Third Edition Playtest Manual: Dice Basics
Third Edition Playtest Manual: Dice Basics
Third Edition Playtest Manual: Dice Basics
Dice Basics
Th is game uses regular six sided dice. The number
before the D is how many to roll, and any number aft er
a + is how much to add to the roll. For instance 2D+2
means roll two dice and add two to the resulting total.
One die rolled is always the Wild Die. Use a different
color die to represent this or roll the dice one at a time
making the last die rolled the wild die. If the wild die
results in a six, then roll again adding the six and the new
result together. If a six comes up on the reroll, then you
add six and reroll again! Keep doing it until the wild die
lands on something other than a 6.
Attributes
Each character has 6 attributes which measure basic
physical and mental abilities that are common to everyone. Characters distribute 18D among the 6 attributes.
These are normally rated on a scale of 1D to 4D, although
Perks may change these limits. When putting dice into
each attribute you can put whole dice in each or use a
mixture of whole dice and pips.
Dexterity represents hand-eye coordination.
Knowledge represents general thinking ability and intelligence.
Mechanical represents ability to operate devices and
machines, including vehicles and starships.
Perception represents powers of observation and ability to influence others.
Strength physical strength, health and ability to resist
damage.
Technical represents ability to repair and modify
machines and devices, and operate high-tech gear.
Speed. A Human characters running Speed is 10 meters
per round. This may be increased during character generation using from the 18D allotted for attributes at a cost of
1 attribute die per meter.
Skills
Characters are further defined by skills. Players may
allocate up 7D on skills to best represent the unique talents of their character. Unspent skill dice can be used to
purchase Perks. Skills are areas of expertise that represent
focus and training. When putting dice into each skill you
can put whole dice in each or use a mixture of whole dice
and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of
the related attribute. For example, a character who has a
Strength of 3D has 3D in all skills under Strength before
allocating any dice. If two dice are added to brawling it is
recorded as 5D.
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Dexterity Skills
blaster: fire blaster weapons.
dodge: get out of the way when people shoot at you.
heavy weapons: shoot unwieldy weapons and big guns.
lightsaber: fight with the weapon of the Jedi.
melee combat: fight with weapons in hand-to-hand combat.
sleight of hand: slip things from other people into your
own possession.
throwing: throw grenades and other objects.
Knowledge Skills
alien species: what you know about different aliens.
bureaucracy: how big government groups work and
using this information to your advantage.
cultures: what you know about other cultures and their
traditions, legends and practices.
languages: speak and understand other languages.
planetary systems: knowledge about different planets
and star systems.
streetwise: what you know about criminals and how they
might help you.
survival: survive in harsh environments without modern
conveniences.
tactics: deploy military forces in combat.
technology: gauge the fair market value, purpose and
capability of various kinds of equipment.
Mechanical
astrogation: plot hyperspace jumps using a starships
nav computer.
beast riding: handle riding animals.
ground vehicle operation: drive wheeled and tracked
planetary vehicles.
gunnery: fire weapons built into big vehicles or starships, including walker cannons and X-wing lasers.
repulsorlift operation: fly vehicles like landspeeders,
speeder bikes, and snow speeders.
starship piloting: fly spaceships like X-wings, freighters
and blockade runners.
starship systems: use comms arrays, sensor equipment
and deflector shields.
walker operation: drive walkers, like the Imperial AT-AT.
Perception Skills
bargain: make deals
charm: use your natural wit to persuade people.
command: convince people to do what theyre told.
con: fast-talk your way out of situations.
gambling: winning at games of chance.
hide/sneak: move around without being seen, and camouflaging objects.
search: look for people and objects, or notice things.
willpower: strength of will and determination.
Strength Skills
brawling: fight with your bare hands.
climbing/jumping: climb and jump.
lifting: move, lift and carry heavy objects.
stamina: exerting yourself for a long time.
swimming: ability to stay afloat in watery environments.
Technical Skills
computer tech: use, fix and program computers.
demolitions: set explosive charges.
droid tech: fix and program Droids.
medicine: mend wounds and tend to injuries.
ground vehicle repair: fix wheeled and tracked vehicles.
repulsorlift repair: fix repulsorlift vehicles.
security: open mechanical and electronic locks and
doors.
starship repair: fix starships.
walker repair: fix walkers.
