Tales Of The Old Republic

SENTIENTS OF THE GALAXY

SENTIENTS

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“You will soon learn to appreciate me.” – Jabba the Hutt

It’s a big galaxy out there and it’s full of alien races. This is a reference guide to the most common sentients in the Star Wars universe. As per STAR WARS Fate: “Your species says a lot about how other beings will react toward you and what your innate physiology suggests are potential strengths and weaknesses. You can invoke your high concept to take advantage of these species traits, or the GM can compel them.”

Some races are noted as being near-humans – they are essentially humans but may have special abilities that can be invoked, or potentially be built as a stunt.

COMMON RACES


HUMAN
The galaxy’s most numerous and politically dominant sentient species with millions of major and minor colonies galaxywide. Humans are the most common species, so they are the standard to which the biology, psychology, and culture of other species are compared. (Wookiepedia)

Near-human races below are marked with an asterisk

ARKANIAN *
The Arkanians have genetically modified themselves for millennia, so it is hard to say what an Arkaniah is; most could pass for Human but for their pure white eyes and four clawed digits on each hand. Arkanians also have infrared vision, and their eyes are sensitive to sources of extreme heat. It is normal for Arkanians to manipulate their own bodies to improve themselves, either genetically or by using cybernetics.

Arkanians are best known for their brilliant scientists, academics, boundless arrogance and great wealth. (Wookiepedia)
ARKANIAN OFFSHOOT *
The geneticists of Arkania experimented on their own species, mixing the blood of other races with their own to create the so-called Arkanian offshoots. These were first bred for specific tasks such as mechanical, technical or outright dangerous work in order to relieve pure-blooded Arkanians of that burden. With stark white skin, offshoots are easily distinguished from the pure-bloods. (Wookiepedia)
BITH
Bith are a peaceful and advanced species from Clak’dor VII. They are found galaxy-wide at all levels of society, most notably as engineers, scientists, intellectuals, consultants, and musicians.

Bith sense sound as colors (this makes them vulnerable to sonic weapons) and their eyes see microscopic details of nearby objects (but they are extremely nearsighted). They also have high manual dexterity, but their physical prowess is only average.

Bith do not sleep; they slip into a light trance for a few hours, during which they are completely aware of their surroundings. (Wookiepedia)
BOTHAN
Bothans are furry mammalian anthropoids about 1.5 meters tall. Hailing from Bothawui and several colonies, Bothans have canine, feline, and equine features. They are known for being master politicians and spies.

Bothans are covered in fur which ripple according to their emotional state; this can betray them when they intend to be duplicitous in their dealings with others. They have tapered pointed ears, and both males and females have beards. (Wookiepedia)
CATHAR
A feline humanoid species, the Cathar are a respected species known for their loyalty, passion and temper. They are efficient handto-hand combatants, possessing retractable claws, strong physiques and natural agility. (Wookiepedia), Art by Witchingbones
CEREAN
Cereans are 2 meter-tall humanoid mammalians from Cerea in the Mid Rim. They have tall tapering heads with binary brains that let them focus on many things at the same time. It also allows them to simultaneously ponder two sides of an issue. However, they are not as well coordinated as Humans.

Cereans are thoughtful, calm, rational and analytical. They are superior meditators, and use Kasha crystals as meditational tools. Cerean Jedi sometimes incorporate these crystals into their lightsabers. (Wookiepedia)
CHISS *
The Chiss are a tall, blue-skinned Near-Human civilization from the planet Csilla in the Unknown Regions; due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy, and contact with outsiders was limited even in the days of the Galactic Alliance. (Wookiepedia)
DRAETHOS
Draethos are warrior-like humanoids from planet Draethos, notable for their long natural lifespans and ability to communicate telepathically with any sentient being. They have large teeth, scaly skin that ranged in color from blue to purple to black., and their fingers end in narrow tips which resembled claws. They have low-light vision, a trait gained from their cave-dwelling ancestors.(Wookiepedia)
DUROS
Duros are 1.7-2m tall reptilian humanoids with smooth blue-green skin, red eyes and lipless mouths. They have near photographic memories and lay eggs to reproduce. They are from Duro, a world that is currently so polluted that it has been uninhabited for centuries – instead, they live in orbital space cities above the planet.

They were one of the first spacefaring civilizations and are great pilots, navigators, explorers and adventurers. In fact, the Duros even helped found the Galatic Republic. (Wookiepedia)
FEEORIN
Like Nautolans, Feeorin have thick tendrils hanging from the backs of their heads, with smaller and thinner ones hanging from their face. Their mottled skin range from yellow to green and blue. Feeorin can live up to four hundred years and grow stronger with age rather than weaker.

Feeorin are quick to anger and highly impersonal. They place their own affairs above others, causing the other species to think of them as a selfish race. (Wookiepedia)
GAMORREAN
This is a Gamorrean’s block text. (Wookiepedia)
GUNGAN
This is a Gungan’s block text. (Wookiepedia)
HUTT
This is a Hutt’s block text. (Wookiepedia)
ITHORIAN
This is an Ithorian’s block text. (Wookiepedia)
KEL DOR
This is a Kel Dor’s block text. (Wookiepedia)
KHIL
This is a Khil’s block text. (Wookiepedia)
KIFFAR *
This is a Kiffar block text. (Wookiepedia)
KISSAI / MASSASSI
This is a Massassi’s block text. (Wookiepedia – Massassi, Wookiepedia – Kissai)
MANDALORIAN
This is a Mandalorian’s block text. (Wookiepedia)
MIRALUKA *
This is a Miraluka’s block text. (Wookiepedia), Art by ScruffyRonin
MIRIALAN *
This is a Mirialan’s block text. (Wookiepedia), Artwork by Scruffyronin
MON CALAMARI
This is a Mon Calamari’s block text. (Wookiepedia)
NAUTOLAN
Nautolans are 1.8 meter tall amphibians from Glee Anselm with smooth green, blue or brown skin. Their large eyes are black or dark maroon. They can breath underwater but do not experience difficulties out of water.

