MSW: Mythic Star Wars
Star Wars, for Mythras. Adapted from the Forbidden Supplement™.
Character Creation
Character Creation Steps
- Choose species to roll characteristics and note any special abilities.
- Choose skills using one of these methods:
- Choose Force Gifts.
Homeworld Types
Homeworld Type | Default Planetary Skills | Transportation Skills | |
---|---|---|---|
1 | Asteroid/Space Station | Homeworld, Survival (Vacuum) | Pilot (Spaceship) and select one of Drive (Crawler) or Drive (Walker) |
2 | Cloud World | Homeworld, Survival (Poisonous Atmospheres) | Pilot (Flyer) and select one of Pilot (Airship) or Ride (Flying Beast) |
3 | Desert World | Homeworld, Survival (Deserts) | Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) |
4 | Ice World | Homeworld, Survival (Arctic) | Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) |
5 | Jungle World | Homeworld, Survival (Jungles) | Select two from Boating (Boats), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast) |
6 | Ocean World | Homeworld, Survival (Seas), Swim | Select one of Boating (Boats), Boating (Submersibles), Pilot (Flyer), Ride (Beast) |
7 | Temperate World | Homeworld, Survival (Forest) | Select one of Pilot (Flyer), Ride (Beast), Drive (Speeder) |
Technology Levels
Technology Level | Professional Skills | |
---|---|---|
1 | Primitive | Select one from Craft, Lore, Navigation, Track |
2 | Industrial | Select one from Craft, Commerce, Science, Streetwise |
3 | Galactic | Select one from Electronics, Engineering, Mechanics, Science |
Society Types
Society Type | Standard Skills | Professional Skills | |
---|---|---|---|
1 | Militaristic | Endurance, Evade, Perception, Unarmed and one cultural Combat Style | - |
2 | Bureaucratic | Influence, Insight | Bureaucracy, Oratory, Politics |
3 | Manufacturing | Brawn, Endurance | Commerce, Craft (choose), Engineering |
4 | Lawless | Deceit, Stealth and one cultural Combat Style | Select two from Commerce, Disguise, Forgery, Gambling, Lockpicking, Sleight, Streetwise |
5 | Artistic | Dance, Sing | Acting, Art, Musicianship |
6 | Academic | Willpower | Culture, Language, Science, Teach |
7 | Agrarian/Nomadic | Endurance, Perception | Craft (choose), Track |
Force Gifts
New characters get 3 Force Gift points. They can be spent in the following way:
Gift | Force Gift Point Cost |
---|---|
+15% To any skill (stackable) | 1 |
+1 Luck Point | 2 |
Roll on Force Gift Table | 3 |
Force Gift Table
Roll | Force Gift |
---|---|
1 | Agile |
2 | Charming |
3 | Danger Sense |
4 | Deadshot |
5 | Eidetic Memory |
6 | Enhanced Balance |
7 | Enhanced Sight |
8 | Mathematical Savant |
9 | Forgettable |
10 | Species Perfection |
11 | Insightful |
12 | Iron Mind |
13 | Linguistic Savant |
14 | Natural Liar |
15 | Null-Force |
16 | Perceptive |
17 | Quick |
18 | Regenerative |
19 | Resilient |
20 | Shadow |
Agile
The character has superb reflexes. The character adds one tenth of their Athletics skill to Initiative Bonus.
Charming
The character is highly charismatic. Any skill with CHA as a base characteristic is always one grade easier.
Danger Sense
The character has an uncanny intuition of personal danger and never suffers the negative game effects for being surprised.
Deadshot
The character is a natural marksman. Aiming for one round reduces the situational Difficulty by two grades instead of one.
Eidetic Memory
The character has an eidetic memory and can memorize an image, page of writing, scene, sound, etc. perfectly by spending 1d6 minutes studying it. The character can recall or recite the precise details and nature of the subject at will. Details do not fade with age or time.
Enhanced Balance
The character’s sense of balance is acute. Athletics and Acrobatics are always one grade easier. If forced to use Evade to avoid an attack, the character is never left prone.
Enhanced Sight
The character can see normally in near-total darkness and suffers no modifiers due to the absence of light. All Perception rolls involving vision are one grade easier.
Mathematical Savant
The character is adept at complex mental mathematics and deductions of probability. Any skill requiring the application of mathematics, including Commerce, Electronics, Engineering, Gambling, and Science are always at one grade easier. In addition, the character can accurately perform in one Round of intense concentration any mathematical calculation that an ordinary person would require many hours of work with pencil and paper.
Forgettable
The character’s face and voice are indistinct and cannot be remembered by most witnesses. Strangers or casual acquaintances require a Herculean Willpower roll to remember the character or details about them.
Species Perfection
Increase one characteristic by 1d6.
Insightful
The character is a remarkable judge of character and agenda. All Insight rolls are one grade easier.
Iron Mind
Willpower rolls are one grade easier.
Linguistic Savant
The character is a preternatural linguist. They begin with 1d3+1 additional languages covered under their Linguistics skill. Communicating in an unfamiliar language is always one grade easier, and the character can learn any language they have been exposed to for more than a few hours by spending 1 Experience Roll.
Natural Liar
The character can lie with ease and conviction. All Deceit rolls are two grades easier than the norm. Truth drugs have no effect on the character, and mechanical lie detectors show that the character is telling the truth even when they are lying.
Null-Force
The character is effectively a blank spot in the Force. They are unaffected by most Force Traits but they can be injured through physical manifestations of the Force, e.g., being moved by or having something thrown at them via Telekinesis. A Null-Force character by definition cannot be a Jedi, Sith, or other Force user, regardless of their POW. Characters are unaffected by Aura, Coerce, Illusion, Leech, Telepathy, and Violate. The character effectively possesses the Concealment Force Trait, constantly.
Perceptive
The character has enhanced powers of perception. All Perception rolls are one grade easier. Stimuli related to their enhanced perception are that much more vivid, apparent, intricate, distinct, and so forth.
Quick
The character's movement rate is double the species norm. The character can disengage from melee combat without using an Action Point or requiring an opposed skill test.
Regenerative
The character’s Healing Rate is 2d2 points higher than normal. Not only does the character heal faster, but wounds do not leave any scar tissue. The character cannot regenerate amputated body parts but if a body part suffers a Major Wound and remains attached to the body, it will regenerate given enough healing time.
Resilient
The character is incredibly resilient to the effects of wounds. Their Hit Points are calculated using STR+CON+SIZ.
Shadow
The character is innately stealthy. All Stealth rolls are one grade easier, and the character can attempt to hide in plain sight if they are not currently being observed.
Archetype Skill Selection
The following Archetype (AKA Career Package) creation process lets you choose a package of skills and pre-allocated starting levels.
Calculate starting Standard Skills.
Choose or roll homeworld type, technology level, and society type.
Then, choose a career below for a package of pre-allocated skills for beginning characters. Feel free to swap percentages between skills within the career package.
(Don't swap out Customs, Native Language, Homeworld, Survival (Homeworld type), or Language (Galactic Basic) as these already have generous starting values.)
