UBIQUITY ENGINE RULES v0.1

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STAr Wars A long time ago in a galaxy far, far away.... UBIQUITY ENGINE RULES v0.1 Table of Contents Chapter I: Character Creation Character Creation Overview Archetypes Motivations Templates Attributes Skills Talents Resources Flaws Chapter II: New Rules Hazards Chapter III: Vehicle Combat Starship Combat Capital Ship Combat Chapter IV: The Force Force Powers 1

Chapter V: Equipment Melee Ranged Lightsabers Armor Gear Vehicle Weapons Planetary Vehicles Starships Weapon Modifications Vehicle Modifications Chapter VI: Friends and Enemies Chapter VII: Bestiary Appendix I: Sample Characters Luke Skywalker (circa Ep 4) Han Solo (circa Ep 4) Chewbacca (circa Ep 4) Leia Organa (circa Ep 4) Anakin Skywalker (circa Ep 2) Obi-Wan Kenobi (circa Ep 1) CHAPTER I: Characters It is highly recommended that you use the HEX character creation guide alongside this chapter, instead of fishing all the rules out of all the books. Character Creation Overview Step 1: Archetype Choose an Archetype or make up one of your own. Your Archetype represents your character s role and is used as a guide for character creation. Step 2: Motivation Choose a Motivation or make up one of your own. Your Motivation represents your character s driving goal and gives him a reason to be in the game. Step 3: Templates Choose your character species Template, such as Human, Droid, Rodian, Wookie, or other races. Most characters are human, meaning they receive no modification to their templates. Step 4: Primary Attributes (p. 43 HEX) Choose Attributes. You have 15 Attribute points to buy Primary Attributes ratings, which are purchased on a one for one basis. You must put at least one point, but no more than five points, in each of the six Attributes. 2

Step 5: Secondary Attributes (p. 46 HEX) Calculate Secondary Attributes. Your Secondary Attribute ratings are calculated based on your Primary Attributes: Size = 0 (Average Human) Move = Strength + Dexterity Perception = Intelligence + Willpower Initiative = Dexterity + Intelligence Defense = Body + Dexterity Size Stun = Body Health = Body + Willpower + Size Step 6: Skills (p. 48 HEX) Choose Skills. You have 15 Skill points to purchase Skill Levels, which are purchased on a one for one basis. You may purchase up to five levels in any one Skill at character creation. Skill Specializations (Optional): You may want to have your character specialize in a particular aspect of a Skill. Every time your Specialization applies to an action, you receive a +1 bonus to your Skill roll. Skill Specializations cost a half point each, and you must have at least one Skill Level in a Skill to purchase a Specialization for it. You may only have one Specialization per Skill at character creation. Advanced Skill Specializations may be purchased with experience points during play. Step 7: Talents and Resources Choose one Talent or one Resource. Talents represent your character s special abilities while Resources represent your character s power, wealth, and influence. Talents are never lost, but Resources may be gained or lost during play. Step 8: Flaws (Optional) Choose a Flaw. Flaws represent your character s physical, mental, or social shortcomings. If your character is hurt or hindered by his Flaw during play, you earn Style points that may later be spent for bonus dice on a roll. Taking a Flaw at character creation gives your character one starting Style point. Step 9: Experience (p. 79 HEX) Spend starting experience points. Your character starts play with a certain amount of life experience. You have 15 experience points to spend on Primary Attributes, Skill Levels, Skill Specializations, or additional Talents and Resources. Unspent experience points may be carried into play with Gamemaster approval. Trait Experience Point Cost Primary Attribute New Attribute Level x 5 points Skill New Skill Level x 2 points Skill Specialization 3 points Talent 15 points Resource 15 points Note: The Gamemaster may vary the amount of starting Experience points depending on the power level of the game he is running. If a player is creating a new character who is joining an existing party, he may be given additional starting Experience points so as not to lag behind the other characters. 3

Step 10: Finishing Touches Now that you have determined your character s skills and abilities, it s time to fill in the rest of the details. Name your character and write a physical description. Make up a character background and pick out his gear. Your character is almost ready to play! Final Step: Style (p. 79 HEX) Calculate starting Style points. If you took a Flaw during character creation, you start play with one Style point. The Gamemaster may award additional Style points for writing a character background, creating props or costumes, or other activities. Archetypes Academic See HEX, p. 39 Ace Pilot Bounty Hunter Droid See Robot: RoM, p. 11. Engineer See HEX, p. 40. Explorer See HEX, p. 40. Jedi Apprentice Mercenary Smuggler Soldier See HEX, p. 41. Spy See SSW, p. 7. Motivations All character motivations present in the corebooks carry over with no real issue. Templates Characters always pick a template. Templates for races are as follows. Others can be created 4

and introduced with GM permission. Aquatic: May breathe underwater without aid Low-Light or Thermal Vision: No darkness penalties. Species Template Human or Near-Human Mon Calamari Zabrak Chiss Attribute Adjustments Natural Advantages Natural Disadvantages Inherent Flaw None Free Talent None None 1 Body Aquatic; Low Light Vision None None +1 Willpower 1 Charisma +1 Willpower 1 Charisma Skill Aptitude (Intimidation) None None Thermal Vision None None Cerean +1 Intelligence Dual Brain None Primitive (except with Cerean technology) Gamorrean Kel Dor Bothan 1 Intelligence 1 Willpower +1 Body +1 Willpower +1 Body +1 Intelligence 1 Body Giant (+1 Size, Strength, Body) None Wookie None Claws (0L); Giant (+1 Size, Strength, Body) Ithorian Sullustan +1 Willpower +1 Intelligence 1 Body +1 Dexterity None Outside their natural environment, Kel Dor cannot survive without special goggles and breathing apparatus. This apparatus can actually enable a Kel Dor to survive in a vacuum. Without this equipment, the Kel Dor is blind and will begin to suffocate. Primitive None Skill Aptitude (Diplomacy) None None Can only speak Shyriiwook None None None Herd Mentality Alertness None None 5

