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MSW: Mythic Star Wars

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

Notes

  • 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, etc. are not detailed here but can be found in the Foundry module

Foundry Module
Foundry Module Manifest

Character Creation

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 Gifts section and follow the instructions.
  4. Open the Homeworld, Technology, Society Types section. Follow the instructions.
  5. Open the Skill Pyramid section. Use the Skill Pyramid to choose your career and skills.
    • Refer to the Career section to see which skills each career has
  6. Open and read Passions and Passion Examples in the Quick Reference section of the References compendium in Foundry or in the core Mythras rulebook. Choose 3 passions following these guidelines:
    • One loyalty or allegiance to or belief in an organization, person, cause, or ideal, etc.
    • One prejudice, hatred, rivalry, fear, etc.
    • One 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; refer to the Foundry compendium for weapons and armor

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 Force Discipline skills.

Species

Species

SpeciesSTRCONSIZDEXINTPOWCHAMove
Aqualish2d6+63d62d6+63d62d6+63d63d66
Cerean3d63d62d6+63d62d6+93d63d66
Ewok2d6+63d61d6+42d6+62d6+63d63d66
Gamorrean2d6+62d6+62d6+63d62d6+63d63d66
Human3d63d62d6+63d62d6+62d6+93d66
Hutt2d6+62d6+62d6+181d62d6+93d63d64
Ithorian2d6+62d6+62d6+92d62d6+62d6+63d66
Mirialan3d63d62d6+62d6+92d6+63d63d66
Mon Calamari2d6+63d62d6+32d62d6+93d63d66
Rodian2d6+32d6+62d6+32d6+62d6+63d63d66
Togruta3d63d62d6+63d62d6+63d63d66
Trandoshan3d6+92d6+92d6+122d6+32d6+62d6+33d66
Twilek2d6+32d6+32d6+62d6+92d6+63d63d66
Wookiee2d6+122d6+62d6+152d6+32d6+63d63d68
Zabrak3d62d6+62d6+63d62d6+63d63d66

Aqualish

  • Natural Armor: None
  • Abilities: Night Sight
  • Hit Locations: Standard Humanoid
Natural WeaponSize/ForceReachDamageAP/HP
ClawsST1d4 + dmgAs for arm

Aqualish

Cerean

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

Cerean

Ewok

  • Natural Armor: None
  • Abilities: None
  • Hit Locations: Standard Humanoid
Natural WeaponSize/ForceReachDamageAP/HP
ClawsST1d4 + dmgAs for arm

Ewok

Gamorrean

  • Natural Armor: None
  • Abilities: None
  • Hit Locations: Standard Humanoid
Natural WeaponSize/ForceReachDamageAP/HP
FistsMT1d4 + dmgAs for arm
BiteMT1d4 + dmgAs for head

Gamorrean

Human

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

Human

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

Hutt

Ithorian

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

Ithorian

Mirialan

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

Mirialan

Mon Calamari

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

Mon Calamari

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

Rodian

Togruta

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

Togruta

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

Trandoshan

Twilek

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

Twilek

Wookiee

  • Natural Armor: None
  • Abilities: Frenzy (if wounded), Intimidate
  • Hit Locations: Standard Humanoid
Natural WeaponSize/ForceReachDamageAP/HP
ClawsLM1d6 + dmgAs for arm/leg

Wookiee

Zabrak

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

Zabrak

Gifts

THESE ARE NOT FORCE POWERS
THESE ARE NOT FORCE POWERS
THESE ARE NOT FORCE POWERS

Gifts are not Force powers. These are things you get at character creation because you’re extraordinary people.

New characters get 3 Gift points.

It is recommended that you write down your Gifts in the Abilities section of your character sheet so you don’t forget about them or how you came by them.

Spending Gift Points

GiftPoint CostNotes
+15% To any* skill (stackable on the same skill)1* Not usable for Force Discpline skills.
+1 Luck Point2
Roll on Gift Table3

Gift Table (Roll)

RollGiftRollGift
1Agile11Insightful
2Charming12Iron Mind
3Danger Sense13Linguistic Savant
4Deadshot14Natural Liar
5Eidetic Memory15Null-Force
6Enhanced Balance16Perceptive
7Enhanced Sight17Quick
8Mathematical Savant18Regenerative
9Forgettable19Resilient
10Species Perfection20Shadow

Gift Descriptions

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. With ranged weapons, aiming for one round reduces the situational Difficulty by two grades instead of one. Additionally, the character can shift one adjacent hit location when using ranged weapons.

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 Evade is used to avoid an attack, the character does not go 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. Additionally, 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 Talents, but they can be injured through physical manifestations of the Force, such as being moved by or having something thrown at them via Telekinesis Talents. A Null-Force character by definition cannot be a Jedi, Sith, or other Force user, regardless of their POW. Characters are only affected by the Force Talents Cryokinesis and Pyrokinesis in the Environment Discipline, and by relevant Telekinesis Discipline Talents.

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.

Homeworld, Technology, Society

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

Homeworld

To determine the character’s homeworld, choose or roll the homeworld type.

  • Take the skill Homeworld (the type chosen) and add +40% to it (listed in Planetary Skills)
  • Take the skill Survival (your homeworld type) and add +40% to it (listed in Planetary Skills)
  • Add +40% to Customs (your homeworld)
  • Languages
    • Take Language (Galactic Basic). If Galactic Basic is your native language, add +40%; otherwise, add +20%
    • Add +40% to Native Language (if not Galactic Basic)
  • Take the Transportation skills listed below for your homeworld type and add 30% to each
Homeworld TypePlanetary SkillsTransportation Skills
1Asteroid/StationHomeworld Asteroid/Station, Survival VaccuumPilot (Spaceship) and select one of Drive (Crawler) or Drive (Walker)
2Cloud WorldHomeworld Cloud, Survival Poisonous AtmospherePilot (Flyer) and select one of Pilot (Airship) or Ride (Flying Beast)
3Desert WorldHomeworld Desert, Survival DesertSelect two from: Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
4Ice WorldHomeworld Ice, Survival ArcticSelect two from: Drive (Crawler), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
5Jungle WorldHomeworld Jungle, Survival JungleSelect two from: Boating (Boats), Drive (Speeder), Drive (Walker), Pilot (Flyer), Ride (Beast)
6Ocean WorldHomeworld Ocean, Survival OceanSelect one of Boating (Boats), Boating (Submersibles), Pilot (Flyer), Ride (Beast)
7Temperate/Forest WorldHomeworld Temperate, Survival ForestSelect one of Pilot (Flyer), Ride (Beast), Drive (Speeder)

Technology

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

Technology TypeProfessional Skills
1PrimitiveSelect one from: Craft, Lore, Navigation, Track
2IndustrialSelect one from: Craft, Commerce, Science, Streetwise
3GalacticSelect 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 TypeStandard SkillsProfessional Skills
1MilitaristicEndurance, Evade, Perception, Unarmed and one cultural Combat Style-
2BureaucraticInfluence, InsightBureaucracy, Oratory, Politics
3ManufacturingBrawn, EnduranceCommerce, Craft (choose type), 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 type), Track

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.

