MSW: Mythic Star Wars

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

Character Sheet

Character Creation

Character Creation Steps

  1. Choose species to roll characteristics and note any special abilities.
  2. Choose skills using one of these methods:
    1. Archetype Skill Selection
    2. Skill Pyramid Skill Selection
    3. Detailed Skill Selection
  3. Choose Force Gifts.

Homeworld Types

 Homeworld TypeDefault Planetary SkillsTransportation Skills
1Asteroid/Space StationHomeworld, Survival (Vacuum)Pilot (Spaceship) and select one of Drive (Crawler) or Drive (Walker)
2Cloud WorldHomeworld, Survival (Poisonous Atmospheres)Pilot (Flyer) and select one of Pilot (Airship) or Ride (Flying Beast)
3Desert WorldHomeworld, Survival (Deserts)Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
4Ice WorldHomeworld, Survival (Arctic)Select two from Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
5Jungle WorldHomeworld, Survival (Jungles)Select two from Boating (Boats), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
6Ocean WorldHomeworld, Survival (Seas), SwimSelect one of Boating (Boats), Boating (Submersibles), Pilot (Flyer), Ride (Beast)
7Temperate WorldHomeworld, Survival (Forest)Select one of Pilot (Flyer), Ride (Beast), Drive (Speeder)

 

Technology Levels

 Technology LevelProfessional Skills
1PrimitiveSelect one from Craft, Lore, Navigation, Track
2IndustrialSelect one from Craft, Commerce, Science, Streetwise
3GalacticSelect one from Electronics, Engineering, Mechanics, Science

 

Society Types

 Society TypeStandard SkillsProfessional Skills
1MilitaristicEndurance, Evade, Perception, Unarmed and one cultural Combat Style-
2BureaucraticInfluence, InsightBureaucracy, Oratory, Politics
3ManufacturingBrawn, EnduranceCommerce, Craft (choose), Engineering
4LawlessDeceit, Stealth and one cultural Combat StyleSelect two from Commerce, Disguise, Forgery, Gambling, Lockpicking, Sleight, Streetwise
5ArtisticDance, SingActing, Art, Musicianship
6AcademicWillpowerCulture, Language, Science, Teach
7Agrarian/NomadicEndurance, PerceptionCraft (choose), Track

 

Force Gifts

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

GiftForce Gift Point Cost
+15% To any skill (stackable)1
+1 Luck Point2
Roll on Force Gift Table3

Force Gift Table

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%
Conceal20% + DEX+POWAssassin Combat Style
• Unarmed
• Concealable Weapons or Sniper
30% + STR+DEX
Customs (Homeworld)140% + INTx2Culture (any)10% + INTx2
Deceit40% + INT+CHADemolitions30% + INT+POW
Evade20% + DEXx2Disguise30% + INT+CHA
Homeworld140% + INTx2Drive (Speeder) or Ride (Beast)10% + DEX+POW
Insight30% + INT+POWForgery10% + DEX+INT
Native Language140% + INT+CHALanguage (any)10% + INT+CHA
Perception20% + INT_POWLanguage (Galactic Basic)20% + INT+CHA
Stealth40% + DEX+INTPilot (Spaceship)20% + DEX+INT
  Sleight10% + DEX+CHA
  Streetwise20% + POW+CHA
  Survival (Native Homeworld type)140% + CON+POW

Bounty Hunter

Standard Skills%Professional Skills%
Athletics30% + STR+DEXBounty Hunter Combat Style
• Blasters/Stun Blasters/Ion weapons
• Entangling/Man-Catcher
• Unarmed
30% + STR+DEX
Customs (Homeworld)140% + INTx2Bureaucracy30% + INTx2
Endurance20% + CON*2Commerce20% + INT+CHA
Evade20% + DEXx2Culture (any)10% + INTx2
Homeworld140% + INTx2Language (any)10% + INT+CHA
Insight20% + INT+POWLanguage (Galactic Basic)20% + INT+CHA
Native Language140% + INT+CHAPilot (Spaceship)20% + DEX+INT
Perception30% + INT+POWPilot (Flyer) or Drive (Speeder)20% + DEX+INT
Stealth10% + DEX+INTStreetwise40% + POW+CHA
  Survival (Native Homeworld type)140% + CON+POW
  Survival (Choose World type)30% + CON+POW
  Track40% + INT+CON

Jedi

Characters must have a POW of at least 14 to use The Force.

