Reglamento ROL Lafuerza

May 3, 2019 | Author: eragon2589 | Category: Star Wars, Role Playing Games, Leisure
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 La7f7f7u7u       9  2 e7 r5z a55 er5 “El juego de rol” Contenidos  Prefacio del Diseñador

Pág.3

Introducción

Pág.4-5

Los Fundamentos

Pág.6-7

Reglas del juego

Pág.8

Creación de Personajes

Pág.9-17

Notas sobre el Equipamie to

Pág.18-35

Vehículos y Astronaves

Pág.36-46

Combate

Pág.48-59

Experiencia, Experiencia, desafíos, personajes multiclase y niveles

Pág.60-64

Habilidades comunes y basadas en la Fuerza

Pág.65-67

Poderes de la Fuerza

Pág.68-79

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prefacio del Diseñador: Bienvenido a la primera edición del Juego de rol de Star Wars para el foro Lafuerza.net! Este proyecto comenzó como una simple idea que se formuló a través de varios temas del foro y que incentivó a muchos usuarios a crear uno y otros a jugarlo, pero todas estas ideas se quedaron en “el aire”, y luego de meditarlo unos días, me dije a mi mismo: “tienes que hacerlo”…y gracias a las ideas de los usuarios como Kurt, TheForce, Valgarth y Doc4eVer, se logró el objetivo: hacer realidad todas esas ideas y plasmarlas en un rol dedicado y hecho específicamente para el foro… El proceso fue bastante largo y complicado, tuve que leerme muchos libros de diferentes juegos de rol, revisé páginas enteras de internet con información de cualquier cosa que tenga que ver con rol: reglas, tiradas de dados, enemigos, puntos de experiencia, niveles, etc. Que me guiaron para crear las primeras hojas de este reglamento que ahora mismo lees, pero antes de empezar a crearlo, hice un informe junto con TheForce para enviárselo al administrador del foro, ACE, donde salían todas las ideas generales de cómo hacerlo, y cuando nos dio el dicto bueno, el trabajo era legítimo…comenzamos con lo más amplio y general, la creación del subforo dedicado al ROL, con los diferentes temas y bueno, la promoción en el foro no se quedó atrás…y at rás…y así empezó este arduo trabajo del rol, modifiqué las clases de personaje para tener de todos los bandos posibles, posibles, luego la inmensidad de razas disponibles (que tuve que leer cada una de ellas para editarlas), los poderes de la fuerza tomados y modificados del reglamento oficial del juego de rol de Star Wars, el equipo, las armas y hasta la hoja de personaje exclusiva para el foro. Todo el trabajo fue interrumpido temporalmente por el terremoto que afectó al país, pero esto no me detuvo y me permitió leer más reglas, editar y crear cosas para el juego. Cuando volví a clases, la velocidad de creación se vio reducida fuertemente, y se me juntó con los pedidos de Photoshop (firmas, DVDs customs, avatares, fondos de pantalla)…eran muchas cosas para tan poco tiempo, así que me puse a trabajar en esos proyectos más pequeños y momentáneos, pero cuando terminé muchos de ellos, ya no tenía tantas ganas de seguir con esto y terminarlo de una vez por todas, pero ese pensamiento lo borré rápidamente de mi mente cuando los usuarios comenzaron a preguntarme que como iba con el Rol, que me ayudarían con lo que pudiesen, etc…estos comentarios volvieron a prender mi “chispa rolera” que se encontraba apagada dentro de mí , y retomé el proyecto tan pronto como pude. Seguí trabajando lentamente y solo en el rol, y luego trabajé t rabajé en conjunto con Doc4eVer, donde pasábamos largos momentos hablando y discutiendo sobre que reglas había que cambiar, cuales crear, que cosas sacar…y finalmente logramos terminar el trabajo: Lo único que espero es que sea un trabajo considerado como uno bien desarrollado. Por otra parte, estoy orgulloso de haber trabajado en él para cada rolero que se encuentra en este magnífico foro de Star Wars…que desde un comienzo, cuando entré en él, supe que no me iba a ir de acá luego de mucho m ucho tiempo: gracias a este foro recuperé mi espíritu Jedi, que lo había dejado en el olvido, agradezco a los usuarios que me permitieron expresar mis ideas, informarme de cosas que no sabía, forjar f orjar fuertes lazos de amistad, en fin…el foro LaFuerza se convirtió en mi segunda casa, donde podía liberarme de muchos pesos, relajarme, pasar momentos entretenidos…y siempre trataba de estar el mayor tiempo posible, a causa de que era un sueño hecho realidad, pero bueno, como dije anteriormente, quiero darle las gracias a cada usuario que me dieron momentos especiales, y que los considero mis “hermanos de l a galaxia”…Ahora solo falta que ustedes sigan con la siguiente etapa: jugar y disfrutar de este pequeño regalo que les hago…diviértete, juega y sigue leyendo.

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introducción Hace mucho tiempo, en una galaxia muy muy lejana… Así da comienzo una de las sagas más míticas en el más amplio sentido de la palabra. Las películas de Star Wars (junto con el material m aterial del Universo Expandido) describen con todo detalle un mundo de fantasía espacial comparable en riqueza y complejidad a la Tierra Media de Tolkien. Especies alienígenas, naves espaciales, combates con espada láser y el misterioso poder de la Fuerza son los elementos que componen esta saga. El otro elemento, quizá el más importante, son los héroes de esta ópera espacial, héroes a los que intentaremos i ntentaremos emular con este juego, usando dados, papel, lápiz, algunas miniaturas quizá, y sobre todo, nuestra imaginación. Este proyecto pretende, como estaba planteado anteriormente en el foro, es hacer partidas de R ol de Star Wars para el foro, f oro, en donde los usuarios que quieran participar tienen un personaje de alguna facción (por ejemplo: Jedi o Sith) y de una raza especial (por ejemplo, un Bothan), que participa con otros personajes creados por usuarios que también juegan y también por PNJs (personajes no jugadores) y criaturas de los diferentes planetas, cumpliendo misiones o simplemente viajando por toda la galaxia como un explorador en busca de aventuras.

 Esto es un juego de rol: Si has llegado hasta aquí posiblemente ya sepas lo que son los juegos de rol. A lo mejor este es tu primer contacto con uno. En un juego de rol los jugadores interpretan un papel. Uno de los  jugadores denominado aquí director de juego (en otros juegos se le llama narrador, máster , "Guardián de los Arcanos"…) se encarga de presentar la historia que contamos entre todos, porque de eso se trata, de contar historias en las que el director de juego propone una trama llena de aliados y oponentes a los que él interpreta, y los jugadores interpretan un rol , es decir un papel, un personaje en esta especie de teatro improvisado que es el rol. Para ello nos valemos de los dos elementos más importantes de un juego de rol, los dados y la ficha de personaje. La ficha representa los conocimientos, aptitudes, virtudes, defectos, historia, posesiones… es un resumen del ser de un personaje ficticio, como es de bueno (o malo) en lo que hace. Los dados representan el azar, la suerte, la fortuna en la consecución de acciones, mientras la ficha representa la formación y las aptitudes innatas de tu personaje. En un juego de rol los personajes evolucionan, aprenden durante el transcurso de las sesiones de  juego, crecen, como Luke Skywalker, al que vimos como un joven e inexperto granjero en La Guerra de las Galaxias hasta pasar a ser el heredero de los Jedi en El Retorno del Jedi. Esa evolución está representada por los puntos de experiencia, que te permitirán aumentar las habilidades de tu personaje. Este juego usa un derivado de las reglas de Dungeons & Dragons™ D ragons™ y del juego de rol de Star Wars, específicamente basado en el sistema D20.

 Lo que necesitas para jugar: Esto es lo que necesitas para empezar a jugar a Star Wars: LaFuerza Una copia de la hoja de personaje. Lápiz y papel; el papel milimetrado puede venir bien.

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En las reglas, las tiradas de dados se abrevian con expresiones similares a "2d6+2", que significa "dos dados de seis caras más 2" (lo que genera un número entre 4 y 14). El primer número indica cuántos dados hay que tirar (todos se suman), el número que va tras la "d" indica el tipo de dado que hay que usar, y cualquier número posterior indica una cantidad que se suma o resta al resultado. Algunos ejemplos: 3d6 Tres dados de seis caras, lo que genera un número entre 3 y 18. Éste es el daño que causa una pistola blaster. 2d8: Dos dados de ocho caras, lo que genera un número entre 2 y 16. Éste es et daño que inflige un sable de luz en manos de un Jedi de primer nivel. d%: El " d%" (dado porcentual) es un caso especial. Se genera un número entre 1 y 100 tirando dos dados de diez caras de diferentes colores. El de un color (designado antes de la tirada) es el dígito de las decenas, y el otro el de las unidades. Una tirada de 8 y 5, por ejemplo, proporciona proporciona un resultado de 85. Un 0 y un 3 equivale a 3. Si salen dos ceros, el resultado es 100.

