Craftsmen and Chimeras Wiki

This rulebook is intended as a setting handbook to supplement the Craftsmen and Chimeras Rulebook. It was last updated during version 2.1.

Introduction[]

The Force[]

Main article: The Force

The Force is a source of power for beings who are considered "Force-sensitive". Those trained in the ways of the Force can use it to accomplish such feats as telekinesis, limited mind control, sensing the future, and defying the standard laws of life and death. The Force has two sides: the light side, practiced primarily by the Jedi Order, and the dark side, practiced primarily by the Sith. There also exist those who follow both the light and dark side, and such people are often called Gray Jedi.

Force powers[]

As the power of those who are proficient with the Force grows, so does their knowledge of the Force. They will gain additional abilities that are common to all users of the Force as a consequence of their increasing knowledge.

The Force power of a character is a stat distinct from the Power pseudostat. The general Force power levels correspond to different levels of training, like so:

  • 1: Force-sensitive, but untrained
  • 2: Early training as a Jedi padawan or a Sith acolyte
  • 3: Near end of training as a padawan or acolyte
  • 4: A Jedi Knight or Sith apprentice
  • 5: A Jedi Master or Sith lord
  • 6-7: A Jedi Grand Master or Darth

Force-sensitive characters should clearly specify the side of the force (dark, light, or both) with which they are aligned in order to specify which general Force powers they are familiar with. As they obtain more power, they will automatically obtain more abilities according to the side of the Force they use.

Force power Light side Dark side
1
  • Force detection
  • Force foresight
2
  • Force persuasion
  • Force telekinesis
  • Force barrier
3
  • Force sprint
  • Force jump
  • Saber throw
  • Force heal
  • Force choke
4
  • Force stealth
  • Force weapon
  • Force blind
  • Force fear
  • Force drain
5
  • Force combustion
  • Force lightning
6
  • Force dopplegänger
  • Force resurrection
7
  • Force resurrection
  • Lesser Force phantom


Force Barrier

Passive

As a user of the Force, you have learned not only how to devastate your foes with Force powers, but also how to protect yourself from those powers.

Passive ✦ Force
Passive ability

Effect: You gain bonus evasion and mitigation equal to your Force power against all attacks with the Force keyword.


Force Choke

Attack

"I find your lack of faith... Disturbing."
―Darth Vader

Encounter ✦ Force
Full action      Ranged 6
Target: One foe
Attack: 3 + Force power vs. Fortitude

Hit: 1d4+Force power Biological damage, and the target is stunned until the start of your next turn. You may sustain this ability as a full action. If you sustain this ability, you must re-roll its accuracy with a -3 penalty.

Note: When used out of combat, this ability reduces the target's Interpersonality and Trickery by 3. Each time they are subjected to or make a roll involving either of these stats, they will recover 1 point in each.


Force Combustion

Attack

You channel massive amounts of Force power into a person or object, causing an explosive chain reaction.

Encounter ✦ Force
Standard action      Ranged 6
Target: One foe or object
Attack: 3 + Force power vs. Fortitude

Effect: All foes within radius 1 of the target take 2d4 + Force power true damage.


Force Detection

Utility

You gain the ability to sense the presence of other Force-sensitives, and their alignment within the Force.

Passive ✦ Force
Passive ability

Effect: You gain the ability to detect the alignment and presence (but not exact location) of other nearby Force-sensitives. The minimum Force power of a person that you can detect is equal to 7 minus your Force power.


Force Dopplegänger

Utility

You create an inanimate illusory copy of yourself nearby, drawing the attention of your foes.

Encounter ✦ Force
Minor action      Ranged 4
Target: One unoccupied tile in range

Effect: Create a dopplegänger in the targeted tile. The dopplegänger cannot move or take any other actions. The dopplegänger persists until the end of your next turn.


Force Drain

Attack

"The dark side of the Force is a pathway to many abilities some consider to be…unnatural."
―Darth Sidious

Daily ✦ Force
Full action      Ranged 6
Target: One living foe in range
Attack: 4 + Force power vs. Fortitude

Hit: Deal 1d6+4 true Biological damage to the target, and you or an ally of your choice are healed for the amount of damage dealt.


Force Jump

Utility

You enhance your physical abilities with the Force, allowing you to leap incredible distances.

