Bond.

Modified by proximity.

EFFECTS:

Make Sense Roll

Missed roll by 1: Aware of partners general location and emotional state.

Made roll: Can use the other's senses. Share pain and Injuries.

Made roll by 1: Telepathically linked per Receptive Telepathy.

Made roll by 3: Telepathically linked per Projective Telepathy.

Characters can have premonitions about each other. Based on sense roll and proximity. Takes 1d6 weeks to form a Life Bond -1 to all Control rolls during that time. If partner killed the character enters a catonic state for 1d6 days and is at -1 to all rolls untill time equal to that needed to form the bond is up.

Lightsaber combat

REQ: None.

TIME: May be kept up.

MODIFIERS:

+1 Sense skill roll.

EFFECTS: The character can use their Force Control Skill and their Force Sense skill to effect their ability in combat with the lightsabers. The character must take two actions:

First he rolls Force Sense skill, how much he makes it by is the amount the character gains as +1 level with his Lightsaber skill. Character then makes a Force Control skill roll. How much he makes it by is a +/- 1DC to the lightsaber's damage up to x2 the Lightsabers Damage.

Lightsaber Combat can be used to parry Blaster bolts. This is done per the Missle Deflection rules adding in any bonuses for the Force Sense Skill roll and any skill levels with the lightsaber. To reflect blaster bolts the character must first make a successful Missle deflection roll and then make a Force Control skill roll modified by the target's range.

Various Skill level, with Missle deflection/reflection.

Projective Telepathy

REQ: Receptive Telepathy, Life Detection, Life Sense

TIME:

MODIFIERS: Control: +2 bonus. Modified by proximity. -2 or -3 penalty if user can't talk. Sense: +2 bonus if target is friendly and doesn't resist. Use normal resistance rules if target resist. Modified by relationship.

EFFECTS: Target can hear and feel the emotions of the user.

(50)15d6 Telepathy; Send only: Seriously, -½

Control and Alter Powers.

Accelerate Another's Healing

REQ: Control Another's Pain

TIME: One minute

MODIFIERS: Control: +2 bonus. Modified by relationship.

Alter: +2 bonus.

EFFECTS: Same as Accelerate Healing. The Jedi must touch the target when they roll.

Control Another's Disease

REQ: Accelerate Healing, Control Disease

TIME: Same as Control Disease

MODIFIERS: Control +2, modified by relationship. Alter, same as Control Disease.

EFFECTS: Same as Control Disease.

Control Another's Pain

REQ: Control Pain

TIME:

MODIFIERS: Control: +2 bonus. Modified by relationship

Character's BODY above 8.	+1 penalty

Character's BODY below 8, but above 2.	No penalty

Character's BODY below 2.	-1 penalty

EFFECTS: Same effect as control pain. Must be touching target to use this power.

Control Breathing

REQ: Concentration, Hibernation Trance, Telekinesis

TIME:

MODIFIERS: Control: none, Alter: +3

EFFECTS:

Allows characters to pull oxygen from the surroudings. May be kept up until dropped or knocked out.

Detoxify Poison in Another

REQ: Accelerate Healing, accelerate anothers healing, control pain, control

another's pain, detoxify poison

TIME: 5 minutes

MODIFIERS:

Control +2 modified by relationship

Alter +2 for very mild poisons, +1 mild poison, +1 for difficult, -3 to -5 for very difficult poisons.

EFFECTS:

Must have physical contact to work. Makes person immune to effects of poison.

Feed on Darkside

REQ: Sense Force

TIME:

MODIFIERS:

EFFECTS:

Darskide power. Player gains a Darside point and Force point for every light side sensitive that gains darkside points.

Force Lighting

REQ:

TIME:

MODIFIERS:

Control: Modified by proximity. Limited to LOS.

Alter: Can be resisted.

EFFECTS:

Darkside power Character does damage based on his Alter skill.