Standard Skills%Professional Skills%
Athletics20% + STR+DEXAcrobatics20% + STR+DEX
Customs (Homeworld)140% + INTx2Any Transportation skill20% + See skills
Endurance20% + CONx2Culture (any)10% + INTx2
Influence30% + CHAx2Jedi Combat Style (Unarmed + Lightsaber)30% + STR+DEX
Evade20% + DEXx2Language (any)20% + INT+CHA
Homeworld140% + INTx2Language (Galactic Basic)20% + INT+CHA
Insight20% + INT+POWMeditation30% + INT+POW
Native Language140% + INT+CHAOratory20% + POW+CHA
Perception20% + INT+POWSurvival (Native Homeworld type)140% + CON+POW
Willpower20% + POWx2Survival (Choose World type)20% + CON+POW
  The Force40% + POWx2

Sith/Gray Jedi

Characters must have a POW of at least 14 to use The Force.

Standard Skills%Professional Skills%
Athletics20% + STR+DEXAcrobatics20% + STR+DEX
Customs (Homeworld)140% + INTx2Any Transportation skill20% + See skills
Deceit30% + CHAx2Culture (any)10% + INTx2
Evade20% + DEXx2Jedi Combat Style (Unarmed + Lightsaber)30% + STR+DEX
Homeworld140% + INTx2Language (any)20% + INT+CHA
Insight30% + INT+POWLanguage (Galactic Basic)20% + INT+CHA
Native Language140% + INT+CHAMeditation30% + INT+POW
Perception20% + INT+POWStreetwise30% + POW+CHA
  Survival (Native Homeworld type)140% + CON+POW
  Survival (Choose World type)30% + CON+POW
  The Force40% + POWx2

Pilot

Standard Skills%Professional Skills%
Brawn20% + STR+SIZAstrogation20% + INTx2
Customs (Homeworld)140% + INTx2Culture (any)10% + INTx2
Endurance20% + CONx2Cultural Combat Style (+ Unarmed)30% + STR+DEX
Homeworld140% + INTx2Electronics20% + DEX+INT
Native Language140% + INT+CHALanguage (any)20% + INT+CHA
Perception30% + INT+POWLanguage (Galactic Basic)20% + INT+CHA
Willpower30% + POWx2Mechanics30% + CON+INT
  Sensors20% + INT+POW
  Streetwise30% + POW+CHA
  Survival (Native Homeworld type)140% + CON+POW
  Pilot40% + DEX+INT
  Transportation (Choose)30% + See skills

Soldier

Standard Skills%Professional Skills%
Athletics or Brawn30% + STR+DEX or STR+SIZCombat Style (Blasters)40% + STR+DEX
Customs (Homeworld)140% + INTx2Combat Style (Heavy Weapons)20% + STR+DEX
Endurance30% + CONx2Comms10% + INTx2
Evade30% + DEXx2Demolitions20% + INTx2
Homeworld140% + INTx2Electronics10% + DEX+INT
Native Language140% + INT+CHALanguage (Galactic Basic)20% + INT+CHA
Unarmed30% + STR+DEXMechanics30% + CON+INT
  Science
(Military/Strategy and Tactics)
20% + INTx2
  Survival (Native Homeworld type)140% + CON+POW
  Sensors20% + INT+POW
  Survival (Choose World type)30% + CON+POW
  Transportation (Choose)30% + See skills

Smuggler

Standard Skills%Professional Skills%
Customs (Homeworld)130% + INTx2Astrogation20% + INTx2
Conceal30% + DEX+POWBureaucracy10% + INTx2
Deceit40% + CHAx2Commerce30% + INT+CHA
Homeworld140% + INTx2Combat Style (Blasters)20% + STR+DEX
Influence30% + CHAx2Culture (any)20% + INTx2
Insight30% + INT+POWLanguage (Galactic Basic)20% + INT+CHA
Native Language140% + INT+CHALanguage (any)10% + INT+CHA
Unarmed20% + STR+DEXNavigation20% + INT+POW
Willpower20% + POWx2Streetwise20% + POW+CHA
  Survival (Native Homeworld type)140% + CON+POW
  Transportation (Choose)20% + See skills
1

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.