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

Ensure your character has a Combat Style in addition to Unarmed. (see the Making Combat Styles section if your career does not provide a Combat Style).

Open the Star Wars Skills compendium.

The Skill Pyramid divides 350 skill points into four levels:

# 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

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

  • All points from the pyramid must be used
  • Each allocation must be allocated as a unit (for example 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 points to skills you received from Homeworld, Technology, and Society, except for the following skills, as they already received a +40% bonus:
    • Customs (your homeworld) (other world Customs are ok to allocate to)
    • Native language
    • Homeworld (type you chose)
    • Survival (your homeworld type) (other world type Survival is ok to allocate to)
  • No skill can be made to be over 80%
  • If possible, at least five allocations 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. Afterward, 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

Careers and Associated Skills

#CareerStandard SkillsProfessional Skills
1ArtistInfluence, Insight, Perception, Willpower. One Transportation skillArt (choose), Commerce, Craft (primary), Craft (secondary), Culture (choose), Language (choose), Streetwise
2AssassinConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed, Concealable Weapons or Sniper style)Culture (choose), Demolitions, Disguise, Forgery, Language (choose), Sleight, Streetwise
3Bounty HunterAthletics, Endurance, Evade, Insight, Perception, Stealth; Combat Style (choose)Bureaucracy, Commerce, Culture (choose), Language (choose), Streetwise, Survival (choose), Track
4CriminalAthletics, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Unarmed or Concealable Weapons Style)Acting, Commerce, Disguise, Electronics, Lockpicking, Sleight, Streetwise
5DetectiveEvade, Influence, Insight, Perception, Stealth; Combat Style (Unarmed or Side Arms style)Bureaucracy, Culture (choose), Disguise, Language (choose), Science (choose), Sleight, Streetwise
6EntertainerAthletics, Brawn, Dance, Deceit, Influence, Insight, SingAstrogation, Courtesy, Customs (choose), Language (choose), Navigation, Science (choose), Survival (choose)
7ExplorerAthletics or Swim; Endurance, First Aid, Perception, Willpower; Combat Style (any). One Transportation skillAstrogation, Courtesy, Customs (choose), Language (choose), Navigation, Science (choose), Survival (choose)
8FarmerAthletics, Brawn, Endurance, Perception, Willpower. One Transportation skillCommerce, Craft (choose), Mechanics, Navigation, Science (Agriculture), Survival, Track
9GamblerConceal, Deceit, Evade, Influence, Insight, Perception; Combat Style (Unarmed or Side Arms/Pistols style)Acting, Bureaucracy, Commerce, Courtesy, Gambling, Sleight, Streetwise
10HunterAthletics or Swim; Endurance, Perception, Stealth; Hunter Combat StyleBureaucracy, Commerce, Craft (traps), Navigation, Science (hunting related) Survival (choose), Track
11Jedi, Sith, Force UserAthletics, Deceit or Influence, Evade, Insight, Perception; Force User Combat Style (Unarmed + Lightsaber); One Transportation skillAcrobatics, Culture (choose), Language (choose), Oratory, Survival (choose), The Force
12JournalistDeceit, Influence, Insight, Native Tongue, PerceptionBureaucracy, Culture (choose), Language (choose), Oratory, Politics, Science (choose), Streetwise
13MechanicBrawn, Endurance, Influence, Willpower; Two Transportation skillsCommerce, Craft (primary), Craft (secondary), Electronics, Gambling, Mechanics, Streetwise
14MedicFirst Aid, Influence, Insight, Willpower. One Transportation skillCommerce, Culture (choose), Healing, Language (choose), Science (primary), Science (secondary), Streetwise
15MerchantDeceit, Insight, Influence, Native Tongue. Two Transportation skillsBureaucracy, Commerce, Courtesy, Culture (choose), Language (choose), Navigation, Streetwise
16NobleInfluence, Insight, Native Tongue, Perception; Combat Style (Unarmed or Side Arms/Pistols style)Art (choose), Commerce, Culture (choose), Courtesy, Language (choose), Oratory, Politics
17PilotBrawn, Endurance, Perception, Willpower. Pilot (choose) and one other Transportation skillAstrogation, Culture (choose), Electronics, Language (choose), Mechanics, Sensors, Streetwise
18PoliticianDeceit, Influence, Insight, Native Tongue, PerceptionBureaucracy, Courtesy, Culture (choose), Language (choose), Oratory, Politics, Science (choose)
19Scholar, ScientistInfluence, Insight, Native Tongue, Perception, WillpowerCulture (choose), Engineering, Language (choose), Oratory, Science (primary), Science (secondary), Teach
20ScoutAthletics or Swim; Endurance, First Aid, Perception, Stealth; Combat Style (choose or create one). One Transportation skillComms, Customs (choose), Language (choose), Navigation, Sensors, Survival (choose), Track
21Servant, RetainerDeceit, Influence, Insight, Perception. One Transportation skillBureaucracy, Courtesy, Craft (service related), Culture (choose), Language (choose), Politics, Streetwise
22SmugglerConceal, Deceit, Influence, Insight, Willpower. One Transportation skillAstrogation, Bureaucracy, Commerce, Customs (choose), Language (choose), Navigation, Streetwise
23SoldierAthletics or Brawn, Endurance, Evade, Unarmed; Combat Style (Blaster Pistol and Carbine), Combat Style (melee weapons). One Transportation skillComms, Demolitions, Electronics, Mechanics, Science (Strategy and Tactics), Sensors, Survival (choose)
24SpyConceal, Deceit, Evade, Insight, Perception, Stealth; Combat Style (Concealable Weapons Style)Comms, Culture (choose), Disguise, Electronics, Forgery, Language (choose), Streetwise
25TechnicianEndurance, Influence, Perception, Willpower. Two Transportation skillsComms, Craft (choose), Electronics, Gambling, Mechanics, Science (choose), Sensors

Droid Character Creation

Creating A Droid Character

  1. Roll 3d6 7 times
    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 New droid characters 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
    All new droid characters begin with the same mobility and communications coding. Note that all droids are programmed to understand Galactic Basic, even if they do not use 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 a Career based on your droid’s original role. Some 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

The Force

This is a homebrew version of Star Wars Force power rules for Mythras. It’s inspired by the Force rules from The Forbidden Supplement1 (which are based on core Mythras Mysticism), but structurally it’s more like Mythras Psionics rules from AtVW, LA, and WU2.

