Você está na página 1de 6

8

CLASSIC ADVENTURES

INTRODUCTION
They were in the wrong place at the wrong time. So, naturally, they became heroes.
Princess Leia Organa

This chapter provides supplemental rules which allow


players, with gamemaster permission, a few additional
options.
Perks and snags are used to express aspects of a character
not directly associated with attributes, skills, Force Points,
Dark Side Points, injury status or template. Perks are representative of something unique about the character that is
beneficial. Perhaps the character has a particular talent or
maybe they are owed a favor by a powerful crime boss who
lives in the Outer Rim Territories. Snags showcase a negative
aspect or complication associated with the character. Perhaps theyre on the Empires Most Wanted list or theyre par ticularly inept when it comes to one particular attribute.
Specializations allow a character to focus on a specific
aspect of an individual skill, granting them a small bonus
when focusing on that area of expertise.

PERKS
During character creation only, you can spend any unused
skill dice (from the allotment of 7D) to acquire perks for your
character. The skill die cost is indicated in parenthesis ( )
after the name of the perk. You cant spend more than 3D
from your starting skill dice on perks, and most perks cant
be taken more than once.
Buying New Perks. If you have a good reason and the
gamemaster agrees you may buy a perk after play has begun
for 10 Skill Points times the standard cost. Some perks, however, make no sense to add during play and the gamemaster
should restrict those that are traits your character should
probably be born with.

Aristocrat (1D)
Your name has some weight. When attempting to gain
access to a nobles residence, avoiding arrest, or any other
occasion where status is a factor you can try and draw on
your family. Once per session you can double the result of
any one bargain, con or command roll when attempting to
exploit your name.

Attractive (1D)
Others find your pleasing to look at. This can help reduce

CLASSIC HEROES

suspicions or distract others depending on the given situation. Once per session you can double one roll for any action
related to your appearance. Examples include seduction, a
subtle bluff or simply distracting guards.

Banthas Memory (1D)


Anytime you choose to recall anything your character has
experienced, the gamemaster must tell you the truth in as
much detail as your character would have been aware.

Credits to Burn (1D)


Whether by hook or by crook, youve come into some
extra credits. You begin play with 2D 500 credits to spend
as you wish.

Daredevil (2D)
Once per session you may throw caution to the wind taking extremely reckless action that may result in your own
death. Your Dodge, Block, and Parry are reduced by half,
however, your Strength rolls are doubled when resisting damage for one round.

Delusions of Grandeur (2D)


You feel fated to some grand purpose, youre probably not
but you feel it anyway. Once per session you may declare a
failed roll is not part of your destiny and immediately reroll
to get a different result.

Favors (1D)
People owe you. Once per session you can call in one of
those debts. This can take the form of information, a temporary use of equipment (borrowing a ship, vehicle, blaster,
etc.), a place to hide someone or something for a brief time,
or any similar event. Yo must determine with the gamemaster who these people are. The Hutts? The Empire? The Rebel
Alliance? You can take this perk more than once for different
groups.

Hero of the Rebellion (2D)


You played a pivotal role in a victory for the Rebel Alliance
and your heroism is known. Whenever you interact with
characters who are members of the Alliance you receive a

8
CLASSIC COMPANION

+2D bonus to all persuasion skill rolls bargain, con or


command. This bonus is reduced to +1D when interacting
with characters who are sympathetic to the Rebel Alliance,
though not active members. Youre expected to live up to
this reputation and youll often be given high profile and dangerous assignments from Alliance High Command.

Hideout (2D)
You have a secret hanger or bunker that only you know
about. Its not likely to be more than an abandoned warehouse where you can park a ship or a hut on a remote Outer
Rim planet, but in a pinch its a great place to avoid being
noticed. While laying low in your hideout, there is +10 modifier to the difficulty of any search skill roll made to find your
character.

