MSW: Mythic Star Wars

Star Wars, for Mythras. Adapted from the Forbidden Supplement™.

Notes

  • This is all exported as HTML from Foundry; that means there isn't nice navigation between pages
  • Some references come from a different Foundry module; those aren't published here but it's easy enough to figure out what they're referenced from
  • Skills, weapons/armor, and equipment are not detailed here but can be found in the Foundry module

Foundry Module
Foundry Module Manifest

Creating a Character

Figure out what you want - Jedi, smuggler, soldier, spy, etc. Think about your backstory.

  1. On your character sheet, delete Boating, Drive, Ride, and Locale from Standard Skills (these are replaced by other skills).

  2. Choose your species

    1. Open the Species section. Choose your species and roll characteristics. For each, roll an extra d6 and throw out the lowest*

    2. Note any species special abilities and add them in the Abilities tab on your character sheet.

    3. Note that if you want to be a Force user (Jedi, Sith, Gray, etc.) you must have a POW of 14 or above.

  3. Open the Homeworld, Technology, Society Types section. Follow the instructions.

  4. Open the Skill Pyramid section. Use the Skill Pyramid to choose your career and skills.

  5. Open the Force Gifts section and follow the instructions. Note that Force Gifts are not Jedi/Sith powers; they are buffs you get during character creation only.

  6. Open and read Passions and Passion Examples in the Quick Reference section of the References compendium. Choose 3 passions following these guidelines:

    1. Loyalty or allegiance to or belief in an organization, person, cause, or ideal, etc.

    2. A prejudice, hatred, rivalry, fear, etc.

    3. A vice, dependency, ambition, or goal (need not be negative)

  7. Figure out what equipment, weapons, etc. you should start with based on your career and homeworld/tech/society type

Note that base percentages for skills (before you add skill points to them) will get auto-calculated on your character sheet.

See the section on The Force if your character is a Force user (Jedi, Sith, or Gray). You may want to use some of your skill allocation for the Force skill.

* You can do this in the dice tray; for example, to roll 3d6, keep the highest 2, and add 6:

/r 3d6kh2+6
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Species

Species

STR

CON

SIZ

DEX

INT

POW

CHA

Move

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

3d6

2d6+6

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

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

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

Bite

M

T

1d4 + dmg

As for head

Human

• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid

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

Mirialan

• Natural Armor: None
• Abilities: None
• Hit Locations: Standard Humanoid

Mon Calamari

• Natural Armor: None
• Abilities: Swimmer
• Hit Locations: Standard Humanoid

Rodian

• Natural Armor: None
• Abilities
Adhering: can move freely on vertical surfaces, and even move upside down on a ceiling with no special equipment. Such Movement is always at half normal Movement rate.

Night Sight: treat partial darkness as illuminated and darkness as partial darkness.
• Hit Locations: Standard Humanoid

Togruta

• Natural Armor: None
• Abilities: Echolocation
• Hit Locations: Standard Humanoid

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

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

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Homeworld, Technology, Society

Some Homeworld/Technology/Society types may be dictated by species choice. Use your judgement.

Homeworld

Choose or roll the homeworld type your character is from.

  • Take the skill Homeworld (type you chose); add +40% to it.

  • Take the skill Survival (your homeworld type) based on the homeworld you chose. Add 40% to it.

  • Add +40% to Customs (your homeworld).

  • Add +40% to Native Language (or see next item).

  • Take Language (Galactic Basic). If Galactic Basic is your native language add +40%, otherwise add +20%.

  • Take the Transportation skills listed for the homeworld type your character is from. Add 30% to each.

Homeworld Types

Homeworld Type

Planetary Skills

Transportation Skills

1

 

Asteroid/Station

Homeworld Asteriod/Station, Survival Vaccuum

Pilot (Spaceship) and select one of Drive (Crawler) or Drive (Walker)

2

Cloud World

Homeworld Cloud, Survival Poisonous Atmosphere

Pilot (Flyer) and select one of Pilot (Airship) or Ride (Flying Beast)

3

Desert World

Homeworld Desert, Survival Desert

Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)

4

Ice World

Homeworld Ice, Survival Arctic

Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)

5

Jungle World

Homeworld Jungle, Survival Jungle

Select two from Boating (Boats), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)

6

Ocean World

Homeworld Ocean, Survival Ocean

Select one of Boating (Boats), Boating (Submersibles), Pilot (Flyer), Ride (Beast)

7

Temperate/Forest World

Homeworld Temperate, Survival Forest

Select one of Pilot (Flyer), Ride (Beast), Drive (Speeder)

Technology

Choose or roll your technology type where your character is from. Take one of the Professional skills listed for your technology type. Add +20% to it.

Technology Types

Technology Type

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

Choose or roll the society type your character grew up in. Note the Standard skills listed and add +20% to each. If there are Professional skills listed, take them as listed/explained and add +20% to each.

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 type), 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 type), Track

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Using the Skill Pyramid

Skill Allocation

Choose or roll a Career (see the Careers section). Use the Standard and Professional skills listed there as a guide.

Or, select skills that you think suit your character and backstory.

It's a good idea to ensure your character has a Combat Style in addition to Unarmed (see the Making Combat Styles section if your career doesn't provide a Combat Style).

Open the Star Wars Skills compendium.

The Skill Pyramid divides 350 skill points into four levels:

# 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

Use the following rules to allocate the 16 skills from the pyramid:

  • All points from the pyramid must be used

  • Each must be allocated as a unit (if it says 30 points. add 30 points to one skill - not 15 points to two different skills)

  • Only one allocation should be used per skill

  • You can allocate to skills you got from Homeworld, Technology, and Society, except these (you already got a +40% bonus on them):

    • Customs (your homeworld) (other world Customs ok to allocate to)

    • Native language

    • Homeworld (type you chose)

    • Survival (your homeworld type) (other world type Survival ok to allocate to)

  • No skill can be made to be over 80%

  • If possible, at least five should be used for Professional Skills

It's a good idea to copy the list of skill values below into a document to track them as you do the allocation. Then, put the results into the Journal section of your character sheet so you can always see how you originally built your character.

40
40
30
30
30
30
20
20
20
20
20
10
10
10
10
10
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Force Gifts

These are not Jedi/Sith powers, these are things you get at character creation because you're extraordinary people.

New characters get 3 Force Gift points. They can be spent in the following way:

Force Gift

Point Cost

+15% To any* skill (stackable on the same skill)

1

+1 Luck Point

2

Roll on Force Gift Table

3

* Only usable one time for the Force skill.

It's a good idea to write down your Force Gifts in the Abilities section of your character sheet so you don't forget them.

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 a random 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 Powers 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 Power, 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.