Rodian +1 Dexterity +1 Strength 1 Intelligence Trandoshan 1 Dexterity Quick Healer; Giant (+1 Size, Strength, Body) Twi'lek Droid Template 1 st Degree (medical, librarian) 2 nd Degree (astromech) 3 rd Degree (protocol, waiter, service) 4 th Degree (combat) 5 th Degree (work/labor) +1 Charisma 1 Strength Attribute Adjustments 1 Charisma +1 Intelligence +1 Intelligence 1 Size +1 Dexterity 1 Charisma Thermal Vision None Callous None None Acclimated None None Natural Advantages Natural Disadvantages Inherent Flaw Skill Mastery OR Skill Aptitude (choose one Intelligence based Skill); Doesn t need to eat, drink, breathe, or sleep; Immune to poisons, drugs, and diseases. Built in tools (+2 bonus to Craft: Mechanics); Doesn t need to eat, drink, breathe, or sleep; Immune to poisons, drugs, and diseases. Can t heal naturally; Requires spare parts to heal; Craft: Mechanics required for Medicine rolls; Susceptible to water and rust damage. Can t heal naturally; Requires spare parts to heal; Craft: Mechanics required for Medicine rolls; Susceptible to water and rust damage. As "Companion Robot" in RoM, page 29 Armored skin (+2 Passive Defense bonus); Doesn t need to eat, drink, breathe, or sleep; Immune to poisons, drugs, and diseases. Can t heal naturally; Requires spare parts to heal; Craft: Mechanics required for Medicine rolls; Susceptible to water and rust damage. As "Worker Robot" in RoM, page 29 None None None Skills Animal Handling Animal Handling (HEX, p. 50) has new specializations, and also includes treating injuries and illnesses for non sentient or semi sentient creatures. The rules and rolls for Ride have also been folded into this skill. Amphibians: Creatures between reptile and marine life. Avians: Feathered flying creatures. Insects: Bugs. 6

Mammals: Hairy creatures that don't breathe water. Marine Life: Fish and whatnot. Reptiles: Scaly cold-blooded creatures. Space Life: Exotic creatures that live in the vaccuum of space. Armed Combat Specialized Skill Armed Combat (RoM, p. 12) has new specializations. Form I Shii Cho: Astrogation Base Attribute: Intelligence Astrogation is a new skill. It is used whenever a character has to roll to navigate the galaxy. Specializations relate to moving around or moving out of a specific Galactic region: Deep Core Core Worlds Colonies Inner Rim Expansion Region Mid Rim Outer Rim Wild Space Unknown Regions Athletics Athletics (HEX, p. 51) has a new specialization: Archery: Anything once covered under the Archery skill is now covered by Athletics and this specialization. Computers Base Attribute: Intelligence Computers is a new skill. Debugging: Finding what's wrong and fixing it. Encrypting: Making data more secure. Jamming: Jamming communications or connections through a computer or device. Programming: Creating new code. Slicing: Getting past system security. Demolitions Demolitions (HEX, p. 53) has new specializations. Defusing: Stopping things that blow up from doing so. Fragmentation: Shrapnel-based explosives Incendiary: Fire-based explosives Ion: Electronics and droid-disabling explosives Plasma: Energy explosives Sonic: Sound explosives 7

Stun: Nonlethal explosives Firearms Firearms (HEX, p. 54) has new specializations. Bowcaster: Energy crossbows Heavy Guns: Big ranged weapons Pistols: One-handed ranged weapons Rifles: Carbines and longarms Sniper Weapons: Long-range precision rifles. Force Specialized Skill Base Attribute: Willpower Force is a new skill. It can only be acquired by taking the Force Sensitivity talent. See the chapter on Force for more info. The Force skill is specialized in the following ways: Control: One's power over their own internal Force. Sense: One's ability to detect external Force. Alter: One's ability to alter either internal or external Force. Gambling Gambling (HEX, p. 54) has new specializations. Active Games: Board Games: Card Games: Cheating: Dice Games: Gunnery Gunnery (HEX, p. 55) has new specializations. Autofire: Repeating heavy weapons Artillery: Cannons: Missiles: Turrets: Lightsabers Specialized Skill Base Attribute: Varies Lightsabers is a new skill. It describes one's ability to use various traditional lightsaber forms in combat. This skill does NOT include attacking with weapons that are not true lightsabers, such as light whips. Those would still be covered by Melee or, possibly, Armed Combat. Lightsaber specializations are as follows: Form I Shii Cho: +1 8