They are excellent swimmers and see well in low light; they also have an exceptional sense of smell and pheromone-sensing skills, which are enhanced by their head-tresses. These head-tress tendrils can detect the emotional state of another being and are important to how Nautolans communicate. (Wookiepedia)
RAKATA
This is a Rakata’s block text. (Wookiepedia, Art by RavingDork)
RODIAN
Rodians are reptilian humanoids about 1.6 megers tall. They are native to Rodia in the Tyrius system. Rodians have green skin, large round eyes and saucer-shaped antennae; they are infamous for their violent culture.

The Rodians’ antennae can detect vibrations; their flexible snouts are very sensitive at detecting smells. Their large eyes see into the infra-red spectrum, allowing them to detect body heat of prey in the darkness. (Wookiepedia)
QUARREN
This is a Quarren’s block text. (Wookiepedia)
SELKATH
This is a Selkath’s block text. (Wookiepedia)
SNIVVIAN
This is a Snivvian’s block text. (Wookiepedia)
SULLUSTAN
This is a Sullustan’s block text. (Wookiepedia)
TOGRUTA
This is a Togruta’s block text. (Wookiepedia)
TRANDOSHAN
Trandoshans are 2m tall, large warlike reptilian humanoids from Trandosha. Their sensitive eyes see into the infrared range and they can slowly regenerate lost limbs. They are heavier and stronger than most humanoids, and are renowned across the galaxy for great strength (they are at least as strong as a Wookie). They have claws on each limb, which serve well in combat but make fine work clumsy and awkward.

Trandoshans worship a goddess called the Scorekeeper; this belief leads many of them to careers as bounty hunters, mercernaries and slavers. (Wookiepedia)
TWI’LEK *
Twi’leks are humanoids from Ryloth, instantly recognizable by the prehensile tentacles that grow from the base of their skulls. These “lekku” are used for subtle communication and contain a part of their brain. Twi’lek skin also encompasses a wide range of pigments and colours.

The natural grace and exotic beauty of female Twi’leks make them a popular target among slave traders, perhaps giving the impression that the species is not advanced; nothing is further from the truth. The Twi’lek have a strong warrior tradition and some exceptional individuals have been famous pilots and even served as Jedi generals. (Wookiepedia)
WOOKIE
The 2.1m-tall Wookiees (whose name translates to People of the Trees) are tall, strong and hairy arboreal mammals from Kashyyyk. They live in treehouses nestled on that planet’s wroshyr trees. They are renowned for their great strength, intelligence, loyalty and short temper. They are also famous for their bowcasters, a weapon not seen or used anywhere else in the galaxy.

Wookies have powerful claws, sharp fangs and a sensitive nose. They greatly value honor and loyalty. Despite their fearsome reputation, they are actually calm, gentle and mild-mannered. (Wookiepedia)
ZABRAK *
1.8m tall near-humans with vestigial horns on their heads. They have many different skin tones, and are instantly recognizable because of their facial tatoos, which they receive during their rite of passage. They have a 2nd heart and are very tolerant of pain. Zabraks are native to Iridonia in the Mid Rim, which is known for its hostile terrain and fierce predators.

They are proud, strong, confident and believe nothing is truly impossible. They tend to carry themselves with an air of superiority, and are considered arrogant by other species. (Wookiepedia)
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JEDI: SENTINELS

THE WATCHERS

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SENTINELS

from: Jedi Path, A Manual for Students of the Force

The Sentinels are a balance of Guardian, Sentinel and civilian expertise. In their view, martial skill and Force proficiency is not all there is to protecting the Republic; thus Sentinels have other skills such as intelligence gathering, computer slicing, technological surveillance and sabotage.

Most Jedi Sentinels carry yellow lightsabers.

  • Slicer
  • Tech expert (mechu deru)
  • Security expert
  • Jedi Shadow
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JEDI: CONSULARS

THE PILLARS OF THE JEDI

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CONSULARS

from: Jedi Path, A Manual for Students of the Force

While Guardians are warriors, Consulars are diplomats and negotiators. Guardians prevent the spread of evil, Jedi Consulars uphold the central pillars of the Jedi Code.

Profound skill with the Force is the mark of a Jedi Consular – they are often the Order’s greatest healers, seers and prophets. This does not preclude them from being extraordinary duellists – some of the greatest fighters in history have also been Consulars – but with their empathic talents and their deep connection to the Force, they are most likely to rely on those talents first before reaching for their lightsaber.

Most Jedi Consulars carry green lightsabers which symbolize peace.

Within the Consular branch are the following Orders:

  • Jedi Seers & Prophets
  • Jedi Healers
  • Jedi Researchers
  • Jedi Ambassador
  • Jedi Diplomat
  • Lore Keeper (Historians, Librarians, Archivists – Librarians Assembly)

Jedi Consular Masters are known as Sage Masters.

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JEDI: GUARDIANS

THE FIRST LINE OF DEFENCE

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GUARDIANS

from: Jedi Path, A Manual for Students of the Force

The Republic’s first line of defence against the thousand enemies who seek to destroy it. Guardians act as the Republic’s army and police force and are responsible for keeping the peace and detaining lawbreakers.

Most Jedi Guardians carry a blue lightsaber to show solidarity.

With their martial tendencies, Guardians are the most likely to master exotic weapons:

  • Double bladed lightsaber
  • Lightsaber pike
  • Whips
  • Flails

Guardians are also most likely to practice the Jedi martial art, Bakuuni

Within the Guardian branch are several well-known Orders, each of whom has a role to play. They are the:

  • Jedi Peacekeepers (Temple Security, Gatekeepers)
  • Jedi Starfighters
  • Battlemasters

Jedi Guardian Masters are known as Warrior Masters.

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LIGHTSABER FORMS

THIS IS THE WEAPON OF A JEDI KNIGHT

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“… not as clumsy or as random as a blaster. An elegant weapon for a more civilized time.” – Obi-Wan Kenobi

Lightsaber forms are the seven different traditional styles of lightsaber combat.

