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Production and Design: Bruno Fernandes
Santos
This is a fan work, and highly irregular
in that way, committing several copy
rights infringements.
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CHAPTER 3: ACTION
Mechanics: the player would likely choose the 7 and 9 for a total of
16 on the roll.
5
CHAPTER 3: ACTION
Raises is to allow characters to perform Maneuvers
in combat (described later in this chapter), but indi
vidual GMs can allow any number of different effects
Skills
with sufficient Raises. Players who wish to try uncon
ventional or creative actions that are not covered by
the basic rules should simply ask the GM how many
Raises will be required to succeed. A character can
Making Skill Rolls
make a maximum number of Raises per roll equal to Skill Rolls combine a Skill and Trait. To perform a
his Skill Rank. A character with Skill Rank 2, for Skill Roll. roll a number of dice equal to your Skill +
instance, can make 1 or 2 Raises per roll, but not 3. Trait and keep a number of dice equal to your Trait.
Some mechanical effects grant a character Free This Skill Roll is set against a TN determined by the
Raises. These give the benefit of having made a GM.
Raise without actually increasing the TN of the roll in
question, and do not count toward the maximum UNSKILLED ROLLS
number of Raises that may be made per roll. Free
A character may attempt to make a Skill Roll
Raises may also be used to reduce the TN of the task
without the appropriate Skill, but faces a number of
being attempted by 5 instead of augmenting the roll
penalties for doing so.
in the same way as a normal Raise. Raises are not
1) The character must roll his Trait alone, with no
without risk, however. If a player declares Raises on
additional dice.
a roll, and the result of his roll fails to meet the new,
2) No Raises may be declared on an unskilled
increased TN, the roll fails. This is a failure even if
Roll, and Free Raises cannot be used.
the result of the roll meets the original TN but falls
3) An Unskilled roll is always subject to a -5
short of the new, increased TN.
penalty.
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CHAPTER 3: ACTION
Spend the Action Die in order to act in that Two Simple Actions + Free Actions
Turn.
Start a Full-Round Action + Free Actions
EXAMPLE ACTIONS
Free Actions Simple Actions Complex Actions
Draw a weapon (small) Draw a weapon(medium or large) Make an attack
Speak (up to five words) Move Action (Grace x3m) (melee or ranged)
Move Action (Grace x1m) Dismount a Dewback Activate a Force Power
Drop a weapon/item Guard someone (see Raises) Reload an Empty Blaster
Pick up a weapon/item Close the Gap (in melee)
Speak (more than five words) Mount a Dewback
Stand up (from Prone)
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CHAPTER 3: ACTION
Free Actions are minor activities that do not dis the room to another, and a Scoundrel might run
rupt a character’s ability to perform other tasks dur across a hallway to shoot a group of Stormtroopers
ing the course of their Turn. Unless otherwise speci and take cover on the other side. This is normal
fied, a character may only perform each Free Action movement during a round.
listed on the table below a maximum of once per However, use some common sense when moving
Round. around. A bunch of guards aren't going to let a Hero
Simple Actions are tasks that require more of a just walk around them to get to the Villain they are
character's time, but are not so complicated that he protecting. But if the Hero can use Athletics or Acro
is not capable of taking more than one action at a batics to jump over their heads and drop down
time. behind them, that's an entirely different scenario.
Complex Actions are elaborate or time-consuming This applies to NPCs as well. If a Hero has blocked a
efforts that require all of a character’s attention in stairway to protect another Hero's retreat out of the
order to complete. fight, the Villain can't just ignore the dramatic stand
A Full-Round Action is not more complicated than that Hero is making.
a Complex Action, but one that takes an amount of
time that is unaffected by the character's speed to
do it (such as retrieving information from a Attack and Defense
terminal). A character must spend an Action Die to
start a Full-Round action, but once started the Action
is completed only in the following Round, during the
MAKING AN ATTACK
same Turn in which it was started. While completing When you spend an Action Die, you may choose
a Full Round action, the character may take other to attack an opponent with that Action. You roll
actions, as long as they don't interfere with him per Accuracy/Skill (for the weapon or fighting style being
forming his current action. used). This is known as your Attack Roll; remember
Example: Jus-saki is slicing into a DataNet termi its total for the next step. If you roll equal to or
nal. While he does it, Sia-Lan jumps trough a win higher than your opponent's TN to be Hit, you are
dow pursued by a group of droids. While slicing into going to hit him, unless your opponent uses an
the terminal, Jus-saki can use a Complex Action to Active Defense successfully.