 Esto es Star Wars: Star Wars es un mundo fantástico lleno de especies alienígenas, héroes legendarios, legendarios, villanos infames y naves espaciales. Es un mundo lleno de fantástica tecnología (aunque siempre parezca vieja y gastada) maravillosamente cotidiana, donde siempre parece haber un eterno conflicto entre el bien y el mal. Cazarrecompensas, Cazarrecompensas, princesas, contrabandistas con un corazón de oro o con una total falta de escrúpulos, soldados, bandidos, ciudadanos corrientes, corrientes, los nobles y valientes caballeros Jedi y los siniestros lores del Sith entre otros muchos tipos de personajes pueblan esta mundo de ópera espacial que ha cautivado la imaginación del mundo, desde que en 1977 se estrenara en las pantallas de cine la película Star Wars. Este juego proporciona el marco necesario para poder interpretar aventuras en el universo de ficción de Star Wars. -El Universo de Ficción de Star Wars El universo de ficción de Star Wars está compuesto principalmente principalmente por las películas (las dos trilogías de Star Wars, Ep. I al VI) y el llamado Universo expandido. -Las películas Las películas son el origen de todo t odo el universo Star Wars. Creadas por George Lucas, son la fuente principal de material y la más fiable f iable del universo Star Wars, representando los momentos más importantes en la historia de dicho universo. -El Universo expandido Desde que apareció la primera película en 1977 no han cesado de aparecer productos relacionados con Star Wars que amplían lo narrado en las películas y nos cuentan otras muchas historias que tienen lugar en el universo Star Wars, como las que vivirás con tus compañeros de  juego. Cómics, novelas, videojuegos, juegos de rol o series de t elevisión son los ejemplos más claros de soportes del universo expandido, del que este juego forma parte. Gracias al universo expandido tenemos información suficiente para ambientar cualquier historia. -Era de Juego Era de la Antigua República (25.000 - 1.000 ABY)

Esta era explora los primeros días de la l a República Galáctica, a sus protectores, la Orden Jedi, y a sus enemigos, los siniestros Sith. Comienza con la formación f ormación de la República, y acaba con la muerte de la Hermandad de la Oscuridad O scuridad en la Séptima Batalla de Ruusan y la refundación de la República en la Reforma de Ruusan.

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 Fundamentos  En esta sección están las reglas básicas de todo juego de rol, y un breve resumen de cómo funciona uno.

 La regla básica: El juego de rol de Star Wars se vale de una regla básica con la que se resuelven r esuelven todas las acciones. Esta regla básica hace que el juego sea rápido e intuitivo. Cada vez que quieras intentar una acción en la que sea posible fallar, tira un dado de veinte caras (o "d20"). Para ver si tu personaje tiene éxito en una tarea (como un ataque, el uso de una habilidad o característica, o en un intento por evitar que el personaje reciba daño): 1. Tira un d20. 2. Añade todos los modificadores pertinentes. y compara el resultado con un número objetivo. 3. Si el resultado es mayor o igual que el número objetivo (que se incluye en las reglas o lo fija el DJ), tu personaje logra llevar a cabo la tarea en cuestión. Si el resultado es inferior al número objetivo, fallas.

 El director de juego: Cuando juegas al juego de rol de Star Wars, participas en una historia interactiva. Los L os  jugadores adoptan los papeles de personajes únicos, llamados héroes. Un jugador hace de director de juego, una mezcla de director, narrador y arbitro. El DJ describe situaciones, pregunta a los jugadores qué quieren hacer sus personajes, y resuelve estas acciones de acuerdo con las reglas del juego. El DJ establece cada escena, mantiene en marcha la historia e interpreta los papeles de los rivales y de los demás personajes que se encuentran los héroes de los personajes en cada aventura. aventura. Si tú eres el DJ, debes leer y entender todas las ideas de este reglamento; no hace falta que te las aprendas de memoria. Si eres uno de los jugadores, adoptas el papel de un héroe, una de las "estrellas" de la saga de Star Wars que tanto tú como los demás jugadores y el DJ D J ayudáis a desarrollar. Creas tu personaje con la ayuda de las reglas del juego que vienen a continuación, según la idea que tengas para el tipo de héroe que quieras interpretar. A medida que tu personaje participe en aventuras, ganará puntos puntos de experiencia (PX) (P X) que le ayudarán a mejorar y volverse más poderoso.

 Tiradas de los dados: Ya hemos explicado la regla básica que conforma la base del juego: tira un d20, añade un modificador e intenta obtener un resultado que sea igual i gual o mayor que el número objetivo. Cada vez que tu personaje intente lograr algo importante, el DJ te pedirá que tires un d20. Importante: No todas las acciones se resuelven mediante una tirada. Tira dados en combate y en otras situaciones dramáticas cuando se dude del éxito de una acción. El d20 se usa para determinar los resultados en combate y cuando se efectúan pruebas de

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determina si tienes o no éxito éxi to en una acción. Los demás dados (d4, d6, d8, d10 d12) d1 2) se usan para determinar lo que sucede una vez que tienes éxito. Normalmente los demás dados entran en juego j uego después de tener éxito en una tirada de ataque, para determinar cuánto daño causa el ataque al objetivo. Para las tiradas de dados (ataques, daños, pruebas, etc.) se utilizará la página invisiblecastle invisiblecastle

(http://invisiblecastle.com/roller/ http://invisiblecastle.com/roller/))

una sesión de juego: En el juego de rol de Star Wars, el director de juego y los jugadores se reúnen para contar una historia por medio de un juego. A estas historias creadas en grupo las l as llamamos "aventuras" Una aventura de Star Wars tiene mucha acción, acci ón, innumerables oportunidades para combatir, enemigos interesantes, argumentos épicos y una aureola de grandeza y maravilla. Por lo general, la partida p artida se compone de aventuras que parecen episodios de la l a saga de películas. Una aventura podría transcurrir en una sesión pequeña de juego, mientras que otra podría durar mucho tiempo. Una sesión puede durar todo lo que consideres adecuado. La partida puede interrumpirse en cualquier momento y rei niciarse cuando los  jugadores vuelvan a reunirse. (NOTA DEL DISEÑADOR: Recomiendo que los aventureros y su DJ se contacten no solo por  el foro, sino que también por MSN, Skype, o similar.) Cada aventura se compone de escenas interrelacionadas. Una escena podría contar c on algún tipo de desafío o de encuentro interpretativo, o tal vez gire alrededor del combate. Cuando no se producen combates, el juego es mucho más informal. El DJ describe la escena y pregunta a los jjugadores ugadores qué hacen sus personajes. Cuando estalla el combate, el  juego se vuelve más estructurado, y la acción tiene lugar en asaltos. Qué pueden hacer los personajes?

Un personaje puede tratar de hacer cualquier cosa que se te ocurra, mientras encaje enc aje con la escena que describe el DJ. Dependiendo de la situación, tu personaje tal vez quiera… Pegar el oído a una puerta. Utilizar un terminal informático. Explorar un lugar. Charlar con un alienígena.