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Careers

Career

Standard Skills

Professional Skills

1

Artist

Influence, Insight, Perception, Willpower. One Transportation skill

Art (choose), Commerce, Craft (primary), Craft (secondary), Culture (choose), Language (choose), Streetwise

2

Assassin

Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style)

Culture (choose), Demolitions, Disguise, Forgery, Language (choose), Sleight, Streetwise

3

Bounty Hunter

Athletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (choose)

Bureaucracy, Commerce, Culture (choose), Language (choose), Streetwise, Survival (choose), 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

Evade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style)

Bureaucracy, Culture (choose), Disguise, Language (choose), Science (choose), Sleight, Streetwise

6

Entertainer

Athletics, Brawn, Dance, Deceit, Influence, Insight, Sing

Astrogation, Courtesy, Customs (choose), Language (choose), Navigation, Science (choose), Survival (choose)

7

Explorer

Athletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skill

Astrogation, Courtesy, Customs (choose), Language (choose), Navigation, Science (choose), Survival (choose)

8

Farmer

Athletics, Brawn, Endurance, Perception, Willpower. One Transportation skill

Commerce, Craft (choose), Mechanics, Navigation, Science (Agriculture), Survival, Track

9

Gambler

Conceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms/Pistols style)

Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise

10

Hunter

Athletics or Swim; Endurance, Perception, Stealth; Hunter Combat Style

Bureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (choose), Track

11

Jedi, Sith, Force User

Athletics, Deceit or Influence, Evade, Insight, Perception; Force User Combat Style (Unarmed + Lightsaber); One Transportation skill

Acrobatics, Culture (choose), Language (choose), Oratory, Survival (choose), The Force

12

Journalist

Deceit, Influence, Insight, Native Tongue, Perception

Bureaucracy, Culture (choose), Language (choose), Oratory, Politics, Science (choose), Streetwise

13

Mechanic

Brawn, Endurance, Influence, Willpower; Two Transportation skills

Commerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise

14

Medic

First Aid, Influence, Insight, Willpower. One Transportation skill

Commerce, Culture (choose), Healing, Language (choose), Science (primary), Science (secondary), Streetwise

15

Merchant

Deceit, Insight, Influence, Native Tongue. Two Transportation skills

Bureaucracy, Commerce, Courtesy, Culture (choose), Language (choose), Navigation, Streetwise

16

Noble

Influence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms/Pistols style)

Art (choose), Commerce, Culture (choose), Courtesy, Language (choose), Oratory, Politics

17

Pilot

Brawn, Endurance, Perception, Willpower. Pilot (choose) and one other Transportation skill

Astrogation, Culture (choose), Electronics, Language (choose), Mechanics, Sensors, Streetwise

18

Politician

Deceit, Influence, Insight, Native Tongue, Perception

Bureaucracy, Courtesy, Culture (choose), Language (choose), Oratory, Politics, Science (choose)

19

Scholar, Scientist

Influence, Insight, Native Tongue, Perception, Willpower

Culture (choose), Engineering, Language (choose), Oratory, Science (primary), Science (secondary), Teach

20

Scout

Athletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (choose or create one). One Transportation skill

Comms, Customs (choose), Language (choose), Navigation, Sensors, Survival (choose), Track

21

Servant, Retainer

Deceit, Influence, Insight, Perception. One Transportation skill

Bureaucracy, Courtesy, Craft (service related), Culture (choose), Language (choose), Politics, Streetwise

22

Smuggler

Conceal, Deceit, Influence, Insight, Willpower. One Transportation skill

Astrogation, Bureaucracy, Commerce, Customs (choose), Language (choose), Navigation, Streetwise

23

Soldier

Athletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Blaster Pistol and Carbine), Combat Style (melee weapons). One Transportation skill

Comms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (choose)

24

Spy

Conceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style)

Comms, Culture (choose), Disguise, Electronics, Forgery, Language (choose), Streetwise

25

Technician

Endurance, Influence, Perception, Willpower. Two Transportation skills

Comms, Craft (choose), Electronics, Gambling, Mechanics, Science (choose), Sensors

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Creating A Droid Character

  1. Roll 3d6 7 times and assign the results to characteristics as desired (roll 4d6, drop the lowest).

  2. Choose movement mode. Select Walking, Wheeled, Tracked or Repulsorlift. Stationary droids are unwise choices for player characters. Movement Rate defaults to the Droid’s DEX/2.

  3. 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. Droids cannot naturally recover hit points but must be repaired by someone with the correct technical skills and replacement parts.

  4. 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.

  5. Accessories. Depending on their model, droids get d3 + 3 accessories. Choose from:

    • 360 Degree Perception: Can ‘see’ in all directions simultaneously

    • Armour: +3 physical Armour 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

    • 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 analyse 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 Armour 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

  6. Basic Programming

    A droids basic programming is the equivalent of Homeworld/Technology/Society types. However, 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 utilise it to communicate with other droids.

    Take the following skill bonuses:
    • +20% Athletics or Drive (depending on movement mode)

    • +40% Customs (Manufacturer Civilization)

    • +20% Endurance

    • +20% Evade

    • +40% Native Tongue (Galactic Basic)

    • +20% Perception

    • +20% Willpower

  7. Advanced Programming
    Beyond their basic programming, droids are given specialist coding to perform their duties. To reflect this, assign points using the Skill Pyramid and Careers section - choose role suited to the droid type. Suggestions:
    • Labor Droids: Crafter, Farmer

    • Medical Droids: Medic

    • Military Droids: Assassin, Scout, Soldier

    • Protocol Droids: Diplomat, Politician, Servant

    • Repair Droids: Mechanic, Technician

    • Surveillance Droids: Detective, Scout

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The System

We use the terms Force Points and Magic Points interchangably (the Foundry character sheet doesn't have Force Points).

Requirements, Ranks, Training

The Force Skill

Accessing the Force is done through using the Force skill - normal skill rules apply.

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 Force user/unaffiliated.

A character of lower POW may take on a course of training, meditation, and other techniques to raise their POW and access the Force. Rules for this are up to the GM.

Training

Force powers are most often 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. These are often called Gray Force users, sometimes called Gray Jedi.

Usually, learning Force powers is done through training from the Jedi Order or Sith Order. It's important to keep in good standing with your Order if you want to learn new powers.