Perks
During character creation, unspent skill dice may be
spent to acquire Perks. The cost listed in parenthesis is in
whole skill dice.
Aristocrat (1D). Your name has some weight on occasion. 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
Persuasion based roll when attempting to exploit your
name.
Attractive (1D). Others find you pleasing to look at. This
can help reduce 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 CHARM, CON, BARGAIN or simply distracting guards.
Daredevil (2D). Once per session you may throw caution to the wind taking an extremely reckless action that
may result in your death. Your Dodge, Block, and Parry
are reduced by half, however, all STRENGTH rolls are doubled
when resisting damage for one round.
Destiny (2D). You they are fated to some grand purpose.
Once per game session a character may declare a failed
roll is not part of their destiny and immediately reroll to
get a different result.
Lucky (2D). Once per session you can declare youre
feeling lucky. Double the result of your next roll.
Perceptive (2D). Once per session you may announce
that your character is studying an object or situation. 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.
Recall (1D). Any time your character chooses to recall
anything he has experienced, the gamemaster must tell
you the truth in as much detail as the character would
have been aware.
Sidekick (3D). You have 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 their fearless leader.
Gifted Attribute (2D). You may select one of the six
attributes (DEXTERITY, KNOWLEDGE, MECHANICAL, PERCEPTION,
STRENGTH or TECHNICAL). When spending Character Points to
increase this attribute, you pay 10% fewer Points, rounded
up. The gifted attribute may only be increased by one pip
at a time between adventures.
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Snags
During character creation only, players may select up to
two Snags. These grant no additional skill dice during
character creation; however, if one comes up in play the
character earns one Character Point. Characters may not
earn more than one Character Point per complication per
session regardless of how often it comes up.
Age. Your 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 (-3 to -6) to certain
actions. The old man throws a hip, people dont take the
kid seriously, and its hard for either of them to get a date
with the dancer at the cantina.
Enemies. 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 bully.
Quixotic. Youre a little touched. Could be youre just
really paranoid, or maybe 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.
Hunted. There is a large price on your head perhaps
even dead or alive. Bounty hunters regularly come looking for you in hopes of collecting a substantial reward
being offered by a major crime lord or other powerful
underworld figure.
Personal Code. You live by a creed and will not cross
that line. Maybe you wont fight an unarmed opponent
and always make sure your target knows its coming, or
maybe you never tell a lie. No matter how you defines it,
the code has to mean something. Some characters wont
kill, resort to deception, and sometimes there is even
honor among thieves.
Skeletons in the Closet. You have some kind of secret.
Maybe youre a closet spice user. Maybe theres some
bodies buried somewhere. Maybe that enemy uniform in
the closet really isnt yours. Maybe the bank really meant
to let you take all that money out that day. You earn one
bonus Character Point whenever your past comes back to
haunt you.
Unlucky in Love. Things just dont work out for you.
Your love interest is always dying, being kidnapped,
betraying them or even worse leaving you. Your earn
bonus Character Points when their love life falls apart in a
meaningful way.
Unlucky in Money. You have a hard time holding onto
money. You earn one bonus Character Point when you
lose a significant amount of cash through your own foolishness or bad luck, and have nothing to show for it.
Empires Most Wanted. You are one of the Empires
Most Wanted. It seems like almost everyone in the Galactic Empire has heard stories of your criminal exploits. If
someone recognizes you, they are likely to report you to
the local authorities. Imperial military officials will
attempt to apprehend or (more likely) use deadly force
against you. You earn a Character Point anytime your
criminal history complicates your success.
Multiple Actions
Characters may attempt to do more than one thing on a
turn by withholding one die from every action they
attempt for each action beyond the first. For instance, if a
character tries to shoot twice, he will subtract one die
from each attempt.
Scaling
Not all objects are on the same scale. Humans and
Tauntauns may be close enough to be equals, but humans
and Star Destroyers arent. When dealing damage to a
smaller scaled target or resisting damage inflicted by it,
the larger adds the difference in modifiers to their die rolls
or static defenses. Smaller scaled targets attempting to
dodge attacks from or actually attempting to attack a
larger scaled opponent add the difference to their dodge
and attack rolls.