Assassin
Bounty Hunter
Jedi
Sith/Gray Jedi
Pilot
Soldier
Smuggler
Assassin
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Conceal | 20% + DEX+POW | Assassin Combat Style • Unarmed • Concealable Weapons or Sniper | 30% + STR+DEX |
Customs (Homeworld)1 | 40% + INTx2 | Culture (any) | 10% + INTx2 |
Deceit | 40% + INT+CHA | Demolitions | 30% + INT+POW |
Evade | 20% + DEXx2 | Disguise | 30% + INT+CHA |
Homeworld1 | 40% + INTx2 | Drive (Speeder) or Ride (Beast) | 10% + DEX+POW |
Insight | 30% + INT+POW | Forgery | 10% + DEX+INT |
Native Language1 | 40% + INT+CHA | Language (any) | 10% + INT+CHA |
Perception | 20% + INT_POW | Language (Galactic Basic) | 20% + INT+CHA |
Stealth | 40% + DEX+INT | Pilot (Spaceship) | 20% + DEX+INT |
Sleight | 10% + DEX+CHA | ||
Streetwise | 20% + POW+CHA | ||
Survival (Native Homeworld type)1 | 40% + CON+POW |
Bounty Hunter
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Athletics | 30% + STR+DEX | Bounty Hunter Combat Style • Blasters/Stun Blasters/Ion weapons • Entangling/Man-Catcher • Unarmed | 30% + STR+DEX |
Customs (Homeworld)1 | 40% + INTx2 | Bureaucracy | 30% + INTx2 |
Endurance | 20% + CON*2 | Commerce | 20% + INT+CHA |
Evade | 20% + DEXx2 | Culture (any) | 10% + INTx2 |
Homeworld1 | 40% + INTx2 | Language (any) | 10% + INT+CHA |
Insight | 20% + INT+POW | Language (Galactic Basic) | 20% + INT+CHA |
Native Language1 | 40% + INT+CHA | Pilot (Spaceship) | 20% + DEX+INT |
Perception | 30% + INT+POW | Pilot (Flyer) or Drive (Speeder) | 20% + DEX+INT |
Stealth | 10% + DEX+INT | Streetwise | 40% + POW+CHA |
Survival (Native Homeworld type)1 | 40% + CON+POW | ||
Survival (Choose World type) | 30% + CON+POW | ||
Track | 40% + INT+CON |
Jedi
Characters must have a POW of at least 14 to use The Force.
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Athletics | 20% + STR+DEX | Acrobatics | 20% + STR+DEX |
Customs (Homeworld)1 | 40% + INTx2 | Any Transportation skill | 20% + See skills |
Endurance | 20% + CONx2 | Culture (any) | 10% + INTx2 |
Influence | 30% + CHAx2 | Jedi Combat Style (Unarmed + Lightsaber) | 30% + STR+DEX |
Evade | 20% + DEXx2 | Language (any) | 20% + INT+CHA |
Homeworld1 | 40% + INTx2 | Language (Galactic Basic) | 20% + INT+CHA |
Insight | 20% + INT+POW | Meditation | 30% + INT+POW |
Native Language1 | 40% + INT+CHA | Oratory | 20% + POW+CHA |
Perception | 20% + INT+POW | Survival (Native Homeworld type)1 | 40% + CON+POW |
Willpower | 20% + POWx2 | Survival (Choose World type) | 20% + CON+POW |
The Force | 40% + POWx2 |
Sith/Gray Jedi
Characters must have a POW of at least 14 to use The Force.
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Athletics | 20% + STR+DEX | Acrobatics | 20% + STR+DEX |
Customs (Homeworld)1 | 40% + INTx2 | Any Transportation skill | 20% + See skills |
Deceit | 30% + CHAx2 | Culture (any) | 10% + INTx2 |
Evade | 20% + DEXx2 | Jedi Combat Style (Unarmed + Lightsaber) | 30% + STR+DEX |
Homeworld1 | 40% + INTx2 | Language (any) | 20% + INT+CHA |
Insight | 30% + INT+POW | Language (Galactic Basic) | 20% + INT+CHA |
Native Language1 | 40% + INT+CHA | Meditation | 30% + INT+POW |
Perception | 20% + INT+POW | Streetwise | 30% + POW+CHA |
Survival (Native Homeworld type)1 | 40% + CON+POW | ||
Survival (Choose World type) | 30% + CON+POW | ||
The Force | 40% + POWx2 |
Pilot
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Brawn | 20% + STR+SIZ | Astrogation | 20% + INTx2 |
Customs (Homeworld)1 | 40% + INTx2 | Culture (any) | 10% + INTx2 |
Endurance | 20% + CONx2 | Cultural Combat Style (+ Unarmed) | 30% + STR+DEX |
Homeworld1 | 40% + INTx2 | Electronics | 20% + DEX+INT |
Native Language1 | 40% + INT+CHA | Language (any) | 20% + INT+CHA |
Perception | 30% + INT+POW | Language (Galactic Basic) | 20% + INT+CHA |
Willpower | 30% + POWx2 | Mechanics | 30% + CON+INT |
Sensors | 20% + INT+POW | ||
Streetwise | 30% + POW+CHA | ||
Survival (Native Homeworld type)1 | 40% + CON+POW | ||
Pilot | 40% + DEX+INT | ||
Transportation (Choose) | 30% + See skills |
Soldier
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Athletics or Brawn | 30% + STR+DEX or STR+SIZ | Combat Style (Blasters) | 40% + STR+DEX |
Customs (Homeworld)1 | 40% + INTx2 | Combat Style (Heavy Weapons) | 20% + STR+DEX |
Endurance | 30% + CONx2 | Comms | 10% + INTx2 |
Evade | 30% + DEXx2 | Demolitions | 20% + INTx2 |
Homeworld1 | 40% + INTx2 | Electronics | 10% + DEX+INT |
Native Language1 | 40% + INT+CHA | Language (Galactic Basic) | 20% + INT+CHA |
Unarmed | 30% + STR+DEX | Mechanics | 30% + CON+INT |
Science (Military/Strategy and Tactics) | 20% + INTx2 | ||
Survival (Native Homeworld type)1 | 40% + CON+POW | ||
Sensors | 20% + INT+POW | ||
Survival (Choose World type) | 30% + CON+POW | ||
Transportation (Choose) | 30% + See skills |
Smuggler
Standard Skills | % | Professional Skills | % |
---|---|---|---|
Customs (Homeworld)1 | 30% + INTx2 | Astrogation | 20% + INTx2 |
Conceal | 30% + DEX+POW | Bureaucracy | 10% + INTx2 |
Deceit | 40% + CHAx2 | Commerce | 30% + INT+CHA |
Homeworld1 | 40% + INTx2 | Combat Style (Blasters) | 20% + STR+DEX |
Influence | 30% + CHAx2 | Culture (any) | 20% + INTx2 |
Insight | 30% + INT+POW | Language (Galactic Basic) | 20% + INT+CHA |
Native Language1 | 40% + INT+CHA | Language (any) | 10% + INT+CHA |
Unarmed | 20% + STR+DEX | Navigation | 20% + INT+POW |
Willpower | 20% + POWx2 | Streetwise | 20% + POW+CHA |
Survival (Native Homeworld type)1 | 40% + CON+POW | ||
Transportation (Choose) | 20% + See skills |
Don't swap these out
WIP/more to come
The Skill Pyramid Method
Character creation in Mythras can be detailed and slow. The Skill Pyramid method helps to allocate skills more quickly.
- Calculate starting Standard Skills.
- Choose or roll homeworld type,
technology level, and society type.
- You automatically get the default planetary skills of Homeworld and Survival (Homeworld type) for the chosen homeworld type.
- Add +40% each to Customs, Native Language, Homeworld, and Survival (Homeworld type).
- Add +20% to Language (Galactic Basic).
- Choose two Transportation skills from the list for the chosen homeworld type.
- Choose one Professional skill from the list for the chosen technology level.
- Acquire Standard and Professional skills for the chosen society type as described in the table.
- Choose or roll a career from the table below.
- Choose up to 3 Professional skills from the list for the chosen career.
• Newly chosen Combat Styles and Professional skills start off at their base value (see skills) before allocation.
• Where transportation skills are listed, optionally choose a new transportation skill.
- Choose up to 3 Professional skills from the list for the chosen career.
- Use the Skill Pyramid described below to allocate skills.