At-will ✦ Force, Acrobatics, Movement
Move action
Attack: Base dexterity + Force power + 3 vs. 0

Effect: You leap up to ⌊1 + your roll / 8⌋ tiles vertically and/or ⌊1 + your roll / 4⌋ tiles laterally. This movement only triggers attacks of opportunity from foes adjacent to the destination tile.


Force Lightning

Attack

"POWER! UNLIMITED... POWER!"
―Darth Sidious

Encounter ✦ Force
Special: You may use this ability twice per encounter.
Full action      Ranged 8
Target: One foe
Attack: 3 + Force power vs. Fortitude

Effect: The target is slowed and dazed until the start of your next turn. You may sustain this ability as a full action but lose 2 HP for doing so. Sustaining this ability does not consume one of its uses per encounter. When you sustain this ability, reroll its accuracy.

Hit: The target also takes 1d10+Force power damage and is pushed up to 1 tile in a direction of your choice.

Solid hit: The target is knocked prone, and is pushed up to 1 additional tile in a direction of your choice.

Note: If you only channel this ability with one hand, reduce damage to 1d8+Force power. If you channel this ability through a prosthetic hand or arm with EMP vulnerability, the prosthetic is disabled until the end of your next turn.


Force Sprint

Utility

You enhance your physical abilities with the Force, allowing you to run at superhuman speed.

Encounter ✦ Force, Movement
Move action

Effect: Shift a number of tiles up to twice your speed, ignoring any slowing effects, difficult terrain, and attacks of opportunity.


Force Stealth

Utility

You minimize your presence in the Force in order to conceal either your alignment or your power from other Force-sensitives.

At-will ✦ Force
Trickery

Effect: You indefinitely mask either your alignment or Force power from everyone, effectively lowering your Force power by 4 plus ⌊half your Force power⌋ for the purposes of others' Force detection.


Force Telekinesis

Utility

You use your connection to the Force to manipulate your surroundings from afar.

At-will ✦ Force
Variable action      Ranged 10
Target: One object, ally, or foe in range

Object: You may interact with the object as if you were adjacent to it, substituting twice your Power for any stat in any required rolls. The required action is the same as if you were interacting with it directly.

Foe: Make the following attack as a standard action: 3 + Force power vs Reflex, Hit: a size 1 foe of average Human weight is pushed up to 4 tiles in a direction of your choice. Solid hit: the maximum push distance is increased to 6 tiles, and the foe is also knocked prone.


Greater Force Telekinesis

Utility

"Master, moving stones around is one thing. This is totally different."
"No! No different! Only different in your mind You must unlearn what you have learned."
"All right. I'll give it a try."
"No! Try not. Do. Or do not. There is no try."
―Master Yoda and Luke Skywalker

Daily ✦ Force
Variable action      Ranged 15
Target: One object, ally, or foe in range

Object: You may interact with the object as if you were adjacent to it, substituting four times your Power for any stat in any required rolls. The required action is the same as if you were interacting with it directly.

Foe: Make the following attack as a Standard action: 3 + Force power vs Reflex, Hit: Up to three size one foes of average human weight in area 3 within range or one size 2 foe of no more than thrice average human weight are pushed up to 4 tiles in a direction of your choice. Solid hit: the maximum push distance is increased to 6 tiles, and the target(s) are also knocked prone.


Lesser Force Phantom

Utility

You create a perfect copy of a nearby living under your complete control.

Daily ✦ Force
Full action      Ranged 10
Target: One living thing in range

Effect: Create a copy of the target with all of the target's current stats and abilities. The copy is under your control and persists for up to 3 hours. The copy loses 2 HP per hour and cannot recover HP by any means.

Note: Most Force-trained individuals and security devices will immediately recognize that the copy is a phantom.


Force Persuasion

Utility

"The Force can have a strong influence on the weak-minded."
―Obi-Wan Kenobi

Encounter ✦ Force
Interpersonality, Trickery
Target: One target
Attack: Interpersonality + Force power vs. Trickery

Effect: You make a suggestion to the target that is empowered by the Force.

Success: Your foe, if vulnerable to the Jedi mind trick, is immediately convinced of a reasonable suggestion.

Failure: Roll d2. 1: Your foe is aware of your attempt to use Force persuasion.


