Star Wars d20 Core Rulebook Saga Edition

April 5, 2017 | Author: Marc Leclair | Category: N/A
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Download Star Wars d20 Core Rulebook Saga Edition...

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This book contains errata comments. Any time you see the bubble, there is a comment from the errata section noted. This is to reduce the time necessary to handle rules questions and mistakes. This book is fully bookmarked and also has the WOTC web enhancements added. Check the bookmarks for the added content. The extra species will not be in the contents section, but they are listed in book-marks. All added pages are at the end of the book between the Index and Errata so as to not disrupt the order of the page numbers when compared to the Contents section.

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Saga Edition Web Enhancement 1 The Tech Specialist Rodney Thompson A favored archetype of long-time Star Wars gamers, the tech specialist is a character that focuses on modifying and enhanced fantastic technology to fit his or her needs. Tech specialists range from brilliant engineers to prodigious outlaw techs, though all share a love for the guns, gear, and gadgets found in the galaxy far, far away. This web enhancement includes a few rules (cut from the Saga Edition core rulebook for space) that allow heroes to take on the role of the tech specialist. Additionally, you will find sample heroic characters -- a Zabrak engineer and a Mon Calamari outlaw tech -- that illustrate two ways to build tech-oriented characters for your own campaign. Of course, these are just two examples, and a hero who wants to tinker with machines and electronics has a number of options available across many different classes. Additionally, these rules will be featured in an upcoming sourcebook for reference at the gaming table, and will be expanded upon with more talents and rules to further enhance your game.

New Talent Tree: The Outlaw Tech The following new talent tree is intended for use by characters with the scoundrel class. Scoundrels learn a variety of tricks that allow them to squeeze more life out of ailing technology, and they can enhance their gear in ways the manufacturer never intended. Fast Repairs Whenever you jury-rig an object or vehicle, the vehicle gains a number of temporary hit points equal to the result of your Mechanics check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter. Prerequisites: Trained in the Mechanics skill. Hot Wire You can use your Mechanics check modifier instead of your Use Computer check modifier when making Use Computer checks to improve access to a computer system. You are considered trained in the Use Computer skill for purposes of using this talent. If you are entitled to a Use Computer check reroll, you may reroll your Mechanics check instead (subject to the same circumstances and limitations). Prerequisites: Trained in the Mechanics skill. Quick Fix Once per encounter, you may jury-rig an object vehicle that is not disabled. All normal

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benefits and penalties for jury-rigging still apply. Prerequisites: Trained in the Mechanics skill. Personalized Modifications As a standard action, you may tweak the settings, grips, and moving parts of a powered weapon you wield, tailoring it to your needs. For the remainder of the encounter, you gain a +1 equipment bonus on attack rolls and a +2 equipment bonus on damage rolls with that weapon. You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source, such as vehicle and starship weapons. Encrypted Transmission: The Outlaw Tech Talent Tree The Outlaw Tech talent tree fills some niches left by the existing Mechanics rules and options for repairing broken pieces of technology. Here's a behind-the-screen look at the design decisions that went into creating these talents. Fast Repairs is designed to make jury-rigging more appealing to tech-oriented characters. As it stands now, juryrigging an object or vehicle moves it up the condition track but does not provide temporary hit points. If your ship is at 0 hit points and you jury-rig it, it's still disabled from hit point loss. This new talent alleviates that problem, while still making jury-rigging useful for ships pushed down the condition track by other means (such as ion damage). Quick Fix builds on Fast Repairs and gives a techie character a way to restore some hit points to a vehicle that's still in the fight, but brings with it the threat of becoming disabled at the end of the encounter. This new talent also gives ship engineers something else to do in combat, especially in desperate situations, and it can bring a vehicle back up to full fighting form very quickly. Hot Wire is similar to the other skill-substitution talents and makes sense for a techie who may not be the best slicer around. Personalized Modifications is designed to give a scoundrel another means of activating some of his other talents. For example, many of the scoundrel's talents from the Misfortune talent tree rely on a successful attack roll to activate. Combined with the Tech Specialist feat below, this new talent gets the scoundrel a small boost to attacks that can compensate for the difference between low base attack progression and Defense progression, even at high levels. The scoundrel might still need to work closely with his friends against tougher foes, but this talent is designed to capture the feel of tweaking your own weapon while still synergizing with many of the Misfortune talents.

New Feat: Tech Specialist The new Tech Specialist feat allows a hero to make custom modifications to weapons, armor, droids, devices, and vehicles so that they function beyond their normal specifications. Prerequisite: Trained in the Mechanics skill.

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Benefit: You can modify a device, suit of armor, weapon, droid, or vehicle so that it gains a special trait. Specific traits are given on the Tech Specialist Modifications table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you can't apply the same benefit more than once. Before beginning the modification, you must pay one-tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000 credits of the modification's cost. At the end of this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over from scratch if you wish. Other characters trained in the Mechanics skill can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts). Special: This feat is considered a bonus feat for the noble and scoundrel classes. Tech Specialist Modifications Armor Trait

Benefit

Agile Armor

Increases the armor's maximum Dexterity bonus 1.

Fortifying Armor

Increases the armor's equipment bonus to Fortitude Defense by 1.

Protective Armor

Increases the armor's armor bonus to Reflex Defense by 1.

Device Trait

Benefit

Enhanced Strength

Increases the device's Strength score by 2.

Improved Durability

The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.

Mastercraft Device

Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.

Droid Trait

Benefit

Enhanced Dexterity

Increases the droid's Dexterity score by 2.

Enhanced Intelligence Increases the droid's Intelligence score by 2. Enhanced Strength

Increases the droid's Strength score by 2.

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Vehicle Trait

Benefit

Enhanced Dexterity

Increases the vehicle's Dexterity score by 2.

Improved Speed

Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).

Improved Shields

Increases the vehicle's shield rating by 5.

Weapon Trait

Benefit

Improved Accuracy

The weapon gains a +1 equipment bonus on attack rolls.

Improved Damage

The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example, 6d10 x 2), apply the extra damage before applying the multiplier.

Selective Fire

An autofire-only ranged weapon can be set to fire single shots, or a singleshot ranged weapon can be made to have an autofire mode.

Sample Character: The Outlaw Tech An outlaw tech is a master of making machines do what she wants them to do. Operating far outside the bounds of manufacturer intentions (and sometimes outside the law), she is able to hotwire starships and amp up weapons to the point where her after-market modifications can be considered illegal. An outlaw tech works well on her own without the need of other classes for support. She can run-and-gun just as well as she can use a hydrospanner, and her strengths lie in areas where her own actions are what save the day. Though an outlaw tech has a less formal education than other technically minded characters, she is a good fighter and a fast worker who can fulfill a variety of roles. OutlawCL Tech 7 Medium Mon Calamari scoundrel 7 Force Points 5 Init +5; Senses Low-light vision, Perception +15 Languages Basic, Binary (understand only), Huttese, Mon Calamarian, Ryl, Shyriiwook (understand only) Defenses Ref 21 (flat-footed 19), Fort 17, Will 20 hp 39; Threshold 17

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Speed 6 squares Melee +5 Ranged heavy blaster pistol +8 (3d8+3) Base Atk +5; Grp +5 Atk Options Careful Shot, Running Attack Abilities Str 10, Dex 14, Con 10, Int 18, Wis 15, Cha 9 SQ breathe underwater, expert swimmer Talents Fast Repairs, Knack, Quick Fix, Personalized Modifications Feats Careful Shot, Point Blank Shot, Precise Shot, Running Attack, Skill Focus (Mechanics), Skill Focus (Perception), Skill Focus (Use Computer), Tech Specialist, Weapon Proficiency (pistols, simple weapons) Skills Deception +7, Gather Information +7, Knowledge (Galactic lore) +12, Knowledge (technology) +12, Mechanics +17 (+18 when using mastercraft tool kit), Perception +15, Pilot +10, Swim +15 (may reroll Swim checks and accept the second roll; may take 10 even under pressure), Use Computer +17 (+18 when using mastercraft datapad) Possessions heavy blaster pistol (improved accuracy), comlink, mastercraft datapad, mastercraft tool kit, various personal belongings

Sample Character: The Engineer An engineer is more of an academic designer than a jury-rigging mechanic. He considers the outlaw tech's work to be a sloppy imitation of real ingenuity and can use his knowledge to create more solid and reliable designs. An engineer is much more of a team player, and many heroes find that an engineer helps them get out of scrapes by encouraging them to work together. Because he's familiar with coordinating teams, an engineer has the knowledge and resources to create all-new (and significantly improved) pieces of technology that function reliably under all conditions. Engineer

CL 7

Medium Zabrak noble 6/scoundrel 1 Force Points 5 Init +9; Senses Perception +10 Languages Basic, Binary (understand only), Bocce, High Galactic, Huttese, Mon Calamarian, Shyriiwook (understand only), Sullustese, Zabrak Defenses Ref 21 (flat-footed 20), Fort 18, Will 22 hp 37; Threshold 18 Speed 6 squares

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Melee +3 Ranged hold-out blaster +7 (3d4+3) Base Atk +4; Grp +3 Abilities Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 13 SQ heightened awareness Talents Coordinate, Inspire Haste, Trace, Wealth Feats Linguist, Skill Focus (Knowledge [technology]), Skill Focus (Mechanics), Skill Focus (Use Computer), Skill Training (Mechanics), Tech Specialist, Weapon Focus (pistols), Weapon Proficiency (pistols, simple weapons) Skills Initiative +9, Knowledge (Galactic lore) +11, Knowledge (physical sciences) +11, Knowledge (technology) +16, Mechanics +16, Perception +10 (may reroll any Perception check and keep the second roll), Persuasion +9, Pilot +9, Use Computer +16 (+17 when using masterwork datapad or masterwork portable computer) Possessions hold-out blaster (improved accuracy), comlink, masterwork datapad, masterwork portable computer, personal holoprojector, various personal belongings

©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.

Saga Edition Web Enhancement 2 Encounter Design 101 RODNEY THOMPSON (PDF CONVERSION BY CRAIG ‘GRIBBLE’ BISHELL)

Designing fresh, exciting, and (most importantly) fair encounters for Star Wars Roleplaying Game heroes can be one of the greatest challenges for a Gamemaster. In many ways, encounter design and balance are more art than science. Despite the organized and numeric nature of the rules, sometimes factors outside of the raw statistics can alter the difficulty or fun of the encounter. For example, a Gamemaster might design an encounter that would be perfectly appropriate for most parties, but since her players have just the right mixture of talents, feats, and tactics, the encounter is over too quickly -- either in the heroes' favor, or to their dismay. The Saga Edition Core Rulebook presents some very basic guidelines on encounter design. However, to encourage Gamemasters to create more dynamic and exciting encounters, this article walks through the steps for building an encounter from start to finish. The guidelines in this web enhancement should help you create interesting and fair encounters, though of course each GM must consider the composition of the adventuring party.

Step 1: Determine Opponents The most significant and most difficult part of designing an encounter is choosing the enemies that the heroes will face. Every character, creature, droid, and vehicle includes a Challenge Level (CL) that indicates how tough that challenge can be. In many cases, CL is not assigned through any

specific formula; determining CL can often be a matter of testing the challenge to gauge its difficulty). However, CL gives a good starting point for designing an encounter. An opponent of a given CL is considered to be a challenge for four heroic characters of that level; thus, a CL 1 stormtrooper is a challenge for four 1st-level characters. As stated in the core rulebook, encounters with four to six enemies work best for most encounters. This gives the heroes enough targets to feel like each member of the group is participating while not overwhelming them. To

remain an appropriate challenge, the main opponents in the fight should have a CL that is 1 or 2 points lower than the average party level. For most encounters, the enemies should be weaker than the heroes but should still be enough of a threat that the heroes will feel challenged by the encounter. Star Wars differs from many other roleplaying games, though, in that it's often perfectly acceptable to litter the battlefield with enemies who are far outclassed by the heroes. This will be covered in more detail in Step 3, but when determining encounter difficulty, you should focus only on those enemies whose CL is within 5 levels of the average party level. To determine whether or not the CLs you have chosen for your encounter are appropriate, add all the CLs together and divide by 3. If this result is within one level of the average party level, and no single enemy is of a higher CL than the average party level minus 1, you've probably created a good challenge. Remember, though, that for single opponents, an appropriate encounter is with an enemy of CL equal to the average party level.

Mixing Challenge Levels Not every enemy in an encounter has to be a difficult challenge for the heroes. It is acceptable, and even encouraged in many cases, to have a portion of the opposition be weaker than other opponents. These weaker enemies might act as "support" for the primary opponents, using the aid another action to enhance attack rolls, or affecting the battlefield in some indirect way. Alternatively, they might just be there to slow the heroes down long enough for the main enemies to make their move. Regardless of their function, these lower-CL enemies can still hurt the heroes, but they are secondary concerns after the primary enemies. Additionally, mixing Challenge Levels is a great way to keep the heroes guessing. If one enemy has a high attack bonus and high damage, the heroes might assume that they all do, encouraging the group to be more cautious (even though that caution may be unwarranted). Similarly, heroes that drop an enemy of a lower CL quickly might become reckless, making them enticing targets for more threatening foes. A good mix of Challenge Levels can add diversity to a fight in a subtle but effective way.

For example, the classic "squad of stormtroopers" encounter is a favorite in Star Wars adventures. However, so much more can be done with the encounter to make it more exciting. Instead of six stormtroopers, we might use four stormtroopers, an Imperial officer, and two Imperial probe droids. Instead of five human thugs starting a cantina fight, the encounter might be three human thugs, the Twi'lek bartender, and the cantina's "pet," a nek battle dog. Even within members of the same species, class diversity can make a big difference. A single noble with a few soldiers makes a potent combination, and one that produces an interesting combat dynamic during the encounter. Mixing in vehicles can be a bit more challenging, due largely to their increased firepower and toughness. For this reason, most vehicles are higher on the CL scale. However, speeder bikes and landspeeders (many of which have weapons comparable to those carried by characters) can liven up the battlefield without tilting the balance of the encounter too much. A group of dark Force adepts might be made into a more interesting encounter if it were two dark side marauders, a dark Force adept, and three of their human thralls riding around the battlefield on speeder bikes. Regardless of the exact combinations, diversity is usually more engaging than uniformity when it comes to primary enemies. A good rule of thumb when diversifying opponents is to choose one type of opponent as the base enemy, choose a second type of opponent that is separated from the base enemy by a minor difference (such as species or class), and then choose a third type of opponent that is separated from the base enemy by a major difference (such as by type: droid, creature, or vehicle).

