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Star Wars RolePlayingGame-rules

For starters, all dice mentioned are D6.

The Attributes (Att) are: Dexterity, Knowledge, Mechanical, Perception, Strength and Technical.
Mechanical is the understanding of how to drive vehicles and star ships, using big machinery such as cannons and mechanized suits, and the like.
Technical is the understanding of logical systems such as computers, droids, security systems and even the system of a living body (medic). Technical is also the category for all repair skills.

Before we take a look at the Atts and Skills, let’s create the background info. Race, Age, Sex, Length, Weight, Birth-planet, Home-planet, Occupation, Look and Name; all of them are free choice. This part of your character may be formed anyway you like, although the Game Master (GM) may limit your choices a bit.

Atts and Skills are measured in Dice (D). The better someone is, the more Dice he will have on that particular Att or Skill. Whenever a character attempts to do something that requires the use of an attribute or a skill, GM decides what difficulty level is required for success. The player or GM then rolls the characters dice (sometimes, e.g. when the character is sneaking, he doesn’t know if he succeed – people might pretend that they don’t se him) for that Att or skill. If the roll is higher than the difficulty level, then the character will succeed.
The typical difficulty levels (that may be modified depending on the circumstances) are: Very easy=5, Easy=10, Moderate=15, Difficult=20, Very difficult=25, Heroic=30.

Characters may attempt to do several things at the same time (e.g. parrying an opponents attack while hitting him). For every simultaneous action beyond the first one, each one of the attempted actions will be reduced by 1D. This is called a multiple-use-penalty.

When making a character, you start by placing out 16 or 18 D on the Atts. 18 is for lone characters and those who will experience tough adventures. A human has somewhere between 2D and 4D on each Att. These dice can be divided into "pips". 1D=3 pips. These pips can be spread out on the Atts (or Skills. The same system goes for the skill dice), to fine-tune your character. However, you never use 3 pips on the same Att or Skill. 3 pips=1D. Increasing an Att step by step looks like this; 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2, 3D and so on. This system can be dumped if you want to simplify the rules a bit, using only whole dice.

Each Skill belongs to an Att. E.g. Blasters, Dodge, Melee combat and Brawling parry belongs to Dexterity. Bureaucracy, Languages, Planetary systems and Streetwise belongs to Knowledge. Sometimes this will seem a bit unrealistic. E.g. most combat skills should involve both Dexterity and Strength. For simplicity, the skills are placed under one Att each. Most rules are very simplified in SW RPG, so that the users can concentrate on roleplaying instead of "rule-fagging".

You have 7 skill-dice to put on your Skills. Before you put any skill-dice on the skills, they will have the same amount of dice as the Att they belong to. When you put the Dice or pips on them, they simply increase with the same amount as you put on them. If a character has Dexterity 3D, and the player puts 2 skill-dice (2D) on the Blaster-skill, that character will have 5D on Blasters (3D+2D=5D).
My opinion is that these 7D are far to easily spent, so I normally use 12D. Sounds much, doesn’t it? Don’t worry -They’re just as easily spent...

Force-skills are something quite different. If you are interested in making a character with force skills, read The Force...

Here is a modest skill-list:

DEXTERITY
Blasters
Blaster artillery
Brawling parry
Dodge
Grenades
Light saber
Melee combat
Melee parry
Missile weapons
Pickpocket

KNOWLEDGE
Xenology (knowledge about alien species)
Bureaucracy
Business
Cultures
Intimidation
Languages
Law enforcement
Planetary systems
Streetwise
Survival
Value
Willpower

MECHANICAL
Astrogation (Navigation in hyperspace)
Beast riding
Capital ship gunnery
Capital ship piloting
Capital ship shields
Communications
Powersuit operation
Repulsorlift operation
Sensors
Space transports
Starfighter piloting
Starship gunnery
Starship shields

PERCEPTION
Bargain
Command
Con
Gambling
Hide
Persuasion
Search
Sneak

STRENGTH
Brawling
Climbing/Jumping
Lifting
Stamina
Swimming

TECHNICAL
Armor repair
Blaster repair
Capital starship repair
Capital starship weapons repair
Computer programming/repair
Demolition
Droid programming
Droid repair
First aid
Medicine
Repulsorlift repair
Security
Space transports repair
Starship weapons repair

INCREASING SKILLS AND ATTRIBUTES

Each character starts his/her FIRST adventure with 5 character points.

After each adventure, the character will receive a sum of "Character Points". GM decides the exact sum. These points can be used to increase Skills and Atts. Increasing a Skill with one pip, costs as many character points as the first number in the die-code of that Skill. E.g. To increase a skill from 4D+1 to 4D+2 would cost 4 Character Points. To increase a skill from 5D to 5D+1 would cost 5 character points.
To increase an Att, do just like with the Skills, but triple the cost.

Character Points can also be saved for future use. Saved Character Points may be spent during an adventure to temporarily increase a die-roll. E.g. in a situation a certain character have to roll 20 or higher to succeed with one of his Atts or Skills. He rolls 18, which means a failure. However this character finds this task very important, so he decides to use one of his saved character points. This gives him an extra die to roll and add to the number he has just rolled. He rolls a 3 which adds up to a total of 21, and thus he succeeds. If more would have been needed he could have chosen to spend two points and rolled two extra dice.

COMBAT (The shortshortshort version)

Just like in most other RPGs, combat is divided into “Rounds”. One round is about three seconds long. As soon as one round is finished, the next round starts.