The Skill Pyramid divides 350 points into four levels of pre-chosen skill values:
# of Skills | Percentage |
---|---|
2 | 40% |
4 | 30% |
5 | 20% |
5 | 10% |
It can be visualized as a pyramid:
40 40 30 30 30 30 20 20 20 20 20 10 10 10 10 10
16 individual skills are chosen, using the breakdown above.
• Points can be allocated to any of the career's Standard skills, or any of the 3 chosen from the career's Professional skills
• All points from the pyramid must be used
• Only one allocation should be used per skill
• Customs, Native Language, Homeworld, and Survival (type) receive +40% automatically; other allocations can be made as desired
• No Skill can be made to be over 80%
• Remember to calculate base values for each skill before you allocate points to it
• Remember to calculate base values for all Standard skills, whether you allocate points to them or not
• Professional skills chosen but not allocated from the Skill Pyramid start at their base values
Padawan/Acolyte/Junior Characters
It may be desirable to start with sidekicks who are more than rabble but not quite as skilled as standard characters - Padawan, etc. Use the following pyramid instead:
# of Skills | Percentage |
---|---|
3 | 30% |
5 | 20% |
5 | 10% |
30 30 30 20 20 20 20 20 10 10 10 10 10
Roll | Career | Standard Skills | Professional Skills |
---|---|---|---|
1 | Artist | Customs, Homeworld, Influence, Insight, Perception, Willpower. One Transportation skill | Art (any), Commerce, Craft (primary), Craft (secondary), Culture (any), Language (any), Streetwise |
2 | Assassin | Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style) | Culture (any), Demolitions, Disguise, Forgery, Language (any), Sleight, Streetwise |
3 | Bounty Hunter | Athletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (any) | Bureaucracy, Commerce, Culture (any), Language (any), Streetwise, Survival (any), Track |
4 | Criminal | Athletics, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed or Concealable Weapons Style) | Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Streetwise |
5 | Detective | Customs, Evade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style) | Bureaucracy, Culture (any), Disguise, Language (any), Science (any), Sleight, Streetwise |
6 | Entertainer | Athletics, Brawn, Dance, Deceit, Influence, Insight, Sing | Acrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, Streetwise |
7 | Explorer | Athletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skill | Astrogation, Courtesy, Customs (any), Language (any), Navigation, Science (any), Survival (any) |
8 | Farmer | Athletics, Brawn, Endurance, Homeworld, Perception, Willpower. One Transportation skill | Commerce, Craft (any), Mechanics, Navigation, Science (Agriculture), Survival, Track |
9 | Gambler | Conceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms style) | Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise |
10 | Hunter | Athletics or Swim; Endurance, Homeworld, Perception, Stealth; Combat Style (Hunting style) | Bureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (any), Track |
11 | Jedi/Sith | Athletics, Deceit or Influence, Evade, Insight, Perception; Jedi Combat Style (Unarmed + Lightsaber). One Transportation skill | Acrobatics, Culture (any), Language (any), Meditation, Oratory, Survival (any), The Force |
12 | Journalist | Customs, Deceit, Homeworld, Influence, Insight, Native Tongue, Perception | Bureaucracy, Culture (any), Language (any), Oratory, Politics, Science (any), Streetwise |
13 | Mechanic | Brawn, Endurance, Homeworld Influence, Willpower. Two Transportation skills | Commerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise |
14 | Medic | Customs, First Aid, Homeworld, Influence, Insight, Willpower. One Transportation skill | Commerce, Culture (any), Healing, Language (any), Science (primary), Science (secondary), Streetwise |
15 | Merchant | Deceit, Homeworld, Insight, Influence, Native Tongue. Two Transportation skills | Bureaucracy, Commerce, Courtesy, Culture (any), Language (any), Navigation, Streetwise |
16 | Noble | Customs, Homeworld, Influence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms style) | Art (any), Commerce, Culture (any), Courtesy, Language (any), Oratory, Politics |
17 | Pilot | Brawn, Endurance, Homeworld, Perception, Willpower. Pilot and one other Transportation skill | Astrogation, Culture (any), Electronics, Language (any), Mechanics, Sensors, Streetwise |
18 | Politician | Customs, Deceit, Homeworld, Influence, Insight, Native Tongue, Perception | Bureaucracy, Courtesy, Culture (any), Language (any), Oratory, Politics, Science (any) |
19 | Scholar/Scientist | Customs, Homeworld, Influence, Insight, Native Tongue, Perception, Willpower | Culture (any), Engineering, Language (any), Oratory, Science (primary), Science (secondary), Teach |
20 | Scout | Athletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (any). One Transportation skill | Comms, Customs (any), Language (any), Navigation, Sensors, Survival (any), Track |
21 | Servant/Retainer | Customs, Deceit, Homeworld, Influence, Insight, Perception. One Transportation skill | Bureaucracy, Courtesy, Craft (service related), Culture (any), Language (any), Politics, Streetwise |
22 | Smuggler | Conceal, Deceit, Homeworld, Influence, Insight, Willpower. One Transportation skill | Astrogation, Bureaucracy, Commerce, Customs (any), Language (any), Navigation, Streetwise |
23 | Soldier | Athletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Side Arms style), Combat Style (Heavy Weapons style). One Transportation skill | Comms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (any) |
24 | Spy | Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style) | Comms, Culture (any), Disguise, Electronics, Forgery, Language (any), Streetwise |
25 | Technician | Endurance, Homeworld, Influence, Perception, Willpower. Two Transportation skills | Comms, Craft (any), Electronics, Gambling, Mechanics, Science (any), Sensors |
Detailed Skill Selection
- Calculate starting Standard Skills.
- Choose or roll homeworld type, technology level, and society type.
- You automatically get the default planetary skills of Homeworld and Survival (type) for the chosen homeworld type.
- Add +40% each to Customs, Native Language, Homeworld, and Survival (type).
- Add +20% to Language (Galactic Basic).
- Choose two Transportation skills from the list for the chosen homeworld type.
- Choose one Professional skill from the list for the chosen technology level.
- Acquire Standard and Professional skills for the chosen society type as described in the table.
- Distribute 100 skill points between any chosen Standard or Professional skills.
• Minimum allocation per skill is 5%, maximum is 15%.
- Choose or roll a career from the table below.
- Choose up to 3 Professional skills from the list for the chosen career.
- Distribute 100 skill points between the 3 chosen Professional skills and any Standard skills for the chosen career.
• Newly chosen Combat Styles and Professional skills start off at their base value (see skills) before allocation.
• No minimum allocation per skill; maximum allocation is 15%.
• Where transportation skills are listed, choose a new transportation skill and allocate points, or choose a transportation skill the character already has and allocate points to that.
• Choosing a career Combat Style or Professional skill already chosen from previous steps lets the character increase those skills in this step.
- Distribute 150 bonus skill points as in core Mythras.
• No minimum allocation per skill; maximum allocation is 15%.
• If desired, choose one new Combat Style or Professional skill, reflecting a personal hobby or interest.
• Other than the newly Combat Style or Professional skill, only allocate bonus skill points to Combat Styles or Professional skills already acquired (any Standard skills may be enhanced).
• No minimum allocation per skill; maximum allocation is 15%.
Padawan/Acolyte/Junior Characters
It may be desirable to start with sidekicks who are more than rabble but not quite as skilled as standard characters - Padawan, etc. Use 100 homeworld/technology/society type skill points, 60 career skill points, and 80 bonus skill points.