Form II Makashi: +1 Form III Soresu: +1 Form IV Ataru: +1 Form V Shien: +1 Form VI Niman: +1 Form VII Juyo: +1 Medicine Medicine (HEX, p. 56) has a new specialization. It incorporates treating human life and all kinds of sentient galactic life. The veterinary specialization has been removed and folded into Animal Handling. Cybernetics: Prosthetic body parts. Martial Arts Specialized Skill Base Attribute: Strength Martial Arts (SSW, p. 9) has new specializations. Form I Shii Cho: Pilot Specialized Skill Pilot (HEX, p. 57) has new specializations. Heavy Planetary: Planetary vehicles such as sandcrawlers and walkers Large Spacecraft: Space vehicles such as freighters, cruisers, and capital ships. Light Planetary: Planetary vehicles such as swoops, speeders, and other repulsorlift vehicles. Personal: Small, one person gear such as jump packs, powered armor, and rocket packs Small Spacecraft: Space vehicles such as starfighters and personal transports. Talents A Talent marked with * means it can only be taken during character creation without GM permission (but may be increased later with experience points if not Unique). Force Adept Prerequisites: Force Sensitivity Your character has an innate ability to use the Force Benefit: You can spend two Style points before your character casts a Force Power to get one automatic success. Advanced: This Talent can be taken up to three times in order to spend more than two Style points to receive more than one automatic success. Each time it is taken, it allows you to spend two addi tional Style points before casting a spell in order to receive additional automatic successes. 9

Normal: Your character s Force power rolls are not modified. Force Resistance Prerequisites: Willpower 3 Whether through a natural gift or years of training the mind, your character has built up an uncanny resistance to mind altering phenomena. He may pierce illusions, resist mind tricks, or stand up to Sith terrors more effectively than most others. Benefit: Your character gains a +2 bonus to resist Force powers. Normal: Your character has no special defense against supernatural powers. Advanced: You may buy this Talent up to three times. Your character gains a +4 Force Resistance bonus at second level and a +8 bonus at third level. Force Sensitivity* Prerequisites: None Your character has inherited or developed a strong affinity with the Force. Your character is able to sense Force energy in her surroundings. She does not display any specific powers, but occasionally gets flashes of insight, has prophetic dreams, or senses power in a person, object, or specific area. Benefit: Your character may take the Force skill. You can make a Force skill roll whenever your character tries to sense Force energy around her. The more successes you roll the more sensitive your character is to the strength and source of the energy. Sometimes the Gamemaster will make this roll on your behalf to see if your character gets an unbidden flash of insight, or senses an un seen power at work. Normal: Your character is not able to tap into the Force. Advanced: You may buy this Talent up to three times. Your character gains a +2 bonus when using her Force powers at second level and a +4 bonus at third level. Force Sight Prerequisites: Perception 4 Your character can sense the Force energies of his surroundings, giving him a type of sight. Benefit: Your character can effectively see in the dark. He can perceive structures, objects, and movement, but can not determine colors or distinguish between fine textures. Thus, your character could easily navigate around a pit, but would not be able to read a book or examine a photograph. Additionally, he makes blind attacks at a reduced penalty. He may ignore up to a 2 penalty due to poor visibility, such as in partial darkness or with blurred vision. Normal: Your character must have light to see. Additionally, you suffer a 4 penalty when your character makes a blind attack against an opponent, assuming he knows her general location. Making a blind attack against an opponent whose location is unknown results in a 8 penalty. Advanced: You may purchase this Talent up to three times. Your character may ignore up to a 4 penalty due to poor visibility at second level and a 8 penalty at third level. Normal: Your character cannot sense the Force energies of others. The following Talents are not considered appropriate for a Star Wars game: Any Talent relating to Atlantean anything (including orichalcum). Transmutation, Breath of Life. Magical Aptitude. Psychic Ability, Psychic Resistance, Psychic Sensitivity. Any Talent requiring a template not listed above, with few exceptions (Talents with the Robot prerequisite may be taken by Droids). 10

GM. Delayed Blow, Paralyzing Blow, and Weird Science may also be disallowed, depending on the Resources Basegame resource all apply as normal. There is also a new resource: Starship. Starship New resource. Your character owns something rather hard to acquire in this day and age: a proper working starship. Starship Example 0 Small civilian transport, or personal starfighter (without hyperdrive) 1 Large civilian transport, small freighter, or personal starfighter (with hyperdrive) 2 Military transport 3 Large freighter 4 Frigate 5 Battleship Flaws Force Severance Your character has been severed from the Force for whatever reason. They cannot feel the Force yet they can still be effected by it. You gain a Style point whenever your character is looked down upon or otherwise inconvenienced because of their lack of connection to the Force. Flaws with the Robot prerequisite may be taken by Droids. Other flaws with other prerequisites usually cannot be taken. Just use common sense: if a Flaw cannot really impact your character, it cannot be taken. CHAPTER II: NEW Rules Gravity All individuals suffer some physical disorientation in gravities different than what they re used to. This inflicts a 2 penalty to Dexterity rolls. Gravity Jump STR Super Heavy 1/2 2 Heavy 1/2 1 Normal Low 2 +1 Zero G See Below +2 Zero G Effects: Movement and combat in zero g is tricky due to momentum and disorienta tion. Characters who roll more failures than successes on a physical roll while operating in zero g lose control and tumble ( 2 to all physical rolls). They may recover by making a Dexterity roll as a reflexive action on any subsequent turn assuming they have some way to stabilize. Characters who kick from a stable platform propel themselves at a Move rate equal to their Strength in feet per round until they contact a larger object or apply thrust from another source. 11

