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    This chapter provides supplemental rules which allow

    players, with gamemaster permission, a few additional

    options.

    Perksandsnagsare used to express aspects of a characternot directly associated with attributes, skills, Force Points,

    Dark Side Points, injury status or template. Perks are repre-

    sentative 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. Per-

    haps theyre on the Empires Most Wanted list or theyre par-

    ticularly inept when it comes to one particular attribute.

    Specializationsallow a character to focus on a specific

    aspect of an individual skill, granting them a small bonus

    when focusing on that area of expertise.

    PERKSDuring character creation only, you can spend any unused

    skill dice (from the allotment of 7D) to acquireperksfor 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, how-

    ever, 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 gainaccess 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 candoublethe result of

    any onebargain, conorcommandroll when attempting to

    exploit your name.

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

    suspicions or distract others depending on the given situa-

    tion. Once per session you candoubleone 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 tak-

    ing extremely reckless action that may result in your own

    death. Your Dodge, Block, and Parry are reduced by half,

    however, yourStrengthrolls are doubled when resisting dam-

    age 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 tempo-

    rary 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 gamemas-

    ter who these people are. The Hutts? The Empire? The Rebel

    Alliance? Youcantake 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

    CLASSIC HEROES 1

    8CLASSIC ADVENTURES

    INTRODUCTION

    They were in the wrong place at the wrong time. So, naturally, they became heroes.

    Princess Leia Organa

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    +2D bonus to all persuasion skill rolls bargain, conor

    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 dan-

    gerous 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 ware-

    house 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 modi-

    fier to the difficulty of anysearchskill roll made to find your

    character.

    Immovable (2D)You are never knocked down whenstunnedorwounded.

    Additionally, if you areincapacitated,you can make a Moder-

    ate (15)staminacheck 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 yourbrawling parry

    skill without a penalty (this doesnt work on lightsabers), and

    you receive a +3 to allbrawling parryattempts againstbrawl-

    ingattacks. You can also counterattack (make abrawling

    attack as a free action) an enemiesbrawlingattack if your

    reaction skill roll is 10 more than the attackersbrawlingroll.

    For an extra 1D (3D total) you have been trained in martial

    weapon techniques and can counterattack with themelee

    weaponskill too.

    Strong in the Force (3D)

    The Force is strong in you. You begin play with a two ForcePoints. 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.

    Lucky (2D)Once per session you can declare youre feeling lucky and

    doublethe result of your next roll.

    Perceptive (2D)The gamemaster may reveal small clues to you that others

    would miss. Once per session you may announce yourestudying 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

    specificweapon 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.

    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 aKnowledge-based skill likeJedi lore, engi-

    neering orClone War history;orTechnicalskills like

    medicine).Whatever the skill you choose, italwaysstarts 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. Themedicineskill is

    defined more specifically on page XX.

    Sidekick (3D)Youve got a boon companion willing to join in your adven-

    tures. 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, specula-

    tion, 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 pur-

    chases under 100 credits. You can make abargainroll to buy

    most anything under complicated leasing arrangements.

    SNAGSDuring character creation, you may select up to twosnags,

    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 Pointper snag per session regardless of how often it comes up.

    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.

    AgeYoure 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 certainDexterityandStrengthskills for older charac-ters, perhaps someKnowledgeandPerceptionskills for

    younger characters. Whenever age causes great difficulty,

    you receive one Skill Point.

    DutyTheres an organization or person and you must obey their

    commands. Perhaps a Rebel general, perhaps a secret organi-

    zation who gives you messages through a secure channel,

    2 PERKS & SNAGS

    8CLASSIC COMPANION

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    perhaps one of the other players. Get a Skill Point when such

    a command causes you a problem. Disregarding the com-

    mand cannot be one of the options.

    Former ImperialThough 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 CodeYou 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 whomustfollow the Jedi Code.

    HuntedAll 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.

    InarticulateYou 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 otheraliens.

    Large DebtYou 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 BornYou were born into a world of poverty. Education was not

    an option; instead you began work at a young age. It was ahard life and youve managed to escape it. Still, you lack the

    proper social graces and your background is readily appar-

    ent. Earn 1 bonus Skill Point each session your upbringing

    causes difficulty for you.

    Poor SenseYou have some kind of sensory disorder like poor low light

    vision, or an inability to read or shoot beyond 20 meters.

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

    PrimitiveYou have a special touch. Specifically the kind that breaks

    machines. Youre no good with repulsion engines, alluvial

    dampers, electronics, Droids, or any other technology. Proba-

    bly 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.

    RivalSomeone 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 CitizenSociety 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 afreesnag for Droids and many aliens.

    SloppyYou 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 ClosetYou 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 foun-

    dation just lost the credits. Whatever, the galaxy doesnt

    judge. You earn the bonus Skill Point whenever your past

    comes back to haunt you.

    TouchedYoure a little unstable. Could be youre just really para-

    noid, or maybe just too obsessive. That fear of most every-

    thing 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 LoveThings 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.

    NEW SKILLSPresented below are several new skills. They are entirely

    optional, and players should consult with their gamemaster

    PERKS & SNAGS 3

    8CLASSIC COMPANION

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    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 inStar Wars: Classic

    Adventures,others are completely new to the game.

    AdditionalKnowledge-Based SkillsThere are myriadKnowledgeskills available to players that

    arent listed in theStar Wars: Classic Adventuresrules.Knowl-

    edgeskills 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.