Inflict Pain

REQ: Control Pain, Life sense

TIME:

MODIFIERS:

Control: +2, modified by proximity. Alter: Resisted, modified by proximity.

EFFECTS:

Darkside Power Player inflicts stun only damage.

Place Another in Hibernation Trance

REQ: Hibernation Trance

TIME: Five minutes

MODIFIERS: Control +2 modified by relationship.

Alter +2 modified by proximity.

EFFECTS: This power can NOT be used as an attack power. Can be used to bring another out of a Hibernation Trance at a -3 penalty.

Dispel Simulate Death and Transform

Return Another to Conscious

REQ: Remain Conscious

TIME:

MODIFIERS: Control: +1 Modified by proximity and relationship.

Alter: +1 for incap. -1 for mortal.

EFFECTS: Target returns to conscious. Other effects same as Remain Conscious.

Transfer Force

REQ: Control Another's Pain

TIME: One Minute

MODIFIERS: Control: +1 Modified by relationship and proximity

EFFECTS: Recipient of this power must be willing. The user spends one Force point to keep the mortally wounded character alive in a hibernation trace. This will keep the target alive for 6 weeks. The target must be willing. The use of this power is ALWAYS considered heroic.

4 BODY regeneration, UAO, Not usable on self

Control, Sense, and Alter Powers.

Affect Mind

REQ: None

TIME:

MODIFIERS: Control: +2 bonus for perceptions. +1 for memories, No penalty for conclusion, Modified by proximity. Sense: Target's EGO roll or Force Control skill. Alter:

+2 momentary misperceptions, minor changes to distant memory.

+1 brief phenomena, memory less than a year old

No Pen. short hallucinations, memory less than a day old.

-1 slight disguises, hallucinations that can be sensed by two senses.

-3 hallucination can be sensed by all 5 senses, major memory change.

EFFECTS: Power used to alter a character's perceptions or make them believe an illusion.

Transform w/Trigger

Battle Meditation

REQ:

TIME: 5 minutes

MODIFIERS:

Control

Sense

Alter

EFFECTS:

Jedi can turn opponents against each other. They have to beat Jedi's best skill roll.

Or Jedi can increase allies skills by same amount she lowers a Force skill of their choice.

Control Mind

REQ:

TIME:

MODIFIERS:

EFFECTS:

Darkside Power plus get additional darkside point per evil action person takes while under control.

Create Force Storms

REQ:

TIME:

MODIFIERS:

EFFECTS:

Major darkside power

Doppelganger

REQ:

TIME:

MODIFIERS:

EFFECTS:

Major Darkside power

Drain Life Essence

REQ:

TIME:

MODIFIERS:

EFFECTS:

Major darkside power

Enhanced Coordination

REQ:

TIME:

MODIFIERS:

Control: None, modified by proximity.

Sense: -1

Alter:

1-10 people: +2

11-100: +1

101-500: Even

501-5000: -1

5001-50000: -3

50001-500000: -6

EFFECTS:

Jedi increases the effectiveness of his allies skills, Granting a +1 for every 11- in the group.

Force Harmony

REQ:

TIME:

MODIFIERS:

EFFECTS:

Major Lightside power

Projected Fighting

REQ: Concentration, Telekinesis, Target must be within Jedi's LOS

TIME:

MODIFIERS:

Control: -1, Sense: -1, Alter: Modified by proximity.

EFFECTS:

This power will give Darkside point unless the character uses it to do stun only and to protect innocents. This power may be "kept up" as long as the distance and target remains the same.

The Jedi makes a HTH attack against target. Unless the target is Force sensitive their DCV is considered to be 3. If the target is Force Sensitive they get their full DCV.

Telekinetic Kill

REQ: Control Pain, Inflict Pain, Injure/kill, Life Sense

TIME:

MODIFIERS: Control +1, modified by proximity. Sense +1, modified by proxmity. Alter: Targets EGO or Control.

EFFECTS:

Darkside power. Users Alter roll vs targets EGO or Control.