Altering Challenge Through Gear

Choosing Diverse Enemies The process of picking appropriately interesting enemies is just as important as picking appropriately challenging enemies. When designing an encounter, pull enemies from different classes, different species, and even different types. Mixing characters, creatures, droids, and vehicles is a great way to create more interesting encounters precisely because they require different tactics. Droids and vehicles are immune to ion damage, creatures can't be negotiated with, vehicles move at high rates of speed, and characters have a diverse array of talents and feats. Though each layer of enemy diversity adds more work for the Gamemaster, they also make for more exciting and tactically engaging encounters.

One aspect of picking your enemies that can often be overlooked is the effect of weapons and equipment on an individual opponent. A CL 1 storm-

trooper typically carries a blaster rifle and other basic accoutrements. However, if you put an E-Web blaster cannon in the hands of that stormtrooper, he suddenly becomes a much more potent enemy, even though technically his Challenge Level remains unchanged. Since equipment and wealth are not balancing factors in determining Challenge Level for most enemies, Gamemasters should be careful when handing out powerful equipment. It can quickly increase the challenge out of proportion with the Challenge Level. By the same token, adding weapons or equipment to an opponent is an excellent way to add diversity to an encounter. If every stormtrooper in the encounter has a rifle, they all act the same way and use the same tactics. If, however, one stormtrooper is firing an E-Web, this changes that opponent's behavior and encourages the heroes to change theirs as well. Likewise, if the Gamemaster puts a grenade launcher or a flamethrower in the hands of one of the stormtroopers, the fight becomes very different indeed. A standard bounty hunter might be tough, but when outfitted with the kinds of weapons and armor worn by Boba Fett, the enemy becomes much more challenging. In general, equipment should not increase the CL of an individual opponent. However, if the equipment significantly raises the enemy's attack bonus, damage, or Reflex Defense, it might be appropriate to increase the CL as well. As a guideline, if a piece of equipment increases any of these aspects of the character by 50%, increase the opponent's Challenge Level by +1. For example, a normal stormtrooper deals 3d8 points of damage with a blaster rifle (an average of 13.5 points). If that stormtrooper begins using an E-Web that deals 3d12 points of damage (an average of 19.5 points), that change normally wouldn't justify increasing the CL. However, the weapon creates an area attack (which not only strikes multiple opponents but also deals half damage even on a miss), and that probably is enough to warrant a higher CL.

between altitudes, as well as pits and chasms that must be avoided. Similarly, a good encounter locale gives the Gamemaster enough to describe without getting bogged down in details. By itself, a cargo bay isn't very exciting or memorable, but a cargo bay with a massive glass window overlooking a volcano planet, with electricity coursing through power couplings along one wall, is certainly more evocative. For outdoor locales, terrain plays an even more important role. Difficult terrain requires tactical movement and can slow down heroes and enemies alike. Alien flora and fauna, a staple of the Star Wars universe, can add spice to any encounter. If your fight takes place on an ice planet, you can stage it on an open, snowy plain, or you can stage it on the edge of a cliff, above the canyon lair of a flesh-eating snow lizard. Likewise, if a battle takes place on a forest planet at night, you can evoke the alien nature of the world by having giant fireflies provide the only illumination. Even better, as the huge insects drift across the battlefield, they bring an interesting dynamic -- constantly shifting concealment -- to the fight itself.

Environmental Hazards Locales bring with them certain hazards native to the environment. Most environmental hazards can be classified as conditional, partial, or total.

Step 2: Determine Locale Though the general locale of the encounter will likely be determined by the demands of the adventure, choosing an appropriate setting can go a long way toward excitement. Very few encounters in Star Wars take place in an empty room or on a wide-open plain with no visible terrain or obstacles. Instead, they take place in cramped hallways in Imperial detention centers, around massive open-air catwalks and endless chasms, and on assembly lines deep within droid construction facilities. Usually, interesting encounter locales are irregular in shape, with alcoves, short hallways, and protruding walls. A locale can encompass several rooms, and a single encounter might be designed to flow from one room to another. Perhaps an explosive charge collapses a wall, allowing reinforcements to arrive from the far side and increasing the challenge. Indoor locales usually have stairs, catwalks, turbolifts, or other means of moving

A conditional hazard is one that presents itself only if certain conditions are met. These conditions might require the heroes or their enemies to trigger the hazard. For example, anyone who passes through the security sensors triggers an alarm that slams a blast door closed. Alternatively, the hazard might be triggered by some other environmental effect. Perhaps when the blast door slams shut, it disrupts power to half the room, plunging it into darkness. Similarly, the condition that triggers the hazard might be a function of time. After 5 rounds, the ice at the edge of the cliff melts, sending anyone in a 2-square-wide line plummeting into the chasm below.

Additionally, conditional hazards may not be readily apparent to the heroes, and can come as a surprise in the middle of an encounter. Partial hazards are usually visible to the heroes and are present throughout the duration of the encounter. These hazards can be avoided and may not affect every combatant. For example, the Sarlacc in the Great Pit of Carkoon acted as a partial hazard because while it was present throughout the fight, the heroes could avoid it by not falling off their skiff. Other examples of partial hazards include a room that's half underwater, a large swath of ground that's covered in jagged rocks or metal, or a stretch of floor plating that's charged with electricity.

inhaled. If the gas is present only when a hero enters an incorrect command code, the hazard is conditional; treat it as a CL 3 enemy. If the gas is always in the room, but the cloud covers only the computer stations, the hazard is partial; treat it as a CL 4 enemy. If the entire room is filled with gas, the hazard is total and would be considered a CL 5 enemy. In any case, when you're determining the fairness of an encounter, be sure to include an environmental hazard's CL in the calculations.

Step 3: Determine Obstacles and Other Challenges Lastly, anything else that can act as an impediment to the heroes should be added to the encounter. Though many obstacles are environmental hazards, you can complicate an encounter in other interesting ways. For example, a construction droid that swings a hanging girder through the battlefield every other round certainly alters the fight. The droid is not an environmental hazard because it can be disabled, but it's not really an opponent, either, so you need not consider its CL when determining the fairness of the encounter.

Reverse Engineering

A total hazard is one that is present throughout the encounter and unavoidable, such as a room filled with dioxis or a completely flooded chamber. Total hazards usually impede (or damage) the heroes every round and can seriously affect the encounter. Gamemasters should be careful with total hazards because they can quickly lead to the death of one or more characters -- or perhaps the entire party. When introducing an environmental hazard, adjust the encounter to accommodate the increased challenge. Assuming that the hazard has attack bonuses and damage outputs on par with enemies of the appropriate CL, adding a hazard to an encounter is just like adding another opponent. If the hazard is conditional, consider it to be another "opponent" with a CL equal to the equivalent enemy CL minus 2. If the hazard is partial, consider it to be another "opponent" with a CL equal to the equivalent enemy CL minus 1. If the hazard is total, consider it to be another "opponent" with a CL equal to the equivalent enemy CL. For example, let's say the hazard is a poison gas cloud. The gas attacks a target's Fortitude Defense with an attack bonus of +6 (the equivalent of about a CL 5 enemy) and deals 2d10 points of damage each round the gas is

One good way to determine if obstacles are needed for an encounter is to use the reverse engineering method. First, picture the room where the fight will take place, empty it of obstacles, and imagine the foes inside. Now imagine that the fight begins; what do the heroes do? What are their actions, assuming they win initiative and act first? Based on those assumptions, find ways to make those actions more difficult. Repeat the process until you're satisfied that the encounter provides enough of a challenge to the heroes. For example, let's say an encounter pits the heroes against four stormtroopers, an Imperial officer, and two probe droids. Place the enemies in an empty room and begin the reverse engineering process. The Jedi hero will likely move into the room and use Force slam on the squad of stormtroopers, so you decide to put two of them on a platform that is 3 meters tall, meaning that the Force slam can only get 2 of them at best. The scoundrel will probably try to sneak up on the Imperial officer, so give that foe a hovering spotlight droid that tries to point out any heroes breaking off from the main group. The soldier carries ion grenades and ion weapons, so he'll probably try to take out the two probe droids. To complicate matters, spread the two droids far apart from each other, ensuring that a single ion grenade won't take them both out. With just a few small changes, a relatively mundane encounter has become more engaging and challenging for the heroes. When using reverse engineering, it's important to remember that your goal is to challenge your heroes, not to stymie them. Star Wars is all about doing

amazing, heroic things in the heat of battle, and your players will want to do this as well. Obstacles should encourage them to make choices with their abilities, not keep them from using the abilities completely. Does the scoundrel go after the officer or the spotlight droid first? Which pair of stormtroopers does the Jedi use Force slam on? Which probe droid feels the heat of the soldier's ion barrage? The heroes still use their abilities in fun and exciting ways, but they have choices to make when doing so.

Low-Challenge Enemies as Hazards Low-level enemies don't usually provide enough challenge for heroes. However, even at high levels, most players still want to kill stormtroopers and blow up battle droids. That's part of what makes a Star Wars game memorable. Instead of continually increasing the levels of stormtroopers, try using a handful of stormtroopers as an obstacle. An encounter with a single, high-level enemy might need to be enhanced to present a more cinematic scene, and adding a bunch of low-level goons to the fight does just that. The heroes will usually take time to stop and dispatch low-level enemies, even if they see them as little threat, and there's always a chance that a natural 20 will allow a thug to get off a lucky shot at a hero. For example, a party of 10th-level heroes comes up against the Sith apprentice they have been pursuing for several adventures. The Gamemaster wants the Sith apprentice to be the focus of the encounter, but a four-onone fight, even against a Sith, might be anticlimactic. To enhance the encounter, the Gamemaster adds a dozen low-level stormtroopers. They pose little direct threat to the heroes, but they're an obstacle that must be overcome on the way to defeating the real enemy. In addition, they give non-Jedi party members something to do while the Jedi engages the Sith apprentice in a climactic duel. A similar situation occurred in the Battle of Geonosis, when Mace Windu ran straight for Jango Fett while others focused on taking out the droids.

Providing Cover Spots One important aspect of encounter design is providing enough spots for heroes and enemies to take cover during an encounter. Not only is cover important to many characters in the game, it also provides more Star Wars-

like combat experiences. Objects that provide cover -- such as crates, computers, and low walls -- also act as obstacles, encouraging creative movement throughout the terrain.

Spreading Out the Enemies One of the fastest ways to get a group of opponents killed is to have them all bunched together. A quick grenade or a Force slam, and they'll be wounded, dead, or dying. Instead, try to spread at least some of the enemies out to avoid area attacks. It's fine (and encouraged) to have a group of battle droids march in formation so they can be taken out quickly, but if you want certain enemies to present a significant challenge, place them throughout the encounter area so that individual area attacks will be less effective -- at least in the first round or two.

Putting It All Together Having walked through the process of designing an encounter, it's time to make up an encounter of our own. Let's assume that we have a party of 7th-level heroes playing in the Rebellion era, and we want to challenge the heroes while still making sure that they can survive the encounter. Since the heroes will be infiltrating an Imperial Detention Facility as a part of the adventure, we already know our setting. For our primary enemies, we pick two CL 5 Imperial Security Bureau agents (nonheroic 6/scout 3) and one CL 5 Imperial Officer (nonheroic 3/noble 3/officer 1) to represent the interrogation team. Additionally, the facility has a small complement of crab droid scouts (CL 3, nonheroic 9) leftover from the Clone Wars, one of which is guarding the area the heroes are attempting to infiltrate. Adding all the CLs together and dividing by 3, we get an encounter CL of 6, meaning we have the beginnings of an appropriate encounter. However, we really want to challenge the party, so we spice up the battlefield with terrain effects and other hazards. The encounter will take place in a detention block, since the heroes are there to rescue an NPC that has helped them in the past. We decide that the detention block is equipped with emergency systems that spray a numbing gas into the room. We give the numbing gas an attack bonus of +5 against a character's Fortitude Defense (the equivalent of a CL 4 enemy), dealing 3d8 points of stun damage. But we also determine that the gas shoots out of the walls only around the edges of the room, making it a partial hazard and reducing the CL to 3. Added to the other CLs in the encounter, this gives us a new encounter CL of 7, which should be more challenging for the heroes. Knowing that our heroes are fond of stunning enemies, the party is likely to charge in and try to get close to the officer and the ISB agents to use the stun settings on their blasters. To keep this from happening too quickly, we decide that barricades pop up to block the middle of the room, spaced at intervals of 3 squares. Thus, if the heroes want to get in close with the ISB agents, they'll have to move down the sides of the room, where the

numbing gas is spraying. The crab droid, unaffected by the gas or stun weapons, will range out toward the heroes, while the officer and ISB agents make attacks against the party from the back of the room.

heroes and produce interesting combat situations. All that's left to do is determine the DC of the Use Computer check or Mechanics check needed to shut down the gas (giving tech-oriented heroes another way to contribute), and the encounter is ready to run.

In a matter of minutes, we've created an encounter that will challenge the

©1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved. Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.

Saga Edition Web Enhancement Devaronians RODNEY THOMPSON

Design

Rodney Thompson

Editing

Ray Vallese

Typesetting

Ray Vallese, Gary M. Sarli

Web Production

Erik Olsen

Lucas Licensing Editors

Sue Rostoni, Jonathan Rinzler

Design Manager

Christopher Perkins

Director of RPG R&D

Bill Slavicsek

2

Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker, the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA WIZARDS OF THE COAST, INC. P.O. BOX 707 RENTON, WA 98057-0707 QUESTIONS? 1-800-324-6496

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During the development of the Star Wars Roleplaying Game Saga Edition Core Rulebook, some material had to be cut for space. One such section was the Devaronian species.