Immovable (2D)
You are never knocked down when stunned or wounded.
Additionally, if you are incapacitated, you can make a Moderate (15) stamina check to remain conscious. If you succeed,
you fall prone, but stay awake. All skill and attribute rolls are
reduced by 3D until healed.

Martial Arts (2D)


You have been trained in some form of advanced martial
arts. You can parry melee attacks with your brawling parry
skill without a penalty (this doesnt work on lightsabers), and
you receive a +3 to all brawling parry attempts against brawling attacks. You can also counterattack (make a brawling
attack as a free action) an enemies brawling attack if your
reaction skill roll is 10 more than the attackers brawling roll.
For an extra 1D (3D total) you have been trained in martial
weapon techniques and can counterattack with the melee
weapon skill too.

Strong in the Force (3D)


The Force is strong in you. You begin play with a two Force
Points. In addition, at the beginning of any adventure if your
character has less than two Force Points they instead begin
the adventure with two Force Points. However, because of
your deep connection to the Force, the Dark Side calls to you
more often. Whenever you gain a Dark Side Point, you roll 1D
twice when determining if your character turns to the Dark
Side and must take the worse of the two rolls.

Scholar (3D)
Youre an expert in some kind of academic or technical
field. Perhaps youre an archaeologist, engineer or doctor.
You have a unique and highly-specialized skill in your field of
expertise (usually a Knowledge-based skill like Jedi lore, engineering or Clone War history; or Technical skills like
medicine). Whatever the skill you choose, it always starts at
1D, no matter what the controlling attribute die code is. The
actual use of this skill is largely defined by the gamemaster to
prevent potential game-breaking issues. The medicine skill is
defined more specifically on page XX.

Sidekick (3D)
Youve got a boon companion willing to join in your adventures. This character only gets 12D to spend on attributes
and 5D to spend on starting skills. They normally only
receive 1-3 Skill Points per session, but never as many as
you.

Wealthy (3D)
Old money, tycoon, Imperial Defense contractor, speculation, crimelord, however you did it, you have money. Far
more than most. Each month you receive a stipend of 1,200
credits. You dont have to worry about inexpensive purchases under 100 credits. You can make a bargain roll to buy
most anything under complicated leasing arrangements.

SNAGS
During character creation, you may select up to two snags,
but no snag can be taken more than once certain alien
species, Droids and perks may grant you extra ones at the
gamemasters discretion. Why would you do such a thing? If
one comes up in play your character earns 1 extra Skill Point.
However, characters may not earn more than one Skill Point
per snag per session regardless of how often it comes up.

Lucky (2D)

Buying Off Snags. To get rid of a complication the


gamemaster will impose a price of at least 20 Skill Points if he
allows it at all. Additionally, you need to come up with a
really good story, possibly even an adventure to justify it.
Alternatively, as the story progresses players and the
gamemaster might agree to exchange old complications for
new one.

Once per session you can declare youre feeling lucky and
double the result of your next roll.

Age

Perceptive (2D)
The gamemaster may reveal small clues to you that others
would miss. Once per session you may announce youre
studying an object or situation and the gamemaster may
reveal something that would be impossible for a normal
character to determine. If nothing is revealed this perk may
be used again.

Quick Draw (1D)


You dont take a multiple action penalty when drawing one
specific weapon type of your choice (e.g., heavy plaster pis-

tol, vibroblade or hold-out blaster). This perk may be taken


multiple times for different weapon types.

Youre either really old or really young. In addition to all


the social issues caused by your age, the gamemaster might
choose to impose a penalty (1D to 2D) to certain actions
usually certain Dexterity and Strength skills for older characters, perhaps some Knowledge and Perception skills for
younger characters. Whenever age causes great difficulty,
you receive one Skill Point.

Duty
Theres an organization or person and you must obey their
commands. Perhaps a Rebel general, perhaps a secret organization who gives you messages through a secure channel,

PERKS & SNAGS

8
CLASSIC COMPANION

perhaps one of the other players. Get a Skill Point when such
a command causes you a problem. Disregarding the command cannot be one of the options.