Jedi and Sith Ranks

Jedi and Sith Orders rank their members according to the following table:

Jedi/Sith Rank

Force Skill Minimum

Initiate/Acolyte

40

Apprentice

55

Knight/Adept

80

Master/Lord

120

Grand Master/Master

150

To increase in rank, one is generally tested through a mission or some kind of trial. At that point, the Order will train you in your next set of powers. The following table lists which powers the Jedi Order and Sith Order train for each rank (Force user training that's not provided directly by the Jedi or Sith Orders is not restricted by these subjective ranks):

Jedi Rank

Powers Available

Initiate

Skill and Attribute Augmentation

Apprentice

Awareness, Sense, Telekinesis, Deflect

Knight

Any except Hibernation, Illusion, Leech, Lightning, Transfer, Violate

Master

Any except Leech, Violate

Grand Master

Any

Sith Rank

Powers Available

Acolyte

Skill and Attribute Augmentation

Apprentice

Coerce, Sense, Telekinesis, Deflect

Adept

Any except Healing, Hibernation, Illusion, Leech, Lightning, Transfer, Violate

Lord

Any except Transfer

Master

Any

At each rank, the Order will usually train you in 1d2 + 1 powers. Note that Initiates/Acolytes are usually only trained in Skill and Attribute Augmentation.

If you are in good standing with your Order and you have recently done some notable service, you may learn an additional Force power available to your rank for 5 Experience Rolls and 1 month of study and practice.

If your character acts in a way not aligned with your Order (perhaps due to being influenced by a Passion), there is a risk of being expelled from your Order. You retain any Force powers you've learned, but you must look within to see whether you can redeem yourself, or if you should choose another path.

The Dark Side and Dark Side Points

If a non-Sith Force user perpetrates some evil or morally reprehensible act, they get one Dark Side Point. If a Force user boosts a power beyond their normal level through reaching out to the Dark Side (see below in Boosting Force Talents), they get one Dark Side Point.

When a character's Dark Side Points are equal to their POW, they turn to the Dark Side and are immediately expelled from their Order if they're a Jedi or if they are a member of a Gray Force Order.

To remove Dark Side Points, a character must perform a selfless, extremely generous, or clearly morally "good" act. Generally, such an act will remove a single Dark Side Point. A character may also use two XP rolls to remove a Dark Side Point.

Types of Force Powers

There are three types of Force powers: Force talents, skill augmentation, and attribute augmentation.

You can use more than one Force power concurrently if you have the necessary Force skill and Magic Points. See the section on Intensity below.

Force Talents

Force Talents are special powers such as Telekinesis, Deflect, Coerce, etc. Where skill and attribute augmentation are like temporary physical or mental improvements, talents are more like spells. Force Talents are listed below.

Skill Augmentation

Augmenting a skill improves the difficulty level for that skill. Any skill other than the Force may be augmented. Each skill to be augmented is its own separate power. For example. Augment Combat Style and Augment Stealth would be two separate powers, requiring training in each.

Attribute Augmentation

Attribute augmentation adds to or improves specific attributes. Luck Points and Experience Modifier cannot be augmented. Each attribute to be augmented is its own separate power.

Action Points

Each level of Intensity increases Action Points by 1.

Damage Modifier

Each level of Intensity bumps the Damage Modifier one step.

Fatigue

Each level of Intensity negates one level of Fatigue. This can be done preemptively in anticipation of becoming Fatigued.

Healing Rate

Each level of Intensity improves Healing Rate by one step:

  • Combat Rounds

  • Minutes

  • Hours

  • Days

  • Weeks

  • Months

Hit Points

Each level of Intensity boosts Hit Points by 1 in each location. These extra HP do not change Serious Wound and Major Wound boundaries.

Movement Rate

Each level of Intensity boosts Movement Rate by 2 meters.

Initiative

Each level of Intensity adds 2 to every Initiative roll.

Using the Force

Intensity

Force power Intensity is the level of effect achieved; this is based on how many Magic Points are used to activate the power.

Skill and attribute augmentation require 1 turn (1 Action Point) of preparation per level of Intensity. No other actions may be taken while preparing the power. When the necessary turns have elapsed, the player rolls their Force skill, and if successful it takes effect immediately.

Telekinesis and Deflect can be used as both proactive and reactive actions in combat. When used this way, they only require a single Action Point to activate regardless of Intensity/Force points spent.

Skill and attribute augmentation require 1 Magic Point, plus an increasing number of Magic Points for every level of Intensity:

Intensity Level

Additional Points

Total Points

1

0

1

2

2

3

3

3

6

4

4

10

5

5

15

6

6

21

7

7

28

8

8

36

9

9

45

10

10

55

Really?

Force Talents require 2 Magic Points to initiate, plus additional Magic Points if boosted (see below).

Boosting Force Talents

Most Force Talents have several levels of increasing power. Once a Force user reaches the Knight or Adept rank, they can be accessed if a character accepts an increased difficulty grade to the Force skill roll, and and an increased Force point cost. The amount of boosting depends on the character's rank:

Rank

Maximum Difficulty Grade

Increased Magic Point Cost

Initiate/Acolyte

-

-

Apprentice

-

-

Knight/Adept

Hard

4

Master/Lord

Formidable

6

Grand Master/Master

Herculean

8

Characters may call on their anger, frustration, and hatred to use an additional Force point to boost one extra level, even if their rank does not ordinarily allow it. If they do this, they immediately take one Dark Side Point.

Maximum Force Power Intensity By Skill Level

Any individual Force power is limited to an Intensity of 1/20th of the user's Force skill.

Skill

Maximum Intensity

1-20

1

21-40

2

41-60

3

61-80

4

81-100

5

101-120

6

121-140

7

141-160

8

161-180

9

Each next 20

+1

Force Talents

Talent

Resistance

Boost: Hard

Boost: Formidable

Boost: Herculean

1

Aura

Willpower

City-wide

Continental

Planet-wide

2

Awareness

-

City-wide

Planet-wide

Across systems

3

Blending

-

One other person can blend

Two others

Three others

4

Coerce

Willpower

See description

See description

See description

5

Conceal

-

City-wide

Continental

Planet-wide

6

Control Pain

-

Ignore Major Wounds

Ignore physical torture

Ignore Force torture

7

Deflect

-

-

-

-

8

Deny

See description

Two energy types

Three energy types

Four energy types

9

Electronic Telepathy

-

Passwords bypassed

Biometrics bypassed

Control droids

10

Healing

-

Two recovery steps

Three recovery steps

Four recovery steps

11

Hibernation

-

Weeks

Months

Years

12

Illusion

-

Human sized

Vehicle sized

Starship sized

13

Leech

-

Recover all fatigue

Recover all hit points

Cease aging

14

Lightning

Willpower

1d6

2d6

3d6

15

Projection

-

City-wide

Planet-wide

Across galaxy

16

Sense

-

City-wide

Planet-wide

Across galaxy

17

Telekinesis

STR

Tens of pounds

Hundreds of pounds

Tons

18

Telepathy

-

City-wide

Continental

Planet-wide

19

Transfer

See description

Decades

Centuries

Millenia

20

Violate

Willpower

From last week

From last year

Any memory

Aura

The Force user projects a particular kind of aura (Fear, Intimidation, Serenity, Mastery, and so on) that can be used to present a particular aspect to those who behold him. Overcoming the user’s aura requires an opposed roll of Willpower versus the Force roll for invoking the talent. The aura affects all things within a radius of the user’s POW in meters. Boosting the power increases the area affected:
• Hard: City-wide (or increase resistance difficulty one step)
• Formidable: Continental (or increase resistance difficulty two steps)
• Herculean: Planet-wide