Devaronian

Devaronians are among the first species in the galaxy to develop interstellar travel, and the males of the species have been common sights in spaceports throughout the galaxy for thousands of years. After reaching middle age, Devaronian males are driven by an urge to wander. As such, they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, and as such, raise the young and run the government of Devaron. The males send as much money as they can back to their families on Devaron, but they seldom return to the homeworld. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life. Personality: Devaronian males are bold, daring, bull-headed, rash, terse, unscrupulous, and stingy with their credits. They love being the masters of their own destinies. Female Devaronians are generally bright, wise, scrupulous, and sharp-tongued. Physical Description: Devaronian males are hairless with red-tinted skin, sharp incisors, and a pair of large horns growing from their foreheads. Their appearance is not unlike the devils of a thousand myths. Female Devaronians are covered in thick fur that ranges in color from brown to white. Females are hornless and have prominent canine teeth. Devaronians stand 1.6 to 1.8 meters tall. Homeworld: Devaron, a world of low mountains and deep valleys linked by thousands of rivers. Languages: Devaronians speak and read Devaronese and Basic. Their speech is low, guttural, and full of snarling consonants. Example Names: Dmaynel Kiph, Elassar Targon, Jubal, Kapp Dendo, Tyrn Jiton, Lak Jit, Oxbel, Saricia, Sires Vant, Trynic, Ulicx Vinaq, Vilmarh Grahrk. Adventurers: Male Devaronian heroes tend to be scoundrels or scouts. Invariably, they are found in occupations that allow them freedom to travel whenever and wherever they wish. Due to the oppressive nature of the Empire, many Devaronian males joined the Rebellion—not because of politics, but because they were annoyed that their freedom to travel was being curtailed. Noteworthy female Devaronians on their homeworld tend to be nobles and scouts. However, any female Devaronian hero found elsewhere is already an exceptional individual who has decided to challenge the traditions of her culture. Such Devaronians may be of any class or role.

Devaronian Species Traits ©2007 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED. USED UNDER AUTHORIZATION. DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A.

Devaronians share the following species traits: Ability Modifiers: +2 Dexterity, –2 Wisdom, –2 Charisma (for males) or +2 Intelligence, +2 Wisdom, –2 Dexterity (for females). Male Devaronians tend to be more carefree and less personable than female Devaronians, but they are also more agile. Medium Size: As Medium creatures, Devaronians have no special modifiers due to their size. Speed: Devaronian base speed is 6 squares.

Conditional Bonus Feat: Devaronians are master manipulators. A Devaronian with Deception as a trained skill gains Skill Focus (Deception) as a bonus feat. Natural Curiosity: Once per encounter as a standard action, a Devaronian can make a Perception check against a single target within line of sight (DC 15 or the result of an opposed Stealth check, if the target is actively attempting to hide). If successful, the Devaronian gains a +1 insight bonus on attack rolls against that target. Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weaknesses. Automatic Languages: Basic and Devaronese.

Devaron

Region: Colonies Climate: Temperate Gravity: Standard Moons: 2 Length of Day: 24 standard hours Length of Year: 390 local days Sapient Species: Devaronians Government: Matriarchy Capital: Montellian Serat Major Exports: Hyperdrive technology Major Imports: High technology, luxury items

Knowledge (Social Sciences) DC 10 15

20

Result Devaronians are divided among the sexes, with females running the planetary government while males tend to wander the galaxy. Devaronian males are not even allowed to participate in government, and are constantly kept out by the females. The males are gripped by an irresistible wanderlust upon reaching adulthood, driving them away from their homes. Devaronian males who take off-world jobs often send money back to Devaron to support their families in their absence.

Devaronian Drifter

A common sight throughout the galaxy, a Devaronian drifter is a vagabond among the stars. Moving from port to port, wherever his fate may take him, a Devaronian drifter may be friend or foe depending on the situation. Many drifters are violent and untrustworthy, but others look for honest work wherever they can find it. Devaronian Drifter CL 2 Medium male Devaronian nonheroic 3/scoundrel 1 Force 1; Dark Side 1 Init +4; Senses Perception +8 Languages Basic, Devaronese ————————————————————————————————————————— Defenses Ref 16 (flat-footed 14), Fort 14, Will 14 hp 16; Threshold 14 ————————————————————————————————————————— Speed 6 squares Melee unarmed +1 (1d4-1) Ranged hold-out blaster +4 (3d4) Base Atk +2; Grp +1 ————————————————————————————————————————— Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 14 SQ natural curiosity Talents Sneak Attack +1d6 Feats Improved Defenses, Point Blank Shot, Skill Focus (Deception), Skill Training (Perception), Skill Training (Persuasion), Weapon Proficiency (pistols, simple weapons) Skills Deception +14, Perception +8, Persuasion +9 Possessions hold-out blaster pistol, traveler’s garb, various personal belongings

Knowledge (Galactic Lore) DC 10 15 20 25

Result Devaron is a beautiful planet of deep valleys, low mountains, and plentiful rivers. The Devaronians were among the first species to develop hyperspace travel and are one of the oldest known species in the galaxy. Devaron is a dangerous planet due to its strict policies and extensive use of capital punishment. As such, outsiders rarely visit the world. The capital city of Montellian Serat is one of the most ancient cities in the galaxy and is said to possess sections that are as old as the lowest levels of Coruscant.

Male and female Devaronian

3

The Pau’ans The University of Sanbra Guide to Intelligent Life RODNEY THOMPSON

Design

Rodney Thompson

Editing

Ray Vallese

Typesetting

Ray Vallese, Gary M. Sarli

Production

Erik Olsen

Lucas Licensing Editors

Leland Chee, Frank Parisi

Design Manager

Christopher Perkins

Director of RPG R&D

Bill Slavicsek

2

The Pau’ans are a tall, gray-skinned species of humanoids with sunken eyes and wrinkled skin. Gaunt and with sharp teeth that clearly indicate carnivorous tendencies, Pau’ans move with a deliberate pace and have soft, gravelly voices that are calming to hear. Pau’ans are taller than most humans (though not as tall as Wookiees) and have long, slender fingers that end in nails that closely resemble talons. Xenobiologists from the University of Sanbra have uncovered connections between the Pau’ans and the Utai, the smaller species with whom they share the planet of Utapau. Genetic sampling has confirmed a few tenuous biological links, though the exact evolutionary process by which the Pau’an species developed separately from the Utai is still a mystery. Xenoanthropologists date the first Pau’an civilizations back almost 57,000 years before the Battle of Yavin, making theirs one of the youngest known civilizations. Though no written history of this time exists, scientists currently theorize that the long-lived Pau’ans are genetically closer to their progenitor species, and that as a result of their longevity the Pau’ans have likely only evolved a very little since the planet was settled. Some time in the last ten thousand years, Utapau underwent a climate change that caused winds on the surface of the world to reach and maintain constant bursts at destructive speeds. Experts from the University of Sanbra speculate that the climate change was likely very sudden (at least, sudden in geological terms) given the fact that the Pau’an species did not evolve or adapt to the high winds as many other species did. The long gap between Pau’an generations caused by their extremely long lives was probably responsible for this evolutionary stumbling block, and were it not for the migration of Pau’an civilization underground they might not have survived the climate change. The shift to life underground did not change the species’ eating habits, as they maintained many of the biological signs of a carnivorous diet. The ecology of Utapau, particularly with regard to an abundance of animal life in sinkholes and below ground, allowed the Pau’ans to retain their carnivorous ways, which persist into modern times.

Species Characteristics

Some rules mechanics are based on the Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Wiker, the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA WIZARDS OF THE COAST, INC. P.O. BOX 707 RENTON, WA 98057-0707 QUESTIONS? 1-800-324-6496

GREAT BRITAIN HASBRO UK LTD CASWELL WAY NEWPORT, GWENT NP9 0YH GREAT BRITAIN PLEASE KEEP THIS ADDRESS FOR YOUR RECORDS

EUROPE WIZARDS OF THE COAST, BELGIUM ’T HOFVELD 6D 1702 GROOT-BIJGAARDEN BELGIUM +32 2 467 3360

©2007 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED. USED UNDER AUTHORIZATION. DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A.

Tall, long-lived carnivores from the planet Utapau, the Pau’ans are one of two species native to the sinkhole-covered world. Pau’ans are the natural leaders and administrators of the people of Utapau, and though they have a frightful appearance, they have developed an amicable attitude toward outsiders. Most Pau’ans have been in leadership positions longer than many other beings in the galaxy have been alive, and it comes as naturally to them as speaking. Personality: Despite their appearances, Pau’ans are exceptionally friendly on the whole and are particularly kind toward outsiders. As such, many Pau’ans get along well in the galaxy, showing none of the prejudice or fear that many other species show when encountering beings from other worlds. Physical Description: Taller than most humans, Pau’ans are bald and have gray, wrinkled skin. Their sunken eyes and sharp teeth give them a slightly monstrous appearance. Homeworld: The sinkhole planet of Utapau. Languages: Pau’ans speak and are literate in Utapese and Basic. Example Names: Timon Medon, Tion Medon, Lampay Fay Adventurers: Pau’an adventurers are usually the leaders and spokespersons for their respective groups. Their long years of experience make it easy for them to coordinate their comrades’ efforts and produce the best results, and despite their friendly nature, many Pau’ans make excellent military officers.

Species Traits

Pau’ans share the following species traits: Ability Modifiers: +2 Wisdom, +2 Charisma, –2 Strength. Pau’ans leave most of the manual labor to their Utai neighbors, but they are capable leaders. Medium Size: As Medium creatures, Pau’ans have no special bonuses or penalties due to their size. Speed: Pau’an base speed is 6 squares. Authority: As a species accustomed to being in authority, Pau’ans add +1 to any insight or morale bonuses they grant to themselves or other characters. Low-Light Vision: Pau’ans ignore concealment (but not total concealment) from darkness. Conditional Bonus Feat: A Pau’an with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Automatic Languages: Basic and Utapese.

and even-handed leadership. Many corporations have discovered that divisions run by Pau’an administrators have higher than average productivity and employee retention rates, even in sectors where the quality of life is low. At one point, so many corporations were sending delegations to Utapau to recruit the natives that the governments of the world had to request that the Corporate Sector Authority intervene on their behalf. Since that time, the Corporate Sector Authority has sent a delegation to Utapau once a year to recruit administrators from the planet’s populace, though some corporations still send their own representatives in clandestine recruiting attempts.

History and Culture

Almost no records exist of the time before the Pau’ans moved underground and into sinkholes. Only verbal histories tell of an age when clusters of Pau’an civilization dotted the planet’s surface. Before that, however, the Pau’ans were actually members of another species entirely. Tales of the settling of Utapau are vague and can be only tangentially corroborated by records from other civilizations of the time period. Still, it is clear that the Pau’ans’ progenitors came to Utapau to make it a Though many beings (particularly humans) are frightened by the permanent settlement, possibly following the destruction of their appearance of the Pau’ans, in truth they possess a temperament far original homeworld. At least some of these kinder than that of many other species, settlers sought shelter in the planet’s natural particularly in regard to outlanders. Living in sinkholes, and xenoanthropologists believe that a symbiotic relationship with the Utai, the this is when the genetic split occurred. The Pau’ans have learned over the years how to settlers who went underground became the Utai, interact with members of other species, and and those who remained on the surface became as a result they are friendly and welcoming to the Pau’ans. Additionally, shortly after the world outsiders. Having been thrust into a position was settled, the first rumors began to spread of authority, they know that such authority is that Utapau was the original home planet of the best wielded with a kind and sympathetic Jedi. hand. For the most part, Pau’ans are amicable For millennia the Pau’ans lived in small and open to outsiders, and they mesh well villages and cities on the surface of Utapau, with almost any group. believing themselves to be the dominant species. Nearly every Pau’an has been in some When climate changes created powerful and kind of leadership position at least once in his destructive wind storms that blew unabated or her life. From an early age, Pau’ans are Tion Medon of Utapau. across the surface, the Pau’ans were forced to expected to take on a leadership role. For find safer environments. They descended into the example, many Pau’ans start out as managers planet’s natural sinkholes and reestablished their civilization of Utai laborers, even if they are just directing a small team of Utai in a underground. During this period of transition, the Pau’ans encountered menial task. This is done to teach young Pau’ans how to lead and earn the Utai once again, who were more than willing to assist the Pau’ans in respect and trust. This regimen has worked for thousands of years, and their relocation efforts. Very quickly, the Utai and the Pau’ans formed a never once has there been any significant conflict between the Pau’ans symbiotic relationship, and the Pau’ans drifted naturally into a position and the Utai. of authority. The Utai seemed to accept this change easily, and the As one might expect, the Pau’ans are exceptionally good at taking Pau’ans became the civilization’s administrators and leaders. on leadership roles anywhere in the galaxy. The few Pau’ans that leave The relocation of Pau’an civilization underground led to the creation Utapau fall naturally into managerial roles, whether at major of several large city-states that were, on the whole, self sustaining and corporations or in positions of government. In the Corporate Sector, self governing. However, the relationship between the city-states was a Pau’ans are highly sought after for their natural inclination toward wise bit rockier than that between the Pau’ans and the Utai. For the most part, the city-states tended to avoid contact with one another because philosophical differences were likely to lead them into conflict. Such Average Height and Weight conflicts were usually the result of cultural differences more than malice SPECIES AVERAGE HEIGHT AVERAGE WEIGHT or wrongdoing, and few of the clashes came to violence—and even those that did were little more than small fights or skirmishes. Still, the Pau’an 1.9 m 70 kg differences among the city-states were enough to keep them in relative

Temperament

Age SPECIES Pau’an

CHILD

YOUNG ADULT

ADULT

MIDDLE AGE

OLD

VENERABLE

1–16 years

17–30 years

31–400 years

401–500 years

501–699 years

700+ years

3

isolation except for their representatives to the planetary committee (see “Politics,” below). The only time the city-states worked together was to fend off outside threats, and when they united in this manner, they showed remarkable solidarity for a civilization with so much internal isolationism. However, once the external threat was dealt with, each city-state went back to its old habits of ignoring the others. Much of that changed as a result of the Clone Wars and the eventual rise of the Empire. When the battles of the Clone Wars came to Utapau, the planet’s citizens found themselves unable to resist the might of the Confederacy, and for a time the world was under Separatist control. When the Republic liberated the planet, the Pau’ans rose up in celebration for their freedom. Sadly, these celebrations were short lived. Soon the Empire replaced the Republic, and Utapau remained under Imperial control. The planet’s resources were harvested without any thought of the repercussions to the Pau’ans and the Utai, and the forceful hand of the Empire supplanted the peaceful leadership of the Pau’ans. During this time, the city-states began to work together more closely, and the Pau’ans and the Utai formed underground resistance groups. Just as the planet was never more unified than in the face of external danger, so was the planet never more united than under the threat of the Empire.