The world[]

Lightsabers[]

MalachusLightsaber

The lightsaber wielded by Darth Malachus.

Main article: Lightsaber

Lightsabers are a type of melee weapon usually only used by Force-sensitives. They consist of a hilt and a plasma blade that can be toggled on and off and adjusted in intensity. Force-sensitives construct their own lightsabers, and so the construction of the hilt and color of the plasma blade vary widely from user to user. Usually, those aligned with the light side will use lightsabers with blue or green plasma blades, and those aligned with the dark side will use lightsabers with red plasma blades, though it is possible to create a lightsaber with any color of plasma blade.

Lightsaber blades are very hot, and are known to instantly cauterize the wounds they cause. The intensity of the plasma blade can be adjusted, allowing the lightsaber to inflict non-lethal wounds. Especially adept Force-sensitives can empower their lightsabers in order to use them to cut through metal.

If any part of a lightsaber comes into contact with a body of water, it will short out the blade and cause the lightsaber to cease functioning for a short time. There also exist special weapons that can cause a lightsaber to short out upon contact with the plasma blade.

Though single-bladed lightsabers with a hilt measuring about one foot in length are most common, there exist countless varieties of lightsabers, such as the sabrestaff, which uses a much longer hilt with a plasma blade at each end.

Holograms[]

Main article: Hologram

A hologram is a moving three-dimensional representation of a person or object, normally used in communication or entertainment. Holograms can be projected potentially anywhere in the galaxy instantaneously in order to communicate over large distances, or they can be recorded and stored for later use. Holograms are the most common method of communication in the galaxy, and many individuals who may normally require on-demand communication may carry small personal hologram projectors, known as holocoms, with them while they travel. The size of holograms vary widely depending on the holoprojectors used by each communicating party, respectively, and may range from miniature portrayals of another person to holograms which could appear much larger than the receiving party. However, should an individual not have a personal holoprojector in their possession they may find stationary projectors in many places, including starships and many buildings.

Races[]

Human[]

Human

Race

[[File:|250px]]

Starting stats

Strength: 0
Dexterity: 0

Constitution: 0
Intelligence: 0

Bonus combat stat points: 0

Noncombat skills

Interpersonality: 0
Trickery: 0

Survival: 0
Education: 0

Bonus skill points: 0

Offensive stats

Size: 1

Speed: 6
Initiative mod: 0

Defensive stats

HP mod: 0

Main article: Human

Humans are a ubiquitous race with capability of Force sensitivity.

Droid[]

Droid

Race

[[File:|250px]]

Starting stats

Strength: -3
Dexterity: -3

Constitution: -3
Intelligence: -3

Bonus combat stat points: 9

Noncombat skills

Interpersonality: 2
Trickery: -2

Survival: -2
Education: 2

Bonus skill points: 0

Offensive stats

Size: 1-2

Speed: 3-8
Initiative mod: 0

Defensive stats

HP mod: 0

Racial features

Robotic Construction: Invulnerable to Biological damage, but vulnerable to EMP damage.

Main article: Droid

"Droid" is the term used to refer to various mechanical beings such as protocol and battle droids. Droids are often artificially intelligent and equipped with speech synthesizers allowing them to communicate via speech. Since droids are entirely inorganic, they are not capable of possessing force sensitivity.

Wookiee[]

Wookiee

Race

[[File:|250px]]

Starting stats

Strength: 2
Dexterity: 0

Constitution: 1
Intelligence: 0

Bonus combat stat points: -2

Noncombat skills

Interpersonality: 0
Trickery: -2

Survival: 2
Education: 0

Bonus skill points: 0

Offensive stats

Size: 1

Speed: 5
Initiative mod: 0

Defensive stats

HP mod: 2

Racial abilities

Wookiee Rage: You gain a large bonus to your strength while unarmed and bloodied or angered.

Climbing Claws: Your natural claws make you especially adept at climbing.

Main article: Wookiee

Wookiees are a large, humanoid, fur-covered, tree-dwelling race believed to have originated on Kashyyyk. They are generally gentle by nature, but are ferociously strong when provoked. They often use bowcasters in combat. Wookiees are only rarely capable of force sensitivity.

Wookiee Rage

Racial (Wookiee)

"That's 'cause droids don't pull people's arms out of their socket when they lose. Wookiees are known to do that."
―Han Solo

Passive ✦ Martial
Passive ability

Effect: When you are unarmed and either bloodied or angered, you receive a +4 bonus to your Strength.