The intended setting is Star Wars, but if you take out the Force stuff it’s essentially another homebrewed set of powers for Mythras or compatible D100 systems.

  The Nature of the Force
  Using the Force
    Disciplines and Talents
    Magic/Force/Tenacity Points
    Recovering MP/Force Points
    Action Points
  Intensity
  Reducing Resistance
  Overcoming Failure
  Disciplines and Talents in Detail
    Augment Attribute Discipline
    Augment Skill Discipline
    Force Combat Style
    Body Discipline
    Environment Discipline
    Mind Discipline
    Sense Discipline
    Telekinesis Discipline
  Passions and the Force
  Force Orders, Collectives, and Covens
  Force Discipline and Talent Table

The Nature of the Force

The Force is a universal property of all things. It could be considered a kind of field that permeates every particle of matter and energy. Or perhaps it’s the matrix or substrate in which all living things exist and from which they draw their life force.

Or maybe it’s the power of Nature, or Gaia, that flows through everything. Or maybe it’s the inherent magic from which all things, um, magically self-organized and became the universe.

Put more simply, it’s what works for your setting3.

The Force exists in a balance4 of Light and Dark “sides”, inherently in opposition to each other (according to some). The Light side favors law and order, regularity, peace, and harmony. The Dark side favors chaos, extremes, violence, and power.

This is not to say that the Light side is “good” and that the Dark side is “evil”. These oversimplifications lead to conflict. The law of the Light can be cold and cruel, and the chaos of the Dark can be beauty and abundance.

Light and Dark are intimately related - you don’t have one without the other. The balance, the Grey if you will, draws from both sides without being either.

See the section on Passions and the Force for ideas about handling Light/Dark/etc.

Using the Force

Disciplines and Talents

Force powers are organized into Disciplines, each of which contains related Talents. A Talent is invoked using its Discipline skill, meaning each Discipline must be learned and practiced separately. The Disciplines are:

  • Augment Attribute
  • Augment Skill
  • Force Combat Style
  • Body
  • Environment
  • Mind
  • Sense
  • Telekinesis

Each Talent within a Discipline is learned independently. For example, Force Jump and Levitate are distinct Talents within the Telekinesis Discipline. A Force user who knows the Telekinesis Discipline must learn Force Jump and Levitate separately to use them. In both cases, the Telekinesis Discipline skill is used to invoke the Talent.

Learning a new Discipline requires:

  1. A Master of that Discipline is available and willing to train the Force user
  2. The Master and student spend one month training
  3. The student spends 6 Experience Rolls

When learning a new Discipline, one automatically learns a single Talent within that Discipline. New Disciplines start at POW * 2.

Learning new Talents in a Discipline a Force user already knows requires:

  1. A Master of that Discipline is available and willing to train the Force user
  2. The Master and student spend two weeks training
  3. The student spends 3 Experience Rolls

Some alternatives to being taught are possible - for example, a Force artifact such as a holochron may be a key to unlocking Talents or Disciplines.

Cormac Lightbender, a Jedi Force user, knows the Augment Attribute Discipline at 53%. Within Augment Attribute, he knows the Augment Hit Points Talent.

His teacher, Jedi Master Shorin Kwilko, is ready to teach Cormac another Talent within the Augment Attribute Discipline, and further to teach Cormac a Talent in the Environment Discipline. Shorin chooses to teach his student the Augment Movement Rate Talent. After meditating on the topic, the Jedi Master chooses the Talent Static Adhere to be the first Environment Talent he teaches his student.

Cormac studies with his teacher for two weeks and spends 3 XP rolls, and now knows the Augment Movement Rate Talent in addition to the Augment Hit Point Talent he already knew. His Augment Attribute Discipline skill remains at 53%.

Cormac subsequently studies with his teacher for a further month and spends 6 XP rolls. He now knows the Environment Discipline skill at 28% (Cormac’s POW is 14). He has learned the Environment Talent Static Adhere.

Magic Points (MP), Force Points, Tenacity

They’re all the same thing; call them whatever you like. They start at POW (i.e., if you have 15 POW you have 15 MP).

When invoking a Talent, MP are used to

Recovering MP/Force Points

Recovering MP requires that the Force user meditate or otherwise take some rejuvenative rest, whatever exactly that means for the Force user’s path (Light/Dark/Grey). A Light-path Force sensitive, for example, might meditate on topics of peace and law, while a Dark-path sensitive might meditate on chaos or past battles, and a Grey-path sensitive might have a more Zen-style of meditation where they empty their minds.

Regardless, each hour of uninterrupted meditation allows recovery of 1 MP. While sleeping, for every 3 hours of uninterrupted sleep (round up), 1 MP is recovered.

Whether sleeping or meditating, if interrupted, the current period is “lost”. For example, if a meditating practitioner is interrupted at any point up to and including minute 59, they lose the entire past hour. If sleeping and interrupted at any point up to and including 2 hours 59 minutes, the entire previous period of MP recovery is lost.

Action Points (AP)

The number of AP required to invoke a Force Talent depends on the Talent’s duration.

Instantaneous Talents require 1 AP to invoke.

Concentration, Scene/Activity, and Permanent Talents require 1 AP per level of Intensity.

The exception is Force Combat Style, which while of Scene/Activity duration, can be invoked with a single AP.

Intensity

Intensity is a measure of how powerful a Force Talent can be, and how many Force Talents a user can have active at any one time.