Roll | Career | Standard Skills | Professional Skills |
---|---|---|---|
1 | Artist | Customs, Homeworld, Influence, Insight, Perception, Willpower. One Transportation skill | Art (any), Commerce, Craft (primary), Craft (secondary), Culture (any), Language (any), Streetwise |
2 | Assassin | Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style) | Culture (any), Demolitions, Disguise, Forgery, Language (any), Sleight, Streetwise |
3 | Bounty Hunter | Athletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (any) | Bureaucracy, Commerce, Culture (any), Language (any), Streetwise, Survival (any), Track |
4 | Criminal | Athletics, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed or Concealable Weapons Style) | Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Streetwise |
5 | Detective | Customs, Evade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style) | Bureaucracy, Culture (any), Disguise, Language (any), Science (any), Sleight, Streetwise |
6 | Entertainer | Athletics, Brawn, Dance, Deceit, Influence, Insight, Sing | Acrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, Streetwise |
7 | Explorer | Athletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skill | Astrogation, Courtesy, Customs (any), Language (any), Navigation, Science (any), Survival (any) |
8 | Farmer | Athletics, Brawn, Endurance, Homeworld, Perception, Willpower. One Transportation skill | Commerce, Craft (any), Mechanics, Navigation, Science (Agriculture), Survival, Track |
9 | Gambler | Conceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms style) | Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise |
10 | Hunter | Athletics or Swim; Endurance, Homeworld, Perception, Stealth; Combat Style (Hunting style) | Bureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (any), Track |
11 | Jedi/Sith | Athletics, Deceit or Influence, Evade, Insight, Perception; Jedi Combat Style (Unarmed + Lightsaber). One Transportation skill | Acrobatics, Culture (any), Language (any), Meditation, Oratory, Survival (any), The Force |
12 | Journalist | Customs, Deceit, Homeworld, Influence, Insight, Native Tongue, Perception | Bureaucracy, Culture (any), Language (any), Oratory, Politics, Science (any), Streetwise |
13 | Mechanic | Brawn, Endurance, Homeworld Influence, Willpower. Two Transportation skills | Commerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise |
14 | Medic | Customs, First Aid, Homeworld, Influence, Insight, Willpower. One Transportation skill | Commerce, Culture (any), Healing, Language (any), Science (primary), Science (secondary), Streetwise |
15 | Merchant | Deceit, Homeworld, Insight, Influence, Native Tongue. Two Transportation skills | Bureaucracy, Commerce, Courtesy, Culture (any), Language (any), Navigation, Streetwise |
16 | Noble | Customs, Homeworld, Influence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms style) | Art (any), Commerce, Culture (any), Courtesy, Language (any), Oratory, Politics |
17 | Pilot | Brawn, Endurance, Homeworld, Perception, Willpower. Pilot and one other Transportation skill | Astrogation, Culture (any), Electronics, Language (any), Mechanics, Sensors, Streetwise |
18 | Politician | Customs, Deceit, Homeworld, Influence, Insight, Native Tongue, Perception | Bureaucracy, Courtesy, Culture (any), Language (any), Oratory, Politics, Science (any) |
19 | Scholar/Scientist | Customs, Homeworld, Influence, Insight, Native Tongue, Perception, Willpower | Culture (any), Engineering, Language (any), Oratory, Science (primary), Science (secondary), Teach |
20 | Scout | Athletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (any). One Transportation skill | Comms, Customs (any), Language (any), Navigation, Sensors, Survival (any), Track |
21 | Servant/Retainer | Customs, Deceit, Homeworld, Influence, Insight, Perception. One Transportation skill | Bureaucracy, Courtesy, Craft (service related), Culture (any), Language (any), Politics, Streetwise |
22 | Smuggler | Conceal, Deceit, Homeworld, Influence, Insight, Willpower. One Transportation skill | Astrogation, Bureaucracy, Commerce, Customs (any), Language (any), Navigation, Streetwise |
23 | Soldier | Athletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Side Arms style), Combat Style (Heavy Weapons style). One Transportation skill | Comms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (any) |
24 | Spy | Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style) | Comms, Culture (any), Disguise, Electronics, Forgery, Language (any), Streetwise |
25 | Technician | Endurance, Homeworld, Influence, Perception, Willpower. Two Transportation skills | Comms, Craft (any), Electronics, Gambling, Mechanics, Science (any), Sensors |
Droids as Characters
The Galactic Republic (Empire, etc.) is awash with droids which fulfill many of the tasks found too laborious by most species. Although technically intelligent, self-aware devices, droids are forbidden the status of citizens and must be ‘owned’; in effect slaves to their masters. For most droids this is of no concern, being programmed to accept their station in life.
Since droids in MSW obviously develop their own unique personalities any player who wishes to play a droid should be permitted to do so. Creating a droid PC is effectively the same as generating a character of another species.
Creating a Droid Character
- Roll 3d6 seven times and allocate the results to characteristics.
- Choose Walking, Wheeled, Tracked or Repulsorlift movement. Stationary droids are unwise choices for player characters. Movement Rate defaults to the Droid’s DEX/2.
- Chassis
Since most droids are constructed from synthetic materials such as plastics and metal, they come with an inherent number of physical Armor Points equal to their CON/3 and Ion Weapon Armor Points equal to POW/3. Hit Points are calculated normally although Hit Locations depend on the shape and function of the droid. While this intrinsic armor might seem to give droids an advantage, they have no Healing Rate; meaning that they cannot naturally recover hit points but must be repaired by someone with the correct technical skills and replacement parts. - Accessories
Droids get 1d3+3 accessories. Choose from:- 360 Degree Perception: Can ‘see’ in all directions simultaneously.
- Armor: +3 physical Armor Points
- Comlink: Inbuilt verbal communicator
- Data Link: Plug-in adaptor to communicate with electronic devices
- Enhanced Sonic Hearing: Can hear sound frequencies above and below human norm
- Holoprojector: Can project holo recordings
- Holorecorder: Can record holo images or movies
- Infrared Vision: Can see into the Infrared spectrum, able to discern heat sources (other spectra also available)
- Low-light Vision: Can amplify ambient light to see in natural darkness
- Magnetic Appendages: Can adhere to metal surfaces
- Motion Sensor: Can detect low level infrasound caused by moving objects or creatures
- Radar: Detect and analyze objects at range, providing there is a clear line of sight
- Remote Processor: droid body is just a remote, the processor is elsewhere
- Shielded Internal Compartment: Hidden compartment for concealing objects
- Shielding: +3 Armor Points verses Ion weapons
- Tools: Any tools required for performing their normal functionality
- Vocabulator: Needed to ‘speak’ non-electronic languages such as Galactic Basic
- Weapon: Inbuilt weapon, usually not concealed
Sensors and Processor
All player character droids have the ability to see and hear as a human. They also possess heuristic processors which enable them to learn by doing, building upon their basic programming. I.e. they can improve their skills.
Basic Programming: Culture (Droid)
A droid's basic programming is the equivalent of cultural packages. Instead of creating their own culture as per the alternative rules presented earlier, all droids begin their existence with the same mobility and communications coding. Note that all droids are programmed to understand Galactic Basic, even if they do not utilize it to communicate with other droids.
All droids start with the following Basic Programming skills:
• +20% Athletics or Drive (depending on method of mobility)
• +40% Customs (Manufacturer or Owner Civilization)
• +20% Endurance
• +20% Evade
• +40% Native Tongue (Galactic Basic)
• +20% Perception
• +20% Willpower
Advanced Programming: Career
Choose a career suitable for a droid and allocate Professional career skills as in Character Creation.