Shots from non blaster weapons push or slow the firer 2 inches away from the blast per round (6 inches with large caliber weapons, GM s call). Atmosphere Most major life forms breathe nitrogen, oxygen, or a mixture of the two. Knowing what kind of atmosphere a planet contains and whether or not the air is breathable is literally a matter of life and death. Atmospheres are divided into five categories: Vacuum, Thin, Normal, Dense, and Hazardous. Vacuum: Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as spacesuits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a character doesn t have a sealed suit (or it s breached), he must make a Body roll every round or suffer a nonlethal wound every round thereafter from decompression. Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Characters require pressurized spacesuits to operate safely in Thin atmosphere. Any breach of the suit forces the individual to make a Body roll every minute (10 rounds) or else suffer a Nonlethal wound every minute. The victim recovers a Nonlethal wound every 10 minutes if returned to standard atmospheric pressure. Normal: Earth like atmospheres are said to be normal and have no special effects. Atmospheres between Normal and Thin or Dense may also exist. Use whatever condition is closest. Dense: Dense atmospheres have a higher pressure than Earth and are almost as difficult to breathe in as thin atmospheres. A being must wear some sort of breathing apparatus or make a Body roll every 30 minutes if they don't want to suffer a Nonlethal wound for every 30 minutes thereafter. Failure results in a Nonlethal wound. Victims recover a Nonlethal wound every 10 minutes if returned to standard atmospheric pressure. Hazardous: The gaseous content of a Hazardous atmosphere does not support human life, regardless of pressure. It may be high in carbon dioxide or made up of more primeval gases like methane, hydrogen, and ammonia, as with Jupiter and other gas giants. A character without a rebreather (or spacesuit if the pressure is too low) must make a Body roll every round (or minute or hour for less toxic environments, as determined by the GM) or suffer a Nonlethal wound every round thereafter. Recovery is only possible when the character receives air at standard pressure and one Nonlethal wound is recovered every 10 minutes. If the atmosphere is significantly toxic, the GM may change the Nonlethal damage to Lethal damage. CHAPTER III: Vehicle Combat Starship Combat Rely on SSW rules. Capital Ship Combat Rely on RoM rules. CHAPTER IV: The Force All Force Sensitives automatically receive the ESP Force Power for free. If they have no 12

ranks in Force Sense, they can roll their unmodified Willpower attribute in dice. For every rank in one of the Force skills, characters may learn a Power of that type. In learning a Combination Power (such as Affect Mind), the character must have an unspent rank in each of the relevant specializations. A character must spend 7 full days practicing the Power alone, or 3 full days with a tutor who already knows the Power. Combination Force Powers use the lowest of their listed specializations. A character may spend Style points on Force rolls as usual. This list is not the be-all end-all of Force Powers, nor do these Force Powers strictly delineate what the Force can do. The Force is powerful, mysterious, and all-encompassing. At the GM's discretion, any of the three Force Skills can be used in other ways that are consistent with the general description of the skill involving controlling internal Force, sensing external Force, or altering either. Force Powers ESP (Sense) Your character gains a limited ability to discern the future or receive a deeper empathetic understanding of a situation. By making a Perception roll or Force skill roll, your character may seek insight he may not otherwise have. The more successes you roll, the more specific the information she gets. This information is always at the Gamemaster s discretion. Multiple modifiers of the same kind can apply at once. ESP Modifier Situation Character knows the subject well +2 or event is under 1 minute away Subject/event is within: 10 feet 0 or 1 day Subject/event is within 5 miles 2 or 1 month Subject/event is within the planet 4 or 1 year Subject/event is within the system 6 or 10 years Subject/event is within the sector 8 or 100 years Subject/event is within the Galaxy 10 or 1,000 years Miscellaneous Character exerts himself* +2 Length of ESP attempt +1 per hour (max 8) Taking another action while using ESP 4 * Each time your character exerts, he takes one non-lethal wound and gains a +2 bonus. You charac 13

ter may exert multiple times to gain additional bonus dice. Telepathy (Sense) Using telepathy, a character can read another person s mind or project thoughts into her head. When projecting thoughts, the target knows someone else is speaking, and may recognize the telepath s voice if he has previously identified himself or if she knows him well. Reading someone s mind is unobtrusive, and the target is unaware of the telepath unless he announces himself. When using Telepathy, roll a number of dice equal to your character s Force skill rating. If you roll more successes than your subject s Willpower rating, your character can read the subject s surface thoughts. These thoughts may appear in a jumble of words, images, or emotions, but the telepath will have a good understanding of what they mean. Telepathy Modifier Range Character touches subject +2 Subject is within 15 feet* 0 Subject is within 1,000 feet 2 Subject is within 5 miles 4 Subject is within 10,000 miles 6 Subject is within 1 light year 8 Subject is within 100 light years 10 Each additional 10,000 light years 2 Thought Response to telepathy +1 Surface feelings 0 Surface thoughts 2 Deep feelings 4 Memories 6 Subconscious feelings 8 Subconscious thoughts 10 Miscellaneous Character exerts himself** +2 Each additional subject 2 Taking another action 4 * Your character suffers a 2 penalty if he does not have direct line of sight. ** Each time your character exerts, he takes one nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. Telekinesis (Alter) Telekinesis is the ability to move objects through pure thought. This ability can be used to strike an opponent or to manipulate an object. If used to strike, the Force User character channels raw telekinetic power into a focused blast. To make a Telekinetic attack, roll a number of dice equal to your character s Force skill versus 14