Mechanics wise, forms are stunts and follow the usual FATE Core stunt rules. However, they can be much more, especially when paired with Aspects that describe the style’s philosophy, strengths and weaknesses.

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FORM I: SHII-CHO

“Form I, also called Shii-Cho, requires little explanation, as every Jedi youngling learns the basics of attack, parry, body target zones, and practice drills called velocities.” – Cin Drallig

The Way of the Sarlacc or The Determination Form is the most basic form of lightsaber combat – and the most ancient. It is the first form of lightsaber combat that most Jedi learn, and was developed as the Jedi transitioned from traditional swords to lightsabers.

Form I combat is wild and raw, relying on deliberate tactics and (in keeping with Jedi philosophy) focuses on disarming rather than injuring foes. In the hands of a master, Shii-Cho is described “like watching water flow over the falls.”

It is specialized for engaging multiple opponents: the wide, sweeping motions is ideal for attacking numerous adversaries. However, it is not as useful against single opponents; such opponents have complete mobility and can find weaknesses and openings in Shii-Cho’s clumsy bladework.

Notable Practitioners: Luke Skywalker, Yoda, Kit Fisto

INVOKE Excels at disarming tactics
Effective against multiple opponents
COMPEL Not as effective against single opponents
Weaknesses are well known – a predictable & well-known style
Exploitable by Form 2 (Makashi)
FORM DESCRIPTION
Shii-Cho: Disarming Slash Gain a +2 bonus to Fighting rolls when creating a Disarmed type of aspect when targeting an opponentʼs weapon
Shii-Cho: Flow of Water When fighting a mob with your lightsaber, you deal +1 stress on a successful hit

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FORM II: MAKASHI

“He is a fencer. Leverage, position, advantage… they are as natural to him as breathing.” – Qui-Gon Jinn’s spirit to Yoda on Count Dooku

The Way of the Ysalamiri or The Contention Form developed to fight the Sith and other lightsaber wielders. It is the most duelling-centric form of the seven, and emphasizes precision, simple footwork, and preventing disarmament; it is thus a strong defense against Form I.

The form was strongest when engaged against a single enemy duelist. As Makashi had not been designed to counter enemy gunmen, it provided poor blast-deflection training. Also, the form’s precision and blade control left Makashi practitioners vulnerable to duelists who used fast, strength-oriented swordplay, such as the Djem So variant of Form V.

Notable Practitioners: Count Dooku, Darth Vader

INVOKE To defend against Disarm type advantages
Effective against Form 1 (Shii-Cho)
Most duelling-centric of the seven traditional forms
Form focuses on feints and ripostes
COMPEL Weakness when used against multiple opponents
Not as effective at deflecting ranged weapons (blasters)
Exploitable by styles that rely on fast and strength-based forms like V (Djem So)
FORM DESCRIPTION
Makashi: Firm Grip +2 to defend with Fight against being disarmed
Makashi: Lightsaber Duelist Gain a +2 bonus on Fighting rolls to create advantages against opponents wielding a lightsaber
Makashi: Riposte If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost

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FORM III: SORESU

“A… defensive technique. But effective. Use it if you do not wish to be hit, or if you are facing many opponents with blasters. With a lightsaber blade and enough skill in deflection, it is an excellent offense against blasters, but in other situations, it merely delays the inevitable.” – Kreia

The Way of the Mynock and The Resilience Form was developed to defend against blasters. It is characterized by tight, efficient movements that shield the Jedi’s body, using the lightsaber primarily as a defensive weapon to deflect blaster bolts. It is the ultimate expression of defence – its masters are said to be impervious to all forms of attack.

The practice of Form III is an important reflection of Jedi philosophy, as it emphasizes the Jedi belief in calmness and non-aggression. A Jedi using Form III must center herself in the Force in order to anticipate her opponents’ movements and successfully block blaster fire.

Notable Practitioners: Obi-Wan Kenobi, Luke Skywalker

INVOKE Developed to defend against ranged weaponry (blasters)
Meditate and calm the mind, as Soresu is the most inward directed of all forms
Focused almost entirely on self-defense
COMPEL Completely sacrifices offensive capabilities
FORM DESCRIPTION
Soresu: Circle of Shelter Take no penalties and grant no bonus for being outnumbered by blaster-armed opponents
Soresu: Deflect Use Fighting to defend against Blast attacks while wielding a lightsaber
Soresu: Eye of the Storm +2 to defend with Fight when you perform a full defense action for +4 total
Soresu: Resilience When you succeed on a Fighting roll to create a Defensive-type of aspect, you gain an additional free invocation of that advantage

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FORM IV: ATARU

“Ataru is the name given to the movements of this form—though it is aggressive, it is focused, and its best use is in combat against a single opponent.” – Zez-Kai Ell

The Way of the Hawk-Bat or Aggression Form is an acrobatic style. A practitioner of this form channels the Force to achieve high-speed movements, impossible leaps, and deadly strikes. To an outsider, it appears as a wild rush of movement.

Its use of acrobatics makes Form IV difficult to master and dangerous to attempt. Even with the aid of the Force, a Jedi risks expending too much energy in a short burst of offensive strikes, leaving himself open to attacks if he cannot defeat the enemy quickly enough.

Notable Practitioners: Yoda, Qui-Gon Jinn

INVOKE Best used against single foes
Acrobatic fighting manuevers; speed & agility
Ataru training specifically includes dual-blade combat
COMPEL Poor choice against multiple foes
Disadvantageous in tight quarters where there isn’t enough room for this form to operate
Fatigue or tiredness in the Ataru duellist
FORM DESCRIPTION
Ataru: Falling Leaf Gain a +2 bonus to create aerial manuevers with the Athletics skill in a fight with Ataru form
Ataru: Hawk Bat Gain a +2 bonus on Fighting attacks while invoking an advantage or boost created by the Athletics skill

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FORM V: SHIEN / DJEM SO

“I prefer more straightforward tactics.”
“Master of understatement.”
– Anakin Skywalker and Obi-Wan Kenobi

The Way of the Krayt Dragon or the Perseverance Form developed out of Form III, utilizing its precise defensive motions to create a more offensive fighting style. Its basic premise is using one’s natural strength to dominate an opponent. Both Shien and Djem So were also designed to use an opponent’s attack against them.