Climbing Claws

Racial (Wookiee)

"Well, [Kashyyyk] has big trees, in case your eyes don't work anymore."
―Canderous Ordo

Passive ✦ Martial
Passive ability

Effect: You may use your Power instead of your Dexterity for climbing rolls, and receive a +2 bonus to all climbing rolls.


Zabrak[]

Main article: Zabrak

Zabraks are a humanoid race known for the bony horns that grow from the tops of their heads and their possession of a second heart. Zabrak culture is particularly fond of tattoos, and most Zabraks possess facial tattoos. Zabraks are capable of force sensitivity.

Twi'lek[]

Main article: Twi'lek

Twi'leks are a humanoid race known for their brightly-colored skin and the two tail-like protrusions, called lekku, that grow from their heads. Twi'leks are capable of force sensitivity.

Current geopolitical situation[]

It is over one thousand years since the fall of the Galactic Empire.

About 500-ish years before the current year, a Jedi broke away from the Order. It was a pretty bad time. The republic and empire were gone, and pretty much everyone was fighting everyone. This dude decided that the Jedi weren’t doing their jobs, so he got a bunch of like-minded Jedi along with him and they formed a new group of force-sensitive warriors. This group gathered more support and eventually managed to conquer the entirety of the known galaxy; old sith space, hutt space, most of wild space, the outer rim, the core, pretty much everything that had been charted. They formed the Empire, a true galactic empire that rivaled Palpatine’s empire in size and exceeded it in stability and unity. This former Jedi declared himself the Emperor, and for 450-ish years his bloodline have ruled the Empire. The Emperor’s bloodline is incredibly powerful with the Force, and it is because of this that it has been able to maintain its power.

This was a golden age of stability. While planetary conflicts did break out every once in awhile, the galaxy had never been so unified, not since the Great Peace of the old republic. Many new Force-sensitive organizations began to pop up. The Jedi were no longer the sole protectors of the galaxy, but rather one of a dozen or more groups with knowledge of the Force who each had their own ideas. However, the tenth Emperor (and the one currently in charge) mysteriously went silent, secluding himself. Without his guidance, the era of stability began to wane. Different groups started to try and grab power, and eventually a group of Jedi, their order long since having secluded itself into isolated temples with little effect on the Galaxy, decided to try and find a new path. They traveled to the old Sith systems, to Korriban and Ziost and Dromund Kaas, and found holocrons and other old relics that taught them of the Sith. Eventually this group fell to the Dark Side, and styled themselves new Sith. Their subsequent attempt to grab power finally fractured the already destabilized Empire, and in the half century since many different factions have become bent on attaining the Imperial throne of Coruscant, where the silent Emperor currently sits.

Here’s the deal: There is no “Sith Empire.” There are no self-governing planets. There is only the One Empire, whose people, even the Sith, consider themselves to be a part of. Every one of the many different groups of the Empire are currently engaged in an ongoing conflict to claim the Imperial throne, which many believe lies vacant. That being said, it is hard to consider this a single Empire anymore. While it still exists nominally, and you could think of the Sith and other force-sensitive groups as “cults” attempting to grab power, there is indeed open conflict in many places. There are no powers capable of policing all of the different groups, and so civil war is the current state of things. Therefore, Darth Khagan isn’t the emperor of a “Grand Sith Empire,” because there is no such thing; they are simply one of many groups trying to claim the throne. The Sith control most of the “North” of the galaxy, restricted mostly to the outer rim, where Korriban and Ziost and Dromund Kaas are, and they have quite an extensive military force at their command. The core worlds are the seat of the Empire, and are mostly controlled by the Knights of Akriosh and other force-sensitive groups. Hutt space, which is still crime-filled but far more influential since the Emperor granted the Hutts great political influence in return for their wealth, is also a major faction at play.

The Jedi and Sith are also not the main Force-sensitive groups anymore. Many different factions broke off from the Jedi in the last few centuries. Most of them are focused on trying to maintain whatever peace is left, helping the common folk and such, but the Sith are actively warring with the Knights of Akriosh, the most powerful group of force-sensitives in the galaxy besides the Sith in the current era and the same group that helped form the current Empire, who have remained loyal the the throne despite their leader’s silence. The Knights of Akriosh do not adhere to either the Dark or Light side of the Force, but rather see the Force as simply a tool to be used in the pursuit of justice and the maintenance of order. They do not restrict their emotions or attempt to harness them, though they are susceptible to the influence of the Dark side just as any other force-sensitive, and are opposed to both the Dark side and the Sith.