Awareness

The Force user is aware of a particular kind of emanation they focus on (threat, love, danger, magic, and so on) within a radius equal to his POW in meters. He cannot gauge specifics; only that the emanation exists and is close by. Boosting the power increases its range:
• Hard: City-wide
• Formidable: Planet-wide
• Herculean: Across systems

Blending

The Force user appears to be perfectly ordinary and unremarkable. This ability allows the user to seamlessly blend into any crowd, and only people who know them exceedingly well will recognize them. This talent automatically defeats any attempt using Awareness or Sense to identify the user as utilizing the Force, but only as long as the user is not currently using any other Force powers. This ability can allow the user to walk past relatively lax security guards. However, it will not get them past vigilant security guards who insist on looking at everyone’s ID, and it cannot fool electronic security measures, including facial recognition software. If the Force user uses this ability on someone else, they must keep that individual in sight.

• Hard: One extra person can Blend
• Formidable: Two extra
• Herculean: Three extra

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 (or increase resistance difficulty one step)
• Formidable: Force the target to perform ethically repugnant acts or those which would break their own Passions (or increase resistance difficulty two steps)
• 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

The Force 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

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

Electronic Telepathy

Force users trained in Electronic Telepathy can control comms systems, sensors, navigation systems, and other complex electronic devices with their mind. In addition to being able to operate the devices as well as a conventional user or hacker, the user can Boost to get around restrictions like passwords or biometrics.

• Hard: Passwords bypassed

• Formidable: Biometrics bypassed

• Herculean: The Force user can take over and control droids

Healing

The Force user can raise the speed of recovery by one step. Unlike augmenting the Healing Rate attribute, the user can also accelerate the recovery of others. Dark Side Force users generally can only heal themselves. Boosting the power increases the recovery rate:
• Hard: Two steps
• Formidable: Three steps
• Herculean: Four steps

Hibernation

The Force user is able to finely control their heart and metabolic rates, reducing them almost to a standstill. They must remain completely inactive for its duration but, to all intents and purposes, has no pulse, no heart rhythm, and organic functions have ceased. They becomes immune to Force Sense and appear to be dead. It lasts for Force skill / 10 days.
• 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. If the user of this Force power isn't a Sith, they take a Dark Side Point every time they use it.
• Hard: Recover all fatigue
• Formidable: Recover all Hit Points damage
• Herculean: Cease aging


(Note that while utilizing this Talent one can still be killed if one suffers an instantly fatal Major Wound.)

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. If the user of this Force talent is a Jedi or other Light Side Force user, they take a Dark Side Point each time they use it.
• Hard: 1d6 damage per round
• Formidable: 2d6 damage per round
• Herculean: 3d6 damage per round

Projection

The Force user can project a visible, albeit ethereal image of himself to a distance in kilometres equal to their Force skill. The Protection acts a conduit for the user to communicate with and observe a distant location, but he cannot physically interact with it. A Force user trained in Project becomes one with the Force at death, essentially becoming an ethereal "Force 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 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 affect the total weight of the target. Boosting the power increases the mass which may be controlled or attacked.

Telekinesis can be used as a reactive action, allowing it to be activated in one Turn regardless of Intensity. For example, one might reactively use Telekinesis to shove an incoming attack out of the way, or turn an Evade action into a "Force jump".


• Hard: Tens of pounds (or increase resistance difficulty one step)
• Formidable: Hundreds of pounds (or increase resistance difficulty two steps)
• 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

It permits the transference of the Force user's essence or soul into a 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 user 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 user's existence without a body.
• Hard: Decades
• Formidable: Centuries
• Herculean: Millennia

The Transfer talent is morally ambiguous at best. Using it causes one to immediately take 2d6 Dark Side Points.

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. If the user of this talent is a Jedi or other Light Side Force user, they take a Dark Side Point each time they use this talent.
• Hard: Memories from the last week (or increase resistance difficulty one step)
• Formidable: From the last year (or increase resistance difficulty two steps)
• Herculean: Any memory whatsoever

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Equipment

Breathing Equipment

Organic Gill

Designed and manufactured for races visiting the subsurface, underwater colonies, this breathing device filters out available oxygen from the surrounding waters and recycles the wearer’s own breath. It comes in various shapes and sizes, from a minimalistic mouth and nose covering, to a full helmet which provides additional vision and hearing protection.

The mask relies on a genetically engineered symbiont to perform the filtration and chemical recycling, giving the device a limited lifespan before the symbiont dies; usually a month or less. It cannot operate in waters deeper than 25m due to the lack of dissolved oxygen.

Breather Mask

A simple breathing mask which fits over the owner’s nose and mouth, held in place with a strap. The mask is attached via a flexible tube to a waist worn filter unit, which absorbs any noxious materials harmful to the wearer for up to 12 hours. The filter unit also contains a small highly compressed air tank, enough to provide ten minutes of breathable gas in a low pressure situation. Breather masks are species dependent, so creatures from non-standard atmospheres or possessing non-humanoid facial features cannot share masks.

Supplemental Filters

Disposable filters designed to extend the operational life of breather masks or flight suits. Each filter provides an additional 12 hours of use, removing toxic material from the ambient air. Filters are designed for particular pieces of equipment and are not interchangeable.

Supplemental Tanks

Additional life support for environmentally sealed suits, such as flight suits, advanced armor or even breather masks, each tank provides six hours of breathable atmosphere.

Combat Equipment

Jump Pack

A jump pack is the precursor to jet packs such as those used by Mandalorians. It allows assisted jumps - up to 50 feet vertically and up to 100 feet horizontally.

The Jump Pack skill starts at DEX+INT. Unless trained in a Combat Style that includes the Skirmishing trait, characters are at a severe disadvantage if trying to fight while jumping - both for the jump attempt and for the attack or defense attempt. See the Flying Combat section of the Mythras core rulebook.

Communication Devices

A simple personal communicator. It works by either patching into a local communications network, or failing to discover one, broadcasts direct messages to another comlink over short distances of up to 10km. Vehicle comlinks boost this range up to low orbit. All communication is limited to audio transmission only. When necessary, local authorities can transmit emergency warning messages to all comlinks within range. Secure comlinks with built in encryption are available to the military and the black market, but cost at least five times the base amount.