For each individual Discipline a Force user knows, maximum Force Intensity achievable is 1/20 of that Discipline’s Force skill.

For each individual Discipline a Force user knows, their maximum Intensity in that Discipline is also how many Talents in that Discipline may be active at the same time. Instantaneous duration Talents do not count against this maximum.

The total number of concurrently active Talents across all Disciplines is equal to the highest maximum Intensity across a Force user’s Disciplines.

Jolan Vexus has 64% in the Environment Discipline, and 42% in the Telekinesis Discipline.

His maximum Intensity for Environment is 4, so he can have 4 concurrent Environment Talents active.

His maximum Intensity for Telekinesis is 3, and he can have 3 concurrent Telekinesis Talents active.

Because his highest Intensity is 4, he can invoke a maximum of 4 Talents at any one time, regardless of which Discipline those Talents are from. For example, 3 from Telekinesis and 1 from Environment, for a total of 4.

Maximum Intensity by Discipline Skill

Discipline SkillMaximum Intensity
1-201
21-402
41-603
61-804
81-1005
101-1206
121-1407
141-1608
161-1809
Each +20%1 + Previous Intensity

MP Cost by Intensity

IntensityCost
11
23
36
410
515
621
728
836
945
1055
Each levelIntensity + Previous Cost

Reducing Resistance

Some Force Talents may be resisted, usually via opposed rolls of Athletics, Endurance, or Willpower against the Force user’s Discipline skill roll.

To make the target’s resistance roll one level more difficult, the Force user must spend enough additional MP to meet the cost of the next higher Intensity level.

Spending this extra MP only makes the resistance roll harder; it does not grant the effects of that higher Intensity level.

For example, Intensity level 2 requires 3 MP and Intensity level 3 requires 6 MP. Invoking a Force Talent at Intensity level 2 and intentionally spending 6 MP total will impose a level of difficulty on the target’s opposed roll, turning it from Standard to Hard.

Overcoming Failure

Practitioners can reach out to the Force to overcome failure and turn it into success. When rolling their Discipline skill, a normal level of failure (not a fumble) can be turned into a standard success. A Force user can spend double the amount of MP they spent to invoke the Force power, turning it into a standard success.

The resulting Talent invocation is limited to Intensity level 1 - regardless of how much MP was spent.

Disciplines and Talents in Detail

Force Discipline and Talent Table

DisciplineTalentResistanceDurationRangeReactiveCan Reduce Resistance
Augment AttributeSpecific AttributeN/AScene/ActivityTouch/SelfNN/A
Augment SkillSpecific SkillN/AScene/ActivityTouch/SelfNN/A
Force Combat StyleSpecific Combat StyleN/AScene/ActivityTouch/SelfNN/A
BodyHealN/AInstantaneousTouch/SelfNN/A
BodyHibernationN/ASee detailsTouch/SelfNN/A
BodyLeech LifeWillpowerConcentrationShortNYes
BodyTransfer LifeSee detailsSee detailsTouch/SelfNYes
BodyResist ConditionN/AConcentrationTouch/Self cold, heat, …NN/A
EnvironmentBlendingN/AConcentrationTouch/SelfNN/A
EnvironmentConceal From SenseN/AConcentrationTouch/SelfNN/A
EnvironmentCryokinesisEnduranceConcentrationShortNYes
EnvironmentElectronic ControlN/AConcentrationShortNN/A
EnvironmentPyrokinesisEndurance/EvadeConcentrationShortNYes
EnvironmentStatic AdhereN/AScene/ActivityTouch/SelfNN/A
MindControl PainN/AConcentrationTouch/SelfNN/A
MindEdit MemoryWillpowerSee detailsShort/Single entityNYes
MindIllusionPerceptionConcentrationShortNYes
MindMental PainWillpowerConcentrationShortNYes
MindMind ControlWillpowerConcentrationShortNYes
MindProbe ThoughtsWillpowerConcentrationMediumNYes
MindProject AuraWillpowerConcentrationShortNYes
MindPush EmotionWillpowerScene/ActivityShort/Single entityNYes
MindTelepathyWillpowerConcentrationSee detailsNYes
SensePsychometryN/AConcentrationTouch/SelfNN/A
SenseBorrow SenseWillpowerConcentrationMediumNYes
SenseSense DangerN/AConcentrationTouch/SelfNN/A
SenseSense EmotionsWillpowerConcentrationShortNN/A
SenseSense ForceSee detailsConcentrationSee detailsNN/A
SenseSense LifeSee detailsConcentrationSee detailsNN/A
TelekinesisDeflect EnergyN/AConcentrationTouch/SelfNN/A
TelekinesisForce JumpN/AInstantaneousTouch/SelfYN/A
TelekinesisLevitateN/AConcentrationTouch/SelfNN/A
TelekinesisPush/ThrowAthletics, EvadeInstantaneousMediumYN/A
TelekinesisTelekinetic ParryN/AInstantaneousTouch/SelfYN/A
TelekinesisWall RunN/ASee detailsTouch/SelfNN/A

Talent Characteristics

Resistance

If a Talent can be resisted, this is the skill to use in the opposed roll against the Discipline skill roll.

Duration

  • Instantaneous: The Talent takes immediate effect; there is no duration
  • Concentration: The Talent remains in effect as long as the character concentrates on it; this imposes one level of difficulty on every skill the character attempts
  • Scene/Activity: The Talent remains in effect for the scene or activity the character is involved in. For example, the duration of a melee battle.
  • Permanent: The Talent’s effect is persistent.

Range

  • Touch/Self: The Talent effects only the character or those the character can touch.
  • Short: One tenth Discipline skill (round up) in meters.
  • Medium: POW * 2 in meters.
  • Long: POW * 5 in meters.

Reactive

Whether a Talent can be used as a Reactive Action.

Can Reduce Resistance

Whether resistance to a Talent can be reduced.

Augment Attribute Discipline

Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A

Each separate Attribute to be augmented is a separate Talent within this Discipline, and so must be learned separately.

Action Points

Like core Mythras Mysticism, each level of Intensity adds one Action Point. The Action Points may only be used in Reactive Actions: Reactive Force Combat Style reactions, Evade, Interrupt (if Delaying), Parry, and any Force Talents that can be used as Reactive Actions.

Other Attributes

Damage Modifier, Fatigue, Healing Rate, Hit Points, Movement Rate, and Initiative are like core Mythras Mysticism.

