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Character Generation
All characters start with the values 7, 9, 10, 10, 11, 13 allocated between 6 attributes:
Dexterity
Strength
Perception
Knowledge
Mechanical
Technical
All characters also start with Life Blood equal to their Strength and 5 Hero Points.
Non Force users start with:
5 Skill Specialisations.
Force users start with:
A Force Dice of d6.
A Dark Side Dice of d6.
2 Force Powers.
3 Skill Specialisations.
All characters begin with some appropriate equipment that you think the GM will let you get
away with. If it's anything expensive or unusual then have an appropriate story ready ;-)
e.g.
Luke Skywalker
Dexterity 11; Strength 9; Perception 10; Knowledge 7; Mechanical 13; Technical 10
Life Blood 9; Hero Points 5; Force Dice d6; Dark Side Dice d6
Enhance Attribute; Lightsaber Technique; Dodge; Starfighter piloting; Repulsorlift
operation
Han Solo
Dexterity 11; Strength 10; Perception 13; Knowledge 7; Mechanical 10; Technical 9
Life Blood 10; Hero Points 5
Blaster pistol; Dodge; Con; Space transports piloting; Starship gunnery
Skill Specialisations
A character gains Advantage on Attribute Tests covered by their Skill Specialisations.
This list should not be considered exhaustive.
Dexterity
Archaic weapons, Blaster pistols, Blaster rifles, Bowcaster, Bows, Brawling1,
Brawling parry1, Dodge, Firearms, Grenade, Lightsaber, Lightsaber parry, Melee1, Melee
parry1, Missile weapons2, Pick pocket, Repeating blasters, Running, Thrown weapons,
Vehicle blasters.
Perception
Bargain, Command, Con, Gambling, Hide & Sneak, Initiative, Investigation,
Persuasion, Search, Willpower.
Knowledge
Alien species, Bureaucracy, Business, Cultures, Languages, Law enforcement,
Planetary systems, Scholar, Streetwise, Survival, Tactics, Valuation.
Strength
Brawling1, Brawling parry1, Climbing, Intimidation, Jumping, Lifting, Melee1, Melee
parry1, Stamina, Swimming.
Mechanical
Astrogation, Beast riding, Blaster artillery, Capital ship gunnery, Capital ship
piloting, Capital ship shields, Communications, Ground vehicle operation, Repulsorlift
operation, Jetpack operation, Sensors, Space transports piloting, Starfighter piloting,
Starship gunnery, Starship shields, Walker operation.
Technical
Armour repair, Blaster repair, Capital ship repair, Computer programming/repair,
Demolitions, Droid programming/repair, Forgery, Medicine, Repulsorlift repair, Security,
Space transports repair, Starfighter repair.
1
2
Tests for these skills can be made with either Dexterity or Strength.
Grenade launchers, rocket launchers, etc.
Attribute Tests
Only PCs make attribute tests! They make attack tests (e.g. Dexterity/Blaster pistol) when they
attack and defence tests (e.g. Dexterity/Dodge) when they are attacked.
Roll d20 + attribute + any GM assigned modifiers:
Roll
Result
< 10
Fumble - unless stated otherwise this is the same as Failure but at the GMs
discretion the character also suffers Disadvantage on their next test.
10-19
Failure
20-29
Success
30
Critical - unless stated otherwise this is the same as Success but at the GMs
discretion the character also gains Advantage on their next test.
When rolling with Advantage roll 2d20 and pick the best.
When rolling with Disadvantage roll 2d20 and pick the worst.
Levels of Advantage and Disadvantage cancel each other out, but in the end a test can be at
best be rolled with Advantage or at worst rolled with Disadvantage. If there are 3 or more levels
of Disadvantage then at the GMs discretion the task is impossible.
Powerful Opponents
For every HD an NPC has above the characters level, subtract 1 from every roll the player
makes for any test that would determine the outcome of a conflict between them and an NPC.
e.g. a level 3 character defending against an NPC with HD 5 would subtract 2 from their
dodge/parry roll.