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Reglas del juego Como todo juego de rol, y como lo explicamos antes, todo gira en la regla básica del rol, pero también hay que tener en cuenta un par de cosas extras para que no se generen problemas durante las partidas: la nzados a través de una página, cualquier sospecha de manipulación  Como los dados son lanzados de los resultados, ya sea anotando un resultado falso o tirando más de una vez, será advertido por un mensaje privado y también se le informará a un moderador y al director de juego, luego de tres advertencias al mismo jugador, el personaje de ese jugador será “eliminado” y no podrá volver a usarlo, pero si crearse uno nuevo después de un período de tiempo.  Para los directores del juego, deberán colocar la primera tirada del dado, a no ser de que ocurra algo inesperado (por ejemplo, matar un personaje con un golpe), en donde pueden hacer un Re-Roll de dados para evitar que ocurran estas cosas, o simplemente hacer que no ocurra esa acción por causa de algún otro hecho (se comienza a derrumbar la cueva en donde están hace que la criatura desvíe su golpe, un choque a de dos vehículos cerca de ellos hace que se pongan todos a cubierto, etc.), y con previo aviso a algún moderador del ROL para evitar problemas.  Tu personaje no se puede estar en más de un Planeta al mismo tiempo, y si deseas irte a otro lado, deberás escribir que te vas de ese lugar y también poner tu destino, y cuando llegues a tu destino, debes poner dónde estabas anteriormente para evitar confusiones dentro de la partida. La única forma de “estar” en varios lados es a través de un holograma, pero solo puedes ver a quien/quienes quien/quienes va dirigido el holomensaje, no donde se encuentra. Ejemplo: “Luego de eliminar a mi enemigo en Kashyyyk Kashyyyk me dirigí al Templo Jedi en Coruscant. (Ya en el templo Jedi: Luego de llegar de mi misión en Kashyyyk...)”  Con respecto al Metajuego, los usuarios que sepan “más que sus personajes” no podrán usar esos conocimientos, ya que el personaje no sabe esa información i nformación y para saberla debe gastar tiempo en investigar sobre el tema. 

Para que se realicen las acciones, se tiene un período de 24 horas o más (el director de  juego tiene que decidirlo) para colocar todo lo que se hará por parte de los personajes, y si algún usuario no logra l ogra colocar su mensaje dentro del período de tiempo, el personaje del jugador no hará nada (a efectos de historia, se mareó, entró en pánico, etc).



Cuando se quieran realizar acciones, se escribirán en letra cursiva, los diálogos se harán en con guiones y los pensamientos se harán entre comillas. (Se puede usar diferentes colores por cada jugador)

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Creación de personajes  Acá les explicaremos como crear tu personaje personaje paso a paso, primero que todo, una breve información de la hoja de personaje, para se ubiquen en su hoja y para que la creación de sus personajes sea más rápida:

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1. 2. 3. 4.

En este espacio va el nombre del personaje. Acá va el nombre del jugador (Nick del foro). En este espacio se escribe la clase de personaje que será (jedi, sith, soldado, noble, etc.) Acá se escribe en NOMBRE de la raza que será el personaje (humano, bothan, wookie, etc.) 5. En este espacio se escribe el nivel del personaje, que se va modificando en el transcurso de la aventura. 6. Acá se establece la edad que tendrá el personaje, no tiene efectos inherentes en el personaje, pero sirve para darle un mayor trasfondo ( LAS EDADES DE CADA RAZA SE  ENCUENTRAN EN EL PERFIL DE ELLAS, EN LA SECCION DE LISTA DE RAZAS DISPONIBLES ) 7. Simplemente se define el sexo de tu personaje: femenino (F) o masculino (M). 8. En este espacio se coloca la altura que deseas que tenga tu personaje (LA ALTURA PROMEDIO SE ENCUENTRA EN LA DESCRIPCION DE CADA RAZA) 9. Acá se establece cuan pesado va a ser tu personaje, esto puede influir al momento de algunas pruebas como escalar, que te levanten, que te arrastren, etc, ya que con más m ás peso más difícil es que se puedan realizar las acciones. (NOTA: SE LE PIDE A LOS JUGADORES QUE SE COLOQUEN UN PESO RESPECTIVO PARA CADA RAZA Y LA EDAD QUE TIENE SU PERSONAJE, SI NO SABEN ALGUNA, PREGUNTEN A SU GM O A ALGUIEN QUE LES PUEDA  AYUDAR EN ESTO) 10.Simplemente el color de los ojos, es para darle un mayor grado de personalización personalización a tu personaje. 11.Acá se anota el color de pelo que tiene (si es que tiene pelo, si no tiene, coloquen un guión “---“) 12.En este recuadro se anota el color de piel, escamas, etc. (si tiene un cuerpo rodeado por pelaje, como un wookie o un Ewok, tan solo coloquen un guión “---“) 13.En esta sección se colocan las características de tu personaje, cada característica característica te sirve para acciones determinadas que tendrás en el transcurso de la historia, para más información de cómo rellenarla, revisa la sección de las características de este reglamento. 14.En este sector escribes cuál es tu iniciativa, junto con tus modificadores. Para más información de esto, revisa la sección de combate del reglamento. 15.Acá escribes tus modificadores al momento de atacar con un arma cuerpo a cuerpo o a distancia, cada uno tiene sus modificadores especiales y también pueden haber otros modificadores, como poderes de fuerza, armas mejoradas, etc. Revisa el capítulo de

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19.Esto no tiene muchos efectos inherentes al momento de las batallas, pero si al momento de estar en “modo libre”, que básicamente es cuanta distancia puedes recorrer cuando caminas (simplemente para darle una mayor ambientación al tiempo y el espacio en el ROL). 20.La vitalidad es cuanto resiste tu t u personaje, si tu vitalidad llega a 0, tu personaje caerá inconsciente, y cuando llegue a -10, tu personaje morirá. Revisa la sección de combates para ver cómo funciona esto al momento de pelear. 21.Los puntos de fuerza son tu capacidad y tu cantidad de fuerza que llevas, estos se consumen al momento de usar poderes de fuerza, pero se reponen luego de un período de tiempo de descanso. En el subforo poderes de la fuerza, podrás ver cuántos puntos se requieren para cada poder, y en la sección de combate del reglamento se establece cuanto tiempo se demora un personaje en regenerar estos puntos. 22.Las tiradas de salvación son acciones en combate o en desafíos que te ayudan a mantenerte vivo durante el transcurso de los turnos, para m ás información ve a la sección de combate. 23.Las habilidades son características que distinguen a tu personaje de otros, estas habilidades te ayudarán en algunas cosas en el transcurso de la historia. Para más información, revisa el subforo “habilidades comunes”. 24.Al igual que las habilidades comunes, son características características que diferencian a tu personaje de otros y que te ayudan en el transcurso de la historia. Revisa el subforo habilidades basadas en la fuerza para ver las l as características de cada una. 25.Acá se coloca el nombre de la campaña en la que tu personaje se encuentra, cuando termines una misión, borra el nombre y espera hasta que tu personaje entre en otra campaña. NOTA: las campañas no son lo mismo que las misiones, ya que cada campaña puede tener más de una misión.

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Ahora que te has familiarizado con la hoja de personaje, se te explicará cómo llenarla completamente:

1.Selecciona una especie:  Lo primero que debes hacer es ver de qué especie será tu personaje, para ello revisa la lista de razas disponibles en el foro. 2.Elige una clase:  Luego de elegir la raza de tu personaje, tienes que decidir qué clase tendrá tu personaje, desde un mítico Jedi hasta un poderoso guerrero. Ve las diferentes clases en el foro y selecciona la que más se acomode a tus características. 3.Genera tus puntuaciones  de característica características:  s:  Ahora que ya tienes la raza y tu clase, asigna las puntuaciones de características, para llenarlas sigue lo siguiente: Cada característica comienza en 8, y dispones de 25 puntos para aumentar (y no disminuir) estas puntuaciones, usando los costes que se incluyen a continuación, y después de seleccionar las puntuaciones, aplica cualquier modificador por especie. Puntuación

Coste

Puntuación

Coste

8 9 10 11

0 1 2 3

14 15 16 17

6 8 10 13

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Las características: Cada característica describe parcialmente parcialmente a tu personaje y afecta a algunas de las acciones de tu personaje.

Vigor (VIG) El vigor del personaje representa el músculo y el poder físico. Se aplica el m odificador de vigor a: Tiradas de ataque cuerpo a cuerpo. Tiradas de daño para armas cuerpo a cuerpo y arrojadizas (excepto las granadas). Tiradas de trepar, saltar y nadar. Tiradas de vigor (para tirar abajo puertas, por ejemplo). • • • •

Destreza (DES) La destreza del personaje representa la coordinación ojo-mano, la agilidad, los reflejos y equilibrio. Se aplica el modificador de destreza a: Tiradas de ataque a distancia. La defensa de reflejos. reflejos. Tiradas de acrobacias, pilotar, montar y sigilo. • • •

Constitución (CON) La constitución del personaje representa la salud y resistencia. Se aplica el modificador de constitución a: Cada tirada de dado para ganar puntos de vitalidad adicionales (sin embargo un penalizador nunca puede hacer bajar los puntos de vitalidad a menos de 1 por nivel, un personaje siempre gana al menos 1 punto de vitalidad al subir de nivel). •

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Sabiduría (SAB) La sabiduría del personaje representa la voluntad, el sentido común, la percepción y la intuición. Se aplica el modificador de sabiduría a: La defensa de voluntad (generalmente para resistir ciertos ataques de la Fuerza). Las tiradas de percepción, supervivencia supervivencia y curar heridas. El numero de poderes de la Fuerza que puedes aprender cuando coges la dote entrenamiento en la Fuerza. • • •

Carisma (CAR) El carisma del personaje representa la fuerza de la personalidad, persuasión, magnetismo personal, habilidad de liderazgo y atractivo físico. Se aplica el modificador a carisma a: Las tiradas de engañar, reunir información, persuasión y usar la Fuerza. •

Cambio de puntuaciones de característica: Con el tiempo, las puntuaciones puntuaciones de característica de tu personaje pueden variar: A nivel 4, 8, 8 , 12, 16 y 20, un personaje heroico incrementa incrementa dos puntuaciones de característica en 1 punto. Los venenos, las enfermedades y otros efectos pueden causar daño temporal de característica. Los puntos de característica perdidos por el daño se recuperan de manera natural, a un ritmo de 1 punto al día por cada característica afectada. A medida que un personaje envejece, envejece, algunas características suben y otras bajan: Niño Joven

-3 a VIG y CON; -1 a DES, INT, SAB y CAR -1 a VIG, DES, CON, INT, SAB y CAR

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10 + Bonificación por clase + Modificador por Destreza + Modificación por tamaño + Otros modificadores

7.Velocidad:  La especie del personaje determina su velocidad. La mayoría de las especies elegibles tienen una velocidad de 10 metros. 8.Iniciativa:  La iniciativa es que tan rápido puede actuar tu personaje al momento de una batalla. El modificador de destreza es usado en el modificador de tu iniciativa. 9.Ataque Base:  El ataque base es un modificador a todos tus ataques, y cada clase de personaje tiene un modificador distinto, que va aumentando a medida de que subas de nivel. 10.Puntos de fuerza:  Los personajes que hayan elegido alguna clase que use la l a fuerza, tendrá la capacidad para usar poderes de fuerza que lo ayudarán en las aventuras, y para usarlos se requiere gastar algunos puntos de fuerza, y estos puntos se recuperan luego de cada batalla y con el paso del tiempo. La cantidad de puntos de fuerza dependen de la experiencia con la fuerza que tenga el personaje: Maestro Jedi/Lord Sith: 12 puntos de fuerza, al final de cada asalto recupera 3 puntos de fuerza, y luego de cada media hora recupera 3 puntos de fuerza extra. Caballero Jedi/Sith: Jedi/Sith: 10 puntos de fuerza, al final de cada asalto recupera 2 puntos de fuerza, y luego de cada media hora recupera 2 puntos de fuerza extra. Padawan Jedi/Aprendiz Sith: 8 Puntos de fuerza, al final de cada asalto recupera 2 puntos de

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12.Bonificaciones de ataque: 

Cuerpo a cuerpo: Para determinarlo suma el modificador por vigor al bonificador de ataque base más la mitad de tu nivel (redondeado hacia abajo).

A distancia: Para determinarlo suma el modificador por destreza al bonificador de ataque base más la mitad de tu nivel (redondeado hacia abajo.

13.Selecciona habilidad habilidades:  es:  Cada personaje tiene que elegir una serie de habilidades que le ayudarán en su aventura, y de

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Especialista técnico: 3.000 créditos Explorador: 2.000 créditos Guardián Jedi: 1.000 créditos Granuja: 2.000 créditos Noble: 4.000 créditos Sith: 1.000 créditos Soldado: 2.500 créditos

15.Acaba tu personaje:  Los últimos detalles que has de añadir a la hoja de personaje te ayudan a visualizar e interpretar a tu personaje. Por supuesto, necesitas un nombre que encaje con tu clase, especie y la galaxia de Star Wars. También debes determinar la edad, el sexo, la altura, el peso, el color de ojos y cabello, el color de piel y cualquier dato de trasfondo que quieras proporcionar acerca de tu personaje.

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Notas sobre el equipamiento Estas son unas reglas importantes al momento de la compra, venta, modificación, m odificación, reparación, reparación, del equipamiento que lleva tu personaje, te recomiendo que las leas con mucha atención. NOTA DEL DISEÑADOR: Para todos los especialistas técnicos, deberían saberse esta sección como la palma de su mano “En una galaxia de prodigios de alta tecnología, las únicas limitaciones a la clase de equipo que está en venta las imponen los inventores, los comerciantes y las empresas que los fabrican y suministran, la mayoría de los artículos descritos en este capítulo están disponibles en comercios legales de armas y equipo. Algunos objetos pueden ser particularmente escasos escasos o abundantes, dependiendo de la era en que transcurre tu campaña. Unos cuantos objetos sólo pueden encontrarse en lugares específicos y tal vez no estén a la venta. Otros son extraordinariamente extraordinariamente raros por cuestiones legales, por su coste, sus existencias o por la naturaleza del objeto; los sables de luz, por ejemplo, no se compran y venden en un mercado. Además, cada corporación, planeta o especie podría tener sus propias versiones del equipo estándar, e incluso múltiples versiones. En general, estas variantes son puramente cosméticas.”

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objetos restringidos: Algunos objetos requieren de una licencia para ser llevados o utilizados, o están restringidos a personas u organizaciones cualificadas. En algunos casos, un personaje puede pagar una tasa de licencia para obtener un objeto legalmente. Una tasa de licencia es un gasto aparte, añadido al objeto al que esté aplicada. Los 4 tipos de restricción son los siguientes: Con licencia: El propietario debe obtener una licencia para poseer o manejar el objeto legalmente. Generalmente, la licencia no es cara, y obtenerla tiene pocos o ningún requerimiento. requerimiento. específicamente cualificados están técnicamente Restringida: Solo individuos u organizaciones específicamente permitidos a poseer el objeto. Sin embargo, los obstáculos reales para poseerlo son el tiempo y el dinero; cualquiera con suficiente paciencia y dinero puede eventualmente adquirir la licencia necesaria. Militar: El objeto es vendido primariamente a organizaciones policiales y militares legítimas. Una restricción militar es lo mismo que una restringida, excepto que los fabricantes y comerciantes están generalmente bajo un duro escrutinio gubernamental y son por tanto especialmente cautelosos de vender a individuos privados. Ilegal: El objeto es ilegal en todas las l as circunstancias, excepto las que se encuentren

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 Mejoras de equipo: Si necesitas encontrar algo, mantenerte oculto, hacer trampa en juegos de azar, o estar listo con alguna sorpresa a la hora de pelear, puedes marcar la diferencia con algo de equipo del que no se encuentra en las luminosas tiendas de los Mundos del Núcleo. Incluso si prefieres mantenerte mantenerte en el lado correcto de la ley, puedes mejorar un simple blaster pesado con unos pocos, aunque bastante caros, accesorios. Esta sección trata sobre estar seguro de que tienes las herramientas correctas para hacer tu trabajo, incluso si ignoras unas cuantas reglas para obtenerlas.

 Espacios de mejoras: Puedes hacer un número finito de modificaciones a una pieza de equipo. No hay suficiente espacio para añadir todas las mejoras, refuerzos o modificaciones que un especialista técnico podría encontrar útil en cualquier pieza de equipo. Para representar estos límites, cada objeto tiene un número de espacios de mejora. Muchas mejoras ocupan un solo espacio, aunque unas modificaciones particularmente amplias podrían ocupar dos o incluso tres (y unas pocas no requieren ningún espacio de mejora, representando modificaciones relativamente menores). Si no tienes suficientes espacios para

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mismo coste de antes y otra tirada de destreza (CD 20) puede hacerse para arreglar el problema. Una vez se hace una tirada con éxito, el equipamiento vuelve a funcionar, y se consigue el espacio de mejora. Desmontar armas: Puedes desmontar un arma de una de estas maneras. Daño: Reduce el dado de daño causado en un paso. El número de cantidad de dados no cambia, solo el dado de daño.

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Aumentar el tamaño del equipo: Cualquier pieza de equipo puede conseguir un punto de mejora aumentando su tamaño en un paso y doblando su coste. Esto no tiene efecto en la efectividad del equipo (por ejemplo, una pistola blaster agrandada tiene el mismo alcance y daño a pesar de ser un arma tamaño t amaño mediano). Esto representa que hay más espacio físico en la pieza de equipo para introducir una mejora, usando componentes más grandes y robustos para prevenir el stress que l as nuevas modificaciones puedan hacer para dañar el equipo. Si una armadura experimenta este proceso, no cambia su tamaño pero en su lugar se vuelve un paso más m ás pesada (las armaduras ligeras se

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 Mejoras generales: Las mejoras generales pueden usarse en una amplia gama de equipo. Pueden aplicarse a cualquier tipo de equipo, aunque algunas tienen limitaciones o reglas especiales aplicadas a armaduras o armas. Activación remota:

Esta mejora permite que una pieza de equipo sea activada con una señal de un comunicador o

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Equipo doble:

Una pieza de equipo puede estar construida en otra como una mejora, pero es imposible colocar una pieza mayor en una menor (no puedes meter un cañón blaster en un sable de luz). El equipo doble puede actuar como cualquier pieza de componente de equipo sin penalización. Por ejemplo, una barra luminosa que ha sido mejorada para incluir una pistola blaster de bolsillo puede iluminar o disparar, como el usuario desee. Normalmente, este equipo puede actuar como ambas piezas de equipo a la vez. Debes pagar el precio completo para la pieza de equipo que se añade al primer objeto como equipo doble. Si una pieza de equipo requiere una unidad de alimentación o

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Resorte:

Cualquier equipo que puede llevarse y usarse en una mano puede tener un resorte. Preparar una pieza de equipo con resorte es una acción rápida. Es más común para pistolas tener t ener un resorte, pero cualquier cosa desde granadas a módulos de datos pueden usar esta mejora. Revestimiento de plata:

El revestimiento de plata es un proceso especial de cromado que añade una capa de un duro compuesto de material (a menudo aleación dalloriana) por toda la superficie superficie de cualquier pieza de

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reciben una décima parte de los puntos de experiencia por alguien con un ND igual o menos que la media del nivel de los héroes menos cinco. Por ejemplo, un grupo de héroes de sexto nivel recibe 20 puntos de experiencia por derrotar a un soldado mandaloriano de ND1 (en lugar de 200 puntos de experiencia). En la siguiente tabla se adjuntan los niveles de desafío y los puntos de experiencia que entrega. Nivel de desafío

Puntos de Experiencia

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 200 400 600 800 1000 1200 1400 1600 1800 2000 2200 2400 2600 2800 3000 3200 3400 3600 3800 4000

Divide los puntos de experiencia otorgados por el número de héroes en el grupo para determinar cuántos puntos de experiencia recibe cada héroe. Los héroes reciben una décima parte de los puntos de experiencia por alguien con un ND igual o menor que su nivel de personaje menos 5. Personajes Personajes multiclase: Un personaje puede incorporar UNA SOLA clase más a medida que avanza en niveles . Las

aptitudes de clase de las distintas clases del personaje se combinan para determinar la suma de aptitudes de un personaje multiclase. Hacer multiclase a un personaje mejora su versatilidad a costa de difuminarlo un poco. 

Nivel: El nivel de personaje de un personaje es su número total de niveles. Deriva de la

cantidad de PX ganados g anados y se usa para determinar cuándo se obtienen los incrementos de característica y dotes adicionales. Estos beneficios se indican en la tabla experiencia y beneficios dependientes del nivel. El nivel de clase de un personaje es el número total de niveles dentro de una clase concreta. En el caso de un héroe de una sola clase, nivel de clase y de personaje son lo mismo.

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Puntos de vitalidad: Cada vez que ganas un nivel, ganas un número de puntos de golpe

igual al resultado del dado de golpe correspondiente a la clase en la que ganas el nivel más tu bonificador de constitución. Estos puntos de golpe se añaden a los que ya y a poseías. Ataque base: Suma el bonificador de ataque base correspondiente a todas tus clases para obtener el bonificador de ataque base del personaje. Si la puntuación restante es igual o mayor a +6, el héroe obtiene múltiples ataques. Por ejemplo, un noble de nivel 6/soldado de nivel 2 tendría un ataque base de +6 (+4 por noble y +2 por soldado). Un ataque base de +6 permite un segundo ataque con una bonificación de +1, aunque ni el +4 del noble ni el +2 del soldado normalmente permitan un ataque adicional. En la siguiente tabla está resumido el ataque base adicional por multiclase (ten en cuenta que para usar ataques múltiples en el mismo asalto debes emplear un ataque completo, que es una acción de asalto completo): Ataque base Ataques adicionales +6 +1 +7 +2 +8 +3 +9 +4 +10 +5 +11 +6/+1 +12 +7/+2 +13 +8/+3 +14 +9/+4 +15 +10/+5 +16 +11/+6/+1 +17 +12/+7/+2 +18 +13/+8/+3 +19 +14/+9/+4 +20 +15/+10/+5











Tiros de salvación: Suma las salvaciones base de cada clase. Un noble de nivel 7/soldado

de nivel 4 obtiene +5 en tiradas de salvación de reflejos (+4 por noble y +1 por soldado), +6 en los tiros de salvación de fortaleza (+2 y +4), y +6 en los tiros de salvación de voluntad (+5 y +1). Bonificaciones a la defensa: Suma las bonificaciones a la defensa de cada clase y después aplica una penalización de -2. Un noble de nivel 4/soldado de nivel 1 tiene una bonificación de +3 y +3, menos 2 (la penalización por multiclase) para un total t otal de +4. Escoger una clase no es exactamente lo mismo que iniciar a un personaje en esa clase. Algunos beneficios de un héroe de primer nivel no se aplican a un personaje que pase a ser multiclase. Las bonificaciones que no se obtienen son: El máximo puntos de vitalidad  con el primer dado de la segunda clase, el eequipo quipo inicial y los créditos iniciales. Un personaje que no sea una clase basada en la Fuerza, no podrá tener como segunda clase una que si lo tenga (por ejemplo, un especialista técnico no puede tomar como segunda clase cónsul Jedi) Un personaje que su primera clase sea una clase basada en la Fuerza, no podrá añadir una segunda clase que también sea una clase de Fuerza en un proceso multiclase (por ejemplo, un Cónsul Jedi no puede tener como segunda clase Guardián Jedi, pero si podría

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 

Las clases Jedis y Siths NO pueden ser tomadas juntas para un personaje multiclase (por ejemplo, un Guardián Jedi no puede tener como segunda clase Asesino Sith). Cuando un personaje sube de nivel, tiene que decidir cuál de las dos clases es a que subirá

Nivel y experiencia: experiencia: Cuando tu personaje gane experiencia por los desafíos y combates, puede subir de nivel, que lo beneficiarán aumentándole sus puntos de vitalidad, ataques, salvaciones, etc.

Cuando tu personaje suba de nivel, tienes que hacer los cambios en tu hoja de personaje según la tabla de cada clase, y cada 4 niveles puedes aumentar en 1 punto dos de tus características (Constitución, destreza, inteligencia, inteligencia, sabiduría, carisma o vigor) y también puedes elegir una nueva habilidad común o una habilidad de fuerza (solo si puedes usar la fuerza) Nivel

Puntos de experiencia necesarios

Aumentos de características y elección de 1 habilidad

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 1.000 3.000 6.000 10.000 15.000 21.000 28.000 36.000 45.000 55.000 66.000 78.000 91.000 105.000 120.000 136.000 153.000 171.000 190.000

Ver creación de personajes personaje s 1° 2° 3° 4° 5°

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 Habilidades Comunes y Basadas en la fuerza  Acá encontrarán la lista completa de las habilidades comunes para el juego de ROL del foro:

 Habilidades comunes: Ambidiestro: puedes utilizar 2 armas (una en cada mano) y usarlas al mismo tiempo sin

problemas. Si no posees esta habilidad tienes un penalizador al ataque de -4 con cada arma. As Estelar: Conoces las naves como si fuesen f uesen la palma de tu mano, pudiendo manejarlas manejarlas sin

ningún problema. Cuando manejes una nave, tienes un bonificador de +2 en las pruebas de maniobras. Cirugía: Conoces la anatomía de cada ser viviente y sabes cómo curar las heridas. Obtienes un

bonificador de +2 en las pruebas de sanar (a ti o a otros) y no es necesario que uses un Botiquín para estabilizar a alguien. Este bonificador no puede ser usado en l as habilidades de curar con la fuerza, ya sea a uno mismo a otro personaje. Desarme rápido: Gracias a tus habilidades con las manos puedes desarmar a tu oponente en

combate. Para desarmar a alguien, se tiran los dados como un ataque normal y si se supera la defensa del enemigo, queda desarmado, botando su arma a sus pies (a no ser que el héroe no tenga armas en sus manos, quedándose con la de su enemigo). Si el enemigo tiene ti ene el arma agarrada con las 2 manos, obtiene un bonificador de +2 a su defensa, y si es un desarma a distancia, el enemigo tiene un bonificador bonificador de +4 a su defensa si la lleva a una mano o +6 si es a dos manos. Desenfundado rápido: Puedes sacar y guardar un arma en un abrir y cerrar de ojos. Sacar un arma

se te considera una acción gratuita. Demoliciones: Eres capaz de colocar cualquier tipo de explosivo y manejarlo sin ningún problema.

PARA COLOCAR Y USAR U SAR EXPLOSIVOS DEBES ELEGIR ESTA HABILIDAD. Disparo a Bocajarro : No tienes problemas en disparar armas a distancia en cuerpo a cuerpo.

Puedes disparar un arma a menos de 10mts sin penalizadores por distancia, y si estas en combate cuerpo a cuerpo, puedes disparar tu arma sin posibilidades de que te hagan un ataque de oportunidad (Ver reglas de combate para mas información). Disparo a larga distancia: Puedes disparar más lejos de lo normal. La distancia de las armas

aumenta en un 50%, menos las armas arrojadizas, como granadas. Disparo en movimiento : No tienes problemas en disparar mientras corres o caminas. Por cada

asalto puedes moverte y disparar o disparar y moverte como si fuese 1 sola acción. Equilibrio: Puedes mantenerte de pie equilibrado por pequeños desfiladeros, superficies

resbaladizas, etc. Cada vez por asalto (NO POR TURNO), al momento de hacer una prueba de

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tirar un dado. Escapismo: No tienes problemas al zafarte de esposas, cuerdas, un enemigo que te tiene

atrapado, etc. Cuando tu personaje este atrapado por algo o alguien, puedes liberarte automáticamente, pero no puedes volverte a liberar de esta forma si la misma cosa o enemigo te vuelve a atrapar y solo es una vez por asalto (por ejemplo, un Granuja se escapa de las manos de un wookie que lo tiene atrapado, pero luego de zafarse el wookie lo vuelve a agarrar, y el granuja no podrá zafarse automáticamente por segunda vez). Falsificar: Eres un maestro en falsificar documentos, módulos de datos, tarjetas de datos, etc, y

también de detectar objetos falsos. fal sos. Para crear un objeto falsificado necesitarás materiales especiales, que los puedes encontrar en cualquier tienda que venda objetos como plastiláminas para la base, un set de chips, etc. y tienen un valor de 80 créditos (estos materiales te sirven para un solo falsificado). Cuando crees un objeto falsificado, tienes un bonificador o penalizador dependiendo de la familiaridad del objeto que tengas y su nivel de "seguridad". -4 si nunca has visto el objeto o lo has visto por menos de un mi nuto. +0 si has visto el documento por varios minutos. +4 si has estudiado al objeto tranquilamente. +8 si ya has fabricado objetos del mismo tipo o si tienes algunas imágenes, holograbaciones, etc donde se muestre todo el objeto. Francotirador: Tus disparos son muy precisos. Obtienes un bonificador de +2 a las tiradas de

impactar si estas a 10 o más metros del objetivo, solo puedes usar esta habilidad con cualquier arma que tenga un alcance mayor a 10 metros de distancia, y si logras impactar, puedes elegir una de estas opciones en vez de hacerle el daño normal: Le haces la mitad del daño pero queda en el suelo por 1d4+1 turnos. Le haces el doble de daño pero tu arma quedará sobrecalentada por 1d4+1 turnos. Informática: Eres totalmente capaz de de entrar a sistemas, para repararlos, modificarlos,

borrarlos, sacarle información información especial, etc. Cuando entres a un ordenador, modulo de datos, holograbador, etc tienes un bonificador de +5 para colarte en el sistema y hacer cualquier cosa, desde ver información restringida, borrar programas, cambiar información, información, etc, pero si estas en un combate, solo lo puedes hacer una vez por cada 3 turnos, y si te están atacando en cuerpo a cuerpo, no puedes hacer esta habilidad hasta que te destrabes del combate. Intimidar: Puedes hacer que un matón retroceda o hacer que un prisionero te de la información

que necesitas (como lo hizo Anakin en el EP2 con Zam). Tres veces v eces por asalto, puedes hacer una prueba de tu carisma contra la inteligencia del enemigo, si tu ganas, puedes hacer que el enemigo huya, te de una información especial, que te entregue algo que es de él, etc. pero no puedes mandarlo a hacer algo que ponga en peligro su vida o que obedezca ciegamente a un superior (como los clones) y si fallas la prueba, no podrás intimidarlo hasta que tu personaje le haga por lo menos un punto de daño. Lucha a Ciegas: No tienes problemas al luchar si estas vendado, o estás en lugares con poca luz,

etc. Cuando luchas en algún lugar oscuro, o si llevas algo que te bloquea la vista (como una venda) tienes un 20% de fallar los ataques, y no un 50% como es lo normal.

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algunos de ellos. Al crear tu personaje, selecciona 5 de l os idiomas de las razas disponibles como clase, tu personaje sabe escribirlos, traducirlos, etc, y elige otros cinco para que tu personaje pueda solo entenderlos. entenderlos. Piruetas: Puedes trepar entre 2 muros, saltar por encima de un enemigo para ponerte detrás de

él, etc. Tienes un bonificador de +2 a tus pruebas de reflejos, y en vez de recibir la mitad del daño por una explosión (cuando logras pasar una prueba de reflejos) no recibes daño. Al comienzo de cada asalto, puedes tirar un D20 y sumarle tu modificador de reflejos, y solo te pueden hacer ataque de oportunidad si superan tu tirada de "piruetas". (Usando su bonificador de reflejos y de piruetas, si tienen).

 Habilidades basadas en la fuerza: Compasión: Gracias a la fuerza, te preocupa el bienestar de todos tus compañeros más que el

tuyo. Obtienes un +4 en las pruebas de Curar a otros con la l a fuerza. Concentración: Te tomas tu tiempo para enfocarte en la fuerza y obtener un mayor beneficio de

ella. Tienes una bonificación de +1 en lanzar poderes de la fuerza. Defensa con sable láser : Te especializaste en usar tu sable tanto para el ataque como para la

defensa. Puedes desviar lásers y tienes +1 en tu defensa general. Para desviar lásers tienes que superar una tirada de salvación de reflejos con CD igual a la tirada para impactar del enemigo. No puedes desviar un ataque que haya sido un golpe crítico o si estas desprevenido. desprevenido. Malevolencia: Tienes una innata conexión con el Lado oscuro, pudiendo sacar su máximo nivel.

Tienes una bonificación de +3 a las pruebas de usar Miedo, Rayo de Fuerza, Drenar Energía y Estrangulamiento. Trance de la Fuerza: Eres capaz de usar la l a fuerza para ponerte en un profundo trance para poder

sobrevivir en ambientes hostiles y para descansar. Cuando usas un trance de fuerza, recuperas todos tus puntos de fuerza utilizados, curas todas las enfermedades que tengas, puedes quedarte en ambientes hostiles sin necesidad de equipos especiales (por ejemplo, al frío extremo), el trance dura 1 hora, y no se puede detener o despertar antes de tiempo, y si te atacan, caerás inconsciente (0 puntos de vitalidad) y solo recuperarás la mitad de los puntos de fuerza que tengas.

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 Poderes de la fuerza  Acá encontrarán la lista de los poderes jedis y siths disponibles para el juego de rol (para personajes y PNJs). La mayoría de los poderes de la Fuerza tienen una gran variedad de aplicaciones. En algunos casos, un intento de utilizar un poder es a “todo o nada”. Es decir, se fija una sola CD y si se falla no se produce ningún efecto. Otros poderes pueden tener distintos CD que dependen de la situación o a quién va dirigido. Consulta los poderes que vienen a continuación para mayor información sobre esto. A menos que se indique lo contrario, un personaje que usa la fuerza debe estar a 10 metros o menos de un objetivo y tenerlo a la vista para emplear en él un poder. Además, el efecto de un poder de la Fuerza es inmediato a menos que en la descripción del poder se indique lo contrario. Los poderes de Fuerza requieren que uses puntos de Fuerza para que funcionen, y cada poder tiene un coste diferente, y aunque el poder falle, los puntos de Fuerza se pierden temporalmente hasta que termine el asalto y/o hasta que recupere todos sus puntos de fuerza con el paso del tiempo o a través t ravés de un trance de fuerza. Si el personaje no tiene los suficientes puntos de Fuerza para usar el poder, no podrá recurrir a la Fuerza hasta que tenga los puntos mínimos para usarlos. Descripción de los poderes: Nombre del poder (característica clave) Prueba: Lo que puedes hacer teniendo éxito en la CD Reintento: Cualquier condición que se aplique a los intentos sucesivos de usar con éxito el poder.

Si se omite este párrafo, la prueba para hacer el poder de Fuerza puede intentarse de nuevo sin ninguna penalización inherente, salvo el gasto de los puntos de Fuerza y el tiempo que requiera (si es que lo requiere). requiere). Especial: Cualquier nota especial que se aplique, como las bonificaciones por habilidades. Tiempo: El tiempo que se tarda en efectuar un poder de la Fuerza. Coste de puntos de Fuerza: Los puntos de Fuerza que se deben gastar para poder usar el poder.

LISTA DE PODERES:

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Reintento: No. El héroe puede intentar afectar la mente del mismo personaje en otra situación

una vez que haya pasado tiempo, pero no en el mismo encuentro o escena. Especial: Si tienes las habilidades basadas en la Fuerza “Concentración” “Concentración” y/ o “Vínculo”, “ Vínculo”, obtienes todos los bonificadores para superar la CD, siendo el máximo m áximo bonificador que puedes obtener de +3 (+1 por concentración y +2 por vínculo). Tiempo: Afectar Mente es una acción de asalto completo. Coste en puntos de fuerza : 2

Curar al prójimo (Sab):

El héroe puede valerse de la Fuerza para curar un daño sufrido por otra persona. Prueba: Este poder de Fuerza puede recuperar puntos de vitalidad o características características de otra

persona que no sea el héroe. El resultado de la prueba curar al prójimo indica el daño que se cura. En la tabla siguiente sig uiente se indican la cantidad de puntos curados según el resultado obtenido, además del coste de puntos de Fuerza. El personaje siempre puede optar por curar menos puntos que los indicados por la prueba, con el fin de sufrir una pérdida menor de puntos de habilidad.

El héroe debe tocar el objetivo que quiera curar. El objetivo no puede curarse más allá de su máximo en puntos de vitalidad o de su puntuación normal de característica. Los puntos recuperados que sobran se pierden. Reintento: El héroe puede intentar de nuevo curar daño en vitalidad a la misma persona hasta que haya pasado una hora, y no puede volver a intentar curar puntos de una característica a una misma persona hasta que hayan pasado 24 horas. Especial: Sólo se pueden devolver puntos de característica perdidos a causa de efectos temporales, como veneno o una enfermedad; los efectos permanentes, como la vejez, no pueden anularse con esta habilidad. Si tienes las habilidades “compasión” y/o concentración, puedes agregar ambos modificadores al resultado del dado para ver cuántos puntos de daño se curan. Este poder de la Fuerza es un poder del Lado Luminoso.

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Curarse a uno mismo (Car) (Car)::

El personaje puede usar la fuerza para curar el daño que ha sufrido. Prueba: Con esta habilidad, el personaje puede recuperar puntos de vitalidad y puntos de

característica que haya perdido. El resultado de la prueba curarse a uno mismo indica el daño que se cura. En la tabla siguiente sig uiente se indican la cantidad de puntos curados según el resultado obtenido, además del coste de puntos de Fuerza. El personaje siempre puede optar por curar menos puntos que los indicados por la prueba, con el fin de sufrir una pérdida menor de puntos de habilidad.

No se puede curarse más allá de su máximo en puntos de vitalidad o de su puntuación normal de característica. Los puntos recuperados que sobran se pierden. Reintento: Sólo se puede intentar una prueba de curarse a uno mismo por hora para puntos de vitalidad o una vez por día para puntos de característica. Especial: Sólo se pueden devolver puntos de característica perdidos a causa de efectos temporales, como veneno o una enfermedad; los efectos permanentes, como la vejez, no pueden anularse con esta habilidad. Si tienes la habilidad “concentración”, puedes agregar el modificador al resultado del dado para ver cuántos puntos de daño se curan. Este poder de la Fuerza es un poder del Lado Luminoso. Tiempo: Curarse a uno mismo es una acción de asalto competo. Coste en puntos de Fuerza: Como mínimo 1 (por un fallo o un éxito mínimo), pero consulta la tabla anterior.

Defensa con la Fuerza (Car) (Car)::

El personaje puede usar la Fuerza para mejorar su resistencia a ataques basados en la fuerza, envolviéndose en su abrazo protector. Prueba: Una defensa con la Fuerza añade un bonificado por la Fuerza a cualquier tiro de salvación

realizado contra un ataque basado en la Fuerza (poderes de la Fuerza y sables laser). El resultado

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completo dura 10 asaltos (1 minuto). También puede usarse como reacción contra un ataque específico basado en la Fuerza (también dura 10 asaltos), pero en este caso la bonificación por la fuerza es la mitad de la indicada en la tabla anterior. Coste en puntos de Fuerza: 3

Drenar energía (Con) (Con)::

El héroe puede agotar unidades de alimentación, células de energía y fuentes de energía similares, inutilizando los dispositivos electrónicos, electrónicos, las armas energéticas hasta que se cambie o recargue la fuente de alimentación. Prueba: La prueba de drenar energía fija la CD para la salvación de voluntad del objetivo. Los

objetos sueltos son drenados automáticamente y no tienen posibilidad de realizar un tiro de salvación. Un personaje puede realizar la salvación de voluntad de un objeto que lleve encima, agarre, transporte o use cuando se realiza la prueba de drenar energía. En lo que respecta a esta prueba, los droides son objetos sueltos

Si se tiene éxito en la salvación, el objeto no resulta afectado. Si te falla, se agota la fuente de alimentación del objeto y no puede usarse hasta que se cargue o se cambie. Especial: Si tienes la habilidad “concentración” “concentración” y/o “malevolencia”, “mal evolencia”, puedes agregar ambos modificadores al resultado del dado para ver cuál es la CD que se tiene que superar. Esta habilidad solo puede ser usada por personajes del lado oscuro. Tiempo: Drenar energía es una acción de tiempo completo. Coste de puntos de Fuerza: Depende del objetivo.

Empatía (Sab) (Sab)::

El héroe puede recurrir a la Fuerza para leer l eer las emociones superficiales del objetivo, haciéndose una idea de su estado de ánimo en general.

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Reintento: No se puede volver a emplear Empatía sobre el mismo objetivo hasta que hayan

pasado 24 horas. “concentración” y/o “vínculo”, puedes agregar ambos Especial: Si tienes la habilidad “concentración” modificadores al resultado del dado para ver cuál es el bonificador a las siguientes pruebas de “relación”. Tiempo: Empatía es una acción de ataque. La bonificación por la fuerza dura 10 asaltos (1 minuto) o hasta que se haga una prueba de “relación”. Coste en puntos de Fuerza: 2

Estrangulamiento con la Fuerza (Int) (Int)::

El héroe puede recurrir a la Fuerza para herir a un oponente encontrando las líneas energéticas que conectan todas las cosas y usándolas para estrangular un órgano o aplastar la l aringe. Prueba: Una prueba de estrangulamiento con la Fuerza establece la CD para el tiro de salvación de

Voluntad del objetivo. Si falla la salvación, el objetivo sufre 3d6 puntos de daño físico. Si se tiene éxito, el objetivo recibe la mitad del daño.

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Especial: Golpe de Fuerza tiene un alcance de 10 metros.

Puede afectar a un máximo de cuatro objetivos que se encuentren en posiciones adyacentes. Si tienes la habilidad “concentración”, puedes agregar el modificador al resultado del dado para ver cuál es la CD a superar. Tiempo: Golpe de fuerza es una acción de ataque. Coste en puntos de Fuerza: 2 Ilusión (Car) (Car)::

El héroe puede usar la fuerza para manifestar m anifestar señales visuales y auditivas falsas que parecen completamente reales a aquellos que la perciben. Prueba: Esta habilidad crea ilusiones para engañar, distraer o incluso dañar a aquellos que las

perciban. Si bien estas ilusiones no pueden provocar daño físico, pueden hacer que aquellos que no reconozcan su naturaleza cometan errores fatales. El resultado de la prueba de ilusión fija la l a CD para el tiro de salvación de voluntad del objetivo.

El alcance máximo para esta habilidad es una distancia de 1.000 km hasta el usuario de la Fuerza. Para mantener una ilusión por más de un asalto hace falta una prueba de acción de ataque (sin recurrir a otro poder de la Fuerza) y el gasto en los puntos de Fuerza, además de cierto nivel de

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de fuerza:

Mejorar característica (Con) (Con)::

El héroe puede valerse de energía mística para mejorar su destreza o su vigor durante un breve período de tiempo. Prueba: Una prueba de mejorar característica otorga una bonificación gracias a la Fuerza a la

Destreza o al Vigor, pero no a ambas. El resultado de la prueba del poder establece la bonificación.

Especial: Si tienes la habilidad “concentración”, “concentración”, puedes agregar el modificador al resultado del

dado para ver cuál es la CD a superar. Tiempo: La bonificación gracias a la fuerza dura 10 asaltos (1 minuto). Mejorar la característica es una acción de ataque. Coste en puntos de Fuerza: 3

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Coste en puntos de Fuerza: 2 mas una cantidad de puntos de fuerza igual a la bonificación

obtenida. Por lo tanto, si el resultado proporciona una bonificación de +2, el coste en puntos de fuerza será de 4

Miedo (Sab) (Sab)::

El miedo es la senda que va al Lado Oscuro de la Fuerza. El héroe puede valerse de la Fuerza para averiguar lo que asusta a otros y usarlo en su contra, haciéndoles más susceptibles a la atracción del lado oscuro. Prueba: Una prueba de Miedo proporciona una penalización a causa de la Fuerza a las pruebas de

lanzar poderes de la Fuerza y las tiradas de ataque del objetivo. El efecto del miedo dura 10 asaltos. El resultado de la prueba de Miedo indica la penalización del objetivo.

Especial: Si tienes la habilidad “concentración” “concentración” y/o “malevolencia”, puedes usar ambos

modificadores al resultado del dado para ver cuál es la penalización que se aplica. Los usos repetidos de este poder sobre un mismo objetivo no hacen que su efecto se acumule. Esta habilidad solo puede ser usada por personajes del lado oscuro. Tiempo: Miedo es una acción de ataque.

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El héroe puede levantar un objeto en una acción de movimiento y trasladarlo en un número de metros igual a 4 por cada nivel de clase de Fuerza (Jedi o Sith) realizando una prueba contra la CD pertinente. Puede seguir moviendo el objeto en los asaltos posteriores si sigue teniendo éxito en las correspondientes pruebas y gasta puntos de Fuerza. Si el héroe falla una prueba el algún asalto subsiguiente mientras trata de mover el objeto, éste cae al suelo. Si dos usuarios de la Fuerza se disputan el control de un objeto, utiliza pruebas enfrentadas de mover objeto. El usuario de la Fuerza que obtenga el mejor resultado se hace con el control durante ese asalto. Si el objeto lo sujeta un individuo que se resiste, éste tiene que realizar un tiro de salvación de voluntad (CD 10 más el nivel del usuario de la Fuerza) para conservarlo. Si se trata de un obstáculo físico, como una nave atascada en el barro o atrapada bajo un árbol caído, el GM aumenta la CD de la l a prueba de Mover objeto siguiendo estas pautas: +5 por un obstáculo ligero, +10 por un obstáculo moderado y +15 por un obstáculo severo. En una acción de asalto completo se pueden mover varios objetos, y la CD la establece el objeto más pesado. Cada objeto añade +2 a la CD y cuesta dos puntos de Fuerza más. Mover un ser vivo: Si se usa el poder sobre un ser vivo, éste tiene derecho a un tiro de salvación de voluntad (CD 10 más el nivel de usuario de la Fuerza) para resistirse. Si el objetivo falla la salvación, considéralo un objeto a la hora de calcular la distancia que se mueve (véase anteriormente). Si el objetivo tiene éxito, la habilidad no surte efecto y el héroe tiene que gastar el coste en puntos de vitalidad. Un objetivo puede renunciar voluntariamente voluntariamente a su s u tiro de salvación. Arrojar objetos: Mover un objeto no es un poder diseñado para convertirse en modalidad de ataque. Su función normal permite a un usuario de la Fuerza llevar objetos hasta su mano o emplear la fuerza para mover objetos mayores cuando no se disponen de medios físicos para hacerlo. Puedes usar esta habilidad para levantar y arrojar un objeto o un ser vivo de tamaño pequeño o mediano (50 kg o menos), pero sin velocidad ni fuerza. f uerza. Para golpear un objetivo, el

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causando 1d6 puntos de daño adicionales por cada 4 metros que caiga después del primero (hasta un máximo de 20d6 puntos de daño adicionales). Si el objetivo tiene éxito en la salvación de reflejos, no sufre daño alguno. Si se falla por 10 o más la salvación de reflejos y el objeto supera en al menos tres categorías al   personaje, éste queda inmovilizado bajo el objeto caído. Un personaje inmovilizado no puede moverse (como su propio nombre lo indica), pero no se le considera indefenso. El personaje puede intentar una prueba de vigor para quitarse de encima el objeto. (El GM puede modificar las CD de estas pruebas según las circunstancias. Por ejemplo, podría ser mucho más sencillo levantar un objeto enorme aunque relativamente ligero, o el personaje podría verse atrapado bajo un objeto que tenga aberturas o huecos por los que salir.) Tiempo: Mover objeto es una acción de movimiento. Si se intenta utilizar el poder como ataque, es una acción de asalto completo. Coste en Puntos de Fuerza : 1 o más m ás (ver la primera tabla de este poder.)

Rayo de Fuerza (Int)

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Sigilo de la Fuerza (Car) (Car)::

Con este poder, tu personaje puede recurrir a la Fuerza para evitar t anto la detección física como la apoyada en la Fuerza. Prueba: El héroe emplea Sigilo de la l a Fuerza para evitar la detección gracias a la Fuerza u ocultar su

presencia a los demás usuarios de la Fuerza. La prueba de sigilo se enfrenta a la prueba de Ver Fuerza de otro usuario de la Fuerza. Cada vez que un usuario de la l a fuerza quiera ocultar su presencia en la Fuerza, por la razón que sea, reúne la Fuerza que lo rodea, medita, e intenta esconder su conexión a la misma. No se realiza ninguna prueba hasta que otro personaje intenta utilizar Ver Fuerza, pero se debe declarar que se ha activado el poder antes de dicho intento, pagar el coste en puntos de fuerza y encontrarse dentro del límite de tiempo de la utilidad del poder. Especial: Si tienes la habilidad “concentración”, “concentración”, puedes usar el modificado al resultado del dado para contrarrestar las pruebas de Ver Fuerza. Tiempo: Sigilo de la Fuerza es una acción de asalto completo. Dura activada,

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Ver Fuerza (Sab) (Sab)::

El héroe puede detectar la presencia de la Fuerza en una persona o localizar a alguien poderoso en la Fuerza examinando las emanaciones y corrientes de Fuerza. Prueba: Ver Fuerza detecta el poderío relativo de la Fuerza en un lugar o persona, o revela la

presencia de otros usuarios de la Fuerza. La prueba ver Fuerza se enfrenta a la prueba de Sigilo de la Fuerza de otro usuario de la Fuerza. Si hay alguien o algo que detectar, se observa una resplandeciente resplandeciente línea de energía en la Fuerza, más brillante que la presencia de seres que no se valen de ella, y se sigue mentalmente hasta su origen. Puedes usar Ver Fuerza sobre un objetivo específico dentro de la esfera de influencia del héroe (un radio en metros igual a 100 por su nivel de usuario de la Fuerza). Si se tiene éxito en la prueba, el GM revela si el objetivo es un usuario de la Fuerza o no y, si es el caso, el poder relativo del objetivo al valerse de la fuerza comparado con el del héroe. Si el objetivo tiene más niveles de clase de Fuerza que el héroe, el objetivo es más poderoso. El héroe no tiene que ver a su objetivo, pero debería tener una idea aproximada de que hay alguien por allí. También puede usar este poder para examinar las corrientes y emanaciones en la Fuerza con el fin

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