The Jedi have long since ceased to be an established order, and to many they are an ancient story. Those Jedi who are left are mostly hermits and vagrants, passing their teachings to choice pupils they find throughout the galaxy and largely staying out of the political game, though a few have started working on their own to try and check the restored Sith.

Combat[]

Damage types[]

A damage type is a quality of an attack or other source of damage that interacts with a character's defenses. Different damage types will have varying effectiveness against different foes.

Damage that has no specific damage type is considered physical damage. Physical damage is effective against all types of foes.

EMP damage (short for Electromagnetic pulse) is effective only against machinery, and will not harm biological foes. Spaceships and their systems, electric prosthetics and other bodily augmentations, certain weapons, and robotic combatants are all vulnerable to EMP damage. Combatants who receive a solid hit that deals EMP damage will be unable to use any weapons, items, or abilities with the EMP vulnerability keyword until the end of their next turn, even if the combatants themselves are not vulnerable to EMP damage. Combatants deemed sufficiently mechanized by the DM will instead be stunned until the end of their next turn.

Biological damage is effective only against living foes, and has no effect on nonbiological combatants such as droids. Biological damage includes effects such as diseases and poisons.

Loss of limb[]

In battle, a character may suffer from a grievous injury causing the loss of one or more limbs. A character who is reduced to 0 HP by lethal damage will always lose a limb. If the damage is inflicted by a lightsaber or something sharp, the limb will be severed, otherwise it will be damaged beyond the point of potential recovery.

For characters with a Humanoid bodyplan (i.e., a torso to which one head, two arms, two legs, and no other appendages are attached) the DM will roll 1d8 to determine the affected limb and the location of the wound. Note that a character may lose the same limb multiple times if they are equipped with prosthetic limbs.

Roll Limb loss
1 Right arm, above the elbow
2 Right arm, below the elbow
3 Left arm, above the elbow
4 Left arm, below the elbow
5 Right leg, above the knee
6 Right leg, below the knee
7 Left leg, above the knee
8 Left leg, below the knee

Severe penalties may result from a loss of limb. These can be averted by replacing the lost limb with a prosthetic (see section Prosthetics).

The following penalties apply to a humanoid combatant who is missing one or more limbs:

Limb(s) lost Penalty
Dominant arm
  • -5 Dexterity and Strength
  • Cannot use equipment with the Main-handed or Two-handed keywords
Non-dominant arm
  • -2 Dexterity and Strength
  • Cannot use equipment with the Two-handed keyword
Both arms
  • Dexterity and Strength reduced to -5
  • Cannot use equipment with the One-handed, Main-handed, Off-handed, or Two-handed keywords
One leg
  • -10 to all evasion
  • Knocked prone
  • Cannot recover from the prone state
Both legs
  • -20 to all evasion
  • Knocked prone
  • Cannot recover from the prone state

Lightsaber techniques[]

Main article: Seven Forms of the Jedi Order

There exist seven forms of lightsaber combat (as recognized by the Jedi Order), in addition to several less commonly recognized forms, that a character trained in the use of lightsabers may use. A character may be familiar with many lightsaber techniques, but may only use one at a time.

Form I (Shii-Cho): A basic form that is most effective against multiple opponents. Also emphasizes the deflection of blaster attacks.

Shii-Cho Technique

Stance

"It is simple, and its simplicity is strength."
―Kreia

At-will ✦ Martial, Stance
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • Your melee single-target lightsaber attacks can strike a second target adjacent to both you and the first target
  • You receive +2 Reflex evasion and mitigation against projectile attacks.


Form II (Makashi): A form that has many similarities to fencing and favors single-bladed lightsabers with curved hilts. Form II emphasizes combat against a single, lightsaber-wielding opponent, and is especially resistant to disarms.