Politics

4

The Pau’ans act as administrators and bureaucrats of the individual citystates, and as a result they are heavily involved in the politics of government. Each city-state has its own government and administration, and each is overseen by a single leader (known as the Master of Port Administration) who has an advisory council to assist in making important decisions. Different city-states have different specific laws, though by and large they stick to a set of general guidelines that keeps the laws from being too diverse from place to place. Governing the world as a whole is the Utapauan Committee, which is little more than a group of representatives from the city-states that meet to discuss matters of planetary importance. Since each city-state is capable of governing itself and providing for the health and welfare of its own citizens, there is no real need for a world government except in cases of planetary defense. Thus, an Utapauan Security Force (USF) keeps the planet safe from pirates and raiders, but with a few exceptions, the world has no standing government. Only the USF remains active at all times; the Utapauan Committee meets once every few weeks, or in times of dire need. As a result of this decentralized governmental system, visitors are more likely to deal with representatives from one of the city-states than with members of the Utapauan Committee. When a ship approaches the planet, a METOSP (Message to Spacers) alerts travelers to contact spaceport control at their destination and provides them with the appropriate comlink frequencies. From that point onward, visitors deal exclusively with the city-state’s government, and the USF gets involved only when the visitors pose a threat to the entire planet. In fact, a visitor might go his or her entire stay without dealing with a member of the planetary government, which helps enforce the notion that Utapau is a sparsely populated world that holds little of interest.

Pau’an Administrator The following statistics represent a typical Pau’an administrator, as might be found in any city-state on Utapau or spread throughout the galaxy.

Pau’an Administrator

Medium Pau’an nonheroic 2/noble 1 Force 1 Init +1; Senses low-light vision, Perception +9 Languages Basic, Utapese, plus any two other

CL 2

Defenses Ref 13 (flat-footed 13), Fort 12, Will 17 hp 10; Threshold 12 Speed 6 squares Melee walking staff +0 (1d6–1) Base Atk +1; Grp +0 Special Actions Inspire Confidence Abilities Str 8, Dex 10, Con 10, Int 13, Wis 16, Cha 17 Special Qualities authority, low-light vision Talents Inspire Confidence Feats Improved Defenses, Linguist, Skill Focus (Knowledge [bureaucracy], Knowledge [social sciences], Persuasion), Skill Training (Knowledge [social sciences], Perception), Weapon Proficiency (simple weapons) Skills Knowledge (bureaucracy) +12, Knowledge (social sciences) +12, Perception +9, Persuasion +14 Possessions walking staff, administrator’s robes, comlink, datapad, various personal effects

convert them to clean energy that meets the modest power needs of the world. Each of the city-states has a functional spaceport, but larger ships must send down shuttles—in fact, anything larger than a space transport will find it difficult to maneuver into the sinkholes. Despite their status as a spacefaring species, the Pau’ans retain an affinity for more traditional forms of transportation, particularly that of mounted beasts. Many Pau’ans still ride varactyls and dactillions in lieu of using speeders or other vehicles, and much of the architecture in their cities is quite classical. However, the prosperity that resulted from their relationship with the Utai has allowed them to progress technologically as well, and most city-states have all of the same amenities as cities on any other Outer Rim world.

Technology Level

The combination of the Pau’ans’ ingenuity and the Utai’s penchant for labor has produced technology on par with that found in the rest of the galaxy. When the Pau’ans moved underground, they brought the secrets of generating power by harnessing the wind, and even in modern times over 99% of the planet’s energy generation comes from wind power. Massive fields of unobtrusive windmills harness the mighty storms and

Obi-Wan Kenobi’s ship descends into an Utapauan sinkhole.

Trade and Technology

Although the Pau’ans are welcoming to outsiders, they rarely venture out into the galaxy to let others know it. In fact, very few people have even heard of Utapau, and those who have consider the planet to be little more than a legend. As such, the arrival of traders is usually a cause for celebration on the world, and the Pau’ans are even more welcoming to merchants than they are to normal visitors. Though the Pau’ans have little need for basic supplies such as foodstuffs or raw materials, they pay well for luxury items and pieces of high technology not available on their planet. Moreover, many Pau’ans pay well for authentic pieces of art from throughout the galaxy, particularly for sculptures (which they often study so they can integrate the style into their own architecture). Before the Clone Wars, Utapau fell under a restrictive trade embargo put in place by the Trade Federation. During this period, the Pau’ans could not obtain much weaponry or defensive hardware and had to rely on ships of their own design or weapons of inferior quality. The Pau’ans have never been aggressive in spreading out into the galaxy for fear that they might draw too much attention to their lightly defended world. In the days leading up to the Clone Wars, several Rendili StarDrive Dreadnaughts served as a planetary defense fleet for Utapau, but those ships were destroyed when the Separatists captured the planet. Later, the Galactic Empire seized all Pau’an military assets and shut down their starfighter production facilities, not even bothering to convert their meager resources into TIE fighter factories. About thirty years before the rise of the Empire, Utapau gained a bit of notoriety following the discovery of supposed healing powers in the waters of the planet. Though the Pau’ans were reluctant to draw much attention to the world, their natural friendliness led them to allow an offworld water mining company to harvest and sell water drawn from lakes deep underground. The miners marketed the water as coming from “Utapau, lost home of the Jedi!” and claimed that it had miraculous healing powers, attracting attention from around the galaxy. The lucrative sales dried up when people realized that the water had no special abilities whatsoever. However, some Pau’ans later speculated that this series of events drew the planet to the attention of General Grievous and the Separatists, setting the stage for their invasion during the Clone Wars.

Pau’ans in the Galaxy

Though few Pau’ans venture off-world, it is far from uncommon. Pau’ans can be found in almost any part of the galaxy (especially in the Corporate Sector) in a variety of roles, but unsurprisingly they gravitate toward leadership positions. Some governments hire Pau’ans in advisory roles, and more than one Republic Senator has sought the assistance of a Pau’an aide when making major decisions. Among the nobility in the Core Worlds, having a Pau’an advisor is usually seen as a status symbol, though Caamasi advisors often bring just as much respect and notoriety. In the days of the Republic, many nobles kept Pau’an advisors on hand as trusted allies, but once the Empire came to power, this relationship became twisted by evil. Imperial nobles treat Pau’an advisors as slaves or sometimes even as pets, requesting their counsel only to laugh it off as the foolish insights of an Outer Rim dweller. Adventuring Pau’ans drift toward the noble class in particular and the officer prestige class by extension. Their ability to improve talents such as Inspire Confidence and to gain Skill Focus (Persuasion) allow Pau’ans to take advantage of a variety of noble abilities without needing

Utapau Region: Outer Rim Climate: Temperate Gravity: Standard Moons: 9 Length of Day: 27 standard hours Length of Year: 351 local days Sapient Species: 30% Pau’ans, 70% Utai Government: Oligarchy Capital: Pau City Major Exports: Architecture, water Major Imports: High technology, luxury items

Knowledge (Bureaucracy) DC 25

Result Utapau’s city-states are self-governing, and the planet’s only real governmental body is the Utapauan Committee, made up of representatives from each settlement.

Knowledge (Galactic Lore) DC 15 20 25 30

Result Utapau is a planet on the Outer Rim that is covered in savannahs and vast, wide sinkholes. Two species, the Pau’ans and the Utai, inhabit the world, living in sinkholes deep beneath the surface of the planet. Ships visiting Utapau must be extremely careful—gusts of wind can knock starships out of the sky, and the narrow sinkholes can make maneuvering difficult during landing. Some consider the planet to be little more than a legend, and many believe that Utapau might have been the birthplace of the Jedi Order.

Knowledge (Social Sciences) DC 15

20

25

Result While safe for visitors, Utapau is a strange world that has been shrouded in mystery for years. Its citizens are welcoming to outsiders, but few travel to the backwater planet or even know of its existence. The planet’s two species, the Pau’ans and the Utai, live together in a symbiotic relationship. The Pau’ans are the planet’s rulers and administrators, and the Utai are the laborers. The Pau’ans and the Utai have a good relationship, and the only conflicts on the world are between city-states, not between the two species.

to invest quite as many resources. Pau’ans also make excellent Jedi, particularly those that follow the path of the Jedi Consular. If the rumors of Utapau as the ancestral home of the Jedi are true, perhaps the bloodlines of the Jedi still run strong in the Pau’ans. Their bonuses to Wisdom and Charisma help them to use the Force and gain Force powers, and Pau’an Jedi who are trained in the Persuasion skill (and gain the bonus Skill Focus feat) have a significant advantage when using some Jedi Consular talents.

5

Planet Hoppers: Cathar Casualty of the Mandalorian Wars By Eric Cagle

Come along with Planet Hoppers to take a virtual tour of the planets, moons, and other points of interest in the Star Wars galaxy. Learn about the geography, politics, creatures, and sentient beings that make these places perfect for adventure.

Planet Features Region: Expansion Region Climate: Temperate Gravity: Standard Moons: 1 Length of Day: 24 standard hours Length of Year: 259 local days Sapient Species: 99% Cathar (native), 1% other species Government: Tribal Capital: None Major Exports: None Major Imports: Luxury goods, technology Knowledge (galactic lore) DC RESULT 10

The Cathar are a noble, yet warlike, species whose clans are governed by their elders. They are quick but relatively simple and easily angered.

Cathar society is built around large celebrations of their warriors. Their religion 15 revolves around the blood hunt, in which individual Cathar battle entire hives of dangerous insects called kiltik. 20

Slavers capture female Cathar but deem males too violent and unpredictable to make decent slaves.

25

There are variable subspecies of Cathar that have different physical features. The Cathar have produced several notable Jedi.

The Cathar are sentients with an ancient and well-respected culture from the planet of Cathar. They are consummate hunters, trackers, and warriors, and they can claim many Jedi and other famous individuals in their history. The species has at least two known

subspecies, the Juhani and Myr Rho, which are notably less catlike than the baseline species. Over three thousand years before the Battle of Yavin, Cathar was attacked by the Mandalorians. After their orbital defenses were eliminated, the Cathar species was almost annihilated, with huge numbers taken as slaves. Some Cathar managed to escape and quickly spread throughout the galaxy -- the only thing that kept the race from becoming extinct. The Cathar eventually returned and repopulated their home planet around the time of the Clone Wars, although it never achieved the same splendor as before.

Cathar society is tribal, divided into clans that are led by elders. Each clan claims a copse of city-trees as its own, although some clans possess huge swaths of city-trees that stretch throughout the plains. Cathar mate for life, and their loyalty is such that if a Cathar's partner dies, he or she never engages in another relationship ever again. This thread of loyalty and honor can be found in all aspects of Cathar life.

Ecology Cathar is a temperate planet dominated by vast savannahs, open plains, and low, rough mountains. Instead of oceans, Cathar has two huge, shallow seas and numerous ponds, lakes, and marshlands. The largest of these plains is the Vast Veldt, a barren wasteland created by the appetites of beasts called the kiltik. Scattered throughout the savannahs are strange and enormous trees that rise hundreds of meters into the air. These trees are large and sturdy enough to be hollowed out by the Cathar and used as dwellings. Cathar settlements are usually found where the city-trees are denser than normal, often near the edges of the plains, and follow along the routes of underground rivers. These trees are covered in elaborate friezes and bas relief etchings

that depict important figures and moments of Cathar history. Every Cathar strives for the day when his own life will be immortalized on one of the city-trees. Besides the Cathar, the most prolific and dangerous creatures on the planet are the kiltik. These giant beetlelike beasts were omnivorous and were responsible for razing vast swaths of Cathar with their voracious appetites. The Cathar hosted periodic hunts to eliminate as many of these pests as possible; these hunts were a vital part of Cathar society. After the Mandalorian Wars, it is thought that the kiltik were wiped out, although this has never been proven, and whole nests might remain underground. Kiltik

CL 13

Huge beast 14 Init +14; Senses low-light vision, Perception +8

Defenses Ref 32 (flat-footed 30), Fort 34, Will 25 hp 203; DR 5; Threshold 34 Speed 8 squares Melee bite +17 (2d6+14) or bite +19 (2d6+21) with Powerful Charge Base Atk +10; Grp +27 Atk Options Power Attack, Powerful Charge, Trip Abilities Str 25, Dex 14, Con 30, Int 1, Wis 12, Cha 10 Special Qualities low-light vision Feats Power Attack, Powerful Charge, Skill Training (Initiative, Stealth), Trip Skills Climb +19, Initiative +14, Stealth +4

Adventure Seeds Here are some ways to incorporate Cathar into your adventures. In an adventure set in the era immediately prior to the Mandalorian Wars, the heroes find themselves on Cathar just as the Mandalorians began their assault on the planet. Although repelling the Mandalorians is impossible, the heroes could help to get some of the Cathar safely off the planet -- as long as they can get back to their ship without getting blown up. After being framed for a crime he didn’t commit, the son of a rich and powerful Cathar noble heads into the Vast Veldt on a blood hunt to exterminate a hive of kiltik and regain his honor. After a week, his father asks the heroes to investigate and find out what happened to his son -- a horrible breach of the Cathar code of honor. Is it possible that the young Cathar slipped off the planet? Regardless, the heroes find themselves in the middle of a kiltik hive of angry drones.

Planet Hoppers: Cona Salt Junkies and Star Dragons By Eric Cagle

Come along with Planet Hoppers to take a virtual tour of the planets, moons, and other points of interest in the Star Wars galaxy. Learn about the geography, politics, creatures, and sentient beings that make these places perfect for adventure.

Planet Features Region: Inner Rim Climate: Arid/Jungle Gravity: Standard Moons: 1 Length of Day: 28 standard hours Length of Year: 298 local days Sapient Species: 60% Arcona (native), 40% other species Government: Hive collective Capital: Tylcarros Major Exports: Chemicals, metals, minerals Major Imports: Water Knowledge (galactic lore) DC RESULT 10

Cona is an old member of the Galactic Republic. Although behind the technological curve, it's still an important system.

15 Cona possesses rich mineral deposits and is the home of many mining corporations. 20

The mining corporations are given vast tracts of land to exploit in exchange for massive shipments of water, which the planet lacks.

30

It is rumored that an enigmatic species known as "Star Dragons" inhabit the ammonia jungles of Cona.