VoxBox

An inexpensive device which allows real time translation of speech. Each voxbox is hard coded to translate a single species language to Galactic Basic and back again.

Holo Display

This device enables the playback of recorded holo messages. It does not have any ability to broadcast or receive such transmissions, which require linking to a hyperspace HoloNet relay; huge, energy intensive stations limited to planetary installations or capital ships. The HoloNet is mostly but not entirely controlled by the Galactic Republic.

Usually manufactured as a wrist mounted flat screen device, visual comlinks permit video transmission so that the wearer can see whom they are talking to. The device also includes a basic datapad, a droid translator package, and the ability to read datacards. It has a similar range to a basic comlink, relying on the existence of planetary relay stations for longer range communication.

Signal Jammer

A device which broadcasts across broad or specific communication bands, effectively jamming any signals transmitted in that frequency. Personal signal jammers are only designed to block comlink or data traffic in the local region, up to 100m distant. Vehicular jammers cost twice as much, but extend the range to 10km. Spaceship jammers cost five times the base cost, but extend the range to 1,000km.

Detection Devices

The following detection devices require monitoring by a trained operator who possesses the Sensor skill to calibrate and understand their readouts.

Thermal Imaging Goggles

Enables the wearer to see into the infrared spectrum so that they can see heat sources. They are normally used by technicians to identify electrical leakages, poorly lubricated machinery, check that welding or forging is occurring at the correct temperature and so on. Whilst they don’t provide night vision as such, criminals or hunters often use them to check for the presence of living creatures.

Life Form Scanner

A bulky handheld device combining several different types of sensors designed to pick up life forms within range and identify them. Its range is only 100m extending in a 60 degree arc in front of the machine. However each device holds a complete database of the indigenous life forms of the world it was purchased for, including habits, threat levels and specific medical advice if injured by one. If the detected creature does not match anything in its circuits, the scanner merely indicates its size, distance and direction.

Surveillance Unit

This device has a sophisticated set of sensors which pick up quiescent transceivers, magnetic induction in wired data lines, and monitors wireless data frequencies to detect unwelcome surveillance.

Audio Pickup

This device is a pen sized sensor wand which can pick up sounds at range and filter out the background noise in order to get a clear signal. An audio pickup is capable of isolating a normal conversation at a hundred meters no matter what ambient noise is drowning it out. For example a whispered conversation across a busy bar. The sensor has a limited frequency range however, unable to detect the sub-sonic and ultrasonic bands.

Macrobinoculars

Magnifying handheld binoculars which project an internal readout under the viewed object, showing its distance, elevation, and temperature. They also adjust for passive low-light and nighttime viewing, provided there is enough star or moonlight to illuminate the vista.

Comms Scanner

A receive only handheld scanner which can intercept and record most broadcast transmissions. Military and espionage versions are backpack sized but contain an integral code-cracker to help decrypt encoded messages. These are more expensive and generally only available through special channels.

Chem Detector

A molecular analyser which sniffs the atmosphere for compounds hazardous to the race its set for. It has a secondary function which enables it to analyse compounds and chemicals it is held over, although this requires the user to have some form of Chemistry or Biology skill to correctly interpret the information displayed.

Audio Snoopers/Data Snoopers/Tracking Snoopers

Communication bugs, these sophisticated little devices have a range of abilities, depending on their purpose. Audio snoopers merely record or transmit anything they hear within a 10m radius of their hidden position. Data snoopers do the same thing, except they are limited to information provided by the electronics device to which they are attached. Tracking snoopers send out a beacon, irregularly timed to avoid detection, indicating their precise position. All snoopers are considered highly illegal and are only available from military or criminal contacts, or must be hand built.

Vigilance Drone

A man portable sensor pack which is only 30cm in diameter when collapsed for transportation, but grows to 2m high when its numerous aerials and detector wands are extended. The sensor drone combines the features of a motion detector, heat source scanner, wide angle visual sensor and an audio pickup. Its hardware analyses the combined information to identify possible anomalies up to a kilometre distant, depending on the terrain and any interposing vegetation. Vigilance drones are primarily used as autonomous sentries to guard the perimeters of scouting camps or military bases.

Silence Bubble Generator

A small device which produces a 2m diameter bubble which suppresses sound passing through in either direction. The field prevents normal conversations from being eavesdropped on, but louder noises like explosions or gunfire can penetrate it.

Holographic Image Disguiser

Originally a device designed for use in the entertainment industry, it was quickly sequestered by the military and is considered illegal technology. A holographic image disguiser quite literally makes the object it is resting on (or carried by) appear to be something completely different. The device only has the memory capacity to store one false image at a time, forcing the user to scan the object it is intended to disguise and program the image data in advance.

Medical Equipment

Emergency Medpac

A sophisticated diagnostics device designed to be used by those with basic medical training, it contains a series of tailored medicines and chemicals which permits rapid treatment of Serious Wounds in emergency or battlefield situations. Its application can be performed in three Combat Rounds, requiring a roll against the user’s First Aid or Healing skill. Success not only recovers damage (as per the Healing skill) but also pumps enough stimulants into the victim so that they recover functionality of the injured location. The device can also stabilize Major Wounds, although surgery is still required. Medpacs are species specific and are single use only.

Medisensor

Used by professional medics, the medisensor can detect and analyse a patient’s condition, indicating precisely what is wrong. Medisensors are species specific, but possess a large enough database to be able to identify all commonly known diseases and poisons – thus aiding a doctor to devise the correct treatment.

Medical Backpack

This comprehensive analysis and treatment kit provides a range of equipment. It combines a diagnostics Medisensor with a range of medications, from anesthetics and antivenoms to radiation treatments and sedatives. The unit also has a field surgery kit, artificial plasma packs, sterilization laser, bandages and even a collapsible repulsorlift stretcher. Its primary use is for combat medics, preventing any situational penalties for performing First Aid or Healing outside of a full med-bay.

Prosthetic Limb

Replaces the injured person’s missing limb with a bionic device which matches their physiology in every way. Prosthetic limbs are not made stronger or faster than the patient’s own physical capabilities otherwise injuries are likely to occur when the limb attempts something the user’s body cannot handle. Due to their simple electro-mechanical construction, prosthetic limbs are not subject to the effects of Ion weapons. Embedding weaponry within a prosthetic is illegal within the Galactic Republic.

Prosthetic Life Support

Similar to prosthetic limbs, this device artificially replaces part or all of an injured victim’s own vital organs; at least those contained within the torso. The prosthetic requires the permanent mounting of electro-mechanical machines within and around the affected area. Normally these can be concealed by clothing, but never quite replace the efficiency of the original biological organs. Militarized versions are expressly forbidden by the Galactic Republic, however some examples exist. Prosthetic life support systems are affected by ion weapons.