Former Imperial
Though you now serve the Alliance, you were once an
Imperial official and your loyalty is still in question. When
interacting with other members of the Rebellion, you are
treated with distrust and sometimes open hostility. Even
your fellow player characters might treat you with a cold
shoulder. You earn a Skill Point when your loyalty or former
military service comes into question.

Honor Code
You live by a creed and wont cross that line. Maybe you
wont fight an unarmed opponent and always make sure your
target knows its coming; or maybe youll never tell a lie. No
matter how you define it, the code has to mean something.
You earn one Skill Point whenever the code complicates your
(or your friends) success. This snag doesnt apply to Jedi
characters who must follow the Jedi Code.

Hunted
All Rebels are sought by the Empire, but youre more
sought after than most. This is almost always the case if your
a Jedi, but if your not a Force-using character, it might also
be due to the fact that you blew up that Imperial weapons
depot. The Empire has a standing bounty of 20,000 credits for
information leading to your capture. You earn one bonus Skill
Point when bounty hunters (or other complications) get in
the way.

Inarticulate
You cant speak in Basic because your larynx is unusual.
Others might be able to understand you, but many people
cant. Receive a Skill Point when this inability complicates
your life. This is a free snag for Wookies and some other
aliens.

Large Debt
You owe someone a lot. Maybe one of your deals went bad,
maybe you borrowed to buy that ship you always wanted. No
matter how it came about you are in debt. Most of your spare
money is going to go to pay this off and whoever you owe
will likely call on you from time to time to perform extra
favors for them as a friendly form of interest. Gain 1 Skill
Point for any adventure where your debtor gets involved in
your business.

Low Born
You were born into a world of poverty. Education was not
an option; instead you began work at a young age. It was a
hard life and youve managed to escape it. Still, you lack the
proper social graces and your background is readily apparent. Earn 1 bonus Skill Point each session your upbringing
causes difficulty for you.

When this situation comes up, you get a Skill Point.

Primitive
You have a special touch. Specifically the kind that breaks
machines. Youre no good with repulsion engines, alluvial
dampers, electronics, Droids, or any other technology. Probably because you grew up in a tree village or something. If its
a device, you cant trust it. Earn one Skill Point whenever the
gamemaster takes a free shot on you this way.

Rival
Someone doesnt like you at all, and they are a credible
threat. Maybe they have more friends than you, maybe
theyre just bigger and meaner; either way you have your
own personal enemy. You earn a bonus Skill Point when they
complicate your life.

Second Class Citizen


Society is prejudiced against you. From We dont serve
your kind here to being arrested for driving while Ewok
you receive unjust attention from authority and others.
Receive a Skill Point when this prejudice complicates your
life. This is a free snag for Droids and many aliens.

Sloppy
You are disorganized and tend to misplace things. You earn
one Skill Point whenever the gamemaster takes his one free
shot as youve misplaced the important item, or left your
blaster back in the starship.

Skeletons in the Closet


You have a criminal past or even worse. Maybe you
arent the Butcher of Yrth. Maybe that space station
destroyed itself. Maybe the Widows of the Clone Wars foundation just lost the credits. Whatever, the galaxy doesnt
judge. You earn the bonus Skill Point whenever your past
comes back to haunt you.

Touched
Youre a little unstable. Could be youre just really paranoid, or maybe just too obsessive. That fear of most everything could also be a problem. Then again maybe you really
are a Jedi Knight and everyone else is wrong. You earn one
Skill Point anytime your psychosis really gets in the way.

Unlucky in Love
Things just dont work out for some. Your love interest is
always dying, being kidnapped, betraying you, or even worse
dumping you. You earn a bonus Skill Point when your love
life falls apart in a meaningful way. You need to define a love
interest along with the gamemaster if you choose this.

Unlucky in Money.
You have a hard time holding onto credits. You earn one
Skill Point when you lose a lot of credits through their own
foolishness or bad luck, and have nothing to show for it.