Augment Skill Discipline

Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A

Each separate skill to be augmented is a separate Talent within this Discipline, and so must be learned separately.

Like core Mythras Mysticism, each level of Intensity drops one level of difficulty (i.e., one level better/easier). Very Easy is the limit of difficulty modifier attainable.

A Force practitioner may learn to augment the following skills:

  • Athletics
  • Brawn
  • Conceal
  • Deceit
  • Endurance
  • Evade
  • Influence
  • Insight
  • Perception
  • Stealth
  • Swim
  • Unarmed
  • Willpower

Force Combat Style

Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: N/A
Can Reduce Resistance: N/A

The rules for Force Combat Styles are distinct from those of other Disciplines. A Force Combat Style (whether Light, Dark, Grey, or other) generally include the use of a lightsaber or laser sword of some kind, and also martial arts.

Instead of Talents, the user learns Traits of the Combat Style. Force Combat Style Traits generally include:

  • Blind Fighting (reduce two difficulty levels)
  • Daredevil (Evade in melee without going prone)
  • Deflect Energy (type) as a reactive action (assuming Deflect Energy (type) is known)
  • Parry blaster bolts or other projectiles as a reactive action
  • Unarmed Prowess (unarmed blocks and parries are Medium weapon size)

In order to use any of the Traits of the Force Combat Style, it must be invoked, although it need only be Intensity level 1.

Other Traits can be learned and incorporated into a Force Combat Style. Refer to the core Mythras rules and the Combat Styles Encyclopedia5 for many examples of Combat Style Traits.

Body Discipline

The Body Discipline governs a Force practitioner’s power and control over their own and others’ physical bodies.

Heal

Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

Recover hit points using the Force. Healing others requires spending enough MP to meet the cost of the next higher Intensity level.

Spending this extra MP only allows healing others; it does not grant the effects of that higher Intensity level.

  • Intensity 1: 1d2 to a single hit location
  • Intensity 2: 1d3 to a single hit location or 1d2 to 2 hit locations
  • Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)

Hibernation

Resistance: N/A
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user is able to control their circulatory system, respiratory system, 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 become immune to Sense Discipline Talents, and appear to be dead.

  • Intensity 1: Duration 1 day
  • Intensity 2: Duration Discipline skill / 20 in days
  • Intensity 3: Duration POW in days
  • Intensity 4: Duration POW * 5 in days
  • Intensity 5+: Double previous Intensity level duration

Leech Life

Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user steals the life energy from the area within range. Any organic life within range is affected. Leech Life may be done once per round; it takes place immediately upon invocation each round.

If more than one entity can supply the life, the Hit Points leeched are drawn randomly from those within range. Balance the HP drawn as evenly as reasonable, rounding up fractions.

The invoker may choose which of their hit locations the leeched life is transferred to, but it only “tops up” HP back to normal; it does not add additional HP.

  • Intensity 1: Leech 1d3 to a single hit location
  • Intensity 2: Leech 1d4 to a single hit location or 1d3 to 2 hit locations
  • Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)

Transfer Life

Resistance: See details
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

Like Leech Life, but the Force user steals the life energy from the one individual (the victim) and transfers it to a second individual (the recipient). Both must be touched by the Force user during the transfer.

Transfer Life may be done once per round; it takes place immediately upon invocation each round.

The invoker may choose which hit locations the leeched life is transferred to, but it only “tops up” HP back to normal; it does not add additional HP.

Both the victim and the recipient may choose to resist Transfer Life using Willpower. The recipient may choose simply not to resist, receiving the Hit Points unless successfully resisted by the victim.

  • Intensity 1: Transfer 1d3 to a single hit location
  • Intensity 2: Transfer 1d4 to a single hit location or 1d3 to 2 hit locations
  • Each next level of Intensity: the next die step to a single hit location or the next die step to 2 hit locations. Use the normal progression (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12, 1d20)

Resist Condition

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user can suppress a harmful energy from inflicting injury. The ability drains away or bolsters against the following energies:

  • Cold
  • Heat
  • Radiation
  • Electricity

Levels of Intensity affect how much damage and also how many others may be protected using Resist Condition:

  • Intensity 1: Resist up to 3 HP of damage (all locations)
  • Intensity 2: Resist up to 5 HP of damage (all locations) or also protect one other for up to 3 HP of damage (all locations)
  • Each next level of Intensity: resist 2 more HP of damage (all locations) or also protect one more for up to (follow pattern of trailing 2 HP) (all locations)

Environment Discipline

Blending

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

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 the Sense Force Talent, but only as long as the user is not currently using any other Force powers. This 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 Talent on someone else, they must keep that individual in sight.

  • Intensity 1: The user of the Talent blends
  • Intensity 2: One additional target can blend
  • Each next level of Intensity: one additional target can blend

Conceal From Sense

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

Hides the user from being perceived by Sense Discipline Talents, the Perception skill, and similar skills or powers.

  • Intensity 1: The user of the Talent is concealed
  • Intensity 2: One additional target is concealed
  • Each next level of Intensity: one additional target is concealed

Cryokinesis

Resistance: Endurance
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The user taps the Force to convert ambient heat in the air to cold, instantly freezing the air in the affected range. Causes cold damage to beings and inorganic items in the area. Armor points are ignored for this damage. A successful Endurance opposed roll negates the damage.

  • Intensity 1: 1 point of cold damage to all hit locations
  • Each next level of Intensity: one additional point of cold damage to all hit locations

Electronic Control

Resistance: N/A
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

Force users trained in the Electronic Control Talent can control comms systems, sensors, navigation systems, and other complex electronic devices with their mind.

  • Intensity 1 and 2: Operate the device like a normal trained user of the device
  • Intensity 3, 4: Like Intensity 1 and 2, and the Discipline skill roll is one difficulty grade easier
  • Each next level of Intensity: One difficulty grade easier, with a maximum of Very Easy

Pyrokinesis

Resistance: Endurance or Evade
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The user taps the Force to radically increase ambient heat in the air, producing flame from the air and also igniting flammable material within range. See the Fire rules in core Mythras, page 79. Armor points are ignored for Fire damage.

The fire’s Intensity is equal to the Intensity of the Talent. Targets may resist using Endurance (to soak the damage) or Evade (to avoid the fire/area). Resisting the power applies to individuals, and does not prevent the effects of fire/heat on the area in range.