shoot the droids with his blaster or a Simple Action TN to be Hit: Your TN to be Hit is equal to 5 +
to hide behind a desk with the terminal's keyboard, your Reflexes x 5, plus any bonuses you may have
but if he steps away from the terminal to fight the from Skills, Advantages or other
droids, he forgoes slicing the terminal and must sources. This is the TN that your
start again later. enemies are usually rolling
against in order to hit you.
Movement
Characters can move a certain amount per
round depending upon the Action or Actions
they devote to that task. Actions corre
spond to the following movement rates:
Free Action: A number of spaces equal
to the character’s Grace.
Simple Action: A number of spaces
equal to the character’s Grace x2.
Complex Action: A number of
spaces equal to the character's
Grace x5, but only in a straight
line.
Characters have a lot of
freedom to move during com
bat. Star Wars R&K
encourages this to
make combat more
dynamic, as it is in
the movies. A Jedi
Knight may jump
from one side of
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CHAPTER 3: ACTION
ACTIVE DEFENSE RAISES
Once the attacker has rolled equal to or higher As with any Skill Roll, Raises may be declared in
than your TN to be hit, you get one last chance to combat for additional effect. The risk of using Raises
avoid the damage. First, you must spend an Action during combat can be much greater than normal. as
Die showing this Turn. You then make your Active a great deal of the time you will have no idea what
Defense roll. Your TN is the attacker's Attack Roll -5. TN you are rolling against. Raises can be used in
If your roll equals or exceeds the TN, you have suc combat for any of the following effects.
cessfully avoided all damage from that attack. You
CALLED SHOT (VARIABLE RAISES)
may use Held Actions or Interrupt Actions to pay for
an Active Defense roll. Called shots inflict no additional damage
What you roll as your Active Defense depends on (Increased Damage Raises are, in effect, called shots
the type of attack that was made against you: aimed at such a result), but might have additional
Melee Attacks: Accuracy/Defense (Active Defense) effects depending on the situation. A vain enemy
Area Attacks: Reflexes/Athletics (Jump) might become enraged by a called shot to his face.
An opponent standing on one leg might fall if an
You can't perform an Active Defense against a attack is directed to that leg. A specific limb can be
Ranged Attack (with the obvious exceptions of Jedi targeted with 1 Raise, a hand or foot with 2 Raises,
using the Deflect ability). You can use the Full the head with 3 Raises, or an eye, ear, finger, or
Defense action to protect yourself from ranged other similarly small part with 4 Raises. There is no
attacks though. specific mechanical effect for striking a particular
body part in this manner, although individual GMS
may rule that a certain amount of damage may
FULL DEFENSE sever or destroy the body part in question, and any
You turn every effort toward self-preservation, items held or worn on that part may be dropped or
moving slowly and watching all enemies for any sign destroyed.
of attack. You make an Reflexes/Defense Skill roll
and add the result to your TN to Be Hit. This bonus
EXTRA ATTACK (5 RAISES)
can apply only to a number of opponents equal to There are very few ways to perform two attacks
your Force Rim and of which you are aware, and in one Action. This Maneuver allows anyone to gain
cannot be used against an unseen enemy. The bonus an extra attack per Action Die, however, as long as
of your Full Defense lasts until you decide to take they have the skill necessary to pull it off. To gain an
any different Action other than a Free Action (per additional attack, a character must make 5 success
forming an Active Defense doesn't remove you from ful Raises on the first attack roll. These Raises confer
Full Defense). no benefits, but if they succeed, the character may
If you perform any actions illegal during Full immediately make a second attack roll as soon as
Defense or move more than a Free Action, you lose the first attack has been resolved (including dam
the benefits of Full Defense. age).