Hero Points
A player can spend a Hero Point to:
At the GMs discretion where the narrative of a scene has not clearly defined a
certain piece of information, the player might suggest something that sounds reasonable
and make that suggestion become fact.
Characters gain 1 Hero Point at the beginning of each session and may be rewarded more insession at the GMs discretion.
Experience
Characters gain levels at the GMs whim, probably once every two or three adventures.
When they gain a level:
All characters:
At every level - test each attribute, if the test fails then increase that attribute by 1
point. If all tests succeed then increase one attribute of the players choice.
Non Force users:
At every level - choose 2 different attributes and make a second test as above.
At levels 4, 7 and 10 - gain an additional Skill Specialisation.
Force users:
The Force
To use the Force a player chooses one of the characters available powers and rolls their Force
Dice to determine the effect:
On a natural 1 or 2 the Force Dice type is reduced by one step:
d12d8d6d4.
A character's Force Dice is reset at the beginning of each session.
If the target of a power is of higher level/HD then apply the level/HD difference as a penalty to
the roll.
The Dark Side
To call upon the Dark Side a player chooses one of the characters available powers but instead
of rolling their Force Dice they roll their Dark Side Dice to determine the effect:
On a natural 1 or 2 the Dark Side Dice type is increased by one step:
d6d8d12.
Once increased above d12 a character has been consumed by the Dark Side
and becomes a GM controlled NPC.
A character's Dark Side Dice is never reset.
A character cannot both use the Force and call upon the Dark Side for the same action.
Using a power in anger, hate, or fear always requires the Dark Side Dice to be rolled.
At the GMs discretion a Force user conducting evil deeds even when not using a power may be
required to roll the Dark Side Dice or even have their Dark Side Dice automatically increased.
The GM should warn a player when an action requires rolling the Dark Side Dice and give them
the opportunity to change their mind.
Force Powers
Energy Manipulation
Subtract the result of rolling the Force Dice from the damage caused by an
energy attack.
Roll the Dark Side Dice and cause that much damage to one or more Nearby
targets (Force Lightning). When multiple targets are attacked roll separately for each
with a -2 penalty per additional target.
Enhance Attribute
Add the result of rolling the Force Dice to any test which the GM agrees might be
influenced by the Force. This does not have to be declared in advance, it can be done
after the test is rolled.
Lightsaber Technique
Character does not suffer Disadvantage when using a lightsaber; use of this
effect does not require the Force Dice to be rolled.
A critical result when parrying a blaster bolt allows the character to deflect the
bolt back at either their attacker or a different target. No attack roll is required, just roll
the Force Dice to determine the damage caused; this can never be more than the
maximum damage for the blaster.
Telepathy
Target number
Line of sight
Same planet
Beyond
+2
Telekinesis
Move an object from the characters hand, to Close range, from Close range to
Nearby range, from Nearby to Far Away, or vice versa:
Weight
Target number
Brick
Person
Land speeder
Starfighter
Small objects can be moved at 20-30 mph larger objects at about walking pace.
Roll the Dark Side Dice and cause that much damage to one or more Nearby
targets (throw an object at them; throw them at an object; crush their trachea; lift them
off the ground and drop them, etc.) When multiple targets are attacked roll separately for
each with a -2 penalty per additional target.
Combat
Combat occurs in rounds of approximately 10 seconds duration.
Initiative
At the start of each round all characters make a Perception/Initiative test:
Result
Fumble
Failure
Success
Critical
As Success and character can either perform two actions without penalty on
their turn, or gain Advantage on their next test.
Attack
A character may perform multiple attacks on their turn suffering a -4 penalty for each attack
beyond the first. This penalty only applies to the characters Attack tests. e.g. if Han shoots his
blaster 3 times then all 3 attack tests will be at -8 but there would be no penalty to any defence
tests made on the same round.
Modifier
Melee - You have a weapon and your opponent does not or you have a
lightsaber and your opponent does not.
Advantage
Melee - Your opponent has a weapon and you do not or your opponent
has a lightsaber and you do not.