The one with the highest Dexterity goes first, but the one with the lowest Dexterity is first to tell the rest what he will do. To avoid getting hit by an incoming attack, a character use the skills Brawling parry, Melee parry or Dodge. Brawling parry is used to block incoming unarmed attacks (kicks or punches). Melee parry is used to block incoming armed closecombat attacks. Brawling parry may be used to block armed attacks as well, but with a +10 to the difficulty. Dodge is used to avoid getting hit by incoming flying objects, such as thrown things or blaster bolts. The difficulty level is the enemy’s roll-to-hit.
E.g.; a character tries to hit another character with a knife. GM decides that difficulty to hit (unless opponent tries to avoid) is 10. If the die roll is 9 or lower, he will miss. If the die roll is 10 or more, he will hit and this roll will be his opponent’s difficulty to block. E.g. If the roll is 17, the opponent must make a melee parry roll of 17 or more.

If someone is hit, roll the damage of the weapon and the strength of the victim. If the strength-roll is higher than the damage, the hit had no effect. If the damage is higher, the victim is wounded. How serious the wound is depends upon how much the damage-roll beats the strength-roll;

0-3 character is stunned for one round (about 3 seconds).
4-8 character is wounded.
9-12 character is incapacitated.
13-15 character is mortally wounded.
16 KILLED!!!

Armor may reduce this effect. It’s simple; add the armor’s protection to the strength-roll. Most armor offers different protection against different damage; Energy (En) such as blaster bolts, and Physical (Phys) such as brawling-hits, knifes and clubs.

A stunned character suffers a -1D penalty on all actions for the duration of the round, and the next round.
A wounded character suffers a -1D penalty until healed. If the character is "wounded" again, he becomes "incapacitated".
An incapacitated character is unconscious for 10D minutes. If the character is "wounded" or "incapacitated" again, he becomes "mortally wounded".
A mortally wounded character is unconscious until he is healed to "incapacitated" or dies. If he is wounded again, he dies. If no one helps him he may die. At the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, he dies.
A Killed character dies immediately and is lost beyond saving.

INJURIES AND HEALING
In dangerous situations, such as combat, it happens that people get hurt... The best way to treat an injury is to put the injured person in a "bacta tank". Bacta tanks however are seldom carried around since they are huge, expensive and require advanced knowledge to operate. On "the field" it is therefore common that people carry and use "medpacs". A medpac is a small one-time-use first-aid-kit. To use it requires the skill "first aid". The difficulty depends upon how seriously injured the "patient" is;
Stunned unconscious: Very easy
Wounded: Easy
Incapacitated: Moderate
Mortally wounded: Difficult
If the roll is successful, the injured person heals one level.
Once a medpac is used it is fully expended.
Difficulty for First aid without medpac is +5 or more (GM decides).
If an injured person is put into a working bacta tank with appropriate personnel, he will heal. It’s just a matter of time. The time required depends upon how seriously injured the person is;
Wounded: 1D Hours
Incapacitated: 4D Hours
Mortally wounded: 1D days
Required Skill for using a bacta tank is Medicine.

If there are no medpacs, medicines or bacta tanks available, a wounded character will have to heal naturally. To heal naturally the character makes a strength roll after a while. How long the character must wait for his strength roll depends upon how seriously wounded he is;
Wounded characters must rest for three days. When they roll, find the result on the chart below:
2-4: Character worsens to "Incapacitated".
5-6: Character remains "Wounded".
7+: Character is fully healed.
Incapacitated characters must rest for two weeks. When they roll, find the result on the chart below:
2-6: Character worsens to "Mortally wounded".
7-8: Character remains "Incapacitated".
9+: Character improves to "Wounded".
Mortally wounded characters must rest for one month. When they roll, find the result on the chart below:
2-6: Character dies.
7-8: Character remains "Mortally wounded".
9+: Character improves to "Incapacitated".
If the character tries to work or adventure, his strength roll will be reduced with 1D.

EQUIPMENT
Each character starts with somewhere between 500 and 3000 Credits, depending upon Background and occupation.

And here is a modest Equipment list:

ITEM/EFFECT/PRICE(Credits)

CLOTHING
Casual clothes/-/75
Formal clothes/-/100
Flameproof suit/En: +1. Fire: +1D/200
High-G suit (pilot uniform)/-/400
Spacesuit (emergency)/Energy: +1. Physical: +1/1000
Spacesuit (utility)/En: +1. Phys: +2/1500

PERSONAL ARMOR
Helmet/En: +1. Phys: +1D/300
Protective vest/En: +1. Phys: +1D/300
Stormtrooper armor/En: +1D. Phys: +2D. Dexterity: -1D/2500
Bountyhunter armor/En: +1D. Phys: +2D. Dexterity: -1D/2500

MELEE WEAPONS
Staff or clubb/Damage:Strength+1D/15
Gaderffii (Gaffistick)/Str+ 1D-2D/50-100
Knife/Str+1 to Str+1D/25
Vibroblade/Str+1D to Str+3D/150-500
Force-pike/Str+ 2D-3D/500-1000
Lightsaber/5D. Difficulty: 20/Not available for sale

RANGED WEAPONS
Hold-out blater/3D/300
Blaster pistol/4D/500
Heavy blaster pistol/5D/750
Blaster rifle/5D/1000
Light repeating blaster/6D/2000
Heavy repeating blaster (Tripod-mounted)/8D/5000

EXPLOSIVES
Grenade/5D/200
Grenade launcher/-/500
Thermal detonator/10D/2000

MISCELLANEOUS EQUIPMENT
Hydrospanner/50
Fusioncutter/75
Tool kit (Specify type of tools)/200
Medpac/100
Comlink/100
Syntherope/2
Ammo bandolier/100
Utilitybelt/125
Macrobinoculars/100
Pocket computer/100
Breathmask/50

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