Transfer Life

REQ:

TIME:

MODIFIERS:

EFFECTS:

Major Darkside power

Sense and Alter

Dim Others Senses

REQ:

TIME: This power may be kept up.

MODIFIERS: Sense: +1, -1 per extra target, modifiedy by proximity. Alter: Resisted.

EFFECTS:

The Jedi reduced his opponents perception/EGO roll.

Alter roll made by	Reduce perception/EGO

1 or 2	-1

3	-2

4	-3

5+	-4

Lesser Force Shield

REQ: Absorb/dissapate Energy, concentration, Magnify Senses, Telekinesis.

TIME: May be kept up.

MODIFIERS: Sense +1, Alter: Even

EFFECTS:

The Jedi gets a 3pd/ed resistiant Force Field.

General Vehicle Rules

Due to the nature of Starships and Starfighters all Starships are assumed to have certain abilities.

*All Vehicle DEF and Shields are assumed to be Hardened.

*All ships are assumed to have Particle Shields to protect them from asteriods, minor meteors, and other space Hazards. They are equivalent to 7DEF Armor. When a ship looses it's Partical Shields for any reason it's normal DEF is lowered

by 7.

*All ships are assumed to have a Power Defense equal to the ship's normal DEF. Note that when the Particle shields go down, this Power Defense goes as well.

General Starship Systems

Certain ship systems are common to all ships. This is a list of the common ship systems

Full Life Support

Basic Sensor Package

Anti-Gravity Package

Special Vehicle Systems

Ion Cannons

These are special weapons designed to disable a starship without seriously damaging it. They destroy the electronic circuitry withing the ship making it harder to maneuver use. This is modeled by a Linked DEX and SPD drain. Each Ion Cannon has two numbers. The first is the DEX drain and the second is the SPD drain. The SPD drain

is considered to be Armor Piercing.

When a ship looses a phase due to lost speed the ship will STILL MOVE. However, the pilot will not be able to use an action to change the ships facing, direction of travel, or speed.

Vehicles

AT-ST Walker

STR: 40 BODY: 16

SIZE: 4x2 MASS: 6.4tons

DEF: 11

DEX: 15 SPEED: 2 DCV: -4

MAX: 144 MOVE: 9x8

CREW:2

CARGO: 200kg

Twin Blaster Cannon: Front/4d6RKA

Twin Light Blaster Cannon: Front/2d6RKA

Concussion Grenade Launcher: Front/3d6RKA

AT-AT Walker

STR: 65 BODY: 21

SIZE: 12.5x6.4 MASS: 200tons

DEF: 21

DEX: 10 SPEED: 2 DCV: -7

MAX: 96 MOVE: 12x4

CREW:5/40 troops

CARGO: 1 ton

*2 Heavy Laser Cannons: Front/6d6RKA/+1 OCV

*2 Medium Blasters: Front/3d6RKA/+1 OCV

*Due to the mounting of the weapons on the walker's head, these weapons may change arc to the Left and Right arcs. They change 1 arc per 2 phases.