your opponent s Passive Defense rating. Because the attack is invisible, the target cannot use his Active Defense against this attack. If successful, your character inflicts an amount of nonlethal damage equal to the number of extra successes on your roll. If used to manipulate an item, make a Telekinesis roll modified by the object s weight (see below). The object can also be used, such as using a pen to write or a hatpin to pick a lock, but your character s dice pool is limited to her modified Telekinesis or her appropriate Skill roll, whichever is lowest. If the Force User tries to manipulate multiple items simultaneously, she suffers a 4 penalty for each additional action. For example, turning a control stick and working the pedals results in a 4 penalty to drive a vehicle. A character can also use telekinesis to wield weapons. As with manipulating an object, the roll is the weapon damage plus the modified Telekinesis roll or the appropriate combat Skill roll, whichever is lowest. The user must take penalties to her Telekinesis roll to raise her Telekinetic strength to the minimum weapon strength. Also, Telekinesis effectively operates like a single hand, so the strength required for a two handed weapon increases by one. Telekinesis Modifier Range* Object is up to 10 feet away 0 Object is up to 25 feet away 2 Object is up to 50 feet away 4 Object is up to 100 feet away 8 Size Every 2 size points below 2 +1 Object within 2 and 1 size 0 Object is size 0 2 Object is within size 1 4 Object is within size 3 6 Object is within size 8 8 Every 500 tons afterward 2 Miscellaneous Character exerts himself** +2 Taking another action 4 * Your character must have direct line of sight to use Telekinesis. ** Each time your character exerts, he takes one non lethal wound and gains a +2 bonus. You character may exert multiple times to gain additional bonus dice. Affect Mind (Control + Sense + Alter) Your character can use the Force to have a powerful effect on the weak-minded. To trick someone else's mind, you must first describe how they will be tricked and determine the number of subjects. Keep in mind that larger and more bizarre illusions are harder to make believable. Next, make a Force Skill roll, including any appropriate modifiers (see the table below). Compare the number of successes rolled to each opponent s Willpower rating. 15

If you roll more successes than your opponent s Willpower rating, he will experience the desired effect until it is dispelled by some reality. If you roll more successes than double an opponent s Willpower rating, he will continue to believe in the trick even if something happens that would normally dispel it. This is required if you want to make an opponent to go unconscious or other long-term effects. Since the illusion exists solely in the subject s mind, he will see it if it is visual, hear it if it is auditory, and smell, taste, and believe in it as if it were a real fact. While very convincing, a trick is intangible and cannot harm anyone or move physical objects. If it attempts to attack anyone or is attacked, it s immediately dispelled for anyone targeted by it. It will not appear on recordings or to anyone unaffected. Affect Mind Modifier Trick Highly likely and very believable trick +2 or willing target Reasonable and credible trick 0 or neutral target Unusual and hard to believe trick 2 or vigilant target Strange and unbelievable trick 4 or hateful target Incredible and impossible trick 8 or Force-Sensitive target Persons Affected* 1 0 2-3 2 4-6 4 7-10 8 11+ additional 8 per 4 persons Miscellaneous Character exerts himself* * +2 Taking another action simultaneously 4 * Your character must have direct line of sight to cast Affect Mind ** Each time your character exerts, he takes one Nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. Control Mind (Control + Alter + Sense) Prerequisites: Affect Mind Your character can dominate the mind of a subject and turn them into a thrall. To control an opponent s mind, make an Affect Mind roll including any appropriate modifiers. If you roll more successes than your opponent s Willpower rating, she must obey your character s silent commands for as long as he is successful in maintaining control. She can make an opposed Willpower x 2 or Force Skill roll every turn in an attempt to regain control. If you roll double your op 16

ponent s Willpower rating, she is your character s to control until he chooses to stop. A controlled opponent will defend herself normally and cannot be ordered to harm herself. Force Healing (Control if self/control + Alter if others) Force Healing is the ability to knit wounds, ease trauma, and cure disease through sheer force of will. This powerful ability can be used on yourself and on others. If it is used to heal wounds, the Force User character channels healing energy into herself or another person. The Force User must lay hands on the wounded person in order to heal them. To perform a Force Healing, roll your character s Force Skill, as if performing first aid or providing long term medical care (see Healing in Hollow Earth Expedition, pp. 131 132), plus or minus any appropriate modifiers (see Force Healing Modifiers, below). Each success heals one point of Nonlethal damage or converts a point of Lethal damage into Nonlethal damage. As with first aid, Nonlethal damage is always healed before Lethal damage. Force Healing Modifier Each additional healing attempt 2 Injury more than an hour old 2 Medicine roll has already been made 2 Miscellaneous Character exerts himself* +2 * Each time your character exerts, he takes one Nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. A character can also use Force Healing to neutralize poisons and cure disease. In this case, make a Force Healing roll in place of the subject s Body roll to resist the disease or poison (see Disease and Poisons and Drugs in Hollow Earth Expedition, pp. 133 and 136). This roll may be made at any time, but is still subject to any appropriate Force Healing modifiers (see Force Wounding, below). Note: If used on others, it is an Alter + Control power. If used on yourself, it is a Control power. This cannot heal droid characters. Force Wounding (Control + Alter + Sense) Prerequisites: Force Healing Your character can turn his healing power inside out, causing trauma and inflicting wounds on his enemies by turning their body against them. To harm an opponent, make a Force Healing touch attack (see Touch Attacks in Hollow Earth Expedition, p. 126). They must be touching unless your character has Telekinesis (suffering range penalities as normal). If successful, you inflict one Nonlethal wound per extra success, or one Lethal wound per two extra successes. Because the intent is to harm instead of heal, normal Force Healing modifiers do not apply. Your character may still exert himself for bonus dice, however. Force Shield (Alter + Sense) Your character is able to the Force to block attacks. Make a reflexive Force skill roll when attacked. Any normal Defense bonuses provide a bonus 17