Species
Species | STR | CON | SIZ | DEX | INT | POW | CHA | Movement | |
---|---|---|---|---|---|---|---|---|---|
1 | Aqualish | 2d6+6 | 3d6 | 2d6+6 | 3d6 | 2d6+6 | 3d6 | 3d6 | 6 |
2 | Cerean | 3d6 | 3d6 | 2d6+6 | 3d6 | 2d6+9 | 3d6 | 3d6 | 6 |
3 | Ewok | 2d6+6 | 3d6 | 1d6+4 | 2d6+6 | 2d6+6 | 3d6 | 3d6 | 6 |
4 | Gamorrean | 2d6+6 | 2d6+6 | 2d6+6 | 2d6+3 | 1d3+7 | 3d6 | 3d6 | 6 |
5 | Human | 3d6 | 3d6 | 2d6+6 | 3d6 | 2d6+6 | 2d6+9 | 3d6 | 6 |
6 | Hutt | 2d6+6 | 2d6+6 | 2d6+18 | 1d6 | 2d6+9 | 3d6 | 3d6 | 4 |
7 | Ithorian | 2d6+6 | 2d6+6 | 2d6+9 | 2d6 | 2d6+6 | 2d6+6 | 3d6 | 6 |
8 | Mirialan | 3d6 | 3d6 | 2d6+6 | 2d6+9 | 2d6+6 | 3d6 | 3d6 | 6 |
9 | Mon Calamari | 2d6+6 | 3d6 | 2d6+3 | 2d6 | 2d6+9 | 3d6 | 3d6 | 6 |
10 | Rodian | 2d6+3 | 2d6+6 | 2d6+3 | 2d6+6 | 2d6+6 | 3d6 | 3d6 | 6 |
11 | Togruta | 3d6 | 3d6 | 2d6+6 | 3d6 | 2d6+6 | 3d6 | 3d6 | 6 |
12 | Trandoshan | 3d6+9 | 2d6+9 | 2d6+12 | 2d6+3 | 2d6+6 | 2d6+3 | 3d6 | 6 |
13 | Twilek | 2d6+3 | 2d6+3 | 2d6+6 | 2d6+9 | 2d6+6 | 3d6 | 3d6 | 6 |
14 | Wookiee | 2d6+12 | 2d6+6 | 2d6+15 | 2d6+3 | 2d6+6 | 3d6 | 3d6 | 8 |
15 | Zabrak | 3d6 | 2d6+6 | 2d6+6 | 3d6 | 2d6+6 | 3d6 | 3d6 | 6 |
Aqualish
• Natural Armor: None
• Abilities: Night Sight
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Claws | S | T | 1d4 + dmg | As for arm |
Cerean
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Ewok
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Claws | S | T | 1d4 + dmg | As for arm/leg |
Gamorrean
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Fists | M | T | 1d4 + dmg | As for arm |
Tusks | M | T | 1d3 + dmg | As for head |
Human
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Hutt
• Natural Armor: None
• Abilities: None
• Hit Locations: See table
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Fist | L | M | 1d4 + dmg | As for arm |
Tail Slap | L | L | 1d8 + dmg | As for tail |
1d20 | Location | AP/HP |
---|---|---|
1-5 | Tail | 0/8 |
6-10 | Abdomen | 0/9 |
11-14 | Chest | 0/10 |
15-16 | Right Arm | 0/7 |
17-18 | Left Arm | 0/7 |
19-20 | Head | 0/8 |
Ithorian
• Natural Armor: None
• Abilities: Improved Depth Perception (Visual Perception one step easier)
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Mirialan
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Mon Calamari
• Natural Armor: None
• Abilities: Swimmer
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Rodian
• Natural Armor: None
• Abilities: Adhering; Night Sight
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Togruta
• Natural Armor: None
• Abilities: Echolocation
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Trandoshan
• Natural Armor: Thick Scales (3 points)
• Abilities: Night Sight; Regeneration (Can regrow limbs as healing Major Wound)
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Bite | M | T | 1d6 + dmg | As for head |
Claws | M | T | 1d4 + dmg | As for arm |
Twilek
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Wookiee
• Natural Armor: None
• Abilities: Frenzy (if wounded), Intimidate
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Claws | L | M | 1d6 + dmg | As for arm/leg |
Zabrak
• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid
Natural Weapon | Size/Force | Reach | Damage | AP/HP |
---|---|---|---|---|
Hands/Feet | S | T | 1d3 + dmg | As for arm/leg |
Skills
New or altered skills are defined here; others are found in core Mythras.
MSW Standard Skills
Skill | Starting Value |
---|---|
Athletics | STR+DEX |
Brawn | STR+SIZ |
Conceal | DEX+POW |
Customs | INTx2 |
Dance | DEX+CHA |
Deceit | INT+CHA |
Endurance | CON x2 |
Evade | DEX x2 |
First Aid | INT+DEX |
Homeworld1 | INT x2 |
Influence | CHA x2 |
Insight | INT+POW |
Native Tongue | INT+CHA |
Perception | INT+POW |
Sing | CHA+POW |
Stealth | DEX+INT |
Swim | STR+CON |
Unarmed | STR+DEX |
Willpower | POW x2 |
Homeworld is the Locale skill, renamed. Most characters are assumed to have general knowledge of climate, cultures, geography, and flora and fauna of their homeworld.
Transportation
Boating, Drive, and Ride have been removed from the Standard Skill list and replaced with a set of transportation skills which reflect the range of vehicles in the MSW universe.
Each category covers the control of any vehicle (or creature) which matches its environmental and propulsion specifications. In most cases this is just a more specialized version of a previous skill.
• Boating (Boats) – All waterborne craft from canoes to sea liners (Sail raft, Amphibion)
• Boating (Submersibles) – Any vessel which travels below the surface (Luxsubs)
• Drive (Crawler) – Wheeled or Tracked (Sandcrawler, Wheel bike)
• Drive (Speeder) – Ground hugging repulsorlift vehicles (Landspeeders, Speeder bikes)
• Drive (Walker) – Legged vehicles (AT-AT, AT-ST)
• Pilot (Airship) – Atmospheric balloons to floating gas mining installations
• Pilot (Flyer) – Skyhoppers and Air Speeders (T-16, Snowspeeder)
• Pilot (Spaceship) – Spacecraft of all designs (TIE fighters, YT-1300 freighter)
• Ride (Beasts) – Animals of any type (Bantha, Bolotaur, Tauntaun)
Skill | Starting Value |
---|---|
Boating | STR+CON |
Drive | DEX+POW |
Pilot | DEX+INT |
Ride | DEX+POW |
MSW Professional Skills
New MSW skills are linked to their definitions.
Skill | Starting Value |
---|---|
Acrobatics | STR+DEX |
Acting | CHA x2 |
Art | POW+CHA |
Astrogation | INT x2 |
Bureaucracy | INT x2 |
Commerce | INT+CHA |
Comms | INT x2 |
Courtesy | INT+CHA |
Craft | DEX+INT |
Culture | INT x2 |
Demolitions | INT+POW |
Disguise | INT+CHA |
Electronics | DEX+INT |
Engineering2 | INT x2 |
Forgery | DEX+INT |
Gambling | INT+POW |
Healing | INT+POW |
Language | INT+CHA |
Lockpicking | DEX x2 |
Mechanics | CON+INT |
Meditation | INT+POW |
Musicianship | DEX+CHA |
Navigation | INT+POW |
Oratory | POW+CHA |
Pilot | DEX+INT |
Politics | INT+CHA |
Science (Specialty) | INT x2 |
Sensors | INT+POW |
Seduction | INT+CHA |
Sleight | DEX+CHA |
Streetwise | POW+CHA |
Survival | CON+POW |
Teach | INT+CHA |
The Force | POW x2 |
Track | INT+CON |
Engineering in MSW is knowledge of large scale civil and military engineering for the design and construction of buildings, infrastructure, fortifications, vessels, etc. Maintenance of ship’s drives is instead covered by the Mechanics skill.
New MSW Skills
Astrogation
Astrogation the equivalent to the Mythras core skill Navigation, except that it enables starship pilots the ability to plot a course through hyperspace between star systems. This skill is not normally rolled against in non-stressful situations, but a roll may be required in the following circumstances:
• Trying to calculate a course whilst under fire, evading pursuit or hiding the destination
• The ship’s hyperdrive engines have been damaged or are poorly maintained
• Attempting to shave off travel time by cutting close to (or through) dangerous regions, the Kessel Run for instance
Astrogation can also be used to remember obscure worlds, e.g. in the outer rim.