Knowledge (social sciences) DC RESULT 20

Simple sodium chloride -- salt -- is extremely addictive to Arcona. A few grams can cause massive physiological craving. Salt addicts are easy to spot as the normally

green Arcona eyes turn gold. Draconian laws have been put in place to prevent smugglers from bringing salt into 25 Cona or selling it to Arcona throughout the galaxy, though a lucrative illegal business exists that sells the substance. Cona is an old world that has been part of the Galactic Republic for thousands of years. The planet is rich with minerals of all kinds, and mining is its major industry. In fact, wildcatters were the first to discover the planet and its people long ago, establishing mining interests long before Cona's inclusion in the Galactic Republic. Numerous mining companies are based on Cona or have extensive operations there. Some have been on the planet for literally a thousand years or more, the Arcona Mineral Harvest Corporation being the largest. Arcona allow this exploitation of their world for the massive shipments of water that are brought in as payment for their resources, though they are also handsomely rewarded in credits and development. Despite the millennia of mining, the planet's crust has yet to show signs of depletion, and new mining ventures are set up every day. Competition is fierce and industrial espionage and sabotage is commonplace, meaning that there's plenty of room for adventure. The influx of miners or executives means that Cona has become much more cosmopolitan, though many other species assigned to work there consider it hazardous due to the toxic atmosphere. The planet is somewhat of a technological backwater; Arcona are content to allow others to import or develop new technology for their use.

Ecology Cona is a harsh planet. The lack of axial tilt produces two dominant ecosystems: blazing hot deserts and dense, lush jungles. Ammonia makes up a large portion of the atmosphere, and oxygen is found primarily in the bedrock of the planet, from which it is tapped and stored by the populace. Thus, most species must wear breathing apparatus when walking around outdoors. Prolonged exposure to the atmosphere causes a slow degeneration. For every session that a non-Arcona character breathes the atmosphere without the benefit of a filter or breath mask, he moves down 1 step on the condition track. The Arcona can breathe oxygen-heavy atmospheres without harm. The ammonia jungles are filled with bizarre species of plants and animals. Water is a precious commodity on Cona, worth its weight in credits. Most of the water is found within the plant life, and huge farms exist on the fringes of cities where the water is extracted and placed into holding tanks.

New Species: Arcona Arcona are a scaleless reptilian species that hails from the ammonia-rich planet of Cona. Despite their enormous green eyes, Arcona have poor eyesight because of the dense atmosphere of their homeworld. They use their tongues to taste the air. Arcona live in hives and have a drastically reduced sense of individuality; they commonly refer to

themselves as "we." Arcona have a biological flaw that makes them susceptible to becoming addicted to common salt. Too much of that substance can cause hallucinations and craving and turn their eyes from green to gold.

Arcona Species Traits Arcona share the following species traits. Ability Modifiers: –2 Wisdom, +2 Charisma. Arcona aren't as perceptive as many other beings, but they are known for their ability to socially adapt to life in the galaxy at large. Size: Medium Great Fortitude: Arcona gain a +2 species bonus to their Fortitude Defense. Arcona have adapted to the harsh environment of Cona and can convert many different toxins into harmless chemicals. Scent: Arcona have keen senses of smell. At close range (within 10 squares), they ignore concealment and cover for the purposes of Perception checks, and they take no penalty from poor visibility when tracking (see the Survival skill on page 73 of the Saga Edition Core Rulebook). Languages: Arconese, Basic

Adventure Seeds Here are some ways to incorporate Cona into your adventures. Although the laws that prevent salt from being smuggled into the system are some of the harshest in the galaxy, some still try it, and they come up with creative ways to get the

stuff through customs. The heroes are asked by a patron to pilot a ship to Cona for a particular errand. Once there, technicians (working for local smugglers) begin removing panels within the ship, revealing a secret stash of salt. A particularly greedy Arcona trade official then blackmails the heroes -- bring more salt, or he'll reveal the smuggling operation and implicate the heroes and their patron. Nemlor Minerals, a small upstart mining company, has received a lucrative lease from the Cona government for exploratory digging deep in one of the untouched jungles. When workers go missing, the heroes are brought in to investigate. The jungles are full of dangerous fauna, but another mining company recently set up shop nearby, so the heroes have a lot of ground to cover to discover the truth. Myths persist of a species called the Duinuogwuin, otherwise known as Star Dragons. This enigmatic species has been seen on other planets and even in the cold vacuum of space. A wealthy and eccentric Arcona has set up a safari into the depths of the jungle to hunt for evidence of the Star Dragons, taking the heroes along as guides and protection. Although the hunt eventually becomes fruitless, the Arcona insists that they continue, making more and more demands and requiring the heroes to take more dangerous risks.

Planet Hoppers: Phindar Nice Place for a Mindwipe By Eric Cagle

Come along with Planet Hoppers to take a virtual tour of the planets, moons, and other points of interest in the Star Wars galaxy. Learn about the geography, politics, creatures, and sentient beings that make these places perfect for adventure.

Planet Features Region: Outer Rim Climate: Tropical Gravity: Standard Moons: 0 Length of Day: 28 standard hours Length of Year: 401 local days Sapient Species: 95% Phindian (native), 3% Human, 2% other species Government: Criminal Syndicat (pre-44 BBY), democracy (post-44 BBY) Capital: Laressa Major Exports: Technology, illegal technology (pre-Empire Era) Major Imports: Foodstuffs, medicine, weapons Knowledge (galactic lore) DC RESULT 15

Phindar is a technologically advanced planet on the Outer Rim. Its native species, the Phindians, are known for their long arms and contradictory nature.

Before 44 BBY, Phindar is utterly controlled by a criminal organization known as 20 the Syndicat. They have a particular stranglehold over bacta and other medicine. After 44 BBY, the planet is a democracy. 25

The Syndicat has access to technology called the "renewal process," which wipes the minds of sentient beings in a similar manner to wiping droids.

Knowledge (social sciences) DC RESULT 15

Phindians are a technologically advanced species, but they are probably best known for their penchant for exaggeration and sarcasm.

20

Most other sentients find Phindians difficult to work with, since they can be confusing, abrasive, and contradictory in what they say and do.

The Syndicat used the renewal process to keep the population in line. Numerous 25 Phindians who underwent the process can be found working as slaves throughout the galaxy. Located in the Outer Rim, Phindar is a planet whose technological advancements have had a huge impact on its populace. A hundred years prior to the Clone Wars, Phindian scientists mastered technology that had the ability to wipe most of the memories from a sentient being, similar to the method used to wipe the processors of droids to prevent them from acquiring potentially damaging quirks and flaws. This process, known as "renewal," fell into the hands of criminals. First, they used it to subjugate rivals and hapless commoners, but eventually, the process reached the highest echelons of government. In a few short years, this band of criminals, known as the Syndicat, found themselves the ruling body of the planet. Utterly ruthless, the Syndicat and its use of the renewal process have a stranglehold on almost every aspect of life on Phindar. Average Phindians live in anxious terror, knowing that one wrong statement or action could result in their disappearance and then eventual return having undergone renewal. The Phindians, with the help of Jedi Knight Qui-Gon Jinn and his then-Padawan ObiWan Kenobi, overthrew the Syndicat in 44 BBY. Reform happened quickly, and the Phindians elected a governor to represent the planet. The Confederacy of Independent Systems attacked the orbital base known as Phindar Station in 20 BBY, further pushing Phindar toward unity with the Republic (and later New Republic).

Ecology Although the world's population covers most of the planet, Phindar still has large areas of wilderness. The planet is warm and humid, allowing huge swaths of jungles and swamps. Toward the poles, these areas become more temperate forest. Enormous mountain ranges cut through these jungles like knife slashes. It is believed that the Phindians developed their long arms to assist in brachiating through the trees, although they are not capable of doing such today. Much of the dangerous wildlife of Phindar has been either eradicated or relegated to welltended preserves, though there still are many vicious plant species that are capable of killing a person with poison, spikes, or flesh-eating acid. Phindians are not particularly drawn to the wilderness and prefer the hustle and bustle of their busy, crowded cities. The bright green oceans of Phindar have never truly been explored and could contain all manner of wealth and resources for anyone willing to brave them.

The Renewal Process

Before its collapse by the Jedi Qui-Gon Jinn and Obi-Wan Kenobi, the Syndicat had been remarkably successful in keeping the secret of renewal. Using advanced technological techniques, the process is relatively quick and noninvasive, leaving no scarring or other physical evidence. However, anyone who interacts with a renewal victim quickly concludes that something is amiss. Although the process never seemed to make it off the planet, it can be assured that someone has tried it, possibly with the Syndicat quashing rumors to maintain their stranglehold on the technology and their power. A victim undergoing the process is strapped down with his head inside a mechanical chamber. The victim is then subjected to a precise series of energy pulses to his brain and nervous system. These jolts are extremely painful, even damaging (see below). Every two hours, the renewal process makes an attack roll (1d20 + 10) against the target's Will Defense. If the attack succeeds, the target moves –1 step along the condition track, and the next attack roll is made with a +5 bonus. If the target is removed from the machine before the renewal process makes three successful attacks, he escapes with his memories intact. Each debilitating step can be reversed by separate DC 30 Treat Injury checks. However, if the process makes three successful attacks on the target, the mindwipe is permanent. The target loses all memories pertaining to his identity. He retains all skills, Force powers, racial abilities, and the like, but he forgets his name, friends, and other personal memories. There are rumors that the renewal process can be used in reverse, but this has not been verified. It is up to the GM to determine if this is possible.

New Species: Phindians Phindians stand between 1.6 and 1.9 meters tall, with dark skin that sometimes exhibits white splotches. Their eyes resemble yellow or gold orbs that stare in a mournful manner. The most notable feature of Phindians is their incredibly long arms, which reach far past their knees. Phindians are aloof and contrary with strangers, prone to sarcasm and exaggeration.

Phindian Species Traits

Ability Modifiers: +2 Intelligence, –2 Charisma Size: Medium Conditional Bonus Feat: Phindians that have Mechanics as a trained skill gain Skill Focus (Mechanics) as a bonus feat. Bonus Feat: Skill Training (Knowledge [technology]) Languages: Phindian, Basic

Adventure Seeds Here are some ways to incorporate Phindar into your adventures. The Syndicat is a good mid-level criminal enterprise to throw at the heroes without resorting to the usual suspects like the Black Sun or the Hutts. Because of their mastery of renewal technology, thugs from the Syndicat are less likely to kill someone as punishment. Instead, they prefer to wipe a victim's mind and consign him to permanent slavery. Although rebellion is rare on Phindar, small cells of resistance fighters exist. The heroes could be tasked with bringing weapons to these rebels. The only way to effectively move such items on Phindar is to act as if you are working directly for the Synidcate. The Syndicat's main source of power is its control over medical supplies coming to the planet, especially bacta. This proves to be a problem when the heroes are serving as bodyguards for a diplomatic mission to Phindar. An accident seriously injures their client, and bacta is the only thing that can save him. The heroes must deal directly with the Syndicat to gain access to a medical facility that contains the life-saving material. The thugs demand outrageous fees or unsavory favors in exchange for saving the diplomat's life. If the heroes fail to strike a deal, they risk their client's death, bringing them all manner of hardships.

Star Wars Roleplaying Game Saga Edition Errata and Official Clarifications Updated - October 2008 Errata p. 38 – Base Attack Bonus Should read, “Base Attack Bonus: The character's base attack bonus. Apply this bonus to the character's attack rolls.” Base attack bonus does not apply to damage rolls. p. 38 – Jedi class skills Add Jump and Mechanics to the list of skills on the Jedi Class Skills list, below Table 3-2: The Jedi. p. 40 – Resilience Talent Should read “You can spend a full-round action to move +2 steps up the condition track (see Conditions, page 148)” p. 41 – Block Talent Add the following sentences before the last sentence of the Block talent: “You may use the Block talent to negate melee area attacks, such as those made by the Whirlwind Attack feat. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses. You may spend a Force point to use this talent to negate an attack against an adjacent character.” p. 41 – Deflect Talent Before the last sentence of the first paragraph, add the following sentence: “You may spend a Force Point to use this talent to negate an attack against an adjacent character.” Replace the second paragraph with the following: “You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, or the Force lightning Force power. If you succeed on the Use the Force check, you take half damage if the attack hits and no damage if the attack misses.” p. 44 – Wealth Talent Change reference to “your noble level” to “your class level” p. 46 – Fool’s Luck Talent Change reference to “luck bonus” to “competence bonus” p. 47 – Hyperdriven Talent Remove the word “scoundrel” before the phrase “class level.” p. 51 – Soldier Defense Bonuses