Bacta Tank

This is a large, fluid filled tank into which injured victims are placed, in order to promote more rapid healing. A bacta tank is a large, immovable piece of equipment which is generally installed in hospitals and capital class spaceships. Anyone immersed in a bacta tank has their healing rate raised by one level in terms of time. So Minor Wounds heal in hours, Serious Wounds in days and Major Wounds in weeks.

Emergency Stasis Pack

In case a victim is near death or has sustained wounds unlikely to be treatable in a reasonable time, the emergency stasis pack will put a victim into a state of suspension or hibernation, keeping them from death, for 1d6 days. Application of an emergency stasis pack requires 1d3 rounds and a successful First Aid or Healing roll. Emergency stasis packs are large, about double the size of a medical backpack.

Security Devices

Binders

Basic durasteel handcuffs, which can be adapted to fit most species. Near impossible to break using brute force, they are normally opened by used of an electronic key. Treat the binders as having 8AP and 8HP for purposes of breaking free.

Magnolock

Small but intensely powerful, Magnolocks are used to temporarily secure a door or hatch. No larger than a datapad, the unit thermally bonds itself to metallic surfaces. Whilst powered the device produces an electromagnetic field which makes both halves adhere with near unbreakable strength. The field only last six hours on an integral charge but can be turned on or off with an electronic signal.

Monofilament Screen Guard

A rolled up strip of plastic, which when unrolled and split apart, produces a near invisible 2m high mesh of monofilament wires which can be anchored by its integral adhesive strips across a doorway or corridor. Spotting the mesh suffers a Herculean penalty unless the observer is making a slow and methodical search. Running full pelt into the mesh inflicts 1d3 damage to every unarmored Hit Location. A single use device, the screen guard can be affixed in two modes. The first merely blocks a passageway, remaining as a barrier unless cut through with some sort of vibroknife or vibrosword (6AP, 6HP). The second uses a weaker bond, enabling the mesh to entrap the victim as its pulled from its anchor points (entangling)

Stun Cuffs

Ostensibly the same as binders, this advanced version has a remotely operated circuit which inflicts pain on wearers. The first jolt forces the wearer to make an Endurance test to resist the painful neural stimulation. Failure results in the cuffed limbs being incapacitated for 1d3 Rounds. Each subsequent failure to resist a jolt imposes an additional 1d3 levels of Fatigue on the victim until they collapse in a Semi-Conscious or Comatose state. Stun cuffs cannot kill their wearer, although they are sometimes used by Galactic Republic investigators to interrogate prisoners.

Magnacuffs

Individual cuffs not physically linked together, Magnacuffs allow some degree of functionality or freedom to the wearer. They are intended to provide those arrested some degree of dignity. If the wearer attempts to escape or strike back against its oppressors, the magnetic field of the cuffs causes them to immediately bind together. The cuffs are triggered by remote electronic key or when the wearer attempts to leave a coded area.

Security Collar

Worn about the neck, this device not only permits shock treatment of unruly wearers (as per Stun Cuffs), but also transmits its location to the ‘owner’ of the collar. This device is often combined with Magnacuffs for additional security.

Survival Gear

Syntherope

A strong yet light cable capable of supporting up to 500kg. Syntherope normally comes with a spool dispenser which doubles as a handgrip if needing to swing or climb on the cable. Most dispensers come with standard 25, 50 and 100m lengths. Longer spools become increasingly bulky.

Fire Rod

A pen-sized plastic tube, which when cracked, allows two ostensibly inert chemicals to mix together, providing a short-lived but fierce flame. A foolproof method of igniting flammable materials, fire rods work even in strong winds or when attempting to light damp kindling.

Light Stick

Finger sized torch which can either project a beam of light over a 25m distance, or glow radically providing illumination in a 5m diameter circle. The battery lasts for a month of continuous use.

Camouflage Net

A synthetic netting able to adopt the color and pattern of its local environment, due to the electrically stimulated dichrome cloth it is formed from. Usually used to conceal parked vehicles or hidden camps.

Water Filter

A simple, ubiquitous device which is able to filter and purify water. The speed of filtering depends on how contaminated the water is, but a rough guide is that it takes a hour to cleans a liter of seawater. The appearance of the filter depends on the manufacturer, but either comes as a hip mounted canister subdivided into two sections, or a flattened square of multi-chambered plastic which can be rolled up. The filter needs frequent removal and washing to clean out accumulated crud, but the device itself is solar powered.

Condenser Unit

Basically a portable heater, able to store ambient warmth and solar energy; then release it in either short, intensive bursts for cooking or slower gentle radiance for heating shelters. The unit possesses its own energy supply for occasions when the local environment is too cold. In this case the unit might last up to a month depending on how low the temperature is.

Distress Beacon

A flask sized device which broadcasts a simple emergency beacon via hyperspace. It has enough range to cover an entire system and any nearby hyperspace lanes, which means it has limited use in remote or lost regions of the Galactic Republic. The integral power pack is sufficient to power the beacon for up to ten years.

Climbing Harness

Simple body harness which prevents fatal falls if attached to a firmly anchored climbing line. Climbing harnesses come equipped with all necessary clips, perma-glue pitons and a rappelling device.

Thermal Poncho

Thermal cloaks help to regulate the body temperature of the wearer. Despite its name they are able to shield the wearer from excessive heat as well as the cold. Woven from sophisticated silks and synthetics, the weave of the material provides directional moisture wicking, changes its reflectivity, and opens or closes according to the ambient temperature. Due to their design, the ponchos are capable of being used as ground sheets or blankets. They offer protection against temperatures ranging from 0 to +40 degrees Celsius.

Vibrosaw

A tool designed for multiple purposes such as felling trees, cutting plastics and so on. Vibrosaws are rarely seen in civilian hands save on the setting up of new colony worlds or as part of industrial use. They incorporate several autonomous safety systems making them near useless as weapons, but inflict 1d8 damage per Round for the purpose of cutting though inanimate objects.

DuraShelter

A single person, collapsible tent, the DuraShelter packs down to a small bundle which can be carried on a belt. The tent is made from thermal insulating fabrics, which are both wind-proof and water resistant. When pegged down DuraShelters are capable of resisting the most severe weather, providing they are not struck by large wind carried objects. Normally these tents are brightly colored to ease possible search and rescue situations. However, for an extra 250 Cr they come with a dichrome surface granting them intrinsic camouflage.

Grappling Gun

The quick way of scaling an obstacle, a grappling gun launches single shot grapnels which embed themselves into the material they’re fire at. Grappling guns have a range of 50m and come with three grapnels, each trailing a similar length of syntherope.