Comms
The ability to use communications equipment to detect, conceal or block comms traffic. It also grants a chance of cracking encrypted messages, providing the user has access to code breaking gear. In any situation where the attempted communication (or discovery of such) is actively challenged, an opposed roll is used to determine the result.
Demolitions
This skill permits a character to safely handle and use explosives. Most demolition attempts require no skill check if in a non-stressful situation and taking time to double check that things are set up correctly
A roll should only be necessary when:
• Cutting corners to save time or e.g. being in a combat situation
• Using substandard or unknown materials
• Setting up the explosive device as a trap
• Needing to demolish something without causing collateral damage
Electronics
This skill allows the user to tinker with, bypass or repair electronic devices. It has many applications, most often to temporarily patch up damaged equipment or replace broken circuits with spares. A darker aspect is the circumventing of electronic security, providing the character can gain access to the circuitry or a convenient data port.
Forgery
The Forgery skill permits the creation or falsification of official documentation. This is normally used to gain the following:
• False identity documentation, whether for a spacecraft or a person
• False travel documentation, so that the holder can penetrate a secure facility or region
• False cargo manifests, to enable the smuggling of prohibited substances or objects
Forgery is not simply the physical crafting of a facsimile of the original document, assuming it’s not just an electronic code. Rather it requires the knowledge of passwords, encryption, names of current overseers and dozens of other aspects. It might even necessitate the hacking of Imperial databases to plant corroborating evidence to support the forged document.
Usually the skill is tested once to initially create the forgery. The quality of the forgery depends on the roll, which can be made in secret by the Game Runner if they so desire:
• Fumble: some elemental mistake is made immediately revealing the bogus
nature of the forgery, so that it automatically fails any inspection check.
• Failure: the forgery is sufficiently shoddy so that it
always prompts an inspection check.
• Success: a sufficiently good enough forgery is created
so that it always passes inspection checks without
needing to roll, unless the checking official has reason
to be suspicious.
• Critical: the forgery is so good that it can never be
discerned from the real thing. It always passes inspec-
tion checks. Only a thorough in-depth investigation
of the associated person, craft or cargo will in-directly
reveal it is false.
Inspection checks occur whenever an official requests to see (or be transmitted) the forged document; a stormtrooper requesting travel papers or an ID card for example. The check is a simple opposed roll of the crafter’s Forgery skill (at the time of making the forgery) versus the viewer’s Perception, Customs/Culture, or some other relevant technical skill. If the forgery wins, then it passes inspection.
Mechanics
Mechanics is the equivalent of Electronics in that it allows the maintenance and repair of complex mechanical equipment. This can be anything from the servicing of droid actuators to fixing moisture vapourators. The skill cannot repair something completely destroyed, but could permit a brief jury-rigged fix if enough spare parts are available. Contrary to traditional science fiction settings, this skill also includes the maintenance and repair of starship reactors and hyperdrives; the skill of Engineering instead refers only to large scale civil engineering. The design and building new mechanical devices is not covered by this skill, but requires the Craft (Mechanics) instead.
Pilot
Previously mentioned as part of the Transportation section of Standard Skills, the Pilot skill permits the control of flying vehicles. Despite the degree of automation available to Imperial tech, there is a significant difference between piloting an atmospheric specific flyer and an interstellar spacecraft; requiring this skill to be taken twice to cover both environments.
If a character possesses only one specialty, the Game Runner is at liberty to substitute one skill for the other, imposing a difficulty penalty when attempting to pilot vessels they are not familiar with. Thus a spacecraft pilot would suffer a penalty when flying a Skyhopper. As with Astrogation, the Pilot skill is not normally checked when making normal flights. However dramatic or dangerous situations may require the skill to be tested.
For example:
• When engaging in a dogfight with another aircraft or starship
• If trying to fly through difficult conditions, such as an atmospheric storm
or turbolaser flack
• Attempting to control the ship to pass close by physical obstacles, an
asteroid field or canyon, for instance.
Repulsorlift vehicles which act as ground effect craft are not covered by Pilot, but rather use the Drive skill instead.
Politics
Characters possessing the Politics skill have knowledge of how governments work and the right person to speak to if needing something done. It can be used to request a personal favor, lobbying, or even voting support.
The Politics skill does not only denote personal contacts, but also reflects the character’s own standing in the political structure of the Galactic Empire. Due to the degree of authority and power such standing grants, Politics is often a useful skill with which to augment checks concerning negotiations, bribery or even intimidation attempts.
As a rough guideline, characters that are politically active are generally limited in their rank according to their Politics skill value. For example, if the Game Runner treated membership in the Alderaan government as a Brotherhood; lower level functionaries (Dedicated rank) would require a politics skill of 50%, high level ministers (Proven rank) need 70%, members of the planetary senate (Overseer rank) necessitate 90% and ambassadors to the Imperial Senate (Leader rank) would entail a skill of at least 110%.
Science
Science is the technological equivalent of the Lore skill which it replaces. Each incidence of Science must be assigned a specific specialty, anything from Anthropology to Zoology. The skill allows the user to understand how something works or recall knowledge pertinent to that subject. It also permits the design of new technology if the specialization is pertinent to creating things, for example Architecture.
Sensors
Allows the accurate use and analysis of sensor devices from chemical sniffers up to military long range scanners. It is most often checked when somebody or something tries to remain hidden from the sensor user. In this case the check is an opposed roll of the Sensors skill against the most pertinent skill for that situation, be that Stealth, Piloting, Conceal, and so on. When checking for the existence of a nominally non-perceivable substance or clue, the skill check is unopposed.
The Force
This is the skill used to control Force powers. It ostensibly replaces the Mysticism skill, but works in the same manner. Note that both The Force and Meditation have different characteristic bases than the original skills.
The Force
Force powers are generally only available to those trained in the Jedi or the Sith paths. However, there are other groups of Force sensitives that learn and train in the ways of the Force that are not specifically aligned with the Jedi (Light) or Sith (Dark) sides.
Force Sensitives
A character is considered Force Sensitive if their POW is 14 or higher. A character must be Force Sensitive to start as a trained Jedi, Sith, or Gray Jedi/unaffiliated.
Force Powers
There are three types of Force Powers:
- Skill Augmentation
As in Mythras Mysticism rules; decrease one level of difficulty per level of Intensity. - Attribute Enhancement
As in Mythras Mysticism rules. - Force Talents
Force Talents are the specific special abilities a Force Sensitive can learn to use, such as Telekenesis, Healing, Sense, etc.
Using Force Powers
Use Mythras Mysticism rules for Skill Augmentation and Attribute Enhancement (1 POW Point per level of Intensity for Skill Augmentation/3 POW point per level of Intensity for Attribute Enhancement).
It costs 1 POW Point to activate a Force Talents, plus an additional point for every level of power if boosted (see below). Intensity for Force Talents is equal to the number of POW Points used. Otherwise use the core Mythras Mysticism rules for implementation and duration.
The maximum level of Intensity at which any individual Force Power can be implemented is equal to one twentieth of the character's Force skill. The maximum combined levels of Intensity of concurrently active Force Powers cannot exceed the character’s Meditation skill divided by 10.