The Extra Attack Maneuver may only be used
once per Action. The initial attack in this Maneuver
LYING PRONE AND GETTING UP
must be successful, but the second may miss with
While you are lying on the ground, your TN to be out affecting the first.
Hit drops to 5, and you must make two Raises in
order to use your Active Defense (see Active GUARD (0 RAISES)
Defense, below). It takes one Simple Action to stand Guard is a unique combat Action that does not
up, and during the Turn you are standing up, your actually require an attack roll. However, it has been
TN to be Hit remains a 5 and you cannot use any placed here for convenience, since it is used only in
Active Defense. combat. During a skirmish, a character can choose
Alternatively, you can try to attack at the same to dedicate himself to protecting another character,
time as you stand up, as a Complex Action. It is a making it harder for enemies to attack that person.
risky maneuver, but it may work. First, you must Guarding is a Simple Action. When you declare a
make 2 Raises on your attack. If you fail, you remain Guard Action, you must designate one other person
prone. If you succeed, you stand up, but you remain within 2m of you. Until your next Turn, any time that
unbalanced and your TN to be Hit remains 5 until the person is within 2m of you, their Armor TN is
start of the next Turn. increased by 10 and your Armor TN is decreased by
5.
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CHAPTER 3: ACTION
INCREASED DAMAGE (1 OR MORE RAISES) you are wielding and your own Strength. Each
You may declare a Raise on an attack roll to weapon has a Damage Rating (DR), which partially
increase your damage on that attack. A single Raise defines the amount of damage it does. A weapon's
increases your damage by 1k0. Two Raises increases damage is described in a manner similar to the fol
your damage by 1k1. You may make any number of lowing:
such Raises on a single attack roll, up to your normal Vibroblade DR: 4k2
maximum. To determine the number of Wounds inflicted on
the enemy, add your Strength to the number of dice
rolled by your weapon, then roll normally. For exam
Unarmed Combat ple, a character with 3 Strength wielding a DR 3k2
Vibroblade inflicts 6k2 damage. 10's explode nor
When engaging in unarmed melee combat, you mally on damage rolls.
inflict (Strength)k1 damage. There are no additional Force Points may not be spent on damage rolls.
penalties for using unarmed combat against armed However, strategic expenditure of Force Points can
opponents, as many weapons already offer powerful make it much easier for you to successfully make
advantages (like superior damage) against an Raises for additional damage.
unarmed combatant. With that said, a typical Star
Wars fight will include lots of kicks, punches and
throws. The Martial Arts skill allows for many Knacks Step 1 - Wounds
that, while less damaging, give many interesting
options to use during a fight. All damage is subtracted from the target's
Wounds. Wounds are divided into seven levels, each
of which contains a number of Wounds equal to the
HEALTHY (0)
At this level you are basically unharmed and
suffer no penalties.
BRUISED (-5)
You are mildly injured and
get a -5 penalty on all rolls.
GRAZED (-8)
You have taken some dam
age, but are still functioning
reasonably well. You get a -8
penalty on all rolls.
HURT (-12)
At this level the pain begins
to interfere with your ability to
move. You get a -12 penalty on
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CHAPTER 3: ACTION
all rolls and your Grace is reduced by one for the
purposes of movement.
Step 2 - Condition
INJURED (-15)
Track
Any time an attack deals Damage equal or higher
Your injuries are such that you have a great deal
than your Body Rim x5, you go down one step in the
of trouble focusing, and even Skills you ordinarily
Wound Track.
perform with ease take great effort. You get a -15
A creature, droid, object, or vehicle not affected by
penalty on all rolls and your Grace is reduced by two
any debilitating conditions is assumed to be in a
for the purposes of movement.
"normal state," which represents one end of the con
dition track. Each debilitating effect to which it suc
CRIPPLED (-20) cumbs moves it one or more steps along the condi
You are barely able to stand upright. You get a tion track. A creature pushed to the last step on the
-20 penalty on all rolls and your Grace is reduced by condition track falls unconscious (see Falling Uncon
three for the purposes of movement. scious, below).