    AlthoughKnowledgerolls might reveal how best to handlesituations, the final outcome of how well the characters does

    may hinge on other skill rolls. A goodbusinessroll might

    mean the gamemaster tells the player if a deal is good or not,

    but the player may have tobargainor usetechnologyto facili-

    tate a deal or purchase.

    Some examples of additionalKnowledgeskills include:agri-

    culture, business, law enforcement,andtactics.

    Time Taken:One round to several minutes.

    Willpower (KNO)Willpower is a characters strength of will and determina-

    tion. It is used to resist intimidation (see theintimidationskill

    below). It can also be used to resist intimidation from acom-

    mandskill use, and certain persuasion (aconskill use)

    attempts.Willpoweris also usedto resist Force powers.Also, when a character fails astaminacheck, if the charac-

    ter can make a willpower check at one higher level of diffi-

    culty, he can drive himself on through sheer willpower. A

    character doing this has to make awillpowercheck as often

    as he would normally have had to make astaminacheck,

    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 astaminacheck, 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)Intimidationis a characters ability to scare or frighten oth-

    ers to force them to obey commands, reveal information they

    wish to keep hidden, or otherwise do the bidding of the

    intimidating character.

    Intimidationis normally dependent upon a characters

    physical presence, body language or force of will to be suc-

    cessful. Some characters use the threat of torture, pain or

    other unpleasantness to intimidate others.

    Characters resistintimidationwith an opposedwillpower

    skill.Commandandconcan also be used to intimidate in

    some situations.

    The difficulty is modified for:

    Situation Modifier

    Intimidator is threatening target with physi-

    cal violence (and is either armed or has

    superior strength).

    5

    Target is totally at the mercy of intimidator. 10

    Target is in a position of greater strength. +5

    Target cannot conceive of danger from

    intimidator.

    +10

    Time Taken:One round to several hours or longer.

    Com-Scan (MEC)This optionalcom-scanskill use is designed to be used

    with the optional vehicle combat rules found on page XX. Ele-

    ments of this method can be gleaned even if you dont use

    the optional rules.Thecom-scanskill can be used just like aKnowledge-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 Modifier

    Target is hiding behind a massive object. +15

    Target is using a sensor mask or hiding in a

    debris field.

    +10

    Target is using a sensor decoy. +5

    Target is a small natural body (small aster-

    oid).

    5

    Target is a capital-scale vessel 10

    Target is Death Star-scale 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 tar-

    get:

    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-

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    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 hiscom-scanskill and adds the roll to the difficulty num-

    ber. 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 highercom-scanskill

    roll, he is able to send a signal through desipte the jamming

    characters attempt.

    Forgery (PER)The character has the ability to falsify electronic docu-

    ments 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. Theforgerydifficulties areas 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

    opposedforgery, search orPerceptionroll to spot the forgery.

    This is further modified by the difficulty in forging the docu-

    ment 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 com-

    puters), consider using this expansion of thecomputer pro-

    gramming & repairskill rule.

    This skill can be used to repair and program computers. In

    addition, it involves knowledge of computer security proce-

    dures 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 equip-

    ment.

    Moderate (15):Corporate systems or very large equip-

    ment.

    Difficult (20):Government systems or sensitive equip-

    ment.

    Very Difficult (30):Very high security systems or mili-

    tary 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 takeoff9-12 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 ishalf or less than halfthe 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 con-

    soles within the complex or ship that houses the system. The

    difficulty number is increased by 10 to fool such authentica-

    tion from outside. For example, youd have to be in the

    Superlaser area of the Death Star to hack the superlaser. Oth-

    erwise 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 enhance-

    ments. A character may learn themedicineskill if he has the

    Scholar perk, but the skills die code always starts at 1D. If

    a character has themedicineskill, heautomaticallyhas6Din

    thefirst aidskill. The skill can later be advanced using SkillPoints 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 deter-

    mined like mostKnowledgeskills (seeStar Wars: Classic

    Adventurespage 38-39).

    Surgery.The difficulty number for amedicineroll 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:

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    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 com-

    mon vibro-knife instead of a medical vibro-

    scaple.) with only a few appropriate tools,

    and under difficult circumstances (in the

    middle of a jungle, during a combat situa-

    tion, etc.)

    +10

    Fifteen minutesafter a character begins working, make a

    skill roll. If the roll is greater than or equal to themedicine

    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 secondmedicineroll.

    If the firstmedicineroll doesnt do the trick, the charactermust spend anotherhourworking 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 secondmedicineroll isnt enough, the character may

    make a third roll aftertwo additional hours. If this final roll

    is greater than or equal to the remaining base difficulty num-

    ber, the character will heal fully. If themedicinerepair 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 forwoundedpatients, 1D days forincapacitated

    patients and 1D weeks formortally woundedpatients. In themean 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.Themedicineskill is also used to install

    cybernetic replacements and enhancements (see page XX).

    SKILL SPECIALIZATIONSkill specialization reflects a character who has focused

    his training within a given skill and become particularly profi-

    cient in that area. Perhaps when it comes to using theirDroid

    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 associatedwith 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,brawlingorlightsaberdont 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 special-

    ization 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 astarship pilotingspecialization of

    space transports, but may select YT-1300 transports. A

    character wishing to select a specialization ingamblingmight

    select Sabacc or Pazaak instead of the broader card

    games. A character wishing to specialize inplanetary sys-

    temswould want to select Tatooine system or Hoth sys-

    tem instead of the Outer Rim Territories.