  1. Calculate starting Standard Skills.
  2. Choose or roll homeworld type, technology level, and society type.
    1. You automatically get the default planetary skills of Homeworld and Survival (Homeworld type) for the chosen homeworld type.
    2. Add +40% each to Customs, Native Language, Homeworld, and Survival (Homeworld type).
    3. Add +20% to Language (Galactic Basic).
    4. Choose two Transportation skills from the list for the chosen homeworld type.
    5. Choose one Professional skill from the list for the chosen technology level.
    6. Acquire Standard and Professional skills for the chosen society type as described in the table.
  3. Choose or roll a career from the table below.
    1. 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.
  4. Use the Skill Pyramid described below to allocate skills.

The Skill Pyramid divides 350 points into four levels of pre-chosen skill values:

# of SkillsPercentage
240%
430%
520%
510%

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 SkillsPercentage
330%
520%
510%
   30 30 30
20 20 20 20 20
10 10 10 10 10

 

RollCareerStandard SkillsProfessional Skills
1ArtistCustoms, Homeworld, Influence, Insight, Perception, Willpower. One Transportation skillArt (any), Commerce, Craft (primary), Craft (secondary), Culture (any), Language (any), Streetwise
2AssassinConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style)Culture (any), Demolitions, Disguise, Forgery, Language (any), Sleight, Streetwise
3Bounty HunterAthletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (any)Bureaucracy, Commerce, Culture (any), Language (any), Streetwise, Survival (any), Track
4CriminalAthletics, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed or Concealable Weapons Style)Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Streetwise
5DetectiveCustoms, Evade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style)Bureaucracy, Culture (any), Disguise, Language (any), Science (any), Sleight, Streetwise
6EntertainerAthletics, Brawn, Dance, Deceit, Influence, Insight, SingAcrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, Streetwise
7ExplorerAthletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skillAstrogation, Courtesy, Customs (any), Language (any), Navigation, Science (any), Survival (any)
8FarmerAthletics, Brawn, Endurance, Homeworld, Perception, Willpower. One Transportation skillCommerce, Craft (any), Mechanics, Navigation, Science (Agriculture), Survival, Track
9GamblerConceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms style)Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise
10HunterAthletics or Swim; Endurance, Homeworld, Perception, Stealth; Combat Style (Hunting style)Bureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (any), Track
11Jedi/SithAthletics, Deceit or Influence, Evade, Insight, Perception; Jedi Combat Style (Unarmed + Lightsaber). One Transportation skillAcrobatics, Culture (any), Language (any), Meditation, Oratory, Survival (any), The Force
12JournalistCustoms, Deceit, Homeworld, Influence, Insight, Native Tongue, PerceptionBureaucracy, Culture (any), Language (any), Oratory, Politics, Science (any), Streetwise
13MechanicBrawn, Endurance, Homeworld Influence, Willpower. Two Transportation skillsCommerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise
14MedicCustoms, First Aid, Homeworld, Influence, Insight, Willpower. One Transportation skillCommerce, Culture (any), Healing, Language (any), Science (primary), Science (secondary), Streetwise
15MerchantDeceit, Homeworld, Insight, Influence, Native Tongue. Two Transportation skillsBureaucracy, Commerce, Courtesy, Culture (any), Language (any), Navigation, Streetwise
16NobleCustoms, Homeworld, Influence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms style)Art (any), Commerce, Culture (any), Courtesy, Language (any), Oratory, Politics
17PilotBrawn, Endurance, Homeworld, Perception, Willpower. Pilot and one other Transportation skillAstrogation, Culture (any), Electronics, Language (any), Mechanics, Sensors, Streetwise
18PoliticianCustoms, Deceit, Homeworld, Influence, Insight, Native Tongue, PerceptionBureaucracy, Courtesy, Culture (any), Language (any), Oratory, Politics, Science (any)
19Scholar/ScientistCustoms, Homeworld, Influence, Insight, Native Tongue, Perception, WillpowerCulture (any), Engineering, Language (any), Oratory, Science (primary), Science (secondary), Teach
20ScoutAthletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (any). One Transportation skillComms, Customs (any), Language (any), Navigation, Sensors, Survival (any), Track
21Servant/RetainerCustoms, Deceit, Homeworld, Influence, Insight, Perception. One Transportation skillBureaucracy, Courtesy, Craft (service related), Culture (any), Language (any), Politics, Streetwise
22SmugglerConceal, Deceit, Homeworld, Influence, Insight, Willpower. One Transportation skillAstrogation, Bureaucracy, Commerce, Customs (any), Language (any), Navigation, Streetwise
23SoldierAthletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Side Arms style), Combat Style (Heavy Weapons style). One Transportation skillComms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (any)
24SpyConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style)Comms, Culture (any), Disguise, Electronics, Forgery, Language (any), Streetwise
25TechnicianEndurance, Homeworld, Influence, Perception, Willpower. Two Transportation skillsComms, Craft (any), Electronics, Gambling, Mechanics, Science (any), Sensors