Thermosuit

As per Thermo Ponchos but actually cut to fit a specific size of wearer, these specialised suits are intended to be worn in more extreme conditions. As part of their construction they incorporate a dual heating-cooling system which runs for 72 hours per charge. Thermosuits protect against temperatures ranging from -20 to +60 degrees Celsius, but due to their inherent bulkiness impose 2 points of Armour Penalty to the wearer’s Strike Rank.

Vacuum Suit

Archaic devices, vacuum suits are intended for surviving in the depths of space. Since most space construction and ship maintenance is performed within shielded dock yards, or upon planetary surfaces, they are rarely seen save in rim systems without direct access to Galactic tech levels.

Survival Pack

A comprehensive survival kit containing a DuraShelter, emergency medpac, vibroknife, thermal poncho, water filter, thermal condenser, 25m of syntherope, folding grappling hook, sleeping bag, distress beacon, light stick, breather mask and two weeks of ration bars and spare filters. They are normally part of a starship or lifeboat’s emergency equipment.

Adhesion Disks

Worn on the hands and knees, these disks permit the wearer to scale normally impossible to climb substances such as glass or sheet metal. They rely on molecular attractive forces requiring relatively smooth, particle free surfaces to cling successfully. Thus they are of no use when scaling rocky cliffs or trees.

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Making Combat Styles

You may need to create a new Combat Style for your character's specific Homeworld, Technology, and Society types. Work with the guidelines below and your GM.

A Combat Style is a single skill, used for both attacking and defending.

A Combat Style is made up of one or more weapons your character is trained with, and the techniques and tricks to use them together or individually.

The weapons on their own (individual or combined) are not the whole Combat Style; the training, tricks, and techniques complete it. The "tricks and techniques" part is Combat Style Traits (see Combat Style Traits in the Quick Reference section of the References compendium). A Combat Style usually has one Trait, sometimes two.

Your character's career and homeworld likely has an impact on their Combat Styles.

Examples of Combat Styles:

  • Roman Legionnaire

    • Weapons: Pilum (spear), Gladius (shortsword), Scutum (large shield), Sling

    • Combat Style Traits: Formation Fighting

  • Jedi

    • Weapons: Jedi Martial Arts (unarmed), Lightsaber

    • Combat Style Traits: Parry blaster bolt with lightsaber; Unarmed Prowess; Deflect and Telekinesis as combat reactions

  • Desert Commando

    • Weapons: Unarmed/Martial Arts, Dagger, Pistol, Sniper Rifle or Submachine Gun

    • Combat Style Traits: Skirmishing, Daredevil

Once you know your Homeworld, Technology, and Society types, you can use these to create a unique Combat Style for your background.

A good template for a Combat Style would be one or two melee weapons (one may be a shield), one or two ranged weapons, and one Combat Style Trait. The weapons and Traits should make sense together and make sense with respect to the character's Technology, Homeworld, and Society types.

Technology Type

Technology type will probably drive most of what is reasonable for weapons in a Combat Style.

Primitive types will not have access to things like energy weapons or even firearms. Melee weapons will tend towards the basic - spears, clubs, axes, etc. Ranged weapons may include spears, slings, bows, atlatl, etc., but are likely not to include weapons with complex mechanisms. Crossbows may be a gray area.

Industrial types will likely have access to things like firearms but maybe not energy weapons like blasters or ion weapons. Melee weapons could include more advanced things like telescoping batons or hand-held stun guns, depending on the technology level of that industrial civilization. Ranged weapons would be a step above what's available in Primitive situations. This could be rather sophisticated, including highly accurate sniper rifles, easily concealable handguns, fully automatic carbines, etc.

Galactic types would have access to just about anything.

Society Type

Society type is more about what's acceptable to carry and use than what is available. For example, in a Bureaucratic or Academic type, it might be considered unusual even to carry a blade larger than a small pocket knife. In Militaristic or Lawless types, it might be typical to carry things that would be classified as weapons of war, like battle rifles or large swords. Use the Society type to choose weapons and Traits for your Combat Style that make sense for what would and would not be appropriate.

Homeworld Type

Homeworld type would impact a Combat Style in part because it encompasses environmental conditions. For example, weapons training on a Cloud World type would probably be very different than weapons training on an Ocean World type. An Ocean World Combat Style would likely include weapons and techniques for fighting in or around water, while a Cloud World Combat Style might include weapons and training used when flying around in jet packs or other airborne situations.

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The Bounty Hunter Guild

The Bounty Hunter Guild focuses on the professional pursuit of wanted individuals for profit. While not inherently religious or magically esoteric, it maintains strict codes and offers resources to its members who adhere to them.

Membership

Characters can join the Bounty Hunter Guild during character creation or during gameplay.

Why Join? Bounty hunters join for various reasons, including the thrill of the hunt, the lucrative rewards, the independence it offers, and the access to resources and a network of like-minded individuals provided by the Guild. A character's cultural background, career, and personal desires will influence their decision to join.

Membership as Part of Character Creation

During character creation, a character may choose the Bounty Hunter career. They are assumed to have undergone some form of basic acceptance or demonstrated initial competence. They begin as a Candidate Hunter.

Membership During the Game

Joining during gameplay requires several steps:

  1. Demonstration of Worthiness: The character must showcase their skills and capabilities as a bounty hunter through successful captures or other relevant feats. This might involve presenting evidence of completed bounties or demonstrating combat prowess.

  2. Impressing the Examiners: The Guild leadership or senior members must be convinced of the character's suitability. This can be abstracted with a roll against appropriate skills such as Track, Perception, Combat Style, or Influence. Membership in allied organisations or a suitably impressive offering (credits, information, a valuable capture) can make this easier.

  3. A Donation: A monetary or material offering is typically required to finalize membership, demonstrating commitment to the Guild. The size and nature of the donation will depend on the local Guild chapter and the character's resources. Upon successful completion of these steps, the character becomes a Candidate Hunter within the Guild.

Ranks

Progression within the Bounty Hunter Guild is based on a combination of experience, successful completion of bounties, adherence to the Guild's codes, and recognition from senior members. Advancement is not automatic and should be roleplayed, potentially involving specific tests or challenging assignments.

The Bounty Hunter Guild follows a hierarchical structure. Here are the ranks along with their requirements, duties, and privileges.

Candidate Hunter

  • Requirements: Successful completion of the initial joining process.