to your roll as well. If you roll more successes than your opponent s attack, it is deflected and does no damage. If your opponent rolls more successes, your character takes damage equal to the number of extra successes. If your character loses her Active Defense, she loses her Force Shield as well. In addition, your character may attempt to shield other characters as well, suffering a 2 penalty per five foot area of effect. Force Lightning (Alter + Control) Force Lightning is the ability to create fire by focusing one s mental energy. This remarkable talent may be used to simply charge electrical devices, or to dispatch enemies. To create larger storms, roll a number of dice equal to your character s Force skill rating, plus any modifiers for range and electrical intensity (see Force Lightning modifiers, below). In most cases, a single success is all that is required to create the desired bolt. To blast an enemy with electricity, make a modified Force Lightning touch attack (see Touch Attacks in Hollow Earth Expedition, p. 126) versus your opponent s Active Defense rating, plus bonuses for armor and cover. If successful, the target suffers the full amount of electric damage (see Electricity in Hollow Earth Expedition, p. 134). Force Lightning Modifier Damage Gentle (0 L) 0 Minor (1 L) 2 Major (2 L) 4 Severe (3 L) 6 Lethal (4 L) 8 Range* Target is up to 10 feet away 2 Target is up to 25 feet away 4 Target is up to 50 feet away 8 Area of Effect 5 foot radius 2 10 foot radius 4 25 foot radius 8 Miscellaneous Character exerts himself** +2 Taking another action 4 * Your character must have direct line of sight to use Force Lightning. ** Each time your character exerts, she takes one Nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. Attacking an enemy with Force Lightning is flashy: the Force User spouts bolts of lightning at his enemies. However, since the target can see the storm coming, they get a chance to avoid damage by rolling their Active Defense. If the Force User makes an area effect attack, any enemies 18

caught in the blast lose this advantage and only get to roll dice for armor and cover. Force Stun (Alter + Control) Prerequisites: Telepathy Your character can attack the mind of her subject, overloading it with debilitating neural static. To attack an opponent with Force Stun, make a Telepathy roll including any appropriate modifiers (see Telepathy Modifiers, below). If you roll more successes than your opponent s Willpower rating, you inflict one Nonlethal wound per extra success. If you inflict more wounds than your opponent s Willpower rating, he is stunned. If you inflict more wounds than twice his Willpower rating, he falls unconscious for one minute per success in excess of his doubled Willpower rating. This may also work on Droids. Telepathy Modifier Range Character touches subject +2 Subject is within 10 feet* +0 Subject is within 100 feet 2 Subject is within 1 mile 4 Subject is within 10 miles 6 Subject is within 100 miles 8 Subject is within 1,000 miles 10 Miscellaneous Character exerts himself** +2 Each additional subject 2 Taking another action 4 Target is a Droid 2 * Your character suffers a 2 penalty if he does not have direct line of sight. ** Each time your character exerts, he takes one Nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. Precognitive Defense (Sense) Prerequisites: ESP Your character is able to use his extrasensory perception to predict attacks and defend himself in combat. Make a reflexive Perception roll when attacked. Any normal Defense bonuses provide a bonus to your Perception roll as well. If you roll more successes than your opponent s attack, your character avoids it and takes no damage. If your opponent rolls more successes, your character takes damage equal to the number of extra successes. If your character loses his Active Defense, he loses his Precognitive Defense as well. In addition, your character may attempt to defend other characters as well, suffering a 2 penalty per five foot area of effect. Force Enhance (Control if self/control + Alter if others) 19

Your character uses the Force to pull off superhuman feats of agility, strength, or skill. As a reflexive action on their turn, the character can use the Force to increase the rating of one attribute or skill by a predetermined amount. The difficulty of the roll is simply 2 unless the target is unwilling, where they may roll Willpower x 2 to oppose this power. Additional successes do not effect the roll mechanically. The caster must also touch their target (a Touch Attack action) unless they have Telekinesis (where usual range modifiers apply). If the Primary Attribute is altered, all dependent Skills and Secondary Attributes are also affected. Size cannot be effected by this power. Force Enhance Modifier Primary Skill or Secondary Duration +0 +1 1 round 0 +1 +2 1 minute (10 rounds) 2 +2 +3 1 combat 4 +3 +4 1 scene 6 +4 +5 1 session 8 +5 +6 Permanent 10 Miscellaneous Character exerts himself** +2 Each additional subject 2 Taking another action 4 * Your character suffers a 2 penalty if he does not have direct line of sight. ** Each time your character exerts, he takes one Nonlethal wound and gains a +2 bonus. Your character may exert multiple times to gain additional bonus dice. Force Drain (Control + Alter + Sense) Prerequisites: Force Enhance Your character can turn his enhance power inside out, draining an enemy of vigor and vitality. To cast this power, you simply roll Force Enhance as normal, but convert all the Attribute/Skill rating modifiers above to equivalent negatives. As above, an unwilling target rolls Willpower x 2 in opposition, the caster must touch the target (a Touch Attack action) unless they have Telekinesis where usual range modifiers apply, and additional successes don't effect the roll mechanically. CHAPTER V: Equipment M = Semi-Automatic A = Fully Automatic * = See weapon description for special rules Ion weapons only affect droids and electronics A weapon with Stun setting may be set to Stun as a reflexive action. The weapon does its equivalent in Nonlethal damage, but its range is halved Melee 20