Disadvantage
Result
Fumble
Either character suffers Disadvantage on their next test, or the Usage Dice (if
any) for the weapon they are using is automatically reduced, or when parrying
their opponent performs a riposte, no Defence test is allowed, just roll weapon
damage.
Failure
Success
Critical
Either the attack hits for maximum damage, or the attack hits for rolled
weapon damage and the opponent suffers some calamity that allows the next
test against them to gain Advantage.
Defence
Ranged attacks are defended against with Dexterity/Dodge, or Dexterity/Lightsaber parry tests.
Melee attacks are defended against with Dexterity/Brawling parry, Dexterity/Lightsaber parry, or
Dexterity/Melee parry tests.
If a character is targeted by multiple attacks in a round then their Defence tests suffer a -2
penalty for each attack beyond the first. This penalty only applies to the characters defence
tests. e.g. if Han is shot at by 2 pirates and punched by a 3rd on the same round then all 3
defence tests will be at -4 but there would be no penalty to any attack tests made on the same
round.
Modifier
Melee - You have a weapon and your opponent does not or you have a
lightsaber and your opponent does not.
Advantage
Melee - Your opponent has a weapon and you do not or your opponent
has a lightsaber and you do not.
Disadvantage
Result
Fumble
Failure
Success
Critical
Either character gains Advantage on their next test, or when parrying the
character performs a riposte, no Attack test is required, just roll weapon
damage.
Character drops it at his feet, throws it at his friends or otherwise misses the
target area by a wide margin. Friendly characters must make a Defence test
as described below to avoid collateral damage.
Failure
Misses target area. Intended targets and others who might be caught in the
blast suffer rolled damage.
Success
Critical
As Success.
When an NPC attacks with an area effect weapon each character in the target area must make
a Dexterity/Dodge test. This test does suffer the Powerful Opponents penalty:
Defence Result
Fumble
Failure
Success
Critical
Damage
If a character is reduced to zero Life Blood (they cannot be reduced below zero) they are taken Out of
Action (OofA), they are unconscious and cannot act for the remainder of the fight. When the fight is over,
a character that is taken OofA should roll on the table below to see what happens to them. If they
survive they gain 1d4 Life Blood.
Roll 1d6
Result
+1
If already Wounded.
+2
Healing
Treatment with a Medpac takes 10 minutes and a successful Technical/Medicine test to heal 1d6 Life
Blood and cure the Dazed and Wounded conditions. After the first treatment each day further Medpac
treatments suffer Disadvantage due to reduced effectiveness of the drugs. If the treatment test is a
Fumble then no further Medpac treatments are possible on the patient for 24 hours.
Treatment without a Medpac takes 1 hour and a successful Technical/Medicine test to heal 1d6 Life
Blood. This can only be attempted once per patient per 24 hours.
After a complete day of rest a character automatically heals 1 Life Blood.
Curing the Incapacitated condition requires treatment in a bacta-tank taking 2d6 hours and costing 500
credits. This also heals all lost Life Blood.
Curing the Crippled condition requires treatment by a surgeon or surgical droid at a high-end medical
facility taking 1d6 days and costing 2000 credits. This also heals all lost Life Blood. Depending on the
nature of the wound it may involve extensive reconstructive surgery and possibly cybernetic replacement.
Starship Combat
These rules apply to dogfights between Starfighters and Space Transports; Capital Ships follow
different rules.
Range & Position
Ships in a dogfight are at either Long, Medium or Short range with respect to each other. If at
Short range a ship may have an Advantageous Position over one opponent.
At the start of each round the pilot makes a Mechanical/Starfighter piloting or Mechanical/Space
transports piloting test:
Modifier
Maneuverability greater than opponent
Advantage
Disadvantage
Maneuverability 4 or more less than opponent Irrespective of the result the pilot cannot
extend the range beyond Medium.
Result
Fumble
Failure
Success
Critical
Attack
This works as per the normal ranged combat Attack rules except tests are made using
Mechanical/Starship gunnery. Multiple attacks are possible, but each weapon system may
only fire once per round.
Modifier
Advantage
Medium range
Disadvantage
Long range
Evasion
This works as per the normal ranged combat Defence rules except tests are made using
Mechanical/Starfighter piloting or Mechanical/Space transports piloting as appropriate.