Poor Sense

NEW SKILLS

You have some kind of sensory disorder like poor low light
vision, or an inability to read or shoot beyond 20 meters.

Presented below are several new skills. They are entirely


optional, and players should consult with their gamemaster

PERKS & SNAGS

before spending starting skill dice or skill points in them or


attempting to use them during an adventure. Some of the
entries expand on skills already included in Star Wars: Classic
Adventures, others are completely new to the game.

Additional Knowledge-Based Skills


There are myriad Knowledge skills available to players that
arent listed in the Star Wars: Classic Adventures rules. Knowledge skills arent just rolled to gain general information. They
may also be used to get tips on how to best complete a task.
The better the result, the more hints a gamemaster should
give to help the character succeed. Hints can take the form of
reminders, suggestions on how to complete a task, or (for
especially good rolls) risky and unanticipated moves which
could really help the player.
Example: A good tactics roll could indicate what to do
if the enemy entraps your ships in a pincer movement,
how to proceed in the assault should reinforcements
arrive, what to do if a unit becomes trapped behind enemy
lines.
Although Knowledge rolls might reveal how best to handle
situations, the final outcome of how well the characters does
may hinge on other skill rolls. A good business roll might
mean the gamemaster tells the player if a deal is good or not,
but the player may have to bargain or use technology to facilitate a deal or purchase.
Some examples of additional Knowledge skills include: agriculture, business, law enforcement, and tactics.
Time Taken: One round to several minutes.

Willpower (KNO)
Willpower is a characters strength of will and determination. It is used to resist intimidation (see the intimidation skill
below). It can also be used to resist intimidation from a command skill use, and certain persuasion (a con skill use)
attempts. Willpower is also used to resist Force powers.
Also, when a character fails a stamina check, if the character can make a willpower check at one higher level of difficulty, he can drive himself on through sheer willpower. A
character doing this has to make a willpower check as often
as he would normally have had to make a stamina check,
with all checks at one difficulty level higher.
Once the character fails a check or stops pushing himself,
he is completely exhausted and must rest double the normal
length of time. If, as a result of failing a stamina check, the
character would have suffered any damage, the character
suffers one worse wound level as a result of pushing his body
far beyond its limitations.
Time Taken: One round.

Intimidation (KNO)
Intimidation is a characters ability to scare or frighten others to force them to obey commands, reveal information they
wish to keep hidden, or otherwise do the bidding of the
intimidating character.
Intimidation is normally dependent upon a characters
physical presence, body language or force of will to be successful. Some characters use the threat of torture, pain or

other unpleasantness to intimidate others.


Characters resist intimidation with an opposed willpower
skill. Command and con can also be used to intimidate in
some situations.
The difficulty is modified for:
Situation
Intimidator is threatening target with physical violence (and is either armed or has
superior strength).
Target is totally at the mercy of intimidator.
Target is in a position of greater strength.
Target cannot conceive of danger from
intimidator.

Modifier
5

10
+5
+10

Time Taken: One round to several hours or longer.

Com-Scan (MEC)
This optional com-scan skill use is designed to be used
with the optional vehicle combat rules found on page XX. Elements of this method can be gleaned even if you dont use
the optional rules.
The com-scan skill can be used just like a Knowledge-based
skill to determine how much (or what kind) of information
the operator receives from a sensor sweep. Pick a difficulty
number based on the range of the target:

Very Easy (5): Dogfight range.


Easy (10): Short range.
Moderate (15): Medium range.
Difficulty (20): Long range.
Very Difficult (30): Sensor range.