  • Intensity 1: 1d2 to a single hit location
  • Intensity 2: 1d4 to a single hit location
  • Intensity 3: 1d6 to 1d4 + 1 hit locations
  • Intensity 4: 2d6 to 1d4 + 1 hit locations
  • Intensity 5+: 3d6 to all hit locations

Static Adhere

Resistance: N/A
Duration: Scene/Activity
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

Using static electricity, the Force user can adhere to and move freely on vertical surfaces and even cling and move upside down, depending on Intensity. Speed of movement depends on Intensity.

  • Intensity 1: The user can adhere to vertical surfaces and move at one half normal Movement Rate
  • Intensity 2: The user can either move at their normal Movement Rate on vertical surfaces, or cling and move upside down at one half normal Movement Rate
  • Intensity 3: The user can either move at their normal running Movement Rate on vertical surfaces, or move at their normal Movement Rate upside down
  • Intensity 4: The user can either move at their normal sprinting Movement Rate on vertical surfaces, or move at their normal running Movement Rate upside down
  • Intensity 5: The user can sprint normally while upside down

Mind Discipline

Control Pain

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user can control their own pain, ignoring the effects of wounds.

  • Intensity 1 and 2: Ignore the effects of Serious Wounds
  • Intensity 3+: Ignore the effects of Major Wounds

Edit Memory

Resistance: Willpower
Duration: See details
Range: Short/Single entity
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user can alter or erase a memory in one other sentient entity. The memory in question cannot be something fundamental to the target’s identity or personality. For example, it can be something that the target recently witnessed or an action taken by or against the target, or specific details about recent events.

For example, the fact that something serious took place such as a spaceship that the target was guarding was stolen cannot be removed, but the details about who stole it may be removed or changed.

Duration depends on Intensity level. Once the duration has elapsed, the target would only know that their returned memory was altered if they saw or somehow knew that the Force user used this Talent.

  • Intensity 1: Duration is Discipline skill / 20 in hours
  • Intensity 2: Duration is POW in hours
  • Intensity 3: Duration is POW * 5 in hours
  • Intensity 4: Duration is Discipline skill in days
  • Intensity 5+: Duration is Discipline skill in weeks

Illusion

Resistance: Perception
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user produces an illusory sight, sound, even smell which others perceive through their normal senses. Despite the proportions of the illusion, 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. Illusion can be used to disguise the invoker or others.

The proportion/scale of the illusion and the number of senses are managed through Intensity.

  • Intensity 1
    • Visual - size of a small sized humanoid or medium sized animal
    • Auditory - normal speaking tone
    • Olfactory - mild smells, for example a whiff of perfume
  • Intensity 2
    • Visual - normal sized humanoid or large sized animal
    • Auditory - louder noises such as blaster fire or yelling
    • Olfactory - strong smells, for example sulfur-like smells
  • Intensity 3
    • Visual - vehicle-sized
    • Auditory - loud noises such as explosions or equipment malfunction
    • Olfactory - powerful smells such as organic decay or harmful chemicals
  • Each next level of Intensity: be creative but reasonable

Mental Pain

Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user inflicts terrible pain to the target. The target may attempt to resist each Round. If they fail, they experience overwhelming pain that does not cause damage but affects skill difficulty and reduces Action Points depending on the level of Intensity. Skill difficulty level can not be made worse than Herculean.

  • Intensity 1: Lose 1 AP each round and skills are one difficulty level harder
  • Intensity 2: Lose 2 AP each round and skills are one difficulty level harder
  • Intensity 3: Lose 2 AP each round and skills are two difficulty levels harder
  • Intensity 4+: Lose 3 AP each round, physical skills are two difficulty levels harder, and mental skills are three difficulty levels harder

Mind Control

Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

Permits the user to affect the mind of the target. Low Intensity can for example briefly misdirect suspicions or cause mild attitude changes. Higher levels of Intensity can force the target to do things that would ordinarily refuse due to ethics or morals. Intensity 4 can lead targets to do things that would go against their Passions or personality. Once Intensity 5+ is reached, a target can be forced to do just about anything.

  • Intensity 1: Cause brief confusion, misdirection, alleviate mild suspicion, etc.
  • Intensity 2: Similar to Intensity 1 but the target firmly believes in the effect
  • Intensity 3: Cause the target to act in ways they ordinarily wouldn’t, such as guards or military abandoning their units, cause people to question question loyalties (and act accordingly), etc.
  • Intensity 4: Targets will act in ways entirely counter to their normal personality or Passions
  • Intensity 5+: The target can be turned into a self-sacrificing slave, entirely dominated

Probe Thoughts

Resistance: Willpower
Duration: Concentration
Range: Medium
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

Per level of Intensity, the Force user can access one piece of information known to the target. This should be a single bit of information - something simple and contained. Examples could include a location, someone’s name, the outcome of an event, etc.

  • Each level of Intensity: 1 piece of related information

Project Aura

Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user projects a particular kind of aura: fear, intimidation, desire, serenity, etc.), causing those in their presence to perceive the aura as a fundamental characteristic of the Force user. Unless successfully opposed, those perceiving the aura will alter their behavior accordingly (use common sense and roleplay reasonably).

  • Intensity 1: A single aura is projected
  • Each additional level of Intensity: Another aura type can be projected, or range can be extended

Push Emotion

Resistance: Willpower
Duration: Scene/Activity
Range: Short/Single entity
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user can impart an emotional reaction to a target. The emotion could be, for example, anger, fear, joy, desire/lust, sorrow, etc.

  • Intensity 1, 2: A mild emotional reaction, distracting
  • Intensity 3, 4: A strong emotional reaction, affecting skills and powers
  • Intensity 5+: Powerful emotions that prevent a target from doing anything except experiencing the emotion

Telepathy

Resistance: Willpower
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The Force user can telepathically communicate with others in the local area. Basic (Intensity 1) communication is limited to simple sentences, no more than three or four word phrases.

Additional levels of Intensity increase the amount of words communicated at a single time, or add to the number of minds communicated with.

The Force user must see or otherwise be in communication with any targets. A comms link would be adequate for this.

  • Intensity 1: Three or four word phrases to and from a single target
  • Each additional level of Intensity: Double the number of words, or add one mind in the telepathic link

Sense Discipline

Psychometry

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

A Force user with Psychometry can “read objects”; they can see past events that have taken place in the object’s presence. Objects could for example be a piece of furniture, a dagger or blaster, a plate, piece of clothing, etc.