Should read, "At 1st level you gain a +1 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense." p. 52 – Stunning Strike Talent Change the phrase “if your attack roll” to “if your damage roll” p. 59 – Table 4-1: Trained Skills by Class table Add Jump and Mechanics to the class skills for the Jedi. p. 62 – Table 4-2: Skills Change the – in the Jedi column to a C for the Jump and Mechanics skills. p. 62 – Acrobatics Skill In the last sentence of the second paragraph, change, “a DC 15 Reflex save” to “a DC 15 Acrobatics check” The first sentence of the second paragraph under the Escape Bonds header refers to “an attack action.” This should be “a standard action.” Under the Special section, replace the last sentence with the following: “If you are trained in Acrobatics, you gain a +5 bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, page 152). p. 68 – Jump Skill Add the following before the last sentence under the "Jump Down" use of the Jump skill: For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage. p. 69-70 – Mechanics Skill First full sentence of second paragraph should read “On a result…” instead of “One a result…” Under the Jury-Rig header, replace the 4th sentence with the following: “A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points.” Under the Special header, add the following sentence: “Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.” p. 73 – Stealth Skill Change the last sentence under the Conceal Item header to say, “Drawing a concealed item is a standard action.” p. 82 – Acrobatic Strike Feat Reduce the bonus provided by this feat from +5 to a +2 competence bonus. p. 82 – Burst Fire Feat Change the Prerequisites for the feat to: Proficient with heavy weapons, proficient with weapon. At the end of the Special paragraph, add the following text: “If you do not have a Strength of 13 or higher, increase the penalty on attacks to –10 when using this feat with non-

vehicle weapons.” p. 85 – Force Training Feat Under the Special section, the feat should say, “Each time you take this feat, you add to your Force suite a number of new Force powers equal to 1 + your Wisdom modifier.” p. 88 – Rapid Shot Feat Remove the Strength prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Strength of 13 or higher, increase the penalty to attacks to ¬–5 when using this feat with non-vehicle weapons.” p. 88 – Rapid Strike Feat Remove the Dexterity prerequisite from the feat. Add the following sentence to the Special section of the feat: “If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to ¬–5 when using this feat with non-light weapons.” p. 89 – Whirlwind Attack Feat In the first sentence under Benefit, change the word “opponent” to “target.” p. 93 – Using Force Points Spending a Force Point to return a power to your Force suite is a reaction, not a swift action. p. 96 – Using Force Powers Change the second method under Regaining Force Powers to say the following “–If you roll a natural 20 on a Use the Force check to activate a Force power, you regain all spent Force powers at the end of your turn.” p. 96 – Force Power Descriptors Add the following entry after the Mind-Affecting paragraph: Telekinetic: A Force power with the [telekinetic] descriptor uses telekinesis to accomplish its ends. Many telekinetic powers interact with the world physically in similar ways, and are covered as a group by some talents. If a target of a [telekinetic] Force power has cover, it gains a cover bonus to its relevant Defense score or on its opposed check to resist the power. If the target of a [telekinetic] Force power has concealment, you take a penalty on your Use the Force check to activate the power unless you have used the Sense Surroundings application of the Use the Force skill this turn. Use the standard bonuses and penalties for cover and concealment provided on pages 156-157. Add the telekinetic descriptor to the following Force powers: Force disarm, Force grip, Force slam, Force thrust, move object. p. 96 – Battle Strike Change the DC 15 text to: “Gain a +1 Force bonus on your next attack roll made before

the end of your next turn and deal an additional 1d6 points of damage if the attack hits.” p. 97 – Force Grip Change the Target text to "One target within 12 squares and within line of sight." Replace the DC 15 text with the following: DC 15: If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5. Replace the second sentence under Special with the following: “Maintaining the Force grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.” p. 97 – Force Disarm Change the Target text to "One target within 12 squares and within line of sight." p. 97 – Force Slam Add the following sentence before the “This is an area effect” sentence: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.” p. 98 – Force Stun The Use the Force check should be compared to the target’s Fortitude Defense instead of Will Defense. Add the following sentence to the end of the Make a Use the Force Check paragraph: “Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.” p. 98 – Force Thrust In the second paragraph under Make a Use the Force Check, change the first sentence to say, “The target adds its base attack bonus and its size modifier to its…” p. 98 – Move Object Change the Target text to "One target within 12 squares and within line of sight." Replace the second sentence under Special with the following: “Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.” p. 100 – Surge The surge power should be a free action, not a swift action. Add the following sentences under Special: “Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no

Jump check required).” p. 100 – Disciplined Strike Talent Change the phrase “has a cone effect” to “has an area effect” instead. p. 100 – Telekinetic Power Talent Change the text of the first sentence of the talent to say, “Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.” p. 100 – Telekinetic Savant Talent Change the text of this talent to say: “Once per encounter as a swift action, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Point.” p. 102 – Force Point Recovery Remove the second paragraph. p. 113 – Spending Destiny Points Change the third bullet point to say, “Act out of turn (thus changing your position in the initiative order) once per encounter.” p. 120 – Weapon Qualities The entry for Stun Damage should read as follows: “If the weapon has a stun setting, it is listed here. A weapon set to stun does stun damage equal to its normal damage (see Stunning, page 162, for more information). Ranged weapons set to stun have a maximum range of 6 squares unless noted otherwise.” p. 122-123 – Table 8-3: Melee Weapons All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except the stun baton, which should say “Yes (2d6).” p. 126-127 – Table 8-4: Ranged Weapons All damage entries in the “Stun” column of the table should be replaced with the word “Yes” except for the stun grenade, which should say, “Yes (4d6).” The listings for the sporting blaster pistol, the sporting blaster rifle, and the bowcaster should be given a superscript of 4, denoting accurate weapons. The listings for the hold-out blaster, heavy blaster pistol, blaster carbine, blaster cannon, heavy blaster rifle, thermal detonator, net, and grenade launcher should be given a superscript of 5, denoting inaccurate weapons. Add the following footnotes at the bottom of the table: 4 Accurate weapon: This weapon takes no penalty when firing at targets at short range. 5 Inaccurate weapon: This weapon cannot fire at targets at long range. p. 128 – Blaster Rifle, Sporting

In the last paragraph, change the number “50” to “100”. p. 152 – Charge Replace the text of the Charge action with the following: “As a standard action you can move your speed (minimum 2 squares) in a straight line and then make a melee attack at the end of your movement. You gain a +2 competence bonus on your attack roll and take a –2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects or squares occupied by enemies (allies do not hinder your charge), and charging through Difficult Terrain costs twice as much per square as normal. You cannot tumble (as per the application of the Acrobatics skill) during your movement as a part of a charge. After you resolve a charge attack you can take no further actions this turn.” p. 154 – Aim Add the following sentence to the second paragraph of the description of the Aim action: “Aiming provides no benefit when making an area attack.” p. 155 – Area Attacks Replace the first sentence of the second paragraph with the following: "When you make an area attack, you make a single attack roll; if your modified attack roll is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area." Add the following sentence to the end of the second paragraph: “A natural 20 on an area attack roll automatically hits all targets within the affected area, but area attacks do not deal double damage on a critical hit.” p. 157 – Cover Add the following sentence to the end of the description of Cover: “A target with cover or improved cover takes no damage from area attacks if the attack roll is less than the target’s Reflex Defense. For a burst or splash weapon, determine cover relative to the center of the weapon's area of effect. For an autofire weapon, determine cover relative to the attacker.” p. 167 – Critical Hits Add the following sentence to the end of this entry: “When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using the Jedi Master’s serenity class feature), unless a rule specifies that it can be used with vehicle weapons.” p. 169 – Vehicle Damage Threshold Replace the last sentence in this section with the following: “In addition, all the vehicle’s occupants take damage equal to one-half the amount that exceeded the vehicle’s damage threshold.” p. 172 – Increase Vehicle Speed Add the following sentence to the end of the entry:

“You may attempt to increase vehicle speed once per round as a free action when using the all-out movement action.” p. 173 – Collisions Add the following sentence to the end of the first paragraph: “Unless the vehicle provides no cover to those onboard, any damage dealt to passengers and crew in a collision is reduced by an amount equal to the vehicle’s damage threshold.” p. 186 – Droid Cost Factor Add the following sentence to the end of the section on Cost Factor: “Droids that are Small size or smaller treat their cost factor as being equal to 2/their cost factor for the purposes of determining accessory weight.” p. 191 – Synchronized Fire Circuits Change the end of the last sentence to say, "a droid with synchronized fire circuits grants a +5 bonus instead of a +2 bonus on the other droid's check or roll." p. 198 – 3PO Series Protocol Droid Change Intelligence score to 13 and Charisma to 14. p. 199 – B1 Series Battle Droid Under Systems replace the remote processor with a remote receiver. p. 200 – B2 Series Super Battle Droid Under Atk Options change "aid another (+4)" to "aid another (+5)". p. 200 – Droideka Stat Block Replace the droideka stat block with the following statistics: Droideka Series Destroyer Droid CL 4 Large droid (4th-degree) nonheroic 1 Init +8; Senses Perception +13 Languages Basic, Binary [rule] Defenses Ref 16 (flat-footed 14), Fort 13, Will 12 hp 40; SR 20; Threshold 18 Immune droid traits [rule] Speed 2 squares (walking), 10 squares (wheeled) Melee unarmed +7 (1d4+3)

Ranged laser cannon +12 (3d8) or Ranged laser cannon +10 (4d8) with Rapid Shot or Ranged laser cannon +7 (5d8) with Burst Fire or Ranged laser cannon +10 (3d8) and laser cannon +10 (3d8) or Ranged laser cannon +8 (4d8) and laser cannon +8 (4d8) with Rapid Shot or Ranged laser cannon +5 (5d8) and laser cannon +5 (5d8) with Burst Fire Fighting Space 2x2; Reach 1 square Base Atk +9; Grp +17 Atk Options autofire (laser cannons), Burst Fire, Rapid Shot [rule] Abilities Str 16, Dex 15, Con —, Int 8, Wis 14, Cha 7 FeatsArmor Proficiency (light), Burst Fire, Rapid Shot, Dual Weapon Mastery I, Dual Weapon Mastery II, Weapon Focus (rifles), Weapon Proficiency (heavy weapons, rifles) Skills Perception +13, Stealth +3 Systems walking locomotion, wheeled locomotion (exclusive), remote receiver, 2 tool appendages, shield generator (SR 20), integrated comlink, bronzium shell (+5 armor; treat as quadanium plating) Possessions 2 laser cannons (treat as blaster rifles) Availability Military; Cost 21,000 credits

p. 201 – IG-100 Series Bodyguard Droid Replace Defenses line with “Ref 18 (flat-footed 17), Fort 19, Will 18.” p. 206-235 – Prestige Class Requirements All requirements that state “Minimum Heroic Level” should instead say “Minimum Level” throughout the chapter. p. 207 – Juke Talent Replace the text of the Juke talent with the following: Juke: When you fight defensively as the pilot of a vehicle (see page 171), you may negate a weapon hit on your vehicle using the Vehicular Combat feat one additional time per round. Prerequisites: Vehicular Evasion p. 208 – Hunter’s Mark Talent

Replace the text with the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).” p. 216 – Gunslinger Talent Tree Add the following sentence to the end of the introduction: “The following talents may only be used with pistols and rifles.” Change the text of the Debilitating Shot to the following: “If you aim before making a ranged attack (see Aim, page 154), you move the target character -1 step along the condition track if the attack deals damage (see Conditions, page 148).” p. 220 – Serenity Class Feature Replace the second sentence of the class feature with the following: “You may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you are otherwise helpless and cannot perform any other actions.” p. 228 – Bespin Swap the Major Export and Major Imports. p. 234 – Rodia Change the Moons entry from 2 to 4. p. 255 – Falling Damage Change the second paragraph to read as follows: Acrobatics and Jump: If you are trained in the Acrobatics or Jump skills, you can reduce the damage you take from a fall with a successful skill check (see skill descriptions). If the check succeeds and you take no damage from the fall, you land on your feet. If you fall from a height of greater than 60 meters, treat the fall as being only 60 meters for the purposes of reducing falling distance. p. 261-262 – Anakin Skywalker (Darth Vader) Stat Block In Senses line, Perception should be +18. Defenses should be Reflex 40 (37 flat-footed), Fort 37, Will 34.. Replace the attack lines with the following: Melee lightsaber +23 (2d8+17) or Melee lightsaber +21 (3d8+17) with Rapid Strike or Melee lightsaber +18/+18 (2d8+17) with Double Attack or Melee lightsaber +16/+16 (3d8+17) with Double Attack and Rapid Strik Ranged by weapon +21 Base Atk +18; Grp +21

Replace Vader's skills with the following: Initiative +17, Jump +17, Mechanics +16, Perception +18, Use the Force +17 (can reroll when using [dark side] powers, can substitute for Pilot checks)

p. 263 – Padme Stat Block Replace “Wanted Alive” talent with “Inspire Confidence.” p. 264 – Luke Skywalker Stat Block Reflex Defense should be 28 (25 flat-footed). Replace the attack lines with the following: Melee lightsaber +14 (2d8+11) Melee lightsaber +9/+9 (2d8+11) with Double Attack Ranged blaster +12 (3d6+5) Add the following line between the Abilities and Talents lines: SQ Vehicle dodge +1 Add the Elusive Dogfighter talent to Luke’s talent list.

p. 265 – Han Solo Stat Block Attack bonus with heavy blaster pistol should be +12 instead of +14. p. 266 – Chewbacca Stat Block Replace Chewbacca’s skills with the following: Climb +10 (can take 10 when distracted), Endurance +15, Initiative +11, Mechanics +11 (can reroll when making jury-rigged repair), Perception +10 (can reroll), Persuasion +5 (can reroll attempts to intimidate), Pilot +11, Use Computer +11. Remove the Extra Rage feat and add Shake It Off. p. 267 – R2-D2 Stat Block Attack bonus with electroshock probe should be +9 instead of +10. Ranged attack should be +8, not +14. p. 268 – C-3PO Stat Block C-3PO should have Intelligence 13, Wisdom 13, and Charisma 15. Reduce Deception skill bonus to +10 and Persuasion skill bonus to +15. p. 268 – Yoda Stat Block Replace the Languages line with: Languages Basic, Cerean, Shyriiwook (understand only) Replace third line of melee attacks with:

Melee lightsaber +19/+19/+19 (2d8+16) with Triple Attack

p. 270 – Boba Fett Stat Block Reflex Defense should be 36 (33 flat-footed). p. 271 – General Grievous Stat Block Reflex Defense should be 35 (31 flat-footed). Attack bonuses on final Melee line should be +9, not +11. p. 278 – Nonheroic Class Skills Add the Ride skill to the list of Class Skills for the nonheroic character, below Table 3-3. p. 281 – Clone Trooper Perception skill bonus should be +9 and should have the Coordinated Attack feat. p. 282 – ARC Trooper On the Defenses line, the text after Ref should be “23 (21 flat-footed).” Replace the line that starts with “hp” with the following: “hp 57; DR 1Threshold 24; delay damage” Add the following line below the Abilities line: Special Qualities delay damage. p. 283 – Bounty Hunter Replace the bounty hunter’s skills with the following: Perception +14, Survival +12. Add the “H” superscript after Perception. p. 284 – Dark Side Marauder Remove “Tough as Nails” from the Special Actions line.