The difficulty is modified for:


Situation
Target is hiding behind a massive object.
Target is using a sensor mask or hiding in a
debris field.
Target is using a sensor decoy.
Target is a small natural body (small asteroid).
Target is a capital-scale vessel
Target is Death Star-scale

Modifier
+15
+10
+5
5
10
20

If the players roll (which is combined with a starships


sensors die code) is equal to or higher than the difficulty
number, the difference of his roll and the difficulty number
determines the amount of information he gets about the target:
5 or more: Not much he knows that a ship is out
there, and its relative bearing, but thats about all.
10 or more: He has a general idea of the ships type
its a warship, transport or science vessel.
15 or more: He has a broad general knowledge of the
vessel he knows the make and model.
20 or more: He has specific, detailed knowledge of
weapon batteries and basic ship capabilities, but might
not know some of the obscure details.
30 or more: He has comprehensive knowledge basi-

cally he has access to all of the ships statistics.


If the player is scanning a planet or scanning for something
more specific, just pick a difficulty number and have the
character roll.
Jamming. If another ship is jamming, the sensor operator
rolls his com-scan skill and adds the roll to the difficulty number. All other vessels in the area know there is a nearby ship
jamming, but cannot determine its type or relative bearing.
Likewise, communications devices are affected in the same
manner but if a character can make a higher com-scan skill
roll, he is able to send a signal through desipte the jamming
characters attempt.

Forgery (PER)
The character has the ability to falsify electronic documents to say what the character wishes. Characters might
forge bank codes to get someone elses credits out of an
account, alter official Imperial cargo vouchers so they may
appear to have the right permit to carry a certain type of
restricted good, or create valid identification so they may
impersonate Imperial inspectors. The forgery difficulties are
as follows:

Very Easy (5): Unofficial note or correspondence


Easy (10): Signature.
Moderate (15): Document (corporate identification)
Difficult (20): Government document (starship license,
credits standard).
Difficult (30): High-level military document (captains
military orders, or specialized identification).
A person inspecting a forged document may make an
opposed forgery, search or Perception roll to spot the forgery.
This is further modified by the difficulty in forging the document and familiarity with the type of document in question.
Time Taken: Five minutes to several days.

Computer Programming & Repair (TEC)


For players who want to focus on slicing (hacking computers), consider using this expansion of the computer programming & repair skill rule.
This skill can be used to repair and program computers. In
addition, it involves knowledge of computer security procedures and how to evade them. When a character attempts to
defeat computer security and get access to restricted data or
programs, determine a difficulty number:
Very Easy (5): Things the character owns.
Easy (10): Private systems and basic hand-held equipment.
Moderate (15): Corporate systems or very large equipment.
Difficult (20): Government systems or sensitive equipment.
Very Difficult (30): Very high security systems or military equipment.
If the players roll is equal to or higher than the difficulty
number, the difference of his roll and the difficulty number
determines the level of access he has to the system.

The die roll is:


0-3 greater than the difficulty number: Got in, but the
player has read only access.
4-8 greater than the difficulty number: A simple change
can be made to the system like altering timing of a guard
robot patrol, closing or opening a door, order a shuttle to be
prepped for takeoff
9-12 greater than the difficulty number: Turn off security
holocams in an area, take control of automatic defenses for a
scene, opening a series of doors, disabling the tractor beam.
13+ greater than the difficulty number: The player has
complete control of the system.
If his roll is half or less than half the difficulty number, the
intrusion is detected the computer operator is notified
that someone is attempting illegal access. Otherwise, no
warning or alarm is given.
Note: Most Imperial systems only allow access from consoles within the complex or ship that houses the system. The
difficulty number is increased by 10 to fool such authentication from outside. For example, youd have to be in the
Superlaser area of the Death Star to hack the superlaser. Otherwise there is an additional +10 difficulty to the roll.
Time Taken: When used as a repair skill fifteen minutes,
then one day, then two days. When used to access data, it
normally takes one minute. However, a character can try it in
one combat round but if he does, the difficulty number is
doubled.