Past events are played out as they occurred, at the same pace. Intensity determines how far back in time the Force user can see.

The level of detail starts as a general sense of things, not very detailed but a user could determine for example if a murder was committed, if a lovers tryst took place, etc. Spending enough MP to boost to the next higher level of Intensity increases accuracy and detail but still includes some uncertainties. Boosting two levels of Intensity or higher greatly increases accuracy and detail, giving almost film-like replay.

  • Intensity 1: One day
  • Intensity 2: One week
  • Intensity 3: One month
  • Intensity 4: One year
  • Intensity 5+: Decades, centuries

Borrow Sense

Resistance: Willpower
Duration: Concentration
Range: Medium
Can be Used as a Reactive Action: No
Can Reduce Resistance: Yes

The user is able to forcefully (get it?) ‘borrow’ sight, hearing, or smell from a target for the duration. Both the Force user and the target perceive the borrowed sense at the same time. The target feels that something is amiss, but can’t determine what.

  • Intensity 1, 2: One sense is borrowed
  • Intensity 3, 4: Two senses are borrowed
  • Intensity 5+: Three senses are borrowed

Sense Danger

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user can tell the nature, number, and direction of imminent threats or danger. This includes entities, the presence of traps or ambushes, environmental threats such as trees about to fall, etc.

  • Intensity 1, 2: The user knows the general nature of the danger
  • Intensity 3, 4: The user knows about the danger with fair accuracy but lacking specific details
  • 5+: The user knows accurate details about the danger

Sense Emotions

Resistance: Willpower
Duration: Concentration
Range: Short
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user senses the current feelings and general emotional state of the target. Each level of Intensity allows sensing the emotions of one additional target.

  • Intensity 1: Sense emotions of one target
  • Each additional level of Intensity: sense emotions of one more target

Sense Force

Resistance: See details
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The practitioner reaches out and detects any use of Force Talents in the local area. Range is determined by Intensity level.

Force Talent usage may be detected, but the nature of the Talent and any leaning (Dark/Light/Grey) is not. Double the MP may be spent to perceive these things.

  • Intensity 1, 2: Short range
  • Intensity 3, 4: Medium range
  • Intensity 5+: Long range

Sense Life

Resistance: See details
Duration: Concentration
Range: See details
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The practitioner reaches out and detects life forms in the local area. Range is determined by Intensity level.

Life may be detected, but the nature of that life is not. Double the MP may be spent to perceive what kind of life and whether it’s sentient.

  • Intensity 1, 2: Short range
  • Intensity 3, 4: Medium range
  • Intensity 5+: Long range

Telekinesis Discipline

Deflect Energy

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The practitioner can focus the Force to shield themselves (and potentially others) against a specific type of energy.

The type of energy deflected must be chosen as an individual Talent. Thus, a Force user may have multiple Deflect Energy (type) Talents, where type may be a named type of energy. Examples include blaster fire, kinetic energy, heat or fire energy, radioactivity, etc.

As noted in the section on Force Combat Style, Deflect Energy may be used as a reactive action by a Force Combat Style user. In the case of this usage, only 1 AP is required to activate the Talent.

If boosting the Intensity level in order to protect more, each other protected must be within short range of the Force user.

  • Intensity 1: Energy is deflected from the Force user
  • Intensity 2: Energy is deflected from one additional entity is protected
  • Each additional level of Intensity: One additional entity is protected

Force Jump

Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A

The Force user can telekinetically enhance their ability to jump, or prevent injury when falling from a height.

The vertical and horizontal distance one can jump, or the distance one can fall without injury, depends on Intensity.

  • Intensity 1, 2
    • Jump
      • Up to Discipline skill / 20 in meters vertically
      • Up to Discipline skill / 10 in meters horizontally
    • Fall without injury
      • Up to Discipline skill / 20 in meters
  • Intensity 3, 4
    • Jump
      • Up to Discipline skill / 10 in meters vertically
      • Up to Discipline skill / 5 in meters horizontally
    • Fall without injury
      • Up to Discipline skill / 10 in meters
  • Intensity 5+
    • Jump
      • Up to Discipline skill / 3 in meters vertically
      • Up to Discipline skill / 2 in meters horizontally
    • Fall without injury
      • Up to Discipline skill / 3 in meters

Levitate

Resistance: N/A
Duration: Concentration
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The practitioner taps into the Force to literally move through the air, floating. While levitating, movement rate is half normal walking rate.

Although duration for the Levitate Talent is Concentration, Vertical and horizontal distance traveled is based on Intensity.

  • Intensity 1, 2
    • Vertical distance maximum: Discipline skill / 20 in meters
    • Horizontal distance maximum: Discipline skill / 10 in meters
  • Intensity 3, 4
    • Vertical distance maximum: Discipline skill / 10 in meters
    • Horizontal distance maximum: Discipline skill / 5 in meters
  • Intensity 5+
    • Vertical distance maximum: Discipline skill / 5 in meters
    • Horizontal distance maximum: Discipline skill / 3 in meters

Push/Throw

Resistance: Athletics, Evade
Duration: Instantaneous
Range: Medium
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A

The Force user can rapidly move or throw objects, or push people, potentially throwing them down. Thrown objects can be Evaded.

If pushed and the pounds of force generated from the Intensity level is at least 3 * SIZ of the target, the target must win an opposed roll of Athletics vs. the Discipline skill roll or be pushed back one meter for every 5 pounds over 3 * SIZ of the target.

If the pounds of force generated is over 5 * SIZ of the target, the target must win an opposed roll of Athletics vs. the Discipline skill roll or be knocked prone.

  • Intensity 1: Throw or push up to Discipline skill / 10 in pounds
  • Intensity 2: Throw or push up to Discipline skill / 3 in pounds
  • Intensity 3: Throw or push up to Discipline skill in pounds
  • Intensity 4: Throw or push up to Discipline skill * 2 in pounds
  • Each next Intensity level: Double previous level in pounds

Telekinetic Parry

Resistance: N/A
Duration: Instantaneous
Range: Touch/Self
Can be Used as a Reactive Action: Yes
Can Reduce Resistance: N/A

The practitioner can immediately focus the Force to telekinetically parry melee/close combat strikes. Like a normal melee parry, damage reduction depends on the parrying weapon size, and even if no damage is reduced due to the size difference between attacking and parrying weapons, a successful Telekinetic Parry may gain a Special Effect.