The following Force Talents can be used as Reactive Actions in combat as well as Proactive Actions:
• Deflect
• Telekinesis
The Jedi Path
For those that follow the peaceful, benevolent Jedi path, the Jedi Temple teaches the following Force Powers:
Jedi Rank | Power |
---|---|
Initiate | Skill Augmentation and Attribute Enhancement as in Mysticism |
Apprentice | Awareness, Sense, Telekinesis |
Knight | Coerce, Deflect, Telepathy |
Master | Healing, Hibernation, Illusion |
Grand Master | Conceal, Deny, Projection |
The Sith Path
The Sith Order teaches the following Force Powers:
Sith Rank | Power |
---|---|
Acolyte | Skill Augmentation and Attribute Enhancement as in Mysticism |
Apprentice | Awareness, Sense, Telekinesis |
Adept | Conceal, Deflect, Violate |
Lord | Aura, Deny, Illusion |
Master | Leech, Lightning, Transfer |
Learning a new Force Power requires 5 Experience Rolls and 1 month study and practice.
At each rank, the Jedi Temple or Sith Order will train a Force user in 1d2 + 1 Power (any Skill Augmentations, Attribute Enhancements, or other Power available to that rank). As noted, each Force Power requires 5 Experience Rolls and 1 month study and practice (for new characters, Initiate/Acolyte and Apprentice Powers do not require Experience Rolls to learn; this is training provided by the Jedi Temple or Sith Order to prepare the characters).
Starting Jedi/Sith Characters
New characters may start at Initiate/Acolyte, Apprentice, or Knight/Adept ranks, depending on the Meditation and Force skills the character has allocated:
Jedi/Sith Rank | Meditation Skill Required | Force Skill Required |
---|---|---|
Initiate/Acolyte | 40 | 30 |
Apprentice | 50 | 45 |
Knight/Adept | 75 | 70 |
Master/Lord | 110 | 100 |
Grand Master/Master | 150 | 130 |
Force Talents
Force Powers include Skill Augmentation and Attribute Enhancement as detailed in core Mythras Mysticism, and Talents detailed here (replacing core Mythras Mysticism's Traits).
Boosting Force Talents
Most Force Talents have several levels of increasing power, which can be accessed if the character accepts an increased Difficulty Grade to The Force skill roll and an increased POW Point cost for each level. This is called "boosting". The amount of increased power is limited by the character's Jedi or Sith (or corresponding school) rank:
Jedi Rank | Sith Rank | Maximum Difficulty Grade | Additional POW Point Cost |
---|---|---|---|
Initiate | Acolyte | - | - |
Apprentice | Apprentice | - | - |
Knight | Adept | Hard | 1 |
Master | Lord | Formidable | 2 |
Grand Master | Master | Herculean | 3 |
A character may use a Luck Point to reduce the skill penalty by one step, but the increased POW Point cost is still incurred.
Sith Adept Darth Nihrax's Telekenisis Force power is ordinarily limited to affecting 70 pounds (Nihrax's Force skill is 73%, and base Telekenisis level is 1/10 of the Force skill). Nihrax is able to boost their Telekenisis to 700 pounds but would have to take a Hard Difficulty Grade (1/3), making her Force roll 57%. If Nihrax spends a Luck Point, her roll remains at 73%, although she will still need to spend 2 POW Points to use the power.
Force Powers Limitations
Skill Augmentation cannot augment The Force skill.
Force Talents
Talent | Resistance | Hard | Formidable | Herculean | |
---|---|---|---|---|---|
1 | Aura | Willpower | City-wide | Continental | Planet-wide |
2 | Awareness | - | City-wide | Planet-wide | Across systems |
3 | Coerce | Willpower | See description | See description | See description |
4 | Conceal | - | City-wide | Continental | Planet-wide |
5 | Control Pain | - | Ignore Major Wounds | Ignore physical torture | Ignore Force torture |
6 | Deflect | - | - | - | - |
7 | Deny | See description | Two energy types | Three energy types | Four energy types |
8 | Healing | - | Two recovery steps | Three recovery steps | Four recovery steps |
9 | Hibernation | - | Weeks | Months | Years |
10 | Illusion | - | Human sized | Vehicle sized | Starship sized |
11 | Leech | - | Recover all fatigue | Recover all hit points | Cease aging |
12 | Lightning | Willpower | 1d6 | 2d6 | 3d6 |
13 | Projection | - | City-wide | Planet-wide | Across galaxy |
14 | Sense | - | City-wide | Planet-wide | Across galaxy |
15 | Telekinesis | STR | Tens of pounds | Hundreds of pounds | Tons |
16 | Telepathy | - | City-wide | Continental | Planet-wide |
17 | Transfer | See description | Decades | Centuries | Millenia |
18 | Violate | Willpower | From last week | From last year | Any memory |
Aura
Like Aura in core Mythras Mysticism, save that it can only project Dark Side
emotions upon those in the local vicinity, such as anger, fear or hatred. Aura
is resisted with Willpower. Boosting the power increases the area affected:
• Hard: City-wide
• Formidable: Continental
• Herculean: Planet-wide
Awareness
Like Awareness in core Mythras Mysticism, save that the ability only works providing
it concerns something the Jedi or Sith has a Passion for. For instance, Palpatine
might possess Hate (Rebellion). Boosting the power increases its range:
• Hard: City-wide
• Formidable: Planet-wide
• Herculean: Across systems
Coerce
Permits the user to affect the mind of the target, at its most basic, briefly
misdirecting suspicions or mild attitude changes. Coerce is resisted with
Willpower. Boosting the power permits more radical manipulations, something
Jedi are loathe to perform:
• Hard: Force the target to do ethically borderline acts they would normally refuse
• Formidable: Force the target to perform ethically repugnant acts or those which
would break their own Passions
• Herculean: Turn the user into a self-sacrificing, dominated slave
Conceal
Hides the user from being perceived by other Force powers such as Awareness or Sense.
Boosting the power increases the area affected:
• Hard: City-wide
• Formidable: Continental
• Herculean: Planetary
Control Pain
Grants the user the ability to control their own pain, ignoring the effects of
Serious Wounds:
• Hard: Ignore the incapacitation of Major Wounds
• Formidable: Ignore physical torture
• Herculean: Ignore Force based torture
Deflect
Like core Mythras Mysticism Arrowcut, except the user can block blaster bolts without weapons.
Deflecting a blaster bolt is a reactive action.
Deny
Like Denial in core Mythras Mysticism, the user can suppress a harmful energy
or environmental process from inflicting injury upon themselves. The ability
drains away or bolsters against the following energies:
• Cold
• Heat
• Radiation
• Electricity
• Light
When defending against a directed attack, the user of Deny must oppose the attack
roll with their Force skill. Winning the roll negates the attack entirely; losing
submits them to the full effect. Boosting the power increases the number of energy
types affected:
• Hard: One extra
• Formidable: Two extra
• Herculean: Three extra
Healing
Like Enhance Healing Rate in core Mythras Mysticism, this talent raises the speed
of recovery by one step. The user can also use the power to accelerate the recovery
of others. Boosting the power increases the recovery rate:
• Hard: Two steps
• Formidable: Three steps
• Herculean: Four steps.
Hibernation
Like Heart Slow in core Mythras Mysticism, except that it lasts a number of days
equal to one tenth of their Force skill. Boosting the power allows the user to
extend the period of hibernation. After the period finishes the user must
recuperate for several days before attempting the talent again.
• Hard: weeks
• Formidable: months
• Herculean: years
Illusion
Produces an illusory sight, sound, even smell which others sense using their
normal perceptions. Although the proportions of the illusion are minor
(no larger than a cat, no louder than a whisper, etc), it is tangible in
that it can be perceived and recorded by mechanical and electrical devices.
Thus a droid can be deceived by an illusion, providing it lacks other sensors
which would report an anomaly. Sith often utilize Illusion to disguise
themselves. Affecting more than one sense requires additional incidences of this
Talent. Boosting the power allows the scale of the illusion to be increased.