Medicine (TEC)
Characters with this skill can perform complex medical
procedures such as surgery, operation of bacta tanks, and
the installation of cybernetic replacements and enhancements. A character may learn the medicine skill if he has the
Scholar perk, but the skills die code always starts at 1D. If
a character has the medicine skill, he automatically has 6D in
the first aid skill. The skill can later be advanced using Skill
Points like any other skill. Most medical Droids have this
skill.
Bacta Tank Operation. The difficulty number to operate a
bacta tank is generally Easy (10), unless there is some other
technical complication like power fluctuations or not enough
bacta as is normally required.
Administering Medications. Sometimes characters will
contract the rare Vexinosian Flu and may need medication.
When used to administer medicines, the difficulty is determined like most Knowledge skills (see Star Wars: Classic
Adventures page 38-39).
Surgery. The difficulty number for a medicine roll to heal a
character with surgery depends on the amount of damage
the character has suffered.
Wounded: The surgery difficulty is Easy (10).
Incapacitated: The surgery difficulty is Difficult (20).
Mortally Wounded: The surgery difficulty is Very Difficult
(30).
Killed: Surgery cannot save the character.
Modify the base difficulty for a surgery for the availability
of surgical instruments and the facility quality:

Situation

Modifier

Working at a surgical facility (e.g., hospital,


sickbay) with appropriate instruments
and plenty of nursing assistance.

l0

Surgical instruments and basic medical


equipment and computers are available.

+0

Performing surgery without help or proper


medical instruments (e.g., using a common vibro-knife instead of a medical vibroscaple.) with only a few appropriate tools,
and under difficult circumstances (in the
middle of a jungle, during a combat situation, etc.)

+10

Fifteen minutes after a character begins working, make a


skill roll. If the roll is greater than or equal to the medicine
difficulty, the character will recover fully if the roll is
lower, the surgery isnt complete. Subtract the roll from the
difficulty number. The remainder is the difficulty number for
the second medicine roll.
If the first medicine roll doesnt do the trick, the character
must spend another hour working before another skill roll is
made the injury wasnt easily fixed, and requires a lot of
work. If the second skill roll is equal to or greater than the
now reduced difficulty number, the character will heal fully. If
its less, subtract the roll from the difficulty number again.
If the second medicine roll isnt enough, the character may
make a third roll after two additional hours. If this final roll
is greater than or equal to the remaining base difficulty number, the character will heal fully. If the medicine repair roll is
not enough, no further rolls may be made. The character dies
on the operating table.
Healing Time. If a surgery is successful, healing time is 1D
hours for wounded patients, 1D days for incapacitated
patients and 1D weeks for mortally wounded patients. In the
mean time, characters will have a 1D-3D penalty to actions
depending on their injury level, and how far along they are in
their recovery.
Cybernetics. The medicine skill is also used to install
cybernetic replacements and enhancements (see page XX).

SKILL SPECIALIZATION
Skill specialization reflects a character who has focused
his training within a given skill and become particularly proficient in that area. Perhaps when it comes to using their Droid
programming/repair skill, theyre really skilled when it comes
to repairing astromech Droids.
A player character may elect to spend 10 Skill Points to
select a specialization. When making a skill roll associated
with their specialization, they receive an additional 2D to
their roll. This is a bonus that does not effect Skill Point cost
when increasing the base skill which they specialized.
The gamemaster has the final say over whether or not a
specific specialization may be taken, but combat skills like
blaster, brawling or lightsaber dont have specializations.
Additionally, a character may only have one specialization

per skill group associated with an attribute and may never


specialize in Force Skills.
Because specializations require Skill Points to acquire,
they cannot be taken during character creation. There is no
specific list of specializations provided. Instead, both the
player and gamemaster should discuss the potential specialization before selecting it.
Skill specializations are meant to be very tightly focused
and shouldnt be too broad. For example, a character should
not be permitted to select a starship piloting specialization of
space transports, but may select YT-1300 transports. A
character wishing to select a specialization in gambling might
select Sabacc or Pazaak instead of the broader card
games. A character wishing to specialize in planetary systems would want to select Tatooine system or Hoth system instead of the Outer Rim Territories.

Você também pode gostar