Makashi Technique

Stance

"He is a fencer. Leverage, position, advantage—they are as natural to him as breathing."
―Qui-Gon Jinn

At-will ✦ Martial, Stance
Minor action      1x One-handed lightsaber

Effect: Until you switch to another lightsaber stance,

  • When you land a lightsaber attack, you gain Armor evasion equal to the difference between the attack roll and your target's evasion until the end of your next turn
  • Whenever a foe misses you with a lightsaber attack, you may shift up to 1 tile into an unoccupied tile adjacent to the foe and make the following attack against the foe with your lightsaber: Weapon vs. Reflex, Hit: 1[W]-4 damage.
  • You have full resistance to disarms unless stunned.


Form III (Soresu): A form especially favored by the Jedi Order. Form III strongly emphasizes defense and the deflection of blaster attacks.

Soresu Technique

Stance

Known as the Form III technique to the Jedi, the Soresu technique emphasizes defense above all else.

At-will ✦ Martial, Stance
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • You receive +3 Reflex evasion and mitigation against projectile attacks and +3 Armor evasion against lightsaber attacks.


Form IV (Ataru): The most aggressive and mobile form. It is well-suited to single combat, and emphasizes the use of various Force techniques to enhance mobility.

Ataru Technique

Stance

The Ataru technique, designated form IV by the Jedi, is the most aggressive and relentless of the lightsaber techniques.

At-will ✦ Martial, Stance, Movement
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • Whenever you make a melee attack with your lightsaber, you may shift up to 1 tile before and after making the attack.
  • Whenever one of your melee attacks with a lightsaber solidly hits, its target(s) grant combat advantage until the end of your next turn.


Form V (Shien / Djem So): Developed as an alteration of Form III that allowed for improved offense. It emphasizes defense but also actively seeks opportunities for counterattacks. The Djem So form is often used by those who prefer a reverse lightsaber grip, or who use highly unusual weapons such as light pikes.

Shien Technique

Stance

Known as one aspect of the Form V technique to the Jedi, the Shien technique is adept at returning blaster fire to its source, though is poorly suited to lightsaber duels.

At-will ✦ Martial, Stance
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • You receive +2 Reflex evasion against projectile attacks. Whenever a projectile attack misses you, you may redirect it back to its source with your lightsaber. The source of the attack is then subjected to the following attack: Weapon vs Reflex, Hit: target takes the amount of damage the projectile would normally deal.
  • You do not grant combat advantage from being flanked.


Djem So Technique

Stance

"Peace through superior firepower."
―Jedi wisdom

At-will ✦ Martial
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • You lose 2 speed.
  • You gain +2 Armor and Reflex evasion.
  • Your melee lightsaber attacks deal 2 extra damage.
  • When you score a solid hit with a melee lightsaber attack, you may choose to push the target up to 2 tiles away from you.


Form VI (Niman): A general-purpose form that emphasizes the use of Force powers during combat.

Niman Technique

Stance

...

At-will ✦ Martial
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • The damage die for all of your attacks with the Force keyword is increased by one size.
  • You have a +2 bonus to all evasion defenses against attacks with the Force keyword.


Form VII (Juyo / Vaapad): A pair of aggressive and unpredictable forms that are difficult to master.

Juyo Technique

Stance

"His technique is called Juyo, the most chaotic of the lightsaber forms. This form sacrifices much to bolster offense, leaving one exposed to attack by the Force."
―Kreia

At-will ✦ Martial
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • You may shift up to 1 tile before or after making a melee lightsaber attack as a minor action.
  • When you initiate a melee lightsaber attack, you may decrease its accuracy bonus by up to 4 in order to increase its damage dealt by the same amount.
  • You have a -2 penalty to all mitigation defenses against attacks with the Force keyword.


Vaapad Technique

Stance

...

At-will ✦ Force
Minor action      Lightsaber

Effect: Until you switch to another lightsaber stance,

  • You have a -2 penalty to accuracy when making melee lightsaber attacks.
  • Whenever you score a solid hit or miss with a melee lightsaber attack, you gain a standard action. This effect can occur only once per turn.
  • You cannot use any attacks with the Force keyword.
  • When targeted by any attack with the Force keyword, you gain +3 bonus mitigation/evasion and +2 Damage Modifier against the attacker until the end of your next turn.


Telekinetic lightsaber combat: An extremely specialized form of lightsaber combat that demands supreme mastery of the Force.

Telekinetic Lightsaber

Utility

You use telekinesis to control a lightsaber from afar.