Scale
Character, Creatures
Speeders
Walkers
Starfighters
Capital Ships
The Death Star, Planets
Modifier
None
+2D /+6 to Dodge & Soak
+4D/+12 to Dodge & Soak
+6D/+18 to Dodge & Soak
+12D/+36 to Dodge & Soak
+24D/+72 to Dodge & Soak
Movement
Walking. Any character can walk up to one-half of his
speed score (generally 5 meters for Humans) with no multiple action penalty. Characters may turn by any amount.
Running. Characters can run up to their Speed score
(generally 10 meters for Humans), but they reduce all
other rolls by 1D. Running characters can only turn up to
90 degrees. Running characters are harder to hit; the Target Number to fire at them is increased by +2.
Experience
At the end of each adventure the Gamemaster awards
each character a number of Character Points. The number
of points given per session typically varies from 3 to 7
depending on drama, danger, success, and fun!
Characters begin the game with 5 Character Points, but
cannot spend them until the end of the adventure.
Force Points
Characters start with 1 Force Point and may spend it
before any roll or before they are attacked during a combat round. Force Points double all skill and attribute die
codes for the round. When using static defense skills,
the player may roll the controlling skill code and add the
result to his static defense number. For example, when
using a Force Point during when being attacked in melee,
the character would roll his melee combat skill and add
the result to his Parry static defense number.
Close Fire
-5
+0
+10
+10 per 100
Dodge Modifier
Distant Fire
+0
+0
+5
+5 per 100
Ranged Attacks
The base target number for a ranged attack is the targets static defense score modified by the range and cover.
Range. There are four range bands used to determine
the distance between the firer and the target: Melee Range
(0-5 meters), Short Range (6-20 meters), Long Range (2150) and Extreme Range (>50 meters). The type of weapon
being fired determines the modifier:
(C) Close Fire Weapons: Modify the targets Dodge score
by: Melee -5, Short +0, and Long +10. For Distant
shots, add a +10 modifier for each additional 100
beyond Long range.
(D) Distant Fire Weapons: Modify the targets Dodge
score by: Melee +0, Short +0, and Long +5. For Distant
shots, add +5 for each additional 100 beyond Long
range.
(S) Special Fire Weapons: Some weapons have unique
range modifiers indicated in their stat block. For
example, a blaster carbines stat block (see page XX)
reads: +0/+0/+7/+7. This means the modifiers for a
blaster carbine the targets Dodge score is modified
by: Melee +0, Short +0, and Long +7. For Distant shots,
add +7 for each additional 100 beyond Long range.
Cover: If the target is behind at least 50% cover, add +5
to the Target Number. Add +10 for 75% cover. Its impossible to hit a target behind 100% cover. Darkness can also
be considered as cover at the GMs discretion.
Hand-to-Hand Attacks
The base target number on an attack is the targets
static defense score modified by the weapons difficulty
the more unwieldy a weapon, the higher the modifier. For
example, a club has a modifier of +0, while a hatchet has a
modifier of +2. Brawling attacks always have a +0 modifier.
Hand-to-hand attacks can only be made if the target is
within Melee range of the attacker (10).
Static Defenses
Characters precalculate their Dodge, Block, and Parry
prior to the game. This static number becomes the
attackers Target Number modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the
total.
Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Melee Combat skill dice x 3) + pips.
Soak = (Strength attribute dice x 3) + pips plus armor
value other shield bonus.
Wound Level
Unconscious
Wounded
Severely Wounded
Incapacitated
Mortally Wounded
Bacta
Healing Time
2D hours
2D hours
2D days
2D weeks
Natural Healing
Frequency
Difficulty
1D minutes
automatic
3 days
6 (3)
3 days
7 (4)
2 weeks
8 (5)
4 weeks
9 (6)
Resisting Damage
When a target has been hit, the attacker rolls damage
and the targets Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart
below to see how badly the target was wounded.