The first variation, Shien, focuses on deflecting blaster bolts back at targets. This allows a Jedi to defend herself while simultaneously using the enemies’ weapons against them.

The second variation, Djem so, applies the same principle to lightsaber duels. It focuses on blocking an enemy attack, then using that energy to segue into a counterattack.

Notable Practitioners: Anakin Skywalker, Luke Skywalker

INVOKE Specifically designed for lightsaber duelling
Uses Physique to the wielder’s advantage
Designed to use an opponent’s attack against them
COMPEL Can exploit form’s focus on offence
Slow, heavy strikes can be avoided by users of Makashi and Ataru
Soresu experts will block these strikes
Makashi’s emphasis on light footwork can allow the user to dodge
FORM DESCRIPTION
Djem-So: Falling Avalanche When you tie on a Fighting attack in a lightsaber duel, gain a +2 bonus to Fighting
Djem-So: Fluid Riposte If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost
Shien-So: Deflect Use Fighting to defend against Blast attacks while wielding a lightsaber
Shien-So: Offensive Deflect (Requires: Shien-So: Deflect) If you succeed with style on a Fight defense against blaster fire, you can choose to inflict a 2-shift hit against an opponent up to 2 zones away in rather than take a boost

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FORM VI: NIMAN

“For superior balance, use the Niman form. This form has no specific strengths, but no weaknesses either.” – Kavar

The Way of the Rancor or Diplomat’s Form is a balanced synthesis of elements from the five previous forms. It is especially popular among Jedi who do not focus on combat training, as it is easy to master and execute — for this reason, however, Jedi who have mastered other forms may view it as inferior.

The basis of Form VI is combining lightsaber combat with other Force techniques. For example, a Jedi may use telekinesis to push away enemies, allowing her to better manage a group of fighters by facing them one at a time. Form VI is the primary fighting style of Jedi who dual-wield lightsabers.

Niman is also the combat style associated with the use of twin blades, also known as Jar’Kai.

Notable Practitioners: Darth Maul, General Grievous

INVOKE Practiced integration of Force powers during combat (Force pulls, pushes)
COMPEL
FORM DESCRIPTION
Jar’Kai: Rising Whirlwind When wielding twin lightsabers, you may make a Fight attack against every opponent in your zone, dividing your roll between them as you see fit
Jar’Kai: Twin Strike When you succeed on an attack with two lightsabers, inflict +1 physical stress

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FORM VII: JUYO / VAAPAD

Form VII, also called “The Way of the Vornskr,” is the most difficult of the traditional lightsaber forms, both physically and emotionally. Rather than ridding themselves of emotions, practitioners of Form VII channel them into the fight, attacking with chaotic, furious, and unpredictable moves to catch their opponents off guard.

During the time before the Clone Wars, Mace Windu developed Vaapad — a variation on the traditional Form VII fighting style, Juyo. Its premise was turning the Jedi into a conduit, channeling an opponent’s negative emotions back at him.

Only a few Jedi were allowed to learn Form VII, as it was thought to bring its practitioners dangerously close to the dark side.

Notable Practitioners: Mace Windu, Darth Maul

INVOKE
COMPEL
FORM DESCRIPTION
Form VII – Juyo Gain a +2 bonus on Fighting attacks while invoking an advantage or boost created by the Fighting skill
Form VII – Vaapad (Requires Form VI: Juyo) Gain a +2 bonus on Fighting attacks while invoking a consequence you placed on an opponent

Credit: Much of this was gleaned and cherry-picked off the excellent Wookiepedia resource. Also, check out the original Lightsaber Combat article by Amelia Hill

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THE DARK SIDE

FALLING TO THE DARK SIDE

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“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.”
– Code of the Sith

An ancient order of Force-users devoted to the dark side and determined to destroy the Jedi, the Sith have existed in many forms throughout the history of the Galaxy.

NOTE: This section has significantly different mechanics than those presented in STAR WARS Fate.

Anger, fear, hatred and agression are expressions of the dark side, and such emotions will lead a Force-user to the dark side’s corrupting path. Dark Side transgressions inflict stress on a Force-user’s Dark Side stress track. How much stress depends on how serious the transgression is.

MINOR TRANSGRESSIONS (1 STRESS)
Performing A Dubiously Evil Act

Example: Character who kills an opponent in combat while ignoring opportunities to end the situation without the loss of life might deserve Dark Side stress, but the specific situation might not appear clear-cut.

MODERATE TRANSGRESSIONS (2 STRESS)
Performing A Questionably Evil Act

Some acts may seem cruel, but are not evil. It is the intent behind the action that matters.

Example: Deliberately killing or injuring a character known to have committed evil acts without remorse, but who is otherwise helpless.

Using The Force To Cause Undue Harm

Many uses of the Force are not overly Dark but can be harmful or even fatal in their application. When a Force power not tied to the Dark side is used to harm living things, the GM may rule it to be a transgression. Again, it is the intent behind the action that matters.

Using The Force In Hatred And Anger

Example: Acting while an aspect, advantage or boost representing fear and anger has been placed on you.

MAJOR TRANSGRESSIONS (Consequence slot)

When you commit a major transgression, you immediately fill your highest available consequence slot with an appropriate Dark Side consequence.

Performing A Blatantly Evil Act

Example: Using the Force to take a life directly. The Force flows through every living thing, and while it can be used to aggressively, if the result of using the Force causes loss of life, an imbalance will occur.

Also, acting for personal gain at the expense of others, killing an innocent or helpless opponent, etc.

Using A Dark Side Force Power

Example: Invoking a Dark Side aspect. Usually attached to Dark Side objects or locations (like Sith holocrons or areas with residual Dark Side energy), although it can also be attached to beings (such as those corrupted by Sith alchemy).

DARK SIDE STRESS TRACK

NOTE: This section will be familiar to Freeport FATE players – it is the corruption rules with some very minor cosmetic differences

Every Force-sensitive character has a Dark Side stress track that has a default of 2 boxes; you can increase this up to 3 maximum with a stunt (i.e. Strong In The Light Is This One)

Dark Side stress does not disappear at the end of the scene; you have to atone to get rid of it.

If you don’t have enough Dark Side stress boxes to absorb stress from a transgression, you will have to use up one of your consequence slots. Dark Side consequences use the same consequence slots as mental and physical stress; you do not have a separate set of Dark Side consequence slots. Dark Side consequences can take the form of physical manifestations of your corruption (Pus-Filled Boils or Aura of Unease_) or they can take the form of mental scars (_Murderous Urges or Power Is Everything).

When a character is Taken Out or is forced to take an Extreme consequence that changes her High Concept, she has fallen completely to the Dark Side

RECOVERING AND ATONEMENT

You can “atone” for your Dark Side corruption by committing no Dark Side transgressions between milestones, and also doing something to make the Galaxy a better place (i.e. you have to help people).

When you reach a milestone and the table agrees you have atoned, you can remove all your Dark Side stress and choose one consequence – change and rephrase it to imply recovery. You can now recover from that consequence at its normal rate.

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THE FORCE

MAY THE FORCE BE WITH YOU

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“The Force is what gives a Jedi his power. It’s an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.” – Obi-Wan Kenobi

THE JEDI CODE

“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.”
– The Jedi Code

The Jedi Code provides simple instructions for living in touch with the Force. A Jedi never uses the Force to gain wealth or personal power. Instead, a Jedi uses the Force to find knowledge and enlightenment. Anger, fear, aggression and other negative emotions lead to the dark side, so Jedi are taught to act only when they are at peace with the Force.

Jedi are encouraged to find nonviolent solutions whenever possible. They should act from wisdom, using persuasion and counsel instead of Force powers and violence. When all else fails, or to save a life, a Jedi must sometimes resort to battle in order to resolve a dangerous situation. Combat may be the best answer, but it should never be the first option explored.

USING THE FORCE

See the chapter in STAR WARS Fate for more details but here are the examples (and more as I think of others to add).

The following are some common names of, and ways to invoke, advantages created through the Force. These are just examples, feel free to come up with new ways to represent these powers as needed. But remember, they cannot exceed the normal rules for invoking aspects.

Farseeing “You gain a vague, momentary impression of a particular being in a distant place. You see its surroundings, and the creatures and objects close to it”. Invoke to discover a story detail or to help with a roll by already knowing the result. Can only be used on a creature you know or have met before.
Force Disarm “You disarm an opponent by using the Force to pull the weapon from his grasp.” Invoke as a declaration to create the advantage Disarmed.
Force Leap Invoke as a declaration to leap long distances or as a bonus on attacks
Force Push Invoke for a bonus on Might attacks (originally a Blast attack in STAR WARS Fate)
Force Speed Invoke as a bonus on Athletics rolls
Mind Trick “You use the Force to alter a target’s perceptions or plant a suggestion in its mind.” Invoke to add passive resistance to not follow your command. Can create fleeting hallucinations that distract the target so you can use stealth, or a feint in combat, or make suggestions that seem completely reasonable.
Move Object Invoke as a declaration to move a small object without touching it
Resist Invoke as a bonus when defending against other uses of the Force
FORCE ABILITIES (STUNTS)

Force abilities are mechanically FATE stunts; permission is granted when the character has a HIgh Concept that implies Force sensitivity. There can be exceptions: some individuals may happen to have just one or two Force abilities. Run your idea past the GM and get his approval.

STUNT DESCRIPTION
Farseeing (Notice) Once per scene, spend a fate point and describe where and when you are trying to perceive and make a special Notice roll, representing your ability to sense far away places and times through the Force. You may discover or create an advantage for each shift you score on this roll, but you still only get one free invocation
Force Awareness (Fighting) Using the Force as her senses, the Jedi’s ability to attack or defend is unimpeded by darkness or other visual impairments
Force Choke (Will) Once per scene, use Will to make a physical attack, ignoring the opponentʼs armor rating when doing so. (You must have at least one tempted aspect to purchase and use this stunt)
Force Lightning (Blast) Gain a +2 bonus when using the Force to empower Blast attacks. (You must have at least one tempted aspect to purchase and use this stunt)
Lightsaber Deflection (Fighting) Use Fighting to defend against Blast attacks while wielding a lightsaber
Strong Is The Light In This One Adds an additional stress box to the Force-sensitive character’s Dark Side Stress Track
Surge (Athletics) Gain +1 zone of free movement or ignore all scene aspects that impede movement if they can be overcome by a prodigious leap
The Force Is Strong In This One When you succeed with style while using the Force as justification to create an advantage, you create a full scene aspect instead of just taking a boost
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CHARACTER GENERATION RULES
EXTRAS
ITS ALL ABOUT THE ACCESSORIES

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" She’ll make point five past lightspeed. She may not look like much, but she’s got it where it counts, kid. I’ve made a lot of special modifications myself." – Han Solo

Whether itʼs a starship, lightsaber, Force-sensitivity or the benefits of holding a political office, every character in the Star Wars Universe worth building a saga around has an important external tool or benefit that helps them survive the unknown dangers of the Galaxy. In Star Wars Fate Edition, these are built as extras. Each character has the following extras budget that must be spent on purchasing extras.

• +2 Aspects
• +10 Skill Points

MODIFICATION: Characters can convert 2 Skill Points into a Stunt, and may also use their character creation slots to purchase extras, if desired.

HOW DO EXTRA SKILLS WORK?

They can be stand-alone skills that represent what the Extra enables, but they cannot add on to a character’s existing skill.

EXAMPLE: A Mandalorian character has taken Provoke +1, and buys Provoke +3 as part of his Mandalorian Armour Extra. When out and away of his armour, the character is Provoke +1. When wearing his armour however, his Provoke is +3.

COMBINING EXTRAS, OR MANY EXTRAS VS ONE

Feel free to combine or pool your Extras into a larger one, i.e. their own freighter. Also, you can have multiple Extras as long as they fit into your Aspect and skill point budget.

EXTRASBUT!

Because our campaign portrays characters in their teens, we will be starting Extras with an Aspect only.

EXAMPLE: Force-sensitive characters will have the Extra Force Sensitive, and begin with an Aspect that explores the character’s connection with the Force, i.e.:

  • A Jedi Pilot, As My Father Was Before Me
  • My Master, Yoda
  • Untrained In The Ways Of The Force
  • The Force Is Strong In This One
  • Still Just A Youngling
  • Tempted By The Voice Of Anger
  • Fully Embraced By The Dark Side
WHEN DO WE GET THE REST OF THE EXTRAS?

The rest of the Extra (another Aspect and 10 Skill Points) will be earned through play in the campaign. I’m thinking about allowing Flaws in exchange for an additional Aspect or 2 Skill Points, with 2 Flaws maximum. Flaws would essentially work as Trouble-type Aspects.

EXAMPLES OF EXTRAS

As described in STAR WARS Fate. I’ve listed the two Force extras here; please look at STAR WARS Fate for the others.

EXTRA: THE FORCE
Permission: Force-sensitivity
Cost: Your high concept must have some reference to being Force-sensitive or affiliated with a Force tradition
Description The Force aspect allows you to use the Force by coloring the advantages and boosts you create with skills. For instance, while searching a room for a stealthy criminal, you can create an advantage called Force Sense, which you can then invoke to “see through the Force” and try to find your target. This aspect can also justify the use of certain actions and skills, like using Blast while unarmed by striking the target with the Force. You invoke this aspect when you want to perform a more powerful feat related to a use of the Force, like imbuing your words with the Force for a bonus or reroll, or leaping across a chasm as a declaration.
The Force-sensitive part of this aspect is often compelled when you feel an overwhelming disturbance in the Force or you become the subject of a witch hunt.
EXTRA: LIGHTSABER
Permission: Character is a Jedi or Sith
Cost: One Aspect, 2 Stunts
Description The formal weapon of the Jedi and Sith. The weapon consists of a blade of pure plasma emitted from the hilt and suspended in a force containment field.
Besides the obvious combat advantages, you can invoke your lightsaber when
attempting to cut through objects or other beings. But lightsabers come with a heavy burden, either to protect the innocent, or to enslave them. Be prepared for compels when that expectation causes complications for you, or when you are recognized by your weapon when such recognition can hinder your mission.
The lightsaber causes your Fighting attacks to hit for Weapon 2
When you succeed with style on a Fighting defense against an opponent that is not wielding a lightsaber, you can choose to inflict a 2-shift hit rather than take a boost.
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CHARACTER GENERATION RULES
SKILLS & STUNTS

YOU ARE WHAT YOU KNOW

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“I see you have constructed a new light saber. Your skills are complete. Indeed you are as powerful as the Emperor has foreseen.” – Darth Vader

Characters begin with the following skill pyramid:

1 Great (+4)
2 Good (+3)
3 Fair (+2)
4 Average (+1)

The skill list is the same as Ryan Danks’ Star Wars FATE, but I’ve expanded it back to the original FATE Core list with some cosmetic name changes.

See Skill list below for details. For stunts, refer to the FATE Core book & other resources on the web. All stunts require GM approval.

ATHLETICS

This skill represents how good a character is at moving their body and performing athletic activities. Athletics is important when quickness is needed, enabling you to cover more ground, dodge Blast attacks and stay on your feet when you’re knocked off balance.

NOTE: Fight is used to block/dodge armed & unarmed attacks.

See FATE Core p.98 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Acrobatic Gain a +2 bonus to Athletics checks to overcome scene aspects or other obstacles preventing you from moving between zones
Roll With The Blow You may use Athletics instead of Fight to defend against Fight attacks
Sprinter Move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement
ZeeGee Specialist Gain a +2 bonus to create an advantage actions when maneuvering in zero-G. Especially useful for setting yourself up to make subsequent attacks or complex maneuvers

BURGLARY*

The Burglary skill covers your character’s aptitude for stealing things and getting into places that are off-limits. It allows you to overcome any obstacle related to theft or infiltration. Bypassing locks and traps, pickpocketing and filching, covering your tracks.

See FATE Core p.99 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Hidden Weakness You have a talent for spotting flaws in a location’s security protocols. Gain a +2 when using Burglary to pass a security checkpoint without arousing suspicion
It’s A Trap! You may roll Burglary instead of Alertness or Investigation to uncover or otherwise avoid stumbling onto a trap
R2, Get Us Out Of Here! +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location

CONTACTS*

Contacts is the skill of knowing and making connections with people. It presumes proficiency with all means of networking available in the setting. You use Contacts to overcome any obstacle related to finding someone you need to find. Whether that’s old-fashioned “man on the street” type of work, polling your information network, or searching archives and computer databases, you’re able to hunt down people or somehow get access to them.

See FATE Core p.100 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Friend In Every Starport You’ve travelled so far and wide that you can find someone you know at almost any starport. Gain a +2 to make a contact at a starport
Get The Gang Together Summon a mob of 4 Average +1 gang members that you are affiliated with; they are armed with standard gang paraphernalia
Well Connected You’re well-known in a specific community – bounty hunters, Republic, smugglers – and gain +2 on any Contacting rolls made within the chosen community.

BLAST

Although itʼs used to shoot anything, the Blast skill earned its name when the blaster become the dominant weapon in the galaxy. This skill is useful for firing any handheld or ship-mounted weapon, from slugthrowers to blaster carbines and from blaster cannons to proton torpedoes.