Melee Weapon Dmg STR Cost Wt Notes Club/Baton 2 N 1 15 1 lb. Double vibroblade 3 L 2 750 5 lb. Two-handed Electrostaff 3 L 2 5,750 4 lb. Two-handed, can Parry lightsabers Hatchet 2 L 2 35 3 lb. Range: 10 ft. Knife 1 L 1 25 2 lb. Range: 10 ft. Spear 3 L 1 60 3 lb. Two-handed, Range: 10 ft. Staff 3 N 2 15 3.5 lb. Two-handed Stun Gauntlets 2 N 1 300 1 lb. Vibro-Axe 3 L 3 500 12 lb. Two-handed Vibroblade 3 L 2 250 3.5 lb. Ranged Ranged Weapon Dmg STR Rng RoF Cost Wt Notes Bow 2 L 2 50 ft. 1 200 3 lb. Crossbow 3 L 2 100 ft. 1 200 14 lb. Net * 2 10 ft. 1 20 9 lb. Sling 1 N 1 25 ft. 1 1 lb. Throwing Knife 1 L 1 15 ft. 1 35 2 lb. Whip 1 N* 1 10 ft. 1 100 4 lb. Firearm Dmg STR Rng RoF Cost Wt Notes Blaster Pistol 2 L 2 120 ft.m 500 2 lb. Stun setting Heavy Blast. Pistol 3 L 2 50 ft. M 750 2.5 lb. Stun setting Blaster Carbine 2 L 2 250 ft. A 900 5 lb. Stun setting Blaster Rifle 3 L 2 300 ft. M 1,000 10 lb. Stun setting Heavy Blastr Rifle 4 L 3 300 ft. M 1,500 12 lb. Lt. Repeater Blast. 3 L 3 300 ft. A 2,000 12 lb. Repeating Blaster 4 L * 450 ft. A 4,000 24 lb. Hold-Out Blaster 1 L 1 12 ft. M 275 1 lb. Stun setting Ion Pistol 2 L 2 24 ft. M 250 2 lb. Ion Ion Rifle 3 L 2 90 ft. M 800 6.5 lb. Ion Slugthrower Pistol 2 L 2 60 ft. 1 300 3 lb. Slugthrower Rifle 3 L 2 300 ft. M 360 8 lb. Slugthrower SMG 2 L 2 100 ft. A 600 6 lb. Blck Powder Pistol3 L 2 50 ft. ½ 200 2 lb. Musket 3 L 2 100 ft. ½ 250 8 lb. Bowcaster 4 L 3 50 ft. 1 900 16 lb. Explosive Dmg STR Rng RoF Cost Wt Notes Frag grenade 6 L* 2 25 ft. 1 200 1 lb. Area effect Flamethrower 3 L* 3 10 ft. 1 700 14 lb. Fire damage Grenade launcher 6 L* 2 500 ft. ½ 500 10 lb. Area effect Ion grenade 6 L* 2 25 ft. 1 300 1 lb. Area effect, ion Rocket launcher 12 L* 3 400 ft. ½ 2,000 20 lb. Blast damage Stun grenade 6 N* 2 25 ft. 1 400 1 lb. Area effect 21

Thermal detonator 8 L* 2 25 ft. 1 2,000 1 lb. Blast damage Detonite (1 cube) 10 L* 1 500 0.5 lb. Area effect: 10 ft. Lightsabers Lightsabers, with few exceptions, cannot be Parried (see HEX, page 121) or Blocked. Lightsaber Dmg STR Cost Wt Notes Short Lightsaber 2 L 1 1 lb. Touch attack Lightsaber 3 L 2 2 lb. Touch attack, two-handed Archaic Lightsaber 3 L 2 1,600 6 lb. Touch attack, 1 Dex Training Lightsaber 1 N 1 1,500 3 lb. Can be Parried Double Lightsaber 3 L 2 4 lb. Touch attack, two-handed Armor Armor Defense STR DEX Cost Wt Notes Armored Robes +2 2 9,000 20 lb. Blast Helmet +2 1 200 3 lb. Only protects head Blast Vest +2 1 300 3 lb. Only protects torso Env. Suit +1 1 1 500 20 lb. No exposure/atmo damage Heav. Batt. Armor +4 3 2 8,00060 lb. Laminate Armor +3 2 1 6,000 20 lb. Padded Armor +1 1 800 5 lb. Gear Gear Cost Weight Notes Aquata breather 350 0.5 lb. Bacta tank 10,000 1,000 lb. Holds 75 gallons of bacta Bacta (25 gallons) 10,000 300 lb. Binder cuffs 50 1 lb. Breath mask 200 4 lb. Datacards (10) 10 0.5 lb. Datapad 100 1 lb. Commlink, military 100 2 lb. 100 mile range on land, low orbit in bad weather Commlink, person 25 0.5 lb. 50 mile range on land, low orbit in good weather Commlink, vehicle 250 50 lb. 400 mile range on land, orbit in all weather, must be mounted on vehicle or worn as backpack Field Kit 1,000 22 lb. Fire extinguisher 50 8 lb. Fusion lantern 25 4 lb. 150 foot radius Glow rod 10 2 lb. 150 foot range Jet or rocket pack 1,800 75 lb. Jet for atmosphere, rocket for vacuum Macrobinoculars 100 2 lb. 3000 foot range if direct line of sight Mainframe Varies 200 lb. Medical backpack 600 45 lb. Medpac 100 2 lb. 22