Speeder Bike

STR: 25 BODY: 13

SIZE: 2x1 MASS: 800kg

DEF: 5

DEX: 21 SPEED: 4 DCV: -2

MAX: 640 MOVE: 20x8

CREW:1

CARGO: 4kg

Laser Cannon: Front/1d6+1RKA AP/+1 OCV

Ubrikkian 9000 ZOO4 Landspeeder

STR: 25 BODY: 13

SIZE: 2x1 MASS: 800kg

DEF: 6

DEX: 13 SPEED: 2 DCV: -2

MAX: 448 MOVE: 28x8

CREW: 1

CARGO: 30kg

Incom T-47 Airspeeder

STR: 30 BODY: 14

SIZE: 2.5 x 1.25 MASS: 1.6tons

DEF: 6

DEX:18 SPEED:4 DCV: -2

MAX: 1056 MOVE: 33x8

CREW: 1

CARGO: 10kg

Rebel Alliance Combat Airspeeder

STR: 35 BODY: 16

SIZE: 3.2x1.6 MASS: 3.2tons

DEF: 11

DEX: 21 SPEED: 4 DCV: -3

MAX: 992 MOVE: 31x8

CREW: 1+1 gunner

CARGO: 10kg

Double Laser Cannon: Front/4 1/2d6RKA/+1 OCV

Power Harpoon: Rear/3d6 RKA/+1 OCV

Cloud Cars

STR:40 BODY: 16

SIZE: 4x2 MASS: 6.4tons

DEF: 14

DEX: 18 SPEED: 3 DCV: -4

MAX: 2400 MOVE: 100x8

CREW: 1+1 gunner

CARGO: 10kg

Double Blaster Cannon: Front/5d6RKA

X-Wing

STR: 50 BODY: 18

SIZE: 6.4x3.2 MASS: 25tons

DEF: 21

DEX: 25 SPEED: 4 DCV: -5

MAX: 1696 MOVE: 53x8

CREW: 1

CARGO: 110 kgs

FTL x1

+1 Pilot skill roll

Full life support

Basic Sensor

Anti-Gravity

Shields: 6ED

2x Proton Torp: Front/13 1/2d6 PhysicalRKA/+1 OCV

4x Laser Cannons: Front/9d6RKA/+2 OCV

Y-Wing

STR: 50 BODY: 18

SIZE: 6.4x3.2 MASS: 25tons

DEF: 21

DEX: 18 SPEED: 3 DCV: -5

MAX: 1608 MOVE: 67x8

CREW: 1

CARGO: 110kg

FTL x1

+0 Pilot skill roll

Full life support

Basic Sensor

Anti-Gravity

Shields: 8ED

2x Proton Torp: Front/13 1/2d6 Physical/+1 OCV

2x Laser Cannons: Front/7 1/2d6 RKA/+1 OCV

2x Light Ion Cannons: Turret/ 6d6/3d6 Special/+2 OCV

A-Wing

STR: 45 BODY: 17

SIZE: 5x2.5 MASS: 12.5tons

DEF: 17

DEX: 27 SPEED: 5 DCV: -4

MAX: 2080 MOVE: 52x8

CREW: 1

CARGO: 40kgs

FTL x1

+2 Pilot skill roll

Full life support

Basic Sensor

Anti-Gravity

Shields: 6ed

2x Laser Cannons: Front/7 1/2d6RKA/+2 OCV

Jammer All ships within range of the Jammer recieve a -2 OCV penalty.

B-Wing

STR: 50 BODY: 18

SIZE 6.4x3.2 MASS: 25tons

DEF: 18

DEX: 15 SPEED: 2 DCV: -5

MAX: 1520 MOVE: 95x8

CREW: 1

CARGO: 45kgs

FTL x1

-1 Pilot skill roll

Full life support

Basic Sensor

Anti-Gravity

Shields: 14ED

2x Proton Torp: Front/13 1/2d6 Physical

1x Laser Cannons: Front/10 1/2d6RKA

3x Medium Ion Cannons: Front/9d6/6d6/+3 OCV

1x Blaster Cannon: Front/4 1/2d6/+1 OCV

1x Blaster Cannon: Front/4 1/2d6/+1 OCV

Note: Once the B-Wing has taken 6 BODY it becomes an unstable weapons platform. It suffers a -1 to OCV and to all Pilot rolls. If the laser is unoperational it also suffers a -1 OCV.