Detailed Skill Selection

  1. Calculate starting Standard Skills.
  2. Choose or roll homeworld type, technology level, and society type.
    1. You automatically get the default planetary skills of Homeworld and Survival (type) for the chosen homeworld type.
    2. Add +40% each to Customs, Native Language, Homeworld, and Survival (type).
    3. Add +20% to Language (Galactic Basic).
    4. Choose two Transportation skills from the list for the chosen homeworld type.
    5. Choose one Professional skill from the list for the chosen technology level.
    6. Acquire Standard and Professional skills for the chosen society type as described in the table.
    7. Distribute 100 skill points between any chosen Standard or Professional skills.
      • Minimum allocation per skill is 5%, maximum is 15%.
  3. Choose or roll a career from the table below.
    1. Choose up to 3 Professional skills from the list for the chosen career.
    2. 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.
  4. 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.

RollCareerStandard SkillsProfessional Skills
1ArtistCustoms, Homeworld, Influence, Insight, Perception, Willpower. One Transportation skillArt (any), Commerce, Craft (primary), Craft (secondary), Culture (any), Language (any), Streetwise
2AssassinConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style)Culture (any), Demolitions, Disguise, Forgery, Language (any), Sleight, Streetwise
3Bounty HunterAthletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (any)Bureaucracy, Commerce, Culture (any), Language (any), Streetwise, Survival (any), Track
4CriminalAthletics, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed or Concealable Weapons Style)Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Streetwise
5DetectiveCustoms, Evade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style)Bureaucracy, Culture (any), Disguise, Language (any), Science (any), Sleight, Streetwise
6EntertainerAthletics, Brawn, Dance, Deceit, Influence, Insight, SingAcrobatics, Acting, Oratory, Musicianship, Seduction, Sleight, Streetwise
7ExplorerAthletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skillAstrogation, Courtesy, Customs (any), Language (any), Navigation, Science (any), Survival (any)
8FarmerAthletics, Brawn, Endurance, Homeworld, Perception, Willpower. One Transportation skillCommerce, Craft (any), Mechanics, Navigation, Science (Agriculture), Survival, Track
9GamblerConceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms style)Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise
10HunterAthletics or Swim; Endurance, Homeworld, Perception, Stealth; Combat Style (Hunting style)Bureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (any), Track
11Jedi/SithAthletics, Deceit or Influence, Evade, Insight, Perception; Jedi Combat Style (Unarmed + Lightsaber). One Transportation skillAcrobatics, Culture (any), Language (any), Meditation, Oratory, Survival (any), The Force
12JournalistCustoms, Deceit, Homeworld, Influence, Insight, Native Tongue, PerceptionBureaucracy, Culture (any), Language (any), Oratory, Politics, Science (any), Streetwise
13MechanicBrawn, Endurance, Homeworld Influence, Willpower. Two Transportation skillsCommerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise
14MedicCustoms, First Aid, Homeworld, Influence, Insight, Willpower. One Transportation skillCommerce, Culture (any), Healing, Language (any), Science (primary), Science (secondary), Streetwise
15MerchantDeceit, Homeworld, Insight, Influence, Native Tongue. Two Transportation skillsBureaucracy, Commerce, Courtesy, Culture (any), Language (any), Navigation, Streetwise
16NobleCustoms, Homeworld, Influence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms style)Art (any), Commerce, Culture (any), Courtesy, Language (any), Oratory, Politics
17PilotBrawn, Endurance, Homeworld, Perception, Willpower. Pilot and one other Transportation skillAstrogation, Culture (any), Electronics, Language (any), Mechanics, Sensors, Streetwise
18PoliticianCustoms, Deceit, Homeworld, Influence, Insight, Native Tongue, PerceptionBureaucracy, Courtesy, Culture (any), Language (any), Oratory, Politics, Science (any)
19Scholar/ScientistCustoms, Homeworld, Influence, Insight, Native Tongue, Perception, WillpowerCulture (any), Engineering, Language (any), Oratory, Science (primary), Science (secondary), Teach
20ScoutAthletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (any). One Transportation skillComms, Customs (any), Language (any), Navigation, Sensors, Survival (any), Track
21Servant/RetainerCustoms, Deceit, Homeworld, Influence, Insight, Perception. One Transportation skillBureaucracy, Courtesy, Craft (service related), Culture (any), Language (any), Politics, Streetwise
22SmugglerConceal, Deceit, Homeworld, Influence, Insight, Willpower. One Transportation skillAstrogation, Bureaucracy, Commerce, Customs (any), Language (any), Navigation, Streetwise
23SoldierAthletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Side Arms style), Combat Style (Heavy Weapons style). One Transportation skillComms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (any)
24SpyConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style)Comms, Culture (any), Disguise, Electronics, Forgery, Language (any), Streetwise
25TechnicianEndurance, Homeworld, Influence, Perception, Willpower. Two Transportation skillsComms, 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