  • Duties

    • Learning the basics of bounty hunting

    • Following the instructions of higher-ranking members

    • Performing support tasks for the Guild

    • Attending local chapter meetings

  • Privileges

    • Access to basic Guild resources such as information boards with low-value bounties, shared safe houses, and basic training from more experienced members

    • Minimal protection from the Guild

Hunter

  • Requirements

    • Completion of several low-to-mid-level bounties with positive reports

    • Demonstrated competence in core bounty hunting skills (e.g., Track at 50% or more, one relevant Combat Style at 50% or more, Streetwise at 50% or more)

    • A formal recommendation from a Master Hunter

  • Duties

    • Taking on more challenging bounties

    • Adhering to the Guild's code of conduct

    • Potentially assisting Master Hunters on assignments

    • Expected to further develop their skills

  • Privileges

    • Access to mid-value bounty postings, more secure Guild facilities, discounted training from Guild trainers (25% discount)

    • Increased protection from the Guild in case of disputes

    • May receive basic material aid such as equipment loans

Master Hunter

  • Requirements

    • Minimum three years as an Hunter

    • Successful completion of high-value or particularly challenging bounties

    • At least four relevant skills at 70% or better (e.g., Track, Perception, relevant Combat Style, Streetwise, Negotiate)

    • A significant service rendered to the Guild (e.g., providing valuable information, capturing a notorious target, recruiting promising novices)

  • Duties

    • Independently undertaking high-value bounties

    • Mentoring and supervising Hunters

    • Contributing to the Guild's reputation and influence

    • Potentially leading small teams of hunters

    • Expected to attend important Guild gatherings

  • Privileges

    • Access to the highest-value bounty postings and restricted information networks

    • Use of advanced Guild resources (e.g., specialized equipment at reduced cost, advanced medical facilities)

    • Command of junior members for support

    • A stipend or share of Guild profits

    • Personal quarters in major Guildhalls

    • Significant protection and potential legal support from the Guild

Guild Overseer

  • Requirements

    • Minimum five years as a Master Hunter

    • Exceptional record of successful bounties

    • At least three key Guild skills at 90% or better (e.g., Track, relevant Combat Style, Streetwise, Influence)

    • Demonstrated leadership and organizational skills

  • Duties

    • Managing local Guild chapters or sections

    • Assigning bounties

    • Resolving disputes between members

    • Overseeing training programs

    • Expanding the Guild's influence and network

    • Representing the Guild in dealings with external organizations

  • Privileges

    • Significant autonomy in managing their assigned Guild operations

    • Access to the Guild's full resources and personnel within their jurisdiction

    • The authority to make decisions on behalf of the Guild

    • A substantial share of Guild profits

    • Comfortable and secure accommodations

    • The Guild's full protection and resources are at their disposal

Guild Master/Mistress (Chapter Head):

  • Requirements

    • Minimum ten years as a Guild Overseer

    • Unparalleled reputation and success within the bounty hunting community

    • At least two crucial Guild skills at 110% or better

    • Performance of an invaluable service to the entire Guild, or successfully challenging and replacing the previous Guild Master/Mistress

  • Duties

    • Setting the overall direction and policies of their chapter

    • Making critical decisions affecting the Guild

    • Representing the chapter in inter-chapter or external affairs

    • Maintaining the Guild's standing and reputation

    • Potentially seeking out legendary or extremely dangerous bounties

  • Privileges

    • Unfettered access to all Guild resources and personnel within their chapter

    • The authority to interpret and modify Guild codes within their jurisdiction

    • The highest level of respect and influence within the bounty hunting community

    • The largest share of Guild profits

    • Luxurious and secure facilities

Benefits

Membership in the Bounty Hunter Guild provides several key benefits.

Training

The Guild offers access to experienced bounty hunters who can act as trainers and mentors. Hunters and Master Hunters offer training at a reduced cost (25% and 50% respectively) in skills relevant to bounty hunting, such as tracking, combat styles, survival, negotiation, and piloting. Guild Overseers and the Guild Master/Mistress often provide specialized or advanced training (75% and 100% discount respectively).

Protection

Guild members can expect a degree of protection from the organization, provided they have not violated the Guild's code. This protection can range from mediating disputes with other hunters to providing legal aid in certain circumstances. The level of protection generally increases with rank.

Material Aid

The Guild provides various forms of material assistance. This can include access to shared resources like safe houses, information networks, and basic equipment for Candidate Hunters and Hunters. Higher-ranking members may have access to specialized gear, discounted rates on supplies, and financial support in certain situations.

Social Status

Membership in a reputable Bounty Hunter Guild chapter can confer a certain level of social standing within the criminal underworld and among those who employ bounty hunters. The status varies depending on the Guild's reputation and the hunter's rank, potentially leading to more lucrative contracts and valuable contacts.

Gifts

Gifts are special benefits or pieces of knowledge granted to members who have demonstrated exceptional loyalty, service, and skill. These are often restricted to higher ranks and are at the Games Master's discretion. Examples of Gifts the Bounty Hunter Guild might offer include:

  • Enhanced Tracking Device: A unique piece of technology that provides a bonus to Track rolls.

  • Guild Contact Network: Access to a highly reliable and discreet network of informants across a specific sector.

  • Armored Personal Vehicle: The use of a well-maintained and heavily armored speeder or light freighter.

  • Master Forger: Access to a Guild-affiliated individual who can create high-quality identification papers and other documents.

  • Reputation Enhancement: The Guild uses its influence to spread rumors of the hunter's skills and successes, improving their social status and potentially making Influence rolls easier in certain contexts.

The invocation of a Gift might simply work when called upon, cost a certain number of credits or Luck Points, or require a successful roll against an appropriate skill like Perception or Streetwise, depending on the nature of the Gift and the campaign style.

Restrictions

Maintaining membership in the Bounty Hunter Guild involves certain restrictions. These help ensure the Guild's functionality and reputation.

  • Adherence to Contracts: Guild members are expected to honor the terms of their contracts. Failure to do so can result in fines, suspension, or expulsion.

  • Respecting Guild Territories: Operating within another chapter's established territory without proper authorization can lead to conflict and sanctions.

  • Reporting Successful Bounties: Members are generally required to report successful captures to their local chapter to maintain accurate records and contribute to the Guild's overall standing.

Taboos

Taboos are deeply ingrained rules or codes of conduct within the Bounty Hunter Guild, the breaking of which carries significant consequences. These often reflect the pragmatic and sometimes ruthless nature of the profession.

  • Never interfere with another Guild member's active bounty without a clear agreement. Doing so is seen as unprofessional and invites retaliation.

  • Do not unnecessarily harm or kill non-targets. While the focus is on the bounty, wanton violence can attract unwanted attention from law enforcement or other powerful entities.

  • Never betray a direct contract without significant and justifiable cause. A reputation for unreliability is the death knell of a bounty hunter's career within the Guild.

  • Do not reveal sensitive Guild information to outsiders. The Guild's network and resources are its strength, and their secrecy must be maintained.

Violation of a taboo can lead to penalties ranging from fines and loss of rank to ostracism or even being marked as a target by the Guild itself. The severity of the punishment depends on the specific taboo broken and the circumstances surrounding the infraction.

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