Mesh tape 5 1 lb. Personal comp. Varies 30 lb. Pocket scrambler 400 1 lb. Portable computervaries 5 lb. Prosthetics * Varies * Ration pack 2 0.5 lb. Recording rod 25 0.5 lb. 50 ft. range. x2 price if video, x4 if holo-recorder Security kit 750 2 lb. Sensor pack, army 1,500 50 lb. 3000 ft range; lifeform, comm signal, or movement Sensor pack, port. 300 20 lb. 1000 ft range; lifeform or comm signal Space suit 2,000 30 lb. Subspace radio 300 8 lb. 3 light year range Subspace station 1,000 50 lb. 200 light year range Syntherope 20 6 lb. 300 feet Tool kit 650 2 lb. Utility belt 500 8 lb. Field Kit Contains: 2 condensing canteens with water purification. Average filtration time is 5 minutes. The unit will notify user when cleansing process is completed. a bed roll a week s worth of food rations two glow rods two breath masks Jet Pack or Rocket Pack Size: 1 Defense: 4 Structure: 4 Handling: 0 Speed: Up to 1000 feet/jump (any direction). 10 jumps for a fully fuelled tank Weight: 12 lbs. fuelled; 8 lbs. empty Notes: A jet or rocket pack counts as a small target ( 1 attack modifier). Jet packs are for atmosphere, rocket packs are for space. Vehicle Weapons Space: The weapon's range in space units Artillery Weapon Dmg Rng RoF Spc Size Cost Notes Anti-infantry laser 8 L 8 miles M 2 15,000 Anti-vehicle laser 12 L 5 miles ½ 4 12,500 Ion cannon, heavy 24 L 150 miles 1 75 16 500,000 Ion Ion cannon, light 12 L 1.8 miles 1 4 1,500 Ion Laser cannon 10 L 1.25 miles A 25 2 1,500 Double laser cannon 12 L 1.25 miles 1 25 4 3,000 23

Proton torpedo 14 L 700 ft. 1 7 2 2,000 800 creds/torpedo, AoE: 35 ft. Turbolaser battery 24 L 12.5 miles 1 75 8 250,000 Planetary Vehicles These vehicles work the same as the vehicle rules for the basegame. Vehicle Size Def Strc Spd Han Crew Pass Cost Notes 74-Z bike 1 6 6 300 +2 1 6,750 AT-AT 8 6 32 40 2 3 40 Holds 2 AT-STs AT-ST 2 8 12 55 2 1 1 Cargo skiff 4 4 10 120 2 1 16 8,000 Cloud car 4 4 12 930 1 1 75,000 Flare-S swoop 1 6 6 400 +2 1 5,750 Nightfalcon bike 2 6 6 250 1 6,250 FC-20 bike 1 6 6 110 1 4,000 Sail barge 8 6 24 60 2 10 500 285,000 STAP transport 0 4 4 250 1 T-471 Airspeeder 2 6 10 400 1 1 38,000 X-34 Landspeeder 2 6 6 200 1 1 10,550 Starships Ram Ramming damage is equals one point for every point of Speed that the attacker is faster than his opponent in space units. Speed For space units, simply subtract the slower Speed from the higher Speed to determine the attack penalty in dice. Note: If using a map and the battle is only between starships, it is recommended to use the vehicle's space speed regardless. Crash The crashing rules for starships do not require you to divide the speed by 10 if the speed is in space units. Hyperdrives A hyperdrive is ranked by a class, or hyperdrive multiplier. The lower the multiplier, the faster the drive. Most civilian ships have a Class Two ( 2) or higher hyperdrive. Many military vessels and starfighters have a Class One ( 1) hyperdrive, which is twice as fast as a Class Two drive. The Millennium Falcon has a Class 0.5 ( ½) hyperdrive, making it one of the fastest ships in the galaxy. Each hyperspace route or journey has a duration. Multiply the duration by the ship s hyperdrive multiplier to find out how long it takes the ship to reach the destination. Statistics 24

Speed: The vehicle's speed in space units, which can equal thousands of miles. For atmospheric travel, multiply the space units by 100 to equal the MPH. For atmospheric combat, multiply the MPH by 5 (or Speed by 500) to equal the number of feet it may move per round. HD = Hyperdrive Starship Size Def Strc Spd Hand Crew Pass Cost Notes A-Wing 4 8 12 12 +2 1 175,000 HD x1; 2 jumps B-Wing 8 6 22 6 2 1 220,000 HD x2; 2 jumps Corellian Corvette 16 10 40 6 30 600 3.5 million HD x2 Firespray-31 8 6 22 5 2 1 5 120,000 HD x3; x15 (backup) Headhunter 4 8 18 7 2 1 80,000 Imp. Star Destr. 24 12 62 6 2 5000 9700 HD x2; x8 (backup) Lambda shuttle 8 6 24 5 2 1 10 240,000 HD x1; x10 (backup) Nebulon-B frigate 24 12 50 4 2 307 75 HD x2; x12 (backup) TIE Bomber 4 6 16 6 2 1 150,000 TIE Fighter 4 6 10 10 1 60,000 TIE Interceptor 4 6 10 11 +2 1 120,000 X-Wing 4 8 16 8 1 Astro 150,000 HD x1; 10 jumps Y-Wing 8 6 22 7 +2 1 Astro 140,000 HD x1; 10 jumps YT-1300 freighter 8 8 24 4 2 1 6 100,000 HD x2; x12 (backup) Weapon Modifications Blah Vehicle Modifications Blah Starship Modifications Blah CHAPTER vi: Friends and Enemies Unless otherwise noted, all Force powers are unique. Characters may Take the Average on Force skill rolls CHAPTER VII: Bestiary Unless otherwise noted, all Force powers are unique. Characters may Take the Average on Force skill rolls. APPENDIX I: Sample Characters Unless otherwise noted, all Force powers are unique. Characters may Take the Average on Force skill rolls. 25

Luke Skywalker (Episode 4) Han Solo (Episode 4) Chewbacca (Episode 4) Leia Organa (Episode 4) Anakin Skywalker (Episode 2) Obi-Wan Kenobi (Episode 1) Unless otherwise noted, all Force powers are unique. Characters may Take the Average on Force skill rolls. Telepathy (Sense) Using 26