TIE Fighter

STR: 45 BODY: 17

SIZE: 5x2.5 MASS: 12.5tons

DEF: 14

DEX: 21 SPEED: 3 DCV: -4

MAX: 1920 MOVE: 80x8

CREW: 1

CARGO: 65kgs

+0 Pilot skill roll

Basic Sensor

Anti-Gravity

2x Laser Cannons: Front/7 1/2d6RKA/+1 OCV

TIE Interceptor

STR: 50 BODY: 18

SIZE: 6.4x3.2 MASS: 25tons

DEF: 21

DEX: 27 SPEED: 4 DCV: -5

MAX: 2016 MOVE: 63x8

CREW: 1

CARGO: 75kgs

+2 Pilot skill roll

Basic Sensor

Anti-Gravity

4x Laser Cannons: Front/9d6RKA/+2 OCV

YT-1300

STR: 70 BODY: 21

SIZE: 16x8 MASS: 400tons

DEF: 15

DEX: 10 SPEED: 2 DCV: -8

MAX: 1280 MOVE: 40x16

CREW: 1+ 1gunner/6 passengers

CARGO: 100 tons

FTL x2 with x12 backup

Basic Sensor

Anti-Gravity

Full Life Support

Millenium Falcon

STR: 70 BODY: 21

SIZE: 16x8 MASS: 400tons

DEF: 32

DEX: 21 SPEED: 3 DCV: -8

MAX: 1680 MOVE: 9x8

CREW: 2

CARGO: 100 tons

FTL x.5 with x10 backup

Basic Sensor

Anti-Gravity

Full Lifesupport

Shields: 17ed

Quad Laser Cannon: Turret/9d6RKA/+2 OCV

Quad Laser Cannon: Turret/9d6RKA/+2 OCV

2 Concussion Missle Tubes: Front/13 1/2d6 Physical/ +2 OCV

Blaster Cannon: Turret/5 1/2d6 RKA/+3 OCV

Stock Ghtroc Freighter

STR: 70 BODY: 21

SIZE: 16x8 MASS: 400tons

DEF: 20

DEX: 10 SPEED: 2 DCV: -8

MAX:1200 MOVE: 75x8

CREW: 1/10 passengers

CARGO: 135tons

FTL x2 with0 x15 backup

Basic Sensor

Anti-Gravity

Shields: 5ed

Double laser Cannon: Front/6d6RKA

Imperial Customs Guardian Light Cruiser

STR: 75 BODY: 23

SIZE: 20x10 MASS: 800tons

DEF: 25

DEX: 10 SPEED: 2 DCV: -8

MAX:1840 MOVE: 115x8

CREW: 16/6 passengers

CARGO: 200tons

FTL x1 with x10 backup

Basic Sensor

Anti-Gravity

Shields: 14

4 Laser cannons: 2 Front, 2 Turret/7 1/2d6 RKA/+1 OCV

Scout Ship

STR: 65 BODY: 21

SIZE: 12.5x6.4 MASS: 200tons

DEF: 21

DEX: 13 SPEED: 2 DCV: -7

MAX: 1360 MOVE: 85x8

CREW: 1

CARGO: 150 tons

FTL x2 with x15 backup

Basic Sensor Package

Anti-Gravity

Full Lifesupport

Shields: 6ed

Laser Cannon: Front/6d6RKA/-1 OCV

Equipment

CLOTHING	TOOLS

Casual	75	Power Scanner	150

Work	100	Hydrospanner	50

Business	75	Beam Drill	50

Formal	100	Fusion Cutter	75

Local Uniform	150	Worklight	25

Flame-proof Suit	200	Plasma Welder	50

Exposure Suit: General	300	Vibropick	50

Arid	400	Vibrosaw	75

Cold	400	Power Prybar	30

Sub-Zero Parka	250	Tool Harness	10

High-G Suit	400	Computer Tool Kit	200

Wet Suit	400	Droid Tool Kit	200

Air Tanks	100	Vehicle Tool Kit	200

Oxygen Reproccessor	300	Security Systems Kit	200

Miniature Life-Support	1000

Space Suit (Emergency)	1000	MEDICAL EQUIPMENT

Space Suit (Utility)	1500	Medpac	100

Space Suit (High Quality)	2000	Bacta Tank	3000

Medicines	100

SURVIVAL TENTS	COMMUNICATIONS DEVICES

Single Person	200	Comlink (Standard)	100

Two Person	400	Subspace Radio (Small)	500

Four Person	600	Subspace Radio (Large)	1000

Eight Person	800

DROID EQUIPMENT	VEHICLES

Restraining Bolt	25	Airspeeder	15,000/ 10,000

Bolt Owner	100	Cloud Car	75,000/ 18,000

Owner and Bolt	75	Landspeeder	10,000/ 2,000

Repair Services	50-500	Sail Barge	250,000/ 50,000

Overhaul Services	50-500	Skiff	25,000/ 6,000

Memory Wipe Services	50-500	Speeder Bike	5,000/ 1,000

Swoop	7,000/ 1,500

HOUSING	STARSHIPS

Hovel	50-250/month	Starfighter	150,000

Regular Apartment	250-500/month	Corellian Corvette	3.5 million

Luxury Apartment	500-1400/month	Stock YT-1300	100,000

House	750-1800/month	Stock Ghtoc	98,500

Storage Space	10-100/month	Lone Scout	125,000

DROIDS

First Degree Droid-------Physical Sciences, Math, Medical Applications	5000

Second Degree Droid--- Environment, Tech Science, Probe Droids	4000

Third Degree Droid------Social Sciences, Protocol, Translation, Teaching	3000

Fourth Degree Droid----Security, Patrol Droids, Assassin Droid (X Avail.)	5000

Fifth Degree Droid------Menial Labor, Waste, Mining, Lifting, Salvage	1000

R2 Astromech Droid	4525

Deepspace 9G Explorer Droid	6700

K4 Security Droid	7500

3PO Human-Cyborg Relations Droid	3000

MISCELLANEOUS	BUYING PASSAGE

Syntherope	2	Luxury Liner	1000

Glowrod	10	No Frills Liner	500

Ammo Bandolier	100	Steerage	100

Flare	5	Chartered Ship	10000

Pocket Computer	100

Recording Rod	30	ROUTE:	MULTIPLY COST BY:

Directional Transponder	200	Heavily Traveled	x1

Survival Pack	100	Common Route	x2

Sleeping Bag	15	Rarely Traveled Route	x3

Rations	200	Uncommon Route	x5

Chronometer	25	You want to go where?	x?

Macrobinoculars	100

Breath Mask	50

Data Pad	100

EQUIPMENT NOTES

MEDPACS:

When someone uses a Medpac, they make a First Aid with modifiers. Once a medpac is used it is fully spent. If the user of the medpac fails their roll by 4 or more then the medpac has pushed the patients body to the limits and no more medpacs can be used on the patient for 24 hours.

Condition	Modifier

Character's BODY above 8.	+1 Penalty

Character's BODY below 8, but above 2.	No Penalty

Character's BODY below 2.	-1 Penalty

Each additional medpac used in a 24 hour period.	-2 penalty

Character using a medpac on himself	-2 penalty

5d6 Healing roll

BACTA TANKS:

A character must make a PS: Doctor roll with a +2 bonus. If the Doctor fails this roll nothing happens. If the character does not have the PS: Doctor skill then they must make a default roll with major penalties. If a default roll is failed the patients condition worsens and he suffers a 1d6 Killing attack. If the roll succeeds the character will be healed. How long it takes is a matter of how injured the character is.

Condition	Effect.

Character's BODY above 8.	1d6 hours.

Character's BODY below 8, but above 2.	4d6 hours

Character's BODY below 2.	1d6 days

1d6 healing roll with variable extra time.

Weapons

Melee Weapons

Weapon	OCV	Damage	StunX	STRmin	Notes

Staff	+1	4d6n	0	13

Club	0	4d6m	0	10

Hand Axe	0	1d6+1 k	0	10

Knife	+1	1/2d6k	0	0	6

Dagger	+1	1d6-1 k	0	0	8

Bayonet	-1	1d6 k	0	8

Medium Spear	-1	11/2d6 k	0	10

VibroAxe	+1	1d6+1k	0	10

VibroBlade	+1	1d6 k	0	10

VibroBayonet	+1	1d6-1 k	0	8

Light Saber	+2	2 1/2d6 EK*	+1	5	RSR,1.