Star Wars Saga Edition - Official Clarifications Text changes and official clarifications for various items in the Saga Edition core rulebook. Unlike the errata, these are not intended to be fundamental rules changes, but rather clarifications that make the full intent of the rules clearer for both players and Gamemasters. These changes are formatted in the same style as the errata in case you want to write the changes into the text, and should help make your game experience smoother. p. 27 – Gungan Weapon Familiarity Change the text of Weapon Familiarity to the following: “Gungans treat the atlatl and the cesta as simple weapons instead of exotic weapons.” p. 32 – Wookiee Weapon Familiarity Change the text of Weapon Familiarity to the following: “Wookiees treat bowcasters as

rifles instead of exotic weapons.” p. 36 – Class Level vs. Character Level Sidebar Add the following sentence to the end of the sidebar: “If a talent refers to your class level but does not specify a class, it means the combined number of levels in all classes that grant access to that talent.” p. 40 – Force Persuasion Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 40 – Force Intuition Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 41 – New Sidebar Use the following sidebar to explain talents and abilities that rely on the target’s Dark Side Score: Sensing the Dark Side You must be aware that your target has a Dark Side Score of 1+ to use talents, feats, or other abilities that depend on your target having a Dark Side Score. Witnessing a target performing an action that would earn an increase to one’s Dark Side Score (such as using a Force power with the [dark side] descriptor) satisfies this requirement. Gamemasters may also waive this requirement when you encounter an opponent that you know to have a Dark Side Score due to previous encounters (such as having past experience with stormtroopers or Sith Lords) or for opponents taking no particular precautions to conceal the presence of a Dark Side Score (such as thugs, bounty hunters, crime lords, etc.). p. 41 – Lightsaber Throw Talent Change the first sentence of the talent to say: “You can throw a lightsaber as a standard action, treating it as a thrown weapon (without this talent, a thrown lightsaber is considered an improvised thrown weapon).” p. 52 – Harm’s Way Talent Change the phrase “affects you instead” to “targets you instead” p. 60 – Taking 10 Replace the last sentence with the following: “Rorworr needs to make a Climb check to reach the bounty hunter, and this time he can take 10 only because of his Wookiee ability to take 10 on Climb checks while under pressure.” p. 72-73 – Ride Skill After the phrase “Armor Check Penalty” add “(see text)” Add the following to the Special paragraph: “The armor check penalty applies only when attempting to fast mount or fast dismount.” Under the Use Mount as Cover section, change the first sentence to say, “As a reaction to

an attack against you, you can drop down and hang alongside your mount…” p. 73 – Stealth Skill Change the first sentence under the Pick Pocket header to say, “With a successful Stealth check as a standard action...” Change the first sentence under the Sleight of Hand header to say, “As a standard action, you can palm hand-sized objects...” p. 77 – Use the Force Skill Add the following sentence to the end of the second paragraph under the Sense Force application of the skill: “You can also specify that you are attempting to sense only Force-users with a Dark Side Score of 1 or higher; success reveals only those Force-users with dark side scores, and not any other Force-users.” Under the Sense Surrounding application of the skill, add the phrase “until the start of your next turn” to the end of the first sentence. Under the Telepathy application of the skill, change the first part of the last sentence to say, “Against an unwilling target, you must make a Use the Force check against the target’s Will Defense or the base skill DC, whichever is higher;” Under the Move Light Object application of the skill, add the following sentence to the end of the paragraph: “Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.” p. 83 – Cleave Remove the sentence that says “You cannot adjust 1 square before making this extra attack.” p. 89 – Weapon Focus Change the prerequisite to say, “Proficient with chosen weapon.” Delete the third sentence under the Weapon Focus header. p. 95 – Selecting Force Powers Remove the following sentence from the second paragraph: “For example, Force stun requires a DC 20 (or higher) Use the Force check to activate, which means that a lowlevel character attempting to use the power will fail more often than he succeeds.” p. 97 – Force Disarm Add the [telekinetic] descriptor to the end of the Force Disarm header. Change the phrase “If your disarm attack succeeds…” to “If your disarm attempt succeeds…” Remove the first sentence under the Special section. Change the phrase “before making your disarm attack” to “before making your disarm attempt.” p. 97 – Force Lightning Change the phrase “If the attack hits…” to “If the skill check equals or exceeds the target’s Reflex Defense…” and change the phrase “If the attack misses…” to

“Otherwise…” p. 100 – Rebuke Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.” Under the Special section, change the end of the first sentence to say, “..may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC.” p. 100 – Sever Force The DC 35 line should begin with “As DC 25” instead of “As DC 35.” p. 100 – Vital Transfer Add the following text to the end of the last line before the Special paragraph: “You may choose to heal less than the result of your Use the Force check allows. You may not heal yourself with this power.” p. 101 – Force Perception Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 101 – Force Pilot Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 119 – Weapon Groups Add the following sentences after the sentence that ends with “…considered skilled with all of the weapons in that group”: “If you are proficient with at least one weapon in a group, you qualify to take Weapon Focus (or any other weapon-specific ability) for that group. The benefits of such abilities apply only to weapons in which you are proficient. For example, a scoundrel with the Spacehound talent (see page 47) is proficient with all starship weapons (all of which are heavy weapons), so he qualifies to take Weapon Focus (heavy weapons). This grants him a +1 bonus on attacks with starship weapons, but he wouldn't get that benefit with a grenade launcher or any other heavy weapons until becoming proficient with them. “ p. 120 – Simple Weapons Add the following sentence to the end of the simple weapons description: “Unarmed attacks and natural weapons are considered light simple weapons in which all characters are proficient.” p. 120 – Weapon Qualities Under Rate of Fire add the following sentence to the end of the paragraph: “A weapon can only be on one alternate setting other than its default setting (such as autofire or stun) at a time. Autofire-only weapons with stun settings can deal stun damage in autofire mode, but still have a maximum range of 6 squares unless noted otherwise.” p. 128 – Bowcasters

Replace the sentence that begins with “Although the Bowcaster is an exotic weapon,” with the following sentences: “Wookiees treat bowcasters as rifles, not exotic weapons. Bowcasters are treated as rifles for the purposes of determining weapon range.” p. 129 – Grenade, Ion Replace the reference to taking “full damage” in the second sentence of the second paragraph with taking “normal damage.” p. 129 – Ion Pistol Replace the reference to taking “full damage” in the second sentence with taking “normal damage.” p. 137 – Cybernetic Prosthesis In the third paragraph, replace reference to page 144 to page 141. p. 144 – Critical Hits Add the following sentence to the end of the Critical Hits paragraph: “Effects that negate an attack (such as Block, Deflect, or Vehicular Combat) or cause an attack to automatically miss (such as a Destiny Point) can also negate a critical hit.” p. 144 – Free Actions and Reactions Add the following sentence to the end of the Reaction paragraph: “You may only take a single reaction to any one action or effect. A reaction is always resolved after the action that triggered it, though some reactions (such as the negate energy Force power, or the Block and Deflect talents) can affect the outcomes of the action that triggers a reaction.” p. 153 – Draw or Holster a Weapon Add the following sentence to the end of the first sentence under this header: “If you are proficient in a weapon’s use, drawing the weapon always includes any action necessary to activate the weapon (thus, a lightsaber can be drawn and activated as a single move action if you are proficient in the weapon).” p. 156 – Provoking an Attack of Opportunity Add the following sentence to the end of the Moving Out of a Threatened Square description: “Involuntary movement, such as being the target of a Bantha Rush or the move object Force power, never provokes an attack of opportunity.” p. 162 – Ready Replace the first paragraph under Ready with the following text: “Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready as a standard action. To do so, specify the standard, swift, or move action you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action as a reaction in response to those circumstances (assuming they occur).” p. 168 – Vehicle Weapon Damage

Replace the vehicle weapon damage formula with the following: (Weapon Damage + ½ heroic level + miscellaneous modifiers) [ts] multiplier p. 186 – Systems and Accessories Add the following sentence before the last sentence of the second paragraph: “As with standard droid models, your starting locomotion, appendages, and accessories do not count against your carrying capacity.” p. 188 – Droid Traits Add the following sentence to the end of the first paragraph under Nonliving: “Droids do not gain an ability bonus to Constitution-based skill checks and may not take feats or talents with a Constitution prerequisite.” p. 192 Reprogramming Add the following sentence before the last sentence of the second paragraph: “A droid can only have talents he is eligible for based on his classes; thus, a droid with 5 levels in the soldier class could only be reprogrammed with 3 talents that can be taken by soldiers (soldier levels 1, 3, and 5). A droid with 5 levels of soldier and 3 levels of scoundrel could be reprogrammed with 3 soldier talents and 2 scoundrel talents.” p. 214 – Force Treatment Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 223-224 – Force Deception Talent Remove the phrase “for the purposes of using this talent” from the talent’s description. p. 247 – Building an Encounter In the second paragraph, remove everything following the first sentence. Under Combining Different CLs, add the following sentence at the end of the first sentence: “The combined CL for the encounter is either this result or the highest single CL + 2, whichever is more.” Add the following sentence to the end of the paragraph: “Most encounters should not include a single enemy whose CL is more than 3 levels higher than the average party level.” p. 285 – Yuuzhan Vong Species Traits Change the Weapon Familiarity line to say the following: Weapon Familiarity: Yuuzhan Vong treat the amphistaff as a simple weapon instead of an exotic weapon.

The University of Sanbra Guide to Intelligent Life:

The Nazren ERIC CAGLE

Design

Eric Cagle

Editing

Ray Vallese

Typesetting

Ray Vallese, Gary M. Sarli

Art on p. 4

Elizabeth McLaren

Production

Chad Laske, Matt Burke

Lucas Licensing Editors

Leland Chee, Frank Parisi

Design Manager

Christopher Perkins

Director of RPG R&D

Bill Slavicsek

2

Some rules mechanics are based on the Star Wars Roleplaying Game Saga Edition by Christopher Perkins, Owen K.C. Stephens, and Rodney Thompson; the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson; and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA WIZARDS OF THE COAST, INC. P.O. BOX 707 RENTON, WA 98057-0707 QUESTIONS? 1-800-324-6496

EUROPE GREAT BRITAIN WIZARDS OF THE COAST, BELGIUM HASBRO UK LTD ‘T HOFVELD 6D CASWELL WAY NEWPORT, GWENT NP9 0YH 1702 GROOT-BIJGAARDEN BELGIUM GREAT BRITAIN PLEASE KEEP THIS ADDRESS +32 2 467 3360 FOR YOUR RECORDS

The Nazren species was introduced in The First to Strike, Episode V of the Dawn of Defiance campaign produced by Wizards of the Coast. (To download The First to Strike and other campaign adventures—for free— just go to www.wizards.com/starwars and click on the Dawn of Defiance logo.) The Nazren are a tall species, similar in height to Wookiees. Their homeworld of Nizon is a harsh dustbowl of a planet, with driving winds and fierce sandstorms that can scour the skin from an unprotected creature’s bones. Until relatively recently, Nizon had little to offer the galaxy. That changed when it was discovered that Nizon possessed a few rich veins of minerals and ore. When the Empire arrived on the planet, however, the most useful resource proved to be the Nazren people themselves. They were quickly rounded up for slave labor and sent to the nearby planet of Centares to work in the mines. Xenobiologists from the University of Sanbra have conducted studies of the species and their planet at two points in their history. The first occurred about a hundred years prior to the establishment of the Empire, when a team of scientists from the University was sent along with some early mining expeditions. They began to investigate and catalog the Nazren and found them to be a shy, reclusive species that shunned warfare and were content to live alongside other species that made Nizon their home. The species is truly ancient and has changed little over the course of perhaps a million years or so. Once the Empire was successfully routed from the planet with the help of insurgents working for the Alderaanian resistance, another team of xenobiologists was sent back to Nizon to assess the damage done to the population. The wholesale enslavement of the population had two interesting effects. First, the population was drastically reduced, with entire clans having been whisked away on Imperial slave ships. The leadership of the Nazren, mainly the elderly, was similarly turned on its head as most of the elder statesmen were killed during the resistance or died in internment camps on or off the planet. Xenobiologists have deduced that only a few more years of such treatment would have put an end to the Nazren. However, there appears to be a silver lining to this catastrophe. As different tribes were enslaved and moved around the planet (and off the planet entirely), genetic diversity received a big boost when disparate tribes came into contact with each other. Also, the troubles stirred the spirit of the Nazren people, which had grown conservative and rather stagnant after untold millennia. After their successful resistance against the Empire, the Nazren were no longer content with the status quo, and young Nazren embarked on journeys outside their home system or began new projects to restore their planet’s infrastructure. Social conventions were turned on their head, meaning that all Nazren had the chance to prove and better themselves.

Species Characteristics ©2008 LUCASFILM LTD. & ® OR ™ WHERE INDICATED. ALL RIGHTS RESERVED. USED UNDER AUTHORIZATION. DUNGEONS & DRAGONS, D20 SYSTEM, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A.

Nazren are extremely tall humanoids from the arid and desolate world of Nizon. They are well adapted to the harsh conditions of their home planet and are remarkably strong and resilient. Unfortunately, these very traits have made them perfect targets for slavers, who use them for hard physical labor. Despite their massive size and intimidating demeanor, Nazren are not a warlike species. This proved to be their downfall when the Empire arrived and began enslaving them. However, they are not pacifists, either, and their will and ability to fight back grew slowly but surely.

Nazren typically wear sleeveless tunics tucked into black hide pants and heavy boots. Their clothes are normally fastened with hooks or clamps on the end of short lengths of cord or attached belts. Pads that strap onto the shoulders (to cushion a heavy load) and arm bracers are common, also attached with the hook system. Personality: Nazren are pragmatic, serious, and traditional. Their harsh homeworld has taught them to be mindful of survival and never to take anything for granted. Physical Description: Nazren are tall humanoids, approximately the same height as Wookiees, but broader at the shoulders and narrower at the hip, with longer arms and torsos but shorter legs. They are hairless, with thick skin that has a heavy hide or leather look. They are brown to light yellow in color, a natural camouflage for their dustbowl world. The head of a Nazren has no nose and is flatter than a Human’s. A prominent brow ridge protects their eyes, and a series of small knobs start at the back of the head and run down to a visible spine. Homeworld: Nizon Languages: Basic, Nazren Example Names: Karzen, Martook, Naktok, Razmor, Sartok Adventurers: The Nazren are nomadic by nature, and recently freed slaves—or those who helped overthrow the yoke of the Empire from their home—are drawn by the wonders the galaxy has to hold. Some Nazren have shown potential in the Force, although they do not call it as such. Those capable of using the Force typically master healing powers and other light side abilities.