Wound Level
Unharmed
Grazed
Wounded
Severely Wounded
Incapacitated
Mortally Wounded
Dead
Healing
Bacta Tanks. Bacta is a specially formulated treatment
liquid which promotes rapid healing and acts as a disinfectant. Someone who is placed in a bacta tank will be
healed its only a matter of time. The amount of time it
takes to heal in a bacta tank depends on the severity of
the injury from hours for wounds to weeks for mortal
wounds. In order to determine the healing time, roll 2D
and reference the table on the next page.
Medpac
Difficulty
Very Easy
Easy
Easy
Moderate
Difficult
Assisted
Difficulty
Moderate
Difficult
Difficult
Very Difficult
Heroic
Vehicles
All vehicles from landspeeders to Star Destroyers are
defined by a common set of statistics. Th e following stats
help the GM and players quickly resolve all actions related
to vehicles.
Skill: What skill is used to pilot/drive it.
Scale: Scale modifies damage, hull codes and evasion
codes when one vehicle is involved in combat with a vehicle of a different scale (see page XX).
Crew: The minimum number of crew members needed to
operate the vehicle safely. The vehicle may be operated
by fewer people, but the gamemaster should apply a 2D
penalty to all skill rolls made by the vehicle operators.
Passengers: The number of passengers (other than crew)
the vehicle can carry.
Cargo Capacity: The number of kilograms of cargo the
vehicle can carry.
Endurance: How many days, months or years a vehicle
can operate before landing, refueling or otherwise requiring resupply.
Speed: This determines whether a vehicle can catch up
with or run away from its opponents.
Hyperdrive Multiplier: Only starships have hyperdrives.
This affects how long it takes the ship to travel from one
star system to another. If the ship has a backup hyperdive,
its multiplier is listed in paranthesis.
Nav Computer: Nav computers are designed to be used in
conjunction with hyperdrives (see page 34).
Gunnery
The base target number for a gunnery attack is the targets static evasion score modified by the range to the target and the type of weapon being fired:
Blaster Cannons: Modify the targets Evasion score by:
Short +0, Long +10, and Distant shots+20.
Laser/Ion Cannons: Modify the targets Evasion score
by: Short +0, Long +5, and Distant +10
Special Weapons: Some weapons have unique range
modifiers indicated in their stat block. For example, a
light repeating laser stat block (see page XX) reads:
+0/+7/+14. This means the modifiers for the targets
Evasion score is modified by:Short +0, and Long +7.
For Distant shots +14.
The operator of a weapon can fire it more than once.
Each fire is a separate action, and the usual rules for multiple skill use apply.
Evasion
Pilots/drivers precalculate their Evasion prior to the
game. This static number becomes the attackers Target
Number modified as noted above. To calculate Evasion
simply multiply the number of dice a character has in the
relevant vehicle operation skill by 3, add any pips to the
total, then add the vehicles Maneuver number.
Evasion = ([vehicle operation skill dice x 3] + pips) +
Full Evasion: If the character does nothing except
evade until his next turn they will add 10 to either their
Evasion, and apply range modifiers as usual. This result is
useful against any number of attacks.
Damage
If an attack is successful, the character rolls the vehicles Hull code to resist the damage and consults the following chart to determine how severe the damage is:
Damage Rolled
Damage Roll Body Roll
Damage Roll 2 x Body Roll
Damage Roll 3 x Body Roll
Effect
Temporary Effect (one round)
Permanent Effect
Part Destroyed
Effect
Lose 1D from Maneuverability
System Damage
Structural Damage
Effects of Damage
Maneuverability: Each time this is affected the vehicle
loses 1D. This can go negative becoming a penalty to the
drivers skill roll.
System Damaged: Randomly select a vehicles system
and it either becomes broken or loses 1D/+3 from its rating (if applicable).
Examples include sensors, weapon systems, hyperdrive,
or nav computer.
Structural Damage: The vehicle receives one damage
level. These work just like character wound levels.
Lightly Damaged: -1D to all vehicle actions.
Heavily Damaged: -2D to all vehicle actions.
Severely Damaged: -3D to all vehicle actions.
Dead in Space: The vehicle stops running.
Destroyed: The vehicle explodes
Multi-Vehicle Combat
Not all vehicle combat involves just two vehicles. Often,
the players may have to face several TIE fighters at the
same time, or they may even have an ally in another ship
fighting with them. Heres how to handle those kinds of
situations: