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CLASSIC ADVENTURES
INTRODUCTION
They were in the wrong place at the wrong time. So, naturally, they became heroes.
Princess Leia Organa
PERKS
During character creation only, you can spend any unused
skill dice (from the allotment of 7D) to acquire perks for 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, however, 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 gain
access to a nobles residence, avoiding arrest, or any other
occasion where status is a factor you can try and draw on
your family. Once per session you can double the result of
any one bargain, con or command roll when attempting to
exploit your name.
Attractive (1D)
Others find your pleasing to look at. This can help reduce
CLASSIC HEROES
suspicions or distract others depending on the given situation. Once per session you can double one roll for any action
related to your appearance. Examples include seduction, a
subtle bluff or simply distracting guards.
Daredevil (2D)
Once per session you may throw caution to the wind taking extremely reckless action that may result in your own
death. Your Dodge, Block, and Parry are reduced by half,
however, your Strength rolls are doubled when resisting damage for one round.
Favors (1D)
People owe you. Once per session you can call in one of
those debts. This can take the form of information, a temporary 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 gamemaster who these people are. The Hutts? The Empire? The Rebel
Alliance? You can take this perk more than once for different
groups.
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CLASSIC COMPANION
Hideout (2D)
You have a secret hanger or bunker that only you know
about. Its not likely to be more than an abandoned warehouse 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 modifier to the difficulty of any search skill roll made to find your
character.
Immovable (2D)
You are never knocked down when stunned or wounded.
Additionally, if you are incapacitated, you can make a Moderate (15) stamina check to remain conscious. If you succeed,
you fall prone, but stay awake. All skill and attribute rolls are
reduced by 3D until healed.
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 a Knowledge-based skill like Jedi lore, engineering or Clone War history; or Technical skills like
medicine). Whatever the skill you choose, it always starts 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. The medicine skill is
defined more specifically on page XX.
Sidekick (3D)
Youve got a boon companion willing to join in your adventures. This character only gets 12D to spend on attributes
and 5D to spend on starting skills. They normally only
receive 1-3 Skill Points per session, but never as many as
you.
Wealthy (3D)
Old money, tycoon, Imperial Defense contractor, speculation, 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 purchases under 100 credits. You can make a bargain roll to buy
most anything under complicated leasing arrangements.
SNAGS
During character creation, you may select up to two snags,
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 Point
per snag per session regardless of how often it comes up.
Lucky (2D)
Once per session you can declare youre feeling lucky and
double the result of your next roll.
Age
Perceptive (2D)
The gamemaster may reveal small clues to you that others
would miss. Once per session you may announce youre
studying 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.
Duty
Theres an organization or person and you must obey their
commands. Perhaps a Rebel general, perhaps a secret organization who gives you messages through a secure channel,
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CLASSIC COMPANION
perhaps one of the other players. Get a Skill Point when such
a command causes you a problem. Disregarding the command cannot be one of the options.
Former Imperial
Though 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 Code
You 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 who must follow the Jedi Code.
Hunted
All 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.
Inarticulate
You 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 other
aliens.
Large Debt
You 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 Born
You were born into a world of poverty. Education was not
an option; instead you began work at a young age. It was a
hard life and youve managed to escape it. Still, you lack the
proper social graces and your background is readily apparent. Earn 1 bonus Skill Point each session your upbringing
causes difficulty for you.
Primitive
You have a special touch. Specifically the kind that breaks
machines. Youre no good with repulsion engines, alluvial
dampers, electronics, Droids, or any other technology. Probably 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.
Rival
Someone doesnt like you at all, and they are a credible
threat. Maybe they have more friends than you, maybe
theyre just bigger and meaner; either way you have your
own personal enemy. You earn a bonus Skill Point when they
complicate your life.
Sloppy
You 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.
Touched
Youre a little unstable. Could be youre just really paranoid, or maybe just too obsessive. That fear of most everything could also be a problem. Then again maybe you really
are a Jedi Knight and everyone else is wrong. You earn one
Skill Point anytime your psychosis really gets in the way.
Unlucky in Love
Things 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.
Poor Sense
NEW SKILLS
You have some kind of sensory disorder like poor low light
vision, or an inability to read or shoot beyond 20 meters.
Willpower (KNO)
Willpower is a characters strength of will and determination. It is used to resist intimidation (see the intimidation skill
below). It can also be used to resist intimidation from a command skill use, and certain persuasion (a con skill use)
attempts. Willpower is also used to resist Force powers.
Also, when a character fails a stamina check, if the character can make a willpower check at one higher level of difficulty, he can drive himself on through sheer willpower. A
character doing this has to make a willpower check as often
as he would normally have had to make a stamina check,
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 a stamina check, 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)
Intimidation is a characters ability to scare or frighten others to force them to obey commands, reveal information they
wish to keep hidden, or otherwise do the bidding of the
intimidating character.
Intimidation is normally dependent upon a characters
physical presence, body language or force of will to be successful. Some characters use the threat of torture, pain or
Modifier
5
10
+5
+10
Com-Scan (MEC)
This optional com-scan skill use is designed to be used
with the optional vehicle combat rules found on page XX. Elements of this method can be gleaned even if you dont use
the optional rules.
The com-scan skill can be used just like a Knowledge-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:
Modifier
+15
+10
+5
5
10
20
Forgery (PER)
The character has the ability to falsify electronic documents 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. The forgery difficulties are
as follows:
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 enhancements. A character may learn the medicine skill if he has the
Scholar perk, but the skills die code always starts at 1D. If
a character has the medicine skill, he automatically has 6D in
the first aid skill. The skill can later be advanced using Skill
Points 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 determined like most Knowledge skills (see Star Wars: Classic
Adventures page 38-39).
Surgery. The difficulty number for a medicine roll 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:
Situation
Modifier
l0
+0
+10
SKILL SPECIALIZATION
Skill specialization reflects a character who has focused
his training within a given skill and become particularly proficient in that area. Perhaps when it comes to using their Droid
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 associated
with 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, brawling or lightsaber dont have specializations.
Additionally, a character may only have one specialization