See Shoot skill in FATE Core p.124 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Hail of Blaster Fire +2 to create advantages with blaster fire to get the enemy to keep their head down, or to provide covering fire
Quick Draw You can bring your gun to hand so fast it’s as if by magic. Pulling a weapon is a free action for you

DECEIVE

Knowing when to show your tell and when to conceal your hand is an important survival skill, and Sabacc strategy. Use Deception whenever you want to conceal your intentions or actions, including spinning a good yarn to fool the local port authority.

See FATE Core p.104 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Act It Out Gain a +2 bonus to overcome actions when trying to convince people you are a specific person
Clever Disguise You’re an expert at creating disguises. Gain a +2 when disguising yourself, even if you’re attempting to pass as another species
Cool Customer You can bluff very effectively; gain a +2 bonus when creating advantages against an opponent
Fast Talk Gain a +2 bonus to overcome actions when talking to someone for no more than a few sentences before breezing past them
Feint You’re a tricky fighter; you like to
convince an opponent he has you on the run when you are, in fact, still in control of the situation. You gain a +2 to your Deceit when creating an advantage in a conflict to place an aspect like Overextended on your opponent
Instant Cover Requires Fast Talk. You can spin up an instant cover story. Whenever you make a Deceive overcome action in public, you automatically have a situation aspect representing that cover story for the rest of the scene. The first invoke of this aspect in the scene is free

EMPATHY

Empathy involves the understanding and ability to determine a beingʼs intentions and emotional state. Use Empathy to discern the truth of a statement, know the emotional state of another and help them overcome social and mental difficulties.

See FATE Core p.108 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Cold Read You can size people up in a glance. Normally, using Empathy to get a read on someone requires at least a few minutes of conversation, if not more. You only need a few moments
Skeptic The world is full of lies and liars, and you’re always looking out for them. You can tell when someone uses Deceit on you and may take full defensive actions (getting a +2) with your Empathy if appropriate – normally, the use of deception isn’t easy to spot in advance, so justifying full defensive actions is difficult

FIGHT

The galaxy is a dangerous place. Having some know-how in a fight can get you out of tight spots when you donʼt have a blaster handy. Use Fight to defend yourself in close-quarters conflicts, knock-out an opponent and participate in a lightsaber duel.

See FATE Core p.110 for more information.

Overcome Create Adv Attack Defend
X X X X
STUNT DESCRIPTION
Charge! Requires Fair (+2) Athletics – Make a Fight roll to charge a target and attack them; the target must be 2 zones away. You gain any weapon-related bonus. You may only charge if your movement is unrestricted by any situation aspect or character
Cleave When you take out an opponent with a melee attack, immediately make another attack against another opponent in the same zone
Dazing Counter When you succeed with style on a defend action against an opponent’s Fight attack, you automatically counter with a nerve punch or stunning blow. Attach a Dazed situation aspect to your opponent with a free invoke instead of just a boost
Dirty Fighter You have a talent for fighting dirty and are experienced in pulling all manner of tricks in order to get the upper hand on your opponents. By exploiting an opponent’s weakness, you can strike deep and true. Any time you tag or compel an opponent’s aspect in a fight, you get an additional +1 on the roll
Severe Blow Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take (so minor becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.

INVESTIGATE

Through concentrated effort and in-depth scrutiny you can find the truth in things. Security forces, Jedi and bounty hunters use this skill to examine evidence, gather useful information through interrogation and scour a planet for a fugitive.

See FATE Core p.112 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Just One More Thing… You may use Investigation instead of Empathy to defend against attempts to use Deception to mislead or lie to you
Pin The Tail You’re tough to shake once you’re on someone’s trail. Gain a +2 to your Investigation rolls when trying to keep track of a target using surveillance

KNOWLEDGE

The more knowledge you possess about the galaxy the less likely something will surprise you when you encounter it. Use Knowledge to identify the model of a starship, know something about galactic history and administer medical treatment.

See Lore skill in FATE Core p.114 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Been There, Done That Your research has taken you all over the galaxy and there aren’t many places you know nothing about. Gain a +2 on any Knowledge roll to know about the local culture of any planet in the galaxy
I Read The Manual You can spend a Fate point to use Knowledge in place of any other skillfor one roll or exchange, provided you can justify having studied about the action youʼre attempting

MECHTECH

Sometimes things break. Mechanics is the skill of working with all forms of machinery and electronics, to repair it or sabotage it. Use Mechanics to overcharge your blaster, repair the hyperdrive on your ship or find the weak spot on a star destroyer.

See Craft skill in FATE Core p.102 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Hand Me The Hydrospanner! Whenever youʼre in a situation that demands a certain tool, you may make an overcome roll to declare that you retroactively happen to have one on hand. If you succeed with style, you can add a boost to that item as normal
Reroute The Systems! You’re an expert at damage control. When your ship’s been damaged and suffered a consequence, you may make a Mechtech roll against a target of Mediocre (+0) for a mild consequence, Fair (+2) for a moderate, or Great (+4) for a severe consequence. If successful, you deny a free tag against the consequence, which will now cost a Fate point to compel

MIGHT

This skill represents your physical conditioning and ability to apply power in a physical endeavor. This skill determines any extra stress boxes and consequences you may have. Use Vigor to resist extreme environments, outlast or overpower an opponent in a physical contest and other applications of brute force or endurance.

See Physique skill in FATE Core p.118 for more information.

SPECIAL: The Might skill gives you additional physical stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes.

This slot can only be used for physical harm.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
I’m Bigger Than You You may use Might instead of Persuasion to make a mental attack once per scene when using your size to intimidate a target
Never Give Up! Gain a +2 bonus on Might rolls made to resist any effect having to do with fatigue, exhaustion or sleep deprivation

NOTICE

This skill represents the character’s awareness and ability to acquire information from their immediate surroundings. Use Notice to spot the concealed blaster in a smuggler’s vest, find someone sticking out in a crowd and eavesdropping on a conversation.