At-will ✦ Martial, Force
Minor action      Lightsaber

Effect: Until you switch to another lightsaber form,

  • You may create an Animated Lightsaber in an adjacent unoccupied tile from one of your lightsabers as a standard action.

Animated Lightsaber: The Animated Lightsaber has your combat stats, 8 evasion against all attacks, gains 1 additional evasion per level of your armor, wields itself as a weapon, has flight speed equal to your speed, is immune to area damage, and is destroyed upon taking direct damage. The Animated Lightsaber is also destroyed if its distance from you exceeds the thrown range of the lightsaber used to create it. If destroyed, the lightsaber used in its creation immediately returns to you. Each turn and upon creation, the Animated Lightsaber receives a move action and a standard action. The Animated Lightsaber can be sustained with a move action, and is destroyed at the start of your next turn if not sustained.


Jar'Kai (dual-blade) combat: A technique that specifically focuses on the use of two one-handed lightsabers.

Jar'Kai Technique

Stance

The Jar'Kai technique was designed for dual-wielding lightsabers, and capitalizes on the unique opportunities afforded by the use of two weapons at once.

At-will ✦ Martial, Stance
Minor action      2x Lightsabers

Effect: Until you switch to another lightsaber stance,

  • If you use only one lightsaber to make a melee attack against a foe, you may make a second attack against another foe with the other lightsaber as a free action once per turn.
  • You do not grant combat advantage from being flanked.


Equipment[]

Weapons[]

"Enter with the best weapons, leave with the best spoils."
―Weequay wisdom

Lightsabers[]

Since lightsabers are hand-constructed by their owners and generally not replaced, lightsabers should normally be heirlooms. The lightsaber's power supply should be the part that is upgraded, though one could also upgrade the crystal that focuses the plasma blade and gives it its color.

There exist many forms of lightsabers. Provided here are templates demonstrating the statting and properties of various forms of lightsabers and related weapons. When properties are enclosed by { curly braces }, choose the same ordinal option in each set of braces (e.g., always pick the first option, or always pick the second option, etc.).

One-handed Lightsaber

Heirloom weapon

A one-handed lightsaber, consisting of a simple short hilt with a single plasma blade.

WeaponOne-handed, Powerful, Thrown
Hit die: {1d6, 1d8, 1d10}Range: 1 melee, {10, 8, 6} thrown
Accuracy mod.: {+1, 0, -1}


Sabrestaff

Heirloom weapon

A sabrestaff, consisting of a long hilt with a plasma blade at each end.

WeaponTwo-handed, Powerful, Thrown
Hit die: {2d4, 2d6}Range: 1 melee, {8, 6} thrown
Accuracy mod.: {0, -1}
Properties: You do not grant combat advantage from being flanked.


Crossguard Lightsaber

Heirloom weapon

A heavier lightsaber, consisting of a short hilt with a single main plasma blade and two smaller crossguard-like secondary plasma blades.

WeaponMain-handed, Powerful
Hit die: {1d8, 1d10, 1d12}Range: 1
Accuracy mod.: {0, -1, -1}
Properties: +1 evasion against melee attacks


Light Pike

Heirloom weapon

A light pike, consisting of a very long staff-like hilt topped by a single plasma blade.

WeaponTwo-handed, Powerful
Hit die: {2d4, 1d10, 1d12}Range: 2
Accuracy mod.: {0, -1, -1}


Blasters[]

See also: Blaster
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."
―Han Solo

Blasters are a type of firearm that fires bolts of energy (blaster bolts). Blasters are the most commonly used form of personal weapon in the Star Wars universe, and are usable by those who do not possess Force sensitivity.

While there are two blaster parts that would need to be replaced as the blaster is used - the power cell, after every hundred or so shots, and the gas canister, after every five hundred or so shots - these parts will be neglected in this rulebook. All blasters should possess the EMP vulnerability keyword. Like Lightsabers, blasters can be adjusted by their user to inflict either lethal or non-lethal damage. Note that blasters can be dual wielded, and follow standard dual wielding mechanics.

