2 Character Options
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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.