See FATE Core p.116 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Eavesdropper Gain a +2 bonus on Notice rolls when trying to listen in on a conversation
Keen Sense Gain a +2 bonus on Notice rolls when using a specific sense (chosen when this stunt is purchased)

PERSUADE

This is the skill to get what you want from people, be it from a kind word or a menacing threat. Use Persuasion to negotiate a cease fire, seduce a senator or intimidate a thug.

See Provoke skill in FATE Core p.120 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Consular Gain a +2 bonus to Persuasion rolls when speaking on behalf of another
Fierce Gaze Gain a +2 bonus to Persuasion rolls used to make mental attacks while intimidating a target

PILOT

This is the skill used to operate ground vehicles, submersibles, speeders and starships. Pilot is the equivalent of Athletics while in a vehicle. Use this skill to perform evasive maneuvers, plot a hyperspace course or win a pod-race.

See Drive skill in FATE Core p.106 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Accelerate To Attack Speed You can coax more speed out of your vehicle than normally possible. In a contest where speed is the primary factor (like a chase or race), a tie on your Drive roll is considered a success
Form Up On Me Gain or grant an additional +2 when combining skills while flying in formation with at least one other starship
Ramming Speed! Ignore two stress points of damage when ramming another vehicle; if you ram for four stress damage, you only take two points yourself
Shootin’ Womp-Rats You are a skilled combat pilot, and can roll Pilot instead of Shoot to attack in a dogfight
Signature Ride You’ve used a certain vehicle so much that its operation is instinctive to you. Pick a specific vehicle. Add two to your Pilot skill when piloting it
Stablize Your Rear Deflectors Once per scene, you may reroll a failed Drive roll for free
Stay On Target Gain a +2 Drive bonus when pursuing another vehicle
There’s Just Enough Room… You can squeeze your plane through places where it has no business fitting. You never need to spend a fate point to declare details relating to your plane having enough clearance space to fly or land. What’s more, if you do spend a fate point, you can fit the plane in places you absolutely should not be able to

RAPPORT*

The Rapport skill is all about making positive connections to people and eliciting positive emotion. It’s the skill of being liked and trusted.

See FATE Core p.121 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Demagogue +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
Popular If you’re in an area where you’re popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.

RESOURCES

This skill describes your character’s general level of influence in the galaxy by means of their material wealth and the quality of their contacts. Use Resources to acquire equipment, gain a meeting with a senator or bribe a guard.

See FATE Core p.122 for more information.

Overcome Create Adv Attack Defend
X X
STUNT DESCRIPTION
Throw Credits At It You can use your Resources skill to recover from consequences, provided the consequence is something that can be resolved by monetary expense
Your Reputation Precedes You Once per scene, when you meet someone for the first time, you can make a Persuasion roll against a Fair (+2) difficulty to declare that they have heard of you and are affected by your reputation, whatever it may be. Place an aspect to this effect on the target

SNEAK*

The Stealth skill allows you to avoid detection, both when hiding in place and trying to move about unseen. It pairs well with the Burglary skill.

See Stealth skill in FATE Core p.126 for more information.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Face In The Crowd 2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment
Force Vanish Once per scene, you can vanish while in plain sight by
spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll with Notice to suss out where you went (basically meaning they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that overcome roll
Slippery Target Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away

WILL

This skill represents your character’s general level of mental fortitude. Use Will to pit
yourself against obstacles that require mental effort, resist confusion and defend against mental attacks.

See FATE Core p.127 for more information.

SPECIAL: The Will skill gives you additional mental stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes.

This slot can only be used for mental harm.

Overcome Create Adv Attack Defend
X X X
STUNT DESCRIPTION
Strong Willed Gain a +2 bonus to Will to defend against mental attacks from uses of the Force
Focus Gain a +2 bonus to Will rolls to create advantages on yourself
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CHARACTER GENERATION RULES

A HERO’S FATE

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“A Jedi Knight? Jeez, I’m out of it for a little while, everyone gets delusions of grandeur! " – Han Solo

Character generation follows the process outlined in FATE Core. The skill list matches FC exactly but just have been renamed to fit the Star Wars aesthetic.

CHARACTER SHEET

Download the .XLSX from OneDrive

RACE

In this campaign your characters are human (or near-human enough that they pass for one). I really wanted to explore the story from their point of view to start; we’ll do alien races in future games :)

ASPECTS

As per FATE Core, your characters will have 5 Aspects: High Concept, Trouble, Background, Phases 1 – 3 (Your Adventure, Crossing Paths, Crossing Paths Again)

Your High Concept must reference your character’s Force Sensitivity.

ALL Aspects must be accompanied by at least 2 invokes and 2 compels. This ensures I understand that Aspect’s intention. If you have difficulty coming up with 2 invokes and 2 compels, it is probably too weak to support in play.
Establish your PCs relationship (how they met, why they get along) in your back story and formalize that relationship with an Aspect (i.e. Han Is The Brother I Never Had)
REFRESH

Standard starting refresh of 3. Minimum of 2 (i.e. you can purchase one additional Stunt)

SKILLS & STUNTS

For skills, starting characters start with:

1 Great (+4)
2 Good (+3)
3 Fair (+2)
4 Average (+1)

See Skills & Stunts for a complete selection. For stunts, refer to the FATE Core book & other resources on the web. All stunts require GM approval.

STUNTS

Starting number of stunts: 3. You can increase this to 4 buy using one of your starting Refresh.

STRESS BOXES

Mental Stress Track has 2 boxes (modified by Will)
Physical Stress Track has 2 boxes (modified by Might)
Resource Stress Track has 2 boxes (modified by Wealth)
Dark Side Stress Track has 2 boxes (increase +1 maximum with stunt implying resilience to the Dark Side, i.e. Strong Is The Light In This One).

EXTRAS

Please look at Character Generation Rules: Extras for details.

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