Ranged Weapons

Weapon	OCV	Rmod	Damage	#Shots	Notes

Stun Pistol	0	-1	41/2d6S

Riot Gun	0	+2	9d6S	AEradius

Wookiee Bowcaster	+1	+2	2 1/2d6 k	6	Cell has 50 shots

Blasters2	OCV	Rmod	Damage(Stun)	#Shots	Notes

Holdout Blaster	-1	-1	1d6 (4d6)	6

Sport Blaster	0	0	1d6 (4d6)	50

Sport Blaster Rifle	+1	+1	1 1/2d6(4 1/2d6)	100

Blaster	+1	0	1 1/2d6 (5d6)	100

Heavy Blaster	0	+1	2d6-1 (5 1/2d6)	25

Blaster Carbine	+1	+2	2d6-1 (5 1/2d6)	100

Blaster Rifle	+2	+3	2d6-1 (5 1/2d6)	100

Light Repeating Blaster	+1	+3	2d6 (6d6)	25	AF5

Med. Repeating Blaster	+2	+3	2 1/2d6 (6 1/2d6)	25	AF5

Heavy Repeating Blaster	+2	+4	3d6-1 (7d6)	1	AF5(Gen.)

E-Web Repeating Blaster	+3	+6	3d6-1(7d6)	Same as Hvy Rpt Blaster

Grenades

Concussion Grenade	8d6N Explosive

Fragmentatin Grenade	2d6+1 k Explosive

Thermal Grenade	4d6 k Explosive

Armor

Type	PD/ED	Protects

Blast Helmet	3/3	Head

Blast Vest	3/3	Torso

Imperial Trooper	8/6	All

Bounty Hunter	8/6	All

Imperial Trooper Armor:

8pd/6ed Armor

+2 OCV vs moving Targets. +2 to all Perception rolls, -3 to all Dexterity rolls.HRRH, Radio Transmit

Bounty Hunter Armor:

8pd/6ed Armor

-3 to all Dexterity rolls, +5 STR to lift only

Conversions

Attributes

Star Wars Hero System

1D 5

2D 10

3D 15

4D 20

5D 25

Skills

Star Wars Hero System

1D	8-

2D	8-

3D	11-

4D	11-

5D	12-

6D	12-

7D	13-

8D	13-

9D	14-

10D	14-

11D	15-

12D	16-

13D+	17-

Star Wars Difficulty	Hero Skill Penalty

Very Easy	+2

Easy	+1

Moderate	Even

Difficulty	-1

Very Difficult	-2 or -3

Heroic	-4 or more

Damage

Hero System = Star Wars Damage + 2DC

Ship Conversions

Star Wars Man.	Hero Pilot Bonus	Hero Speed

0d	-2 to pilots roll	1

1d	-1 " "	2

2d	-----	3

3d	+1	4

4d	+2	5

Star Wars Speed x 1.6 = Vehicle's MAX.

Star Wars FC	Hero Plus to OCV

0d	-1

1d	0

2d	+1

3d	+2

4d	+3

Star Wars Shieds	Hero's Shields

1d	6ed

2d	14ed

3d	18ed

4d	24ed

Star Wars Hull	Hero DEF

1d	7

2d	14

3d	18

4d	21

5d	24

Star Wars Hyperdrive	Hero FTL

x.5	2000 ly/year

x1	1000 ly/year

x2	500 ly/year

x3	350 ly/year

x4	250 ly/year

x5	200 ly/year

x6	125 ly/year

x7	100 ly/year

x8	63 ly/year

x9

x10	36 ly/year

x11

x12	18 ly/year

x15	5 ly/year