Modifier
Disadvantage
Medium range
Advantage
Long range
Deflector Shields
If a ship has deflector shields then the pilot may make a Mechanical/Starship shields roll to
angle them against incoming damage. In a ship with a co-pilot position this test must either be
made by the co-pilot or with Disadvantage.
Result
Fumble
Failure
Success
Roll deflector shields Usage Dice and reduce damage by value rolled.
Critical
Do not roll deflector shields Usage Dice, damage reduced by maximum value.
Damage
Damage is subtracted from a ships Hull Points. In addition for each hit that causes more than
4+ points of damage roll on the Starship System Damage table below:
Roll 1d6
Result
Controls Ionized - All actions using the ships systems are at Disadvantage
until the end of the ships next turn.
Crew Injured - A random crew member (including any droids) takes 1d10
damage.
If a ship is reduced to zero Hull Points (it cannot be reduced below zero) roll on the table below:
Roll 1d6
Result
1-4
Dead in Space - All the ships systems except for life support, comms and any
escape pods are inoperable. If the ship suffers further damage it goes Boom!
5-6
Boom! - The ship is within moments of exploding. All crew must make a
Knowledge/Survival test to reach the escape pods. Those who fail can spend a
Hero Point to survive or persuade a friend to spend one to rescue them.
Repairs
Require an appropriate Technical/Repair test. In all cases a Critical halves the repair time.
Type of repair
Time taken
Notes
1 round / 1 hour
1d6 hours
1d6 hours
1d6 days
1d6 hours
Equipment
A character can carry a number of items equal to their Strength. Carrying more means all
physical tests suffer Disadvantage.
Weapons
Weapons
Dmg.1
Cost
Holdout blaster
d6
300
Blaster pistol
d8
500
d10
750
Blaster carbine/rifle
d10
1,000
2 equipment slots.
d8
2,000
Medium repeating
blaster
d10
3,000
d12
Wookie bowcaster
d10
2 equipment slots.
Lightsaber
d12
Force pike
d10
500
Vibroblade
d6
250
Vibroaxe
d8
500
Fragmentation grenade
d8
200
Blast radius 5 m
Thermal detonator
d12
2,000
Blast radius 10 m
Notes
Half damage (round down) vs. Vehicles, quarter damage (round down) vs. Starships.
Armour
Armour
Damage
reduction
Cost
Notes
Blast helmet
-1
300
Blast vest
-1
300
-3
2,000
-3 Dexterity; -3 Perception;
3 equipment slots; usage dice d8
-6
8,000
-6 Dexterity; -6 Perception;
4 equipment slots; usage dice d8
Stormtrooper or
Bounty hunter armour
-3
Droids
Droids
Cost
Notes
First-Degree Droid
5,000
Second-Degree Droid
4,000
R2
Third-Degree Droid
3,000
3PO
Fourth-Degree Droid
2,000
Fifth-Degree Droid
1,000
Caller
100-500
Restraining Bolt
50
500
50-500
Miscellaneous Equipment
Miscellaneous equipment
Cost
Ammo Bandolier
100
25
Breath Mask
50
Chronometer
25
Comlink (civilian)
100
Comlink (encrypted)
1,000
Datapad
100
500
Glowrod
10
Jetpack
1,800
Macrobinoculars
100
Medpac
100
Quick-Draw Holster
250
Rations (1 week,
concentrate)
200
Recording Rod
30
750
Sensor Pack
650
Sleeping Bag
15
1,000
Syntherope
Toolkit
200
Work Clothes
100
Notes
4 equipment slots
Usage dice d6
Starships
Starfighters
Manoeuvre
Hull
Shields
Weapons
ARC-170
14
d6
DL; DL(T), PT
A-Wing
11
d6
DL; 2 x CM
B-Wing
d8
Delta-7 Aethersprite
d6
DL
11
DL; DI
TIE/ln
DL
TIE Bomber
13
DL; CM(16)
TIE Interceptor
10
12
QL
X-Wing
12
d6
QL; 2 x PT
Y-Wing (1-seat)
12
d8
Y-Wing (2-seat)
12
d8
Z-95 Headhunter
12
d6
DL; 2 x CM(6)
Manoeuvre
Hull
Shields
Weapons
12
d6
2 x DL(T)
d6
4 x DL(T)
11
d6
DL
Lambda Shuttle
12
d8
2 x DL, DL(R)
Millennium Falcon
18
d10
2 x QL(T); 2 x CM(4)
Slave I
14
d10
YT-1300 Transport
12
DL(T)
YT-2000 Transport
12
d8
DL(T)
YT-2400 Transport
d8
DL(T)
Space transports
Starship weapons
Code
Damage1
Notes
SL
d6
DL
d8
QL
d10
HL
d12
DI
d6
TI
d8
As above.