CONDITION STEPS:
DOWN (-30)
Normal state (no penalties);
You are effectively incapacitated. You cannot
move and can speak only in a whisper. You must
Struck (-1k0 on all rolls, -2 TN to be Hit);
spend at Force Point to take any action whatsoever,
and even then you suffer a -30 penalty to all your
Staggered (-2k0 on all rolls, -5 TN to be Hit);
rolls, and move as if your Grace is reduced by five.
The wound penalty for this Rank cannot be reduced
Stunned (-3k0 on all rolls, -10 TN to be Hit);
by your Willpower.
Disabled (-5k0 on all rolls, -15 TN to be Hit)
OUT (N/A)
You are completely unconscious, barely alive and Unconscious (unable to act)
unable to take any actions at all. On the plus side,
this Wound Level contains a number of Wounds
equal no your Stamina x 5, allowing some possibility REMOVING CONDITIONS
that your comrades might yet rescue you. Once you You automatically improve one step in the Condi
have depleted all Wounds on this level, you are tion Track at the end of each round. You can improve
Dying, which is never a good thing. your condition prior to that by spending an Action to
recover, moving + 1 step along the condition track.
DYING (N/A) You can spend as many actions recovering in a single
When you reach this Wound Rank, you must round as you want. Some causes of debilitation,
immediately make a Stamina Roll. The TN equals the such as poison and hunger, may prevent a creature
last Damage Roll made against you. If your roll fail, from improving its condition or returning to its nor
you are Dead, and no amount of healing can help mal state until the cause of the debilitation is treated
you. (see Persistent Conditions, below).
If the Roll is successful, you survive, but you are
not out of Danger yet. You must make another Roll
again at the end of each combat round, until either
you die or someone performs First Aid on you (see
Healing
Healing).
After receiving First Aid, you must make Stamina Use of Medpacs and the Medicine Skill can
Rolls to avoid dying only once every 10 Minutes. This increase your recovery dramatically.
persists until someone performs a Surgery on you First Aid: As a full-round action, you can admin
(see Healing). ister first aid to an unconscious or wounded crea
If you survive the Surgery, you are back in the ture. If you succeed on a TN 15 Medicine Roll, the
Out wound rank, and you can start healing normally. creature regains a number of Wound Points equal to
its Stamina, plus 1 for every point by which your Roll
result exceeds the TN. Using a medical kit grants a
Free Raise on your skill Roll. If the skill Roll suc
ceeds, the tended creature cannot benefit from addi
tional first aid for 24 hours.
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CHAPTER 3: ACTION
You can administer first aid on yourself, but you
take a -10 penalty on your Medicine Roll.
Other Uses for
Surgery: You can perform surgery to heal
Wounds to a wounded creature or remove a persis
Force Points
tent condition. Any of these operations requires 1 Force Points have uses outside of enhancements
hour of uninterrupted work, at the end of which time on rolls. A number of Advantages, Talents and Force
you must make a Medicine Roll. If you fail your Roll, Powers require Force Point expenditure, or are
the surgery does not yield any benefit (but any improved by it. In addition, there are other ways
resources used are still lost). In addition, if you fail that all characters can spend Force Points.
your Roll by 5 or more, the creature takes Wounds
equal to its Stamina x5. If the creature reaches the GAIN AN ACTION
Dying wound level, it must immediately make a
Stamina roll against the damage taken to avoid You may spend one Force Points to gain an addi
dying. tional Simple Action during one of your Turns.
You can make a TN 20 Medicine Roll to perform
surgery on a wounded creature, healing a number of PERSISTENCE
Wound Ranks equal to the creature's Stamina, plus You may spend a Force Point before making any
one Wound Rank per Raise. If you fail the Roll, the Skill Roll (including an attack roll) to negate all
creature instead takes Wounds equal to its Stamina Wound Penalties for that Skill Roll. You may spend
x5. If the creature was already Dying, it dies unless more Force to enhance this roll normally. Penalties
it can spend a Force Point to save itself. You can per imposed by effects other than Wounds (such as a
form surgery on yourself to heal Wounds, but you disease, range, armor) are not negated.
take a -10 penalty on your skill Roll. Performing
surgery to heal Wounds also removes any persistent SPEED
conditions afflicting the target.