• Hard: Human sized
• Formidable: Vehicle sized
• Herculean: Starship sized
Leech
Steals the life energy from the user’s surroundings so that they require no food
or sleep. Its reach depends on the type of life in the nearby surroundings,
sapient beings being the best source of energy, animals secondary and plant
life making do if nothing else is available. Boosting the power enables the
user to recuperate higher levels of life energy, which are removed from nearby
victims as, and when, they are needed.
• Hard: Recover all fatigue
• Formidable: Recover all Hit Points damage
• Herculean: Cease aging
(Note that a Sith utilizing this Talent can still be killed if they suffer
an instantly fatal Major Wound.)
Ambushed by assassins, Darth Nihrax is shot with a blaster. Rather than collapse from the Serious Wound to her abdomen, the nearest assassin groans in horror as his own body is drained of life to heal the Sith’s injury – the original 10 points damage from the blaster bolt, split evenly across all his body locations.
Lightning
The Force user sends out force lightning which inflicts terrible agony on the
target, forcing them to resist the attack with their Willpower in an opposed
roll. If the victim loses they are overwhelmed by the pain and collapse
incapacitated for 1d3 Combat Rounds. Boosting the power additionally inflicts
physical damage on every Hit Location the target possesses.
• Hard: 1d6 damage per round
• Formidable: 2d6 damage per round
• Herculean: 3d6 damage per round
Projection
Like core Mythras Mysticism Astral Projection, but in addition at the moment of death
the user can become ‘One with the Force’ essentially transcending their body
entirely to become an ethereal ghost. Boosting the power increases its range.
• Hard: City-wide
• Formidable: Planetary
• Herculean: Anywhere in the galaxy
Sense
Allows the psychic sensing of living things (or loss of life), plus it also
detects the presence, potential and use of the Force in the local environment.
This talent even allows the user to perceive their surroundings without needing
their own physical senses. Thus a Jedi blinded or deafened for whatever reason
can still discern their immediate surroundings. Boosting the power increases its range.
• Hard: City-wide
• Formidable: Planetary
• Herculean: Anywhere in the galaxy
Telekinesis
Lift, push or grasp objects of up to one tenth of the user’s Force skill in
pounds. If resisted, the STR of the telekinesis is equal to the user’s POW.
It can be used in a variety of ways from aiding jumps to choking opponents
from afar. The latter is treated as an Unarmed attack for the purposes of
damage (Suffocation or 1d3 damage per Turn), providing the user can manage
its total weight. Boosting the power increases the mass which may be
controlled or attacked.
• Hard: Tens of pounds
• Formidable: Hundreds of pounds
• Herculean: Tons
Telepathy
Able to send a one sentence mental message to somebody else in the local area.
Boosting the power increases the range. However, if the user sends to a person
with whom they have a Passion, the difficulty is reduced one step.
• Hard: City-wide
• Formidable: Continental
• Herculean: Planetary
Transfer
Permits the transference of the Sith’s essence or soul into an inanimate object
or new body in order to avoid death. Such efforts are acts of desperation however,
the soul gradually fading or growing insane over time. At its basic level the
Sith may only hold themselves together for up to one tenth of their Force skill
in years. When reincarnating into somebody else’s body, treat the battle as a
Spirit Combat using POW points. Boosting the power extends the Sith's
existence without a body.
• Hard: Decades
• Formidable: Centuries
• Herculean: Millennia
Violate
Ransacks the mind of the target, sensing their thoughts and ripping free recent
memories from within the last day. Violate is resisted with Willpower. Boosting
the power extends the depth of memory plundered.
• Hard: Memories from the last week
• Formidable: From the last year
• Herculean: Any memory whatsoever
Equipment/Weapons
Armor
Type | Armor Points | Locations | Initiative Penalty | Cost |
---|---|---|---|---|
Flight Suit | 2 | All | 2 | 800 Credits |
Armored Flight Suit | 4 | All | 5 | 4,000 Credits |
Blast Helmet | 4 | Head | 1 | 500 Credits |
Stormtrooper | 6 | All | 7 | 8,000 Credits |
Imperial Guard | 8 | All | 10 | N/A |
Mandalorian | 7 on head/torso, 2 limbs | All | 5 | 30,000 Credits |
Shields
Type | Damage | Size | Reach | Combat Effects | ENC | AP/HP | Traits | Cost |
---|---|---|---|---|---|---|---|---|
Personal Plasma Shield | 1d3 | Small | Short | Bash, Stun Location | - | 6/4 | Ranged Parry; Passive block 2 locations | 2,000 Credits |
Riot Shield | 1d4 | Large | Short | Bash, Stun Location | 3 | 6/12 | Ranged Parry; Passive block 4 locations | 500 Credits |
Blasters
Blaster | Damage | Range | Firing Rate | Capacity | Load Time | Weapon Traits | ENC | Cost |
---|---|---|---|---|---|---|---|---|
Pistol | 1d8 | 10/30/120 | 1 | 100 | 3 | Cauterizing | 1 | 500 Credits |
Heavy Pistol | 1d10 | 7/25/50 | 1 | 50 | 3 | Cauterizing | 1 | 750 Credits |
Carbine | 2d6 | 15/50/220 | 1 | 50 | 3 | Cauterizing | 2 | 900 Credits |
Light Repeating Blaster | 2d6 | 30/100/300 | See note 1 | See note 2 | 15 | Cauterizing | 7 | 2,000 Credits |
3 shot burst or full auto (up to 25 shots)
25 (250 if connected to backpack generator)
Ion Weapons
Weapon | Damage | Range | Firing Rate | Capacity | Load Time | Weapon Traits | ENC | Cost |
---|---|---|---|---|---|---|---|---|
Ion Pistol | 1d6 | 7/25/50 | 1 | 50 | 3 | Paralyzing | 1 | 800 Credits |
Ion Rifle | 1d10 | 10/40/75 | 1 | 25 | 3 | Paralyzing | 1 | 1,300 Credits |
Ion weapons are designed to be used against complex electronics, temporarily rendering them non-functional as if struck by an EMP. They cause no actual physical damage but if the damage roll exceeds the Ion Armour Points of the droid or equipment hit, the user may select the Paralysis special effect, automatically rendering the target inoperable for 1d3x10 minutes.
Other Ranged
Weapon | Damage | Range | Firing Rate | Capacity | Load Time | Weapon Traits | ENC | Cost |
---|---|---|---|---|---|---|---|---|
Wookie Bowcaster | 3d6 | 10/30/50 | 3 | 6 | 2 | Ablating | 5 | ? |
Melee
Weapon | Damage | Size | Reach | Effects | AP/HP | Traits | Cost |
---|---|---|---|---|---|---|---|
Electrostaff | 1d6 | Medium | Long | Stun Location | 4/6 | - | 900 Credits |
Lightsaber | 2d8 | Small (No Mass) | Long | Damage Weapon, Sunder | 6/8 | Cauterizing | 20,000 Credits |
Z6 Riot Control Baton | 1d8 | Medium | Medium | Stun Location | 4/6 | - | 900 Credits |
Vibroknife | 1d4+1 | Small | Short | 4/6 | - | 400 Credits | |
Vibrosword | 1d8+1 | Medium | Medium | 4/6 | - | 800 Credits |
Equipment
Resources
Names
Use the wonderful donjon Star Wars name generator!
Human Planets
Human Population Name | |
---|---|
1 | Alderaanian |
2 | Atterran |
3 | Chalactan |
4 | Chandrilan |
5 | Corellian |
6 | Dhani |
7 | Genetian |
8 | Kenari |
9 | Lew'elan |
10 | Loongren |
11 | Lothalite |
12 | Ming Po |
13 | Naboo |
14 | Oktarian |
15 | Onderonian |
16 | Pamarthen |
17 | Pijali |
18 | Savarian |
19 | Serennian |
20 | Valgauthian |