HI
d10
As above.
Concussion missiles
CM
2d6
Proton torpedoes
PT
2d8
As above.
Rear mounted
(R)
Turret mounted
(T)
As above.
Vehicles
Vehicles
Manoeuvre
Hull
Weapons
AT-ST Walker
AT-AT Walker
36
DL; DB
X-34 Landspeeder
11
SB
10
SB
14
DB; PH(R)
Cloud Car
DB
Sail Barge
Skiff
Vehicle weapons
Code
Damage1
SB
d6
DB
d8
d6
DL
2d8
Concussion grenade
launcher
CGL
d8
Power harpoon
PH
Rear mounted
(R)
Notes
Double damage vs. Characters, half damage (round down) vs. Starships.
Designer's Notes
When I posted an early draft of these rules under the name Black Star to The Black Hack
group on Google+ it attracted little interest but there was one fairly critical comment there could
be paraphrased as Why have you diverged so much from The Black Hack? I didn't answer at
the time due to ill health and a busy work schedule but it has prompted me to add these notes.
Alternatively I might just pretentious ;-)
Why have you changed from the classic array of six attributes?
There is nothing particularly special about the classic array and you could argue that even for
Dungeons & Dragons it is not the optimal set. Why else does Charisma often become a dump
stat; especially outside of OSR circles where henchmen and reaction rolls have been left
behind? Perdonally even for D&D I would make an argument to add a Perception attribute
instead of overloading Wisdom and making all Clerics avatars of Sherlock Holmes. I believe the
array Ive used, borrowed from WEG Star Wars, to be genre appropriate.
Why have you changed from The Black Hack roll under mechanic?
The roll under mechanic is great, but I believe a roll high mechanic is actually more natural.
Rolling high is good on all dice rolls, penalties are always negatives to the roll and bonuses are
always positives. It also easily facilitates opposed rolls between PCs and an increasing chance
of critical with improved ability score.
What happened to Hit Points?
D&Ds Hit Points abstraction has always been a bit peculiar with some undefined fraction
measuring a character's actual vitality whilst the remainder measures fatigue, luck, dodging and
parrying ability. The Black Hack differs because a character's DEX can increase with level,
presumably corresponding to increased dodging and parrying ability. This leaves HP as a
measure of vitality, fatigue and luck. For the Empire Strikes Hack I decided I wanted an even
simpler abstraction and thus made Life Points purely a measure of vitality derived directly from
Strength.
Why have you introduced skills, I dont like skills?
I dont like skills either where they restrict what a character can do. But with the exception of
using the Force all characters in The Empire Strikes Hack can attempt anything. The Skill
Specialisations function the same as the advantages granted by different classes/races in a
more conventional Hack without the need to define a long list of Bounty Hunter, Pilot, Smuggler,
etc. classes.
Why use an increasing rather than decreasing Dark Side usage dice ?
Played raw a usage dice always decreases in The Black Hack and my earliest drafts had the
Dark Side Dice behave this way. However I didnt find it natural that the value decreased as a
character's taint by the Dark Side increased. Reversing how the Dark Side Dice worked cures
this problem and has the added benefit that the stronger the taint becomes the greater the
temptation to risk rolling the Dark Side Dice because the potential benefit increases whilst the
probability of the taint getting worse decreases.