You may spend two Force Points before rolling ini
tiative to roll and keep an extra die on your Initiative
TN INCREASE
Force On your turn, you
may spend a Force Point
The Force is a mystical to increase your TN to Be
energy field that surrounds Hit by 10 until you start
and binds all living things your next action. This in
in the galaxy. More than no way interferes with
just a source of power for your ability to act this
those sensitive to its pres turn, and may be com
ence, the Force can affect bined with a Full
the fates of even ordinary Defense.
citizens who have no apti
tude for its use. In the Star WOUND
Wars Roleplaying Game, REDUCTION
there are two ways that
You may spend a
players may call upon the
Force Point to reduce the
Force for assistance. The
number of Wounds you
first way, usable by all
take from a single attack
characters, comes in the
by 10. This negates the Wounds
form of Force Points. The second way,
before they affect you, so it
usable only by characters with the Force
may potentially save you
Sensitivity feat, is through the Use the
from death. This may be
Force skill and associated Force powers.
done once per Turn.
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CHAPTER 3: ACTION
22
CHAPTER 3: ACTION
Activation: Free Action TN: 15 The Force enables you to jump great heights and
distances. You gain a +15 bonus on Jump rolls until
Target: You
the start of your next turn.
You become enraged as the dark side flows
1 Raise: As above, except: +30 Force bonus on
through you. You gain a +3 on melee attack rolls
Jump rolls.
and melee damage rolls until the end of your turn.
2 Raises: As above except: +45 Force bonus on
1 Raise: As above, except the rage bonuses
Jump rolls.
increase to +6.
Special: You can spend a Force Point to increase the
2 Raises: As above except the rage bonuses
power's bonus on Jump rolls by 15.
increase to +9.
Special: While consumed by rage, you cannot use
skills or perform tasks that require patience or con
centration. You can spend a Force Point to extend
Grace
the duration of your dark rage until the end of the
encounter. BATTLE STRIKE
Activation: Free Action TN: 15
ENERGY RESISTANCE
Target:: You.
Activation: Complex Action TN: 20
You use the Force to enhance your battle
Target:: You
prowess. Gain +1k0 on your next attack roll and
You use the Force to protect you from damage deal an additional +2k0 damage if the attack hits.
caused by energy, sonic, fire, cold and electrical 1 Raise: As above, except you deal an additional
sources. You gain DR 5 against energy damage until +2k1 damage.
the beginning of your next turn. 2 Raises: As above, except you deal an additional
1 Raise: As above, except DR increases to 10. +2k2 damage.
2 Raises: As above, except DR increases to 15. Special: You can spend a Force Point to extend this
3 Raises: As above, except DR increases to 20. ability to an additional attack.
Special: You can spend a Force Point to use this
power as a Free Action. You can maintain energy FORCE DISARM
resistance from round to round, extending the nor
Activation: Complex Action. Target: One creature
mal duration. Maintaining the energy resistance
within 6 spaces and within line of sight.
power is a Free action. If you take damage while
TN: See below.
maintaining energy resistance, you must succeed on
You try to disarm an opponent by using the Force
a Body/Use the Force roll TN = 15 + damage taken
to pull the weapon from his grasp. Make a contested
to continue maintaining the power.
Use the Force roll against your Target's
Strength/Weapon Skill. If your disarm attack suc
FORCE CRUSH ceeds, you may choose to let the item drop to the
Activation: TN: Target's Body x5, 15 if ground by the target's feet or have the item fly into
Complex Action it is an inanimate object. your hand (in which case you must have a free hand
Target:: One target within 6 spaces or within line of to catch it).
sight. Special: You can spend a Force Point to damage or
destroy the target weapon instead. If your disarm
You use the Force grasp and crush your enemy. attack succeeds, the weapon takes damage equal to
The target takes 3k2 wound's, and can take only a your Use the Force roll result. You must declare that
single Free Action with his next Action Die. you are using this option before making your disarm
1 Raise: As above except the target takes 6k4 attack.
points of damage.
2 Raises: As above except target takes 9k6 points FORCE SPEED
of damage.
Special: You can spend a Force Point to deal an Activation: Free. Target: You. TN: 10
additional 3k2 points of damage.
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CHAPTER 3: ACTION
The Force enables you to move quickly. You Special: You may maintain your concentration on
increase your Grace Rim by 1 for the purpose of the targeted creature to continue damaging it from
movement until the start of your next turn. round to round. Maintaining the Force grip is a Com
1 Raise: As above, except Grace Rim increases by plex Action, and you must make a new Use the Force
2. roll each round. If the target moves 1 or more steps
2 Raises: As above except Grace Rim increases by down the condition track,
3. the condition becomes persistent until the target
Special: You can spend a Force Point to increase is treated with a TN 30 Medicine roll to perform
your Grace Rim one additional Rank. surgery. You can spend a Force point to increase the
damage to 6k6.
NEGATE ENERGY
Activation: Active Defense.Target: One attack
FORCE PUSH
made against you that deals energy weapon dam Activation: Complex Action. Targets: One object or
age.TN: Damage dealt by the targeted Attack. character within 12 spaces and within line of
You spontaneously negate a single attack that sight.TN: Target's Body x5.
deals energy weapon damage, such as a lightsaber You use the Force to push a target away from
or blaster. The attack is negated and you take no you. You push it back 1 space plus an additional
damage. If your roll result is less than the amount of square for every 5 points by which you exceed the
damage dealt, you fail to negate the attack and take TN. If you push the target into a larger object, the
damage as normal. target takes 2k1 damage.
Special: You must be aware of the attack and able The target adds its size modifier to this power's
to defend yourself properly to negate it. If you are TN: Colossal, +20; Gargantuan, +15; Huge, +10;
successful, you can spend a Force Point to heal Large, +5; Medium, +0; Small, -5; Tiny, -10;
Wounds equal to the damage of the negated attack. Diminutive, -15; Fine, -20. In addition, it gets a +5
increase if it has more than two legs or is otherwise
exceptionally stable.
Mind
FEAR [DARK SIDE, MIND AFFECTING ]
Activation: Free. Target: One creature within 12
spaces and within line of sight.
TN: Target's Spirit x5
You summon the power of the dark side to instill
fear in your enemies. This is a fear effect. The target
can take only Simple Actions with his next Action
Die.
1 Raise: The target can take only one Simple Action
with his next Action Die.
2 Raises: The target can take only Free Actions with
his next Action Die.
3 Raises: The target looses his next Action Die.
Special: When you successfully use this power on
an opponent, you can spend a Force Point to impose
a -5 penalty to all of the opponent's Defenses until
the beginning ofyour next turn.
24
CHAPTER 3: ACTION
FORCE STUN -3k0 to -5k0. You can maintain Force whirlwind from
round to round, extending the
Activation: Complex Action. Targets: One creature normal duration. Maintaining the Force whirlwind
within 6 spaces or within your line of sight. power is a Simple Action, and you must make a new
TN: Target's Mind x5 Use the Force roll each round. If you take damage
You call upon the Force to overload an enemy's while maintaining a Force whirlwind, you must suc
senses, potentially stunning it. The target moves -1 ceed on a Use the Force roll [TN = 15 + damage
step along the condition track (see Conditions, page taken] to continue maintaining the power. If a target
11). For every 5 points by which you exceed the TN, within a Force whirlwind is attacked or otherwise
the target moves an additional -1 step along the damaged or moved down the condition track by you
condition track. or one of your allies, the effects of the Force whirl
Special: When you use this power, you can spend a wind end immediately.
Force Point to move the target an additional -1 step
along the condition track. MOVE OBJECT
FORCE WAVE Activation: Complex Action.Target: One character
or object within 6 spaces or within your line of
Activation: Complex Action. Targets: All targets sight.TN: See below.
within a 6-square cone and within line of sight. You telekinetically move a target up to 6 spaces
TN: See below. in any direction using the Force. Make a Use the
You pound one or more creatures with the Force. Force roll. The result of the roll determines the maxi
Make a single Use the Force roll and compare it to mum size of the target you can lift (see below). If
each individual target's Body x5. A target hit takes the target is a creature that resists your attempt,
5k4 points of Force damage and is knocked prone. If your Use the Force roll must also
the result is less than any target's Body x5, it takes exceed the target's Spirit x5. You can hurl the
half damage and is not knocked prone. This is an target at (or drop it on) another target in range
area effect. using your Force/Use the Force roll as the Attack
Special: When you use this power, you can spend a Roll. Both targets take damage determined by your
Force Point to deal 6k6 damage instead. Use the Force roll result.