Blaster type Hit die Accuracy mod. Range Keywords
Blaster pistol 1d6 +1 25 One-handed, Cunning, EMP vulnerability
Heavy blaster pistol 1d8 0 20 One-handed, Powerful, EMP vulnerability
Blaster carbine 2d4 0 40 Main-handed, Cunning, EMP vulnerability
Blaster rifle 2d4 0 50 Two-handed, Powerful, EMP vulnerability
Light repeating blaster 3d4 -1 30 Two-handed, Strong, EMP vulnerability

Armor[]

Prosthetics[]

Prosthetic limbs should possess the EMP vulnerability keyword. A player in possession of such limbs that are disabled by EMP damage will suffer the normal penalties of having lost that limb, except that they do not fall prone if only one leg is a prosthetic.

Prosthetics can be upgraded like other pieces of equipment to grant additional abilities to their users, and some prosthetics are even capable of acting as weapons.

Space combat[]

Space combat occurs when a player-controlled spaceship encounters one or more hostile ships. Generally, space combat will occur between the player-controlled ship and one or more hostile ships, but may also involve fighters (deployed by larger ships) and boarding.

Introductory definitions[]

For the purposes of this section of the manual, several important terms need to be clearly defined:

  • A ship is a relatively large spacecraft whose control is generally shared by the combatants within the ship. Ships may carry fighters and will generally be equipped with an arsenal of weapons as well as substantial defenses, but will not be as maneuverable as a fighter. Capital ships are an even larger type of ship that may have a crew of a hundred or more.
  • A fighter is a smaller craft than a ship, designed to operate unmanned or piloted by as small a crew as one or two persons.
    • Dogfighters are specialized in combating enemy fighters.
    • Bombers are specialized in destroying large targets, such as enemy capital ships.
    • Transports are used to transport troops, e.g. to board a hostile capital ship.
  • Boarding is the act of entering a hostile ship. Boarding allows a combatant to attack the pilots of a hostile ship or to disable its weapons or other systems from within, hampering the ship's ability to operate properly. During boarding, normal combat mechanics apply, and combatants aboard a hostile ship move concurrently with the rest of their team as normal: boarding a ship does not interrupt a space combat encounter, but rather occurs as a subsection of such an encounter.

Procedures[]

In general, in space combat, all players aboard a ship will share joint control of the ship and will have to work as a team to determine the actions of a ship. Alternatively, players may designate individual roles, and each player may have undisputed control over some aspect of the ship's actions, such as movement or targeting.

Ships in possession of fighters may launch said fighters so that the fighters may act independently. A fighter is usually controlled by only one or two combatants, and may be controlled directly by an onboard pilot or remotely.

Statting[]

Defenses[]

Both ships and fighters are immune to all disables applied by combatants who are not ships or fighters, excepting those applied by a nonzero (after the application of mitigation) amount of EMP damage. Both ships and fighters have the following defenses:

  • Armor: variable
  • Fortitude: 0 evasion, mitigation equal to Armor mitigation
  • Reflex: 0 evasion, mitigation equal to Armor mitigation
  • Willpower: ∞ evasion, ∞ mitigation (full immunity)

Ships have 0 Armor evasion and a variable amount of Armor mitigation, but should possess at least 5 Armor mitigation.

Fighters possess any one Armor evasion-mitigation pair described by an armor type, those being:

  • 7 evasion, 0 mitigation
  • 6 evasion, 1 mitigation
  • 5 evasion, 2 mitigation, or
  • 4 evasion, 3 mitigation.

However, Fighters possess 0 Armor evasion while not moving (e.g., while docked).

All attacks made by fighters and ships should target the Armor defense, as it is the only truly meaningful defense possessed by fighters or ships.

Both fighters and ships should possess a great deal of HP compared to ground combatants, since it would generally take a ground combatant a great deal of time to dismantle a fighter or ship by itself and, indeed, there may be situations where one or more combatants attempts to damage a ship or fighter.

Offenses[]

Both fighters and ships should deal a great deal more damage than a ground combatant, since both have much more HP than a ground combatant and a direct attack from either would likely kill a ground combatant outright.

Common ships[]

Name Classification Crew Armor HP Weapons
TIE Interceptor Dogfighter 1 7/0 120
TIE Fighter Dogfighter 1 6/1 150
TIE Bomber Bomber 2 5/2 200
Imperial Transport Transport 2+10 4/3 350
Star Destroyer Capital ship 100+300 4/3 20000

Creating a successful character[]

Running a campaign[]