  1. Roll 3d6 seven times and allocate the results to characteristics.
  2. Choose Walking, Wheeled, Tracked or Repulsorlift movement. 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; meaning that they cannot naturally recover hit points but must be repaired by someone with the correct technical skills and replacement parts.
  4. Accessories
    Droids get 1d3+3 accessories. Choose from:
    1. 360 Degree Perception: Can ‘see’ in all directions simultaneously.
    2. Armor: +3 physical Armor Points
    3. Comlink: Inbuilt verbal communicator
    4. Data Link: Plug-in adaptor to communicate with electronic devices
    5. Enhanced Sonic Hearing: Can hear sound frequencies above and below human norm
    6. Holoprojector: Can project holo recordings
    7. Holorecorder: Can record holo images or movies
    8. Infrared Vision: Can see into the Infrared spectrum, able to discern heat sources (other spectra also available)
    9. Low-light Vision: Can amplify ambient light to see in natural darkness
    10. Magnetic Appendages: Can adhere to metal surfaces
    11. Motion Sensor: Can detect low level infrasound caused by moving objects or creatures
    12. Radar: Detect and analyze objects at range, providing there is a clear line of sight
    13. Remote Processor: droid body is just a remote, the processor is elsewhere
    14. Shielded Internal Compartment: Hidden compartment for concealing objects
    15. Shielding: +3 Armor Points verses Ion weapons
    16. Tools: Any tools required for performing their normal functionality
    17. Vocabulator: Needed to ‘speak’ non-electronic languages such as Galactic Basic
    18. 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

 SpeciesSTRCONSIZDEXINTPOWCHAMovement
1Aqualish2d6+63d62d6+63d62d6+63d63d66
2Cerean3d63d62d6+63d62d6+93d63d66
3Ewok2d6+63d61d6+42d6+62d6+63d63d66
4Gamorrean2d6+62d6+62d6+62d6+31d3+73d63d66
5Human3d63d62d6+63d62d6+62d6+93d66
6Hutt2d6+62d6+62d6+181d62d6+93d63d64
7Ithorian2d6+62d6+62d6+92d62d6+62d6+63d66
8Mirialan3d63d62d6+62d6+92d6+63d63d66
9Mon Calamari2d6+63d62d6+32d62d6+93d63d66
10Rodian2d6+32d6+62d6+32d6+62d6+63d63d66
11Togruta3d63d62d6+63d62d6+63d63d66
12Trandoshan3d6+92d6+92d6+122d6+32d6+62d6+33d66
13Twilek2d6+32d6+32d6+62d6+92d6+63d63d66
14Wookiee2d6+122d6+62d6+152d6+32d6+63d63d68
15Zabrak3d62d6+62d6+63d62d6+63d63d66

Aqualish

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

Natural WeaponSize/ForceReachDamageAP/HP
ClawsST1d4 + dmgAs for arm

Cerean

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Ewok

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

Natural WeaponSize/ForceReachDamageAP/HP
ClawsST1d4 + dmgAs for arm/leg

Gamorrean

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

Natural WeaponSize/ForceReachDamageAP/HP
FistsMT1d4 + dmgAs for arm
TusksMT1d3 + dmgAs for head

Human

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Hutt

• Natural Armor: None
• Abilities: None
• Hit Locations: See table

Natural WeaponSize/ForceReachDamageAP/HP
FistLM1d4 + dmgAs for arm
Tail SlapLL1d8 + dmgAs for tail
 
1d20LocationAP/HP
1-5Tail0/8
6-10Abdomen0/9
11-14Chest0/10
15-16Right Arm0/7
17-18Left Arm0/7
19-20Head0/8

Ithorian

• Natural Armor: None
• Abilities: Improved Depth Perception (Visual Perception one step easier)
• Hit Locations: Standard Humanoid

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Mirialan

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Mon Calamari

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Rodian

• Natural Armor: None
• Abilities: Adhering; Night Sight
• Hit Locations: Standard Humanoid

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Togruta

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs 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 WeaponSize/ForceReachDamageAP/HP
BiteMT1d6 + dmgAs for head
ClawsMT1d4 + dmgAs for arm

Twilek

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Wookiee

• Natural Armor: None
• Abilities: Frenzy (if wounded), Intimidate
• Hit Locations: Standard Humanoid

Natural WeaponSize/ForceReachDamageAP/HP
ClawsLM1d6 + dmgAs for arm/leg

Zabrak

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

Natural WeaponSize/ForceReachDamageAP/HP
Hands/FeetST1d3 + dmgAs for arm/leg

Skills

New or altered skills are defined here; others are found in core Mythras.

MSW Standard Skills

SkillStarting Value
AthleticsSTR+DEX
BrawnSTR+SIZ
ConcealDEX+POW
CustomsINTx2
DanceDEX+CHA
DeceitINT+CHA
EnduranceCON x2
EvadeDEX x2
First AidINT+DEX
Homeworld1INT x2
InfluenceCHA x2
InsightINT+POW
Native TongueINT+CHA
PerceptionINT+POW
SingCHA+POW
StealthDEX+INT
SwimSTR+CON
UnarmedSTR+DEX
WillpowerPOW x2
1

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)

SkillStarting Value
BoatingSTR+CON
DriveDEX+POW
PilotDEX+INT
RideDEX+POW

MSW Professional Skills

New MSW skills are linked to their definitions.

SkillStarting Value
AcrobaticsSTR+DEX
ActingCHA x2
ArtPOW+CHA
AstrogationINT x2
BureaucracyINT x2
CommerceINT+CHA
CommsINT x2
CourtesyINT+CHA
CraftDEX+INT
CultureINT x2
DemolitionsINT+POW
DisguiseINT+CHA
ElectronicsDEX+INT
Engineering2INT x2
ForgeryDEX+INT
GamblingINT+POW
HealingINT+POW
LanguageINT+CHA
LockpickingDEX x2
MechanicsCON+INT
MeditationINT+POW
MusicianshipDEX+CHA
NavigationINT+POW
OratoryPOW+CHA
PilotDEX+INT
PoliticsINT+CHA
Science (Specialty)INT x2
SensorsINT+POW
SeductionINT+CHA
SleightDEX+CHA
StreetwisePOW+CHA
SurvivalCON+POW
TeachINT+CHA
The ForcePOW x2
TrackINT+CON
2

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:

  1. Skill Augmentation
    As in Mythras Mysticism rules; decrease one level of difficulty per level of Intensity.
  2. Attribute Enhancement
    As in Mythras Mysticism rules.
  3. 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 RankPower
InitiateSkill Augmentation and Attribute Enhancement as in Mysticism
ApprenticeAwareness, Sense, Telekinesis
KnightCoerce, Deflect, Telepathy
MasterHealing, Hibernation, Illusion
Grand MasterConceal, Deny, Projection

The Sith Path

The Sith Order teaches the following Force Powers:

Sith RankPower
AcolyteSkill Augmentation and Attribute Enhancement as in Mysticism
ApprenticeAwareness, Sense, Telekinesis
AdeptConceal, Deflect, Violate
LordAura, Deny, Illusion
MasterLeech, 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 RankMeditation Skill RequiredForce Skill Required
Initiate/Acolyte4030
Apprentice5045
Knight/Adept7570
Master/Lord110100
Grand Master/Master150130

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 RankSith RankMaximum Difficulty GradeAdditional POW Point Cost
InitiateAcolyte--
ApprenticeApprentice--
KnightAdeptHard1
MasterLordFormidable2
Grand MasterMasterHerculean3

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

 TalentResistanceHardFormidableHerculean
1AuraWillpowerCity-wideContinentalPlanet-wide
2Awareness-City-widePlanet-wideAcross systems
3CoerceWillpowerSee descriptionSee descriptionSee description
4Conceal-City-wideContinentalPlanet-wide
5Control Pain-Ignore Major WoundsIgnore physical tortureIgnore Force torture
6Deflect----
7DenySee descriptionTwo energy typesThree energy typesFour energy types
8Healing-Two recovery stepsThree recovery stepsFour recovery steps
9Hibernation-WeeksMonthsYears
10Illusion-Human sizedVehicle sizedStarship sized
11Leech-Recover all fatigueRecover all hit pointsCease aging
12LightningWillpower1d62d63d6
13Projection-City-widePlanet-wideAcross galaxy
14Sense-City-widePlanet-wideAcross galaxy
15TelekinesisSTRTens of poundsHundreds of poundsTons
16Telepathy-City-wideContinentalPlanet-wide
17TransferSee descriptionDecadesCenturiesMillenia
18ViolateWillpowerFrom last weekFrom last yearAny 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

TypeArmor PointsLocationsInitiative PenaltyCost
Flight Suit2All2800 Credits
Armored Flight Suit4All54,000 Credits
Blast Helmet4Head1500 Credits
Stormtrooper6All78,000 Credits
Imperial Guard8All10N/A
Mandalorian7 on head/torso, 2 limbsAll530,000 Credits

Shields

TypeDamageSizeReachCombat EffectsENCAP/HPTraitsCost
Personal Plasma Shield1d3SmallShortBash, Stun Location-6/4Ranged Parry; Passive block 2 locations2,000 Credits
Riot Shield1d4LargeShortBash, Stun Location36/12Ranged Parry; Passive block 4 locations500 Credits

Blasters

BlasterDamageRangeFiring RateCapacityLoad TimeWeapon TraitsENCCost
Pistol1d810/30/12011003Cauterizing1500 Credits
Heavy Pistol1d107/25/501503Cauterizing1750 Credits
Carbine2d615/50/2201503Cauterizing2900 Credits
Light Repeating Blaster2d630/100/300See note 1See note 215Cauterizing72,000 Credits
1

3 shot burst or full auto (up to 25 shots)

2

25 (250 if connected to backpack generator)

Ion Weapons

WeaponDamageRangeFiring RateCapacityLoad TimeWeapon TraitsENCCost
Ion Pistol1d67/25/501503Paralyzing1800 Credits
Ion Rifle1d1010/40/751253Paralyzing11,300 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

WeaponDamageRangeFiring RateCapacityLoad TimeWeapon TraitsENCCost
Wookie Bowcaster3d610/30/50362Ablating5?

Melee

WeaponDamageSizeReachEffectsAP/HPTraitsCost
Electrostaff1d6MediumLongStun Location4/6-900 Credits
Lightsaber2d8Small (No Mass)LongDamage Weapon, Sunder6/8Cauterizing20,000 Credits
Z6 Riot Control Baton1d8MediumMediumStun Location4/6-900 Credits
Vibroknife1d4+1SmallShort4/6-400 Credits
Vibrosword1d8+1MediumMedium4/6-800 Credits

Equipment

Resources

Names

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Human Planets