TN 15: Move object up to Medium size (deals 3k2
FORCE WHIRLWIND damage)
Activation: Complex Action. Target: One crea TN 20: Move object up to Large size (deals 4k3
ture or droid within 12 spaces and within line of damage)
sight.TN: Target's Body x5 TN 25: Move object up to Huge size (deals 5k4
You call upon the Force to surround an enemy in damage)
a swirling vortex of Force energy. The whirlwind lifts TN 30: Move object up to Gargantuan size (deals
them about a half a meter off of the ground, spin 6k5 damage)
ning them in the air and buffeting them with Force TN 35: Move object up to Colossal size (deals 8k6
energy. damage)
The target is captured within the whirlwind and Special: You may maintain your concentration on
immobilized until the beginning of your next turn. the targeted object to continue to move it from
Any attack rolls or skill rolls the target attempts round to round. Maintaining the move object power
while within the whirlwind are at a -3k0 penalty. The is a Complex Action. If you use move object against
target falls prone when the effect ends. The target a hovering or flying target (such as a speeder or
also takes 1d6 points of Force damage. starship) the target can oppose your Use the Force
The target adds a size modifier to the TN of this roll with a grapple roll. If the target wins the
power: Colossal, +50; Gargantuan, +20; Huge, opposed roll, you are unable to move the target.
+10; Large, +5; Medium and smaller, +0. You may spend a Force Point to increase the max
1 Raise: The target takes 3k2 points of Force dam imum size of the object by one category (maximum
age. size Colossal [frigate], 10k8 damage).
2 Raises: The target takes 4k3 points of Force dam
age.
3 Raises: The target takes 5k4 points of Force dam
age.
Special: You can spend a Force Point to increase the
penalty to the target's attack rolls and skill rolls from
25
CHAPTER 3: ACTION
26
CHAPTER 3: ACTION
SLOW each round, and each one must be activated by a
separate use of Valor.
Activation: Complex Action. Target: One crea
ture or droid within 12 spaces and within line of VITAL TRANSFER [LIGHT SIDE]
sight.TN: Target's Spirit x5.
The Force enables you to slow your targets as if Activation: Complex Action.Target: One creature
they are encumbered by an extremely heavy load, touched.TN: 15
making it difficult for them to move. Target's speed You use your own life force to heal another living
is reduced by 1 space until the beginning of your creature, using the Force as a conduit. The target
next turn. The target is also encumbered, as though heals Wounds equal to 10 x it's Heroic Rank.
carrying a heavy load, taking a -15 penalty on Acro 1 Raise: The target heals Wounds equal to 15 x
batics, Athletics and Stealth rolls, and rolling -3k0 on Heroic Rank.
Initiative (if the target ends up rolling less dice than 2 Raises: The target heals Wounds equal to 20 x
he has Force, he may take the rest of his actions at Heroic Rank.
Turn 0). Each time you use vital transfer, you take half as
1 Raise: As above except the Target's Grace is much damage as you heal (rounded down).
reduced by 1 for the purpose of movement. Special: You may spend a Force Point to avoid tak
2 Raises: As above except the Target's Grace is ing any damage when you use this Force power.
reduced by 2 for the purpose of movement.
3 Raises: As above except the Target's Grace is
reduced by 3 for the purpose of movement. Force
The target adds a size modifier to its Fortitude
Defense: Colossal, +50; Gargantuan, +20; Huge, FARSEEING
+10; Large, +5; Medium and smaller, +0.
Special: You can spend a Force Point give yourself Activation: 1 Full-round.Target: One creature you
+3k0 to your Use the Force roll when you use of this know or have met before.
power. TN: Target's Force x5
You gain a vague, momentary impression of
VALOR [LIGHT SIDE] events happening around a particular being in some
distant place. You can sense whether the target is
Activation: Complex Action.Target: One ally within alive or dead and gain a vague sense of its
12 spaces and within line of sight. immediate surroundings, what it's currently
TN: 15. doing, and any strong emotions it is presently feel
You call upon the strength of the Force, reaching ing. A dead target has a TN of 30 for purposes of
out to your ally and sharing your strength with them. this Force power.
The target gains a +1 bonus to Attack and Damage If your roll result is less than the TN, you gain no
rolls, and increase the TN of all mind-affecting and information (including whether the target is alive or
fear effects against him by +2 until the start of your dead) and cannot use this Force power against the
next turn. same target for 24 hours.
1 Raise: As above except the bonus to Attack Rolls Special: If you successfully use this Force power,
increases to +1k0 and the TNs increases by +5. you can spend a Force Point to gain a clear mental
2 Raises: As above except the bonus to Attack Rolls image of the target's surroundings, as well as other
increases to +2k0 and the TNs increases by +10. creatures and objects within 6 spaces of it.
3 Raises: As above except the bonus to Attack Rolls
increases to +3k0 and the TNs increases by +15. FORCE LIGHTNING [DARK SIDE]
Special: You can spend a Force Point when you acti
vate this power to have the bonus apply against all Activation: Complex Action.Targets: One target in
effects that target a character's Willpower, Spirit or line of sight and within 6 spaces of you.
Mind (not just mind-affecting and fear effects). TN: Target's TN to be Hit.
You can maintain valor from round to round, You blast an enemy with deadly arcs of Force
extending the normal duration. Maintaining the valor energy. If the attack hits, the target takes 10k8
power is a Free Action. If you suffer damage while points of Force damage and moves -1 step along the
maintaining valor; you must succeed on a Use the condition track (see Conditions, page 11). If the
Force roll [TN = 15 + damage taken) to continue attack misses, the target takes half damage and
maintaining the power. You may have multiple does not move along the condition track (except if
instances of Valor active at once (affecting different the damage exceeds his Body x5, as normal).
allies), but maintaining each one requires a Free
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CHAPTER 3: ACTION
Special: You can spend a Force Point to move a tar held by you, even if it is hovering nearby and not in
get an additional -1 step along the condition track your hands. You attack rolling Force/Use the
when you successfully hit it with Force lightning. Force(Kinetic Combat). A successful attack deals
normal melee weapon damage, substituting your
ION STRIKE Charisma for your Strength for damage. Talents and
knacks that would normally enhance a weapon's use
Activation: Complex Action. Target: One target
do not do so while you are using kinetic combat to
within 6 spaces and within line of sight.
wield the weapon (for example, you cannot use
TN: 20
Lunge or Riposte while wielding the weapon). If the
You call upon the Force to overload electronic sys
weapon is adjacent to you, it can make Active
tems and droids, damaging or even destroying the
Defenses for you rolling Force/Use the Force(Kinetic
unit. The target takes 5k5 points of ion damage.
Combat). Any Attack or Active Defense made by he
1 Raise: The target takes 6k5 points of ion damage.
weapon uses your Action Dice.
2 Raises: The target takes 6k6 points of ion dam
Special: You can maintain kinetic combat from
age.
round to round, extending the normal duration.
Special: You can spend a Force Point to increase the
Maintaining the kinetic combat power is a Free
ion damage dealt by this Force Power by 3k3.
Action, and as a Complex Action each round you
maintain it you can direct the weapon to move up to
KINETIC COMBAT 6 spaces and make a single attack against a target,
Activation: Complex Action.Target: Your though the weapon must remain within 12 spaces of
weapon.TN: 20 you or the power's effect ends. If you suffer damage
You use the Force to manipulate your chosen while maintaining kinetic combat, you must succeed
weapon, allowing it to operate independent of your on a Use the Force roll [TN = 15 + damage taken] to
grasp. You can telekinetically move a Medium or continue maintaining the power.
smaller melee weapon you hold up to 12 spaces and You can spend a Force Point to gain +1k0 bonus
make an attack with it. The weapon is considered on attack rolls with a weapon wielded using kinetic
combat.
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