  • Intensity 1: Small weapon size
  • Intensity 2: Medium weapon size
  • Intensity 3: Large weapon size
  • Intensity 4: Huge weapon size
  • Intensity 5+: Enormous weapon size

Damage reduction rules for reference:

  • Parrying successfully with a weapon of equal or greater size: all damage deflected
  • Parrying successfully with a weapon of one size less: half damage deflected
  • Parrying successfully with a weapon or shield two or more sizes less: no damage deflected

Wall Run

Resistance: N/A
Duration: See details
Range: Touch/Self
Can be Used as a Reactive Action: No
Can Reduce Resistance: N/A

The Force user can parkour their way up walls to bypass obstacles or otherwise maneuver around a space.

  • Intensity 1, 2: One wall
  • Intensity 3: Two walls
  • Intensity 4: Three walls
  • Intensity 5+: The ceiling, or up to two walls plus the ceiling

Passions and the Force

Passions are extremely important for understanding the motivations and actions of Force sensitives. Below are some examples of the types of Passions that can drive practitioners of the Force.

Passion Examples for Light Side Focused Force Sensitives

Possible Passions for Light Side sensitives could include things like:

  • Loyalty to the codes and principles of their Order (often, the Jedi Order)
  • Protect the Galactic Republic and uphold the law of the Republic
  • Respect for all life/a desire to protect life

Possible detrimental Passions for Light Side sensitives could include things like:

  • Love (someone), a specific forbidden personal attachment
  • Hate (someone or something, for example the Sith); this is a facet of the Dark Side, and if risks the Force user acting outside the interests of the Light Side
  • Fear (something or someone); perhaps a fear of a powerful opponent could lead to poor decisions

Passion Examples for Dark Side Focused Force Sensitives

Possible Passions for Dark Side sensitives could include things like:

  • Loyalty to the codes and principles of their Order (often, the Sith Order)
  • Hate (someone or something, for example the Jedi); a common Dark Side Passion, rooted in a desire to dominate those opposed to the character
  • Desire for power; a thirst for dominion over the Force, an organization, a person, etc.

Possible detrimental Passions for Dark Side sensitives could include things like:

  • Loyalty to or love for someone not aligned with the Dark Side
  • Compassion for life
  • A reluctance to engage in violence
  • Respect or agreement with upholding law or fairness

Passion Examples for Gray or Balance Focused Force Sensitives

Possible Passions for Gray sensitives could include things like:

  • Loyalty to the codes and principles of their Order (often, a Balance Order)
  • Seek balance in actions, thoughts, and attitudes
  • Seek to gain knowledge
  • Seek to share knowledge

Possible detrimental Passions for Gray sensitives could include things like:

  • Loyalty to an unbalanced person or organization; for example, friendship or love for someone affiliated with Light or Dark, or some kind of relationship with the Sith or Jedi Orders
  • Hate or fear of a person or thing

The Force Balance Passion

Every Force sensitive has a special Passion, the Force Balance Passion. It measures the Force sensitive’s ebb and flow of Balance, Dark, and Light.

Force sensitives start out with a Force Balance Passion value corresponding to their Force path:

PathStarting Value
Light25
Gray50
Dark75

The Force Balance Passion mechanic:

The Force Balance Passion isn’t usually used to roll against; rather, it’s a measure of where a character lies on the spectrum of Light/Balance/Dark.

  • An action that affirms peace, life, harmony, knowledge, law, etc. may cause a decrease
  • An action that affirms chaos, violence, hate, fear, etc. may cause an increase

At the GM’s discretion, a character’s actions increase or decrease the Force Balance Passion. The amount of increase or decrease should likely be related to how strongly the action take corresponds to one side or the other of the Force.

When a Light Side Force sensitive’s Force Balance Passion rises above 40, they start to feel the influence of the Dark Side, and their other Passions may change. New Passions may be established, existing Passions may undergo larger than normal changes in value, etc.

Similarly, when a Dark Side Force sensitive’s Force Balance Passion drops below 60, they start to feel the influence of the Dark Side, and their other Passions may change. New Passions may be established, existing Passions may undergo larger than normal changes in value, etc.

When a Gray Force sensitive’s Force Balance Passion drops below 40 or above 60, they start to feel the influence of the side that their value is skewing towards. Like the other cases, their Passions may undergo changes.

Force Orders, Collectives, and Covens

Depending on setting and era, Force sensitives may gather into organizations that can serve a variety of purposes, including perhaps learning or following a particular path (e.g., the Light Side or Dark Side, or the Grey Balance).

Some of these organizations style themselves as Orders, such as the Jedi or Sith Orders. Some call themselves Collectives, a favorite term of neutral or Grey Force practitioners. Some are known as Covens, and these may take on mystical or occult trappings.

Light Side (often, Jedi) Orders

Here is a template for Light Side Order principles:

There is no emotion; there is peace
There is no ignorance; there is knowledge
There is no passion; there is serenity
There is no chaos; there is harmony
There is no death; there is the Force

Dark Side (often, Sith) Orders

Here is a template for Dark Side Order principles:

Peace is a lie; there is only passion
Through passion I gain strength
Through strength I gain power
Through power I gain victory
Through victory my chains are broken
The Force shall free me

Balance Collectives

Here is a template for Balance Order principles:

I am the revealing fire of light
I am the veiled mystery of darkness
There is no fear; there is power
In balance with chaos and harmony
I am the heart of the Force
Immortal in the Force

Force Covens

TBD.


  1. mythras.net

  2. After the Vampire Wars, Luther Arkwright, Worlds United

  3. But it’s not some fucking microorganism. That’s just stupid. Yes, Midichlorians are stupid. Fuck you.

  4. Hey, maybe it’s Moorcock’s multiverse with Law and Chaos, with the Runestaff bringing balance or… etc.

  5. Combat Styles Encyclopedia

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. 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.

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
  • 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 unlikely 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. Ranged weapons would be a step above what’s available in Primitive situations, potentially including highly accurate sniper rifles, easily concealable handguns, or fully automatic carbines.
  • 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.

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:

  • 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.
  • 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.
  • 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.