Species Traits Nazren share the following species traits: Ability Modifiers: +2 Strength, +2 Constitution, –2 Dexterity, –2 Charisma. Nazren are strong and hardy but taciturn and withdrawn; they shun the spotlight. Medium Size: As Medium creatures, Nazren have no special bonuses or penalties due to their size. Speed: Nazren base speed is 6 squares. Nazren Resilience: Once per encounter, when a Nazren would be moved down the condition track by taking damage equal to or exceeding the Nazren’s damage threshold, the Nazren may reduce the number of steps moved down the condition track by 1 (minimum 0 steps). Automatic Languages: Basic and Nazren

Table 1: Average Height and Weight SPECIES

HEIGHT

Nazren

2.1 m

WEIGHT

Temperament The immense stature of the Nazren is enough to put many beings off guard. They move in a languid grace as their long arms sway to compensate for their relatively short legs. Nizon is a harsh planet, with frequent sandstorms and a constant howling wind that wears down objects in short order. The Nazren have survived by coming to terms with their homeworld’s unforgiving nature, which has instilled patience in the race as well as an acceptance that nothing truly lasts. Some may perceive this as nihilism, but this is not correct. The Nazren simply do not concern themselves as much with the material world. Nazren hold their family ties in high regard and allow every adult an equal voice in making decisions that affect the rest of the tribe. On the positive side, this means that once a decision is made, the rest of the tribe goes along with it without question. On the downside, this makes the process exceedingly slow, as Nazren debate the merits and flaws of any given challenge. They also lack initiative, and if someone doesn’t take up the banner for some cause or concern, then it probably languishes in debate. The Nazren are not a passionate people, but they relish their freedom. When the Empire began enslaving them, this dichotomy became readily apparent, as relatively few of the Nazren put up resistance or were quickly cowed when they witnessed the brutality of the Empire firsthand. Still, a slow, bubbling anger and resentment began to build, ultimately turning into an uprising that saw the Imperials ejected from their home planet. Their spirit rekindled, the Nazren have learned not to be duped or cowed again, and most take the concept of freedom very seriously. Nazren despise injustice, and most go out of their way to help weaker individuals or those suffering under the weight of oppression.

History and Culture Little is known about the history of the Nazren, and most of the records that they keep are oral in tradition. Myths persist that Nizon was once a lush planet, rich with water, plant life, and animals. Nazren elders tell tales that untold eons ago, one of the “wandering ones who danced across the sky” grew jealous of Nizon’s bounty and the decadence of the Nazren who took their utopia for granted. The “wanderer” grew bright in the sky and released a massive flash of light. Soon stones and fire rained down from the sky, which had grown black and filled with toxic fumes. The sun seemed to grow bigger in the sky, and the planet heated up. Eventually Nizon became the desolate, windswept rock that it is today.

130 kg

Table 2: AGE (in years) SPECIES

CHILD

YOUNG ADULT

ADULT

MIDDLE AGE

OLD

VENERABLE

Nazren

1–15

16–30

31–200

201–275

276–299

300–350

3

4

Scholars have deduced from this myth that Nazren received the brunt of a cataclysmic collision with a nearby planet and some other celestial body a half-million years ago or more. Nizon was shifted closer to the sun, and the axial tilt went awry. The system shows signs of this disaster even today, with an immense asteroid belt that makes entering or leaving Nizon a dicey proposition. Ironically, this disaster may have been one of the Nazren’s saving graces. Long ago, the Nazren did indeed live in a virtual utopia, but corruption and decadence eventually led to the Nazren hunting each other or engaging in skirmishes and wars for sport. When the world’s environment turned, the Nazren splintered into small family groups in order to survive, and the idea of attacking their fellows become abhorrent. The Nazren still kept weapons for hunting, but they became more peaceful as their attentions turned toward agriculture, grown in underground tunnels and caves beneath the rocky outcroppings and foothills that became their new bases of operation. Prior to the Empire’s arrival and their subsequent enslavement, the Nazren lived a seminomadic lifestyle. Small family groups and larger clans traveled in slow, meandering routes, moving from rock outcropping to mountain hold as the seasons dictated. During the cooler winter months, the Nazren picked up stakes and hit the dusty trail, moving in. Although small outposts and meeting areas dot the planet, there is only one major city on the whole of Nizon. This settlement doesn’t even have a proper name—the term ahdjok, which means “city” in Nazren, is the only description it has, and the term is used primarily by the other sentient beings that have settled there after mining ventures were established on Nizon and nearby Centares. Everything changed when the Empire arrived. Although other groups and species (mainly mining corporations and wildcatters) had arrived and settled on Nizon beforehand, nothing prepared the natives for the upheaval to come. Imperial patrols began rounding up entire tribes of Nazren, starting with those in and around Ahdjok. Their interrogation of prisoners revealed the locations of other tribes and travel routes. Soon, a huge portion of the population was rounded up and brought back to Ahdjok for incarceration—or for shipment to Centares or beyond for use as slave labor.

Martyr’s Plaza. This 9-meter-wide dome is crafted of stone and topped by a large hatch. The walls of this dome are covered with bas relief and scrollwork, detailing the deeds, history, and heroics of the Nazren people. Three huge statues stand around the dome; ancient and weathered, these robed figures hold their arms to the sky. Strangely, the Nazren are relatively unconcerned with maintaining these statues, and they seem to totter on their crumbling bases. One of the statues, the great prophet Sulkot, leans precariously, even swaying slightly in the ever-howling winds. Beyond its spiritual importance, Martyr’s Plaza also serves another purpose—the planet’s primary communication center sits beneath the dome. Old but hardy computers in this communication center plot the asteroids and meteorites that swarm the skies above Nizon. Without these computers, navigation in and out of the planet’s atmosphere would prove exceedingly difficult, and the recapturing of this place helped the Nazren to overthrow the Empire and keep them from returning. Another vital location is Mount Antas, which sits immediately adjacent to Ahdjok. The mountain serves the main purpose of shielding the city from the worst of the wind and dust that would otherwise engulf the settlement. When the Empire took over the city, they began building a turbolaser battery and shield generator to help them defend the planet from would-be attackers. When the Nazren overthrew the Imperials, they continued the Empire’s plans and finished the projects, ensuring the safety of the planet for the future. The Nazren, along with the help of other sentients, have begun to hollow out Mount Antas to build redundant navigation and guidance computers and to help improve the infrastructure of the planet. As more Nazren flock from the deserts to help in these projects, important skills are learned and more trade flows toward Nizon. After the rebellion, the Nazren elected a “mayor” of Ahdjok, who also serves as a sort of planetary governor. The Nazren are learning the art and science of politics, trade deals, and selfgovernance in ways that their ancestors never would have imagined. The relatively few Nazren found outside of Nizon do not have any meaningful galactic representation, sticking to tribal laws and hierarchy among themselves.

Politics

Technology

Prior to the arrival of the Empire, the Nazren lacked much in the way of a planetwide government, with most decisions being made at a tribal level. Even then, few if any tribes relied on the voice of a single leader to make decisions, relying on the consensus of councils comprised of elders, heavily influenced by the individual members of the tribe. Everyone has a say in important matters, meaning that many decisions move at a glacial pace. However, as mentioned above, the Nazren are an extremely patient species, and they are confident when a decision is finally reached and accept it without further debate. Once every two years, tribes gather at a predetermined spot to work out trade deals and discuss concerns that affect the entire population. Ahdjok served as one of these meeting places, although many other places exist around the planet. However, Ahdjok did serve the purpose of hosting one of the most sacred and revered places on the planet:

Nizon is a technological backwater, and most Nazren are ignorant of many of the wonders available in the rest of the galaxy. Only the Nazren who have been to Ahdjok know of the bewildering array of species, weapons, starships, and other technological marvels that exist. In fact, some Nazren who live in the deepest portions of the desert or in mountain warrens still think that their species is the only intelligent one in all the galaxy. Most of the native technology on the planet is geared toward survival on such an arid, windswept planet. The Nazren have created fine quality breath masks that last considerably longer than those brought in from the outside. Most natives don’t need the masks; they are made primarily for the elderly and those with respiratory problems. Moisture vaporators are also common sites at the various way stations of Nizon, especially around Ahdjok and up the sides of Mount Antas.

After the overthrow of the Empire on Nizon, the Nazren scavenged whatever technology, weapons, and ships they could and began learning the Imperials’ secrets. Over time, the Nazren proved capable of building their own repulsorlift and other vital technologies. While still far behind the galactic technological curve, Nizon is slowly improving its status.

Trade Prior to the Empire’s arrival, Nizon had little to offer to the galaxy, and trade was a limited affair. Nearby Centares has a considerably more advanced technological level. Nizon does have its share of valuable minerals and metals and has allowed a small number of mining companies to exploit these resources, primarily in areas that the Nazren otherwise avoid or deem unimportant. Within their own culture, the Nazren have a complex system of trading that primarily focuses around food, water, and materials to make shelters and clothing. Today, the Nazren are hungry for more advanced technology and are willing to make bold trade agreements to get what they need, up to and including leasing huge portions of land or using their main asset—themselves—in deals to bolster trade. However, unlike in the days of Imperial occupation, the Nazren are wary of exploitation and demand a handsome price for their services as laborers.

Nazren in the Galaxy Due to its obscure location and the fact that its home system is filled with dangerous asteroids, Nizon is practically unknown by the rest of the galaxy. When other sentients arrived on Nizon, some of the Nazren left their planet to see what was beyond their homeworld. When the Empire came and enslaved the Nazren, the slaves were sent throughout the galaxy to work in mines and serve as grunt labor. Although many of these Nazren remain in captivity even with the freedom of their home planet, some have managed to escape and can be found almost anywhere. With their limited numbers and lack of representation within the galactic community, most Nazren do what they can to survive. The natural strength and hardy nature of the Nazren mean that most find work as bodyguards, laborers, and the like, though the necessities of survival mean that Nazren could be found doing almost any sort of occupation. Their nomadic nature also means that Nazren keep on the move and find starship travel a fantastic way to soothe their wanderlust.

Nizon Region: Outer Rim Climate: Arid Gravity: Standard Moons: 2 Length of Day: 28 standard hours Length of Year: 398 local days Sapient Species: Nazren Government: Tribal Capital: Ahdjok (Nazren for “city”) Major Exports: Metals, minerals, slaves* Major Imports: Technology, foodstuffs, water

* Slavery was the primary purpose for the Empire setting up a base on Nizon. This no longer applies after the conclusion of The First to Strike, Episode V of the Dawn of Defiance campaign.

Knowledge (galactic lore) DC 15

20 25

RESULT Nizon is a small, relatively unknown planet located in the Centares system of the Outer Rim. Its native species, the Nazren, are extremely tall, hardy sentients that are well adapted to life on their harsh desert planet. Nizon is a hot, arid planet with few resources. The system is filled with a huge asteroid field that makes navigation both time-consuming and dangerous. The Empire has established a base on Nizon for the purpose of rounding up slaves to work on the neighboring planet of Centares and beyond.

Knowledge (social sciences) DC 15 20 25

RESULT The Nazren are a little-known species that stand as tall as Wookiees and are well adapted to life on a dry, windswept planet. Nazren are shy, withdrawn, and conservative. Despite their enormous size and intimidating bearing, they dislike war and violence. The Nazren were once a warlike species, but they did away with violence after their planet underwent a serious cataclysm. They revere their freedom and take the concept of justice very seriously.

5

Battle Strike

Dark Rage [dark side]

You use the Force to enhance your battle prowess. Time: Swift action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the attack hits. DC 20: As DC 15, except you deal an additional 2d6 points of damage. DC 25: As DC 15, except you deal an additional 3d6 points of damage. Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.

You become enraged as the dark side flows through you. Time: Swift action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls until the end of your turn. DC 20: As DC 15, except the rage bonuses increase to +4. DC 25: As DC 15, except the rage bonuses increase to +6. Special: While consumed by rage, you cannot use skills or perform tasks that require patience or concentration. You can spend a Force Point to extend the duration of your dark rage until the end of the encounter.

Farseeing

Force Disarm

Force Grip

Force Lightning [dark side]

You gain a vague, momentary impression of events happening around a particular being in some distant place. Time: Full-round action. Target: One creature you know or have met before. Make a Use the Force check. If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. If your check result equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force power. Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.

You use the Force to choke or crush your enemy. Time: Standard action. Target: One target within 6 squares or within line of sight. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: If your Use the Force check equals or exceeds the target’s damage threshold, the target takes 2d6 points of damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power. DC 20: As DC 15, except the target takes 4d6 points of damage. DC 25: As DC 15, except target takes 6d6 points of damage.

You disarm an opponent by using the Force to pull the weapon from his grasp. Time: Standard action. Target: One creature within 6 squares and within line of sight. Make a Use the Force check. Use this check in place of your attack roll when attempting to disarm the target (see Disarm, page 152). If your disarm attack succeeds, you may choose to let the item drop to the ground in the target’s fighting space or have the item fly into your hand (in which case you must have a free hand to catch it). Special: Feats that improve disarm attacks do not apply to Force disarm. You can spend a Force Point to damage or destroy the target weapon instead. If your disarm attack succeeds, the weapon takes damage equal to your Use the Force check result. You must declare that you are using this option before making your disarm attack.

You blast an enemy with deadly arcs of Force energy. Time: Standard action. Target: One target in line of sight and within 6 squares of you. Make a Use the Force Check. Make one roll and compare the result to the target’s Reflex Defense. If the attack hits, the target takes 8d6 points of Force damage and moves –1 step along the condition track (see Conditions, page 148). If the attack misses, the target takes half damage and does not move along the condition track. Special: You can spend a Force Point to move a target an additional –1 step along the condition track when you successfully hit it with Force lightning.

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (front)

Force Slam

Force Stun

Force Thrust

Mind Trick [mind-affecting]

Move Object

Negate Energy

You pound one or more creatures with the Force. Time: Standard action. Targets: All targets within a 6-square cone and within line of sight. Make a Use the Force Check. Make one roll and compare the result to each target’s damage threshold. If the result equals or exceeds a target’s damage threshold, it takes 4d6 points of Force damage and is knocked prone. If the result is less than the target’s damage threshold, it takes half damage and is not knocked prone. This is an area effect. Special: When you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.

You use the Force to push a target away from you. Time: Standard action. Target: One object or character within 12 squares and within line of sight. Make a Use the Force check. The target makes a Strength check. If you beat the target’s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s check result. If you push the target into a larger object, the target takes 1d6 points of damage. The target adds its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, –5; Tiny, –10; Diminutive, –15; Fine, –20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable. Special: You can spend a Force Point to apply a –5 penalty to the target’s Strength check to resist your Force thrust. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.

You telekinetically move a target up to 6 squares in any direction using the Force. Time: Standard action. Target: One character or object within 6 squares or within your line of sight. Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target’s Reflex Defense. Both targets take damage determined by your Use the Force check result. DC 15: Move object up to Medium size (deals 2d6 points of damage) DC 20: Move object up to Large size (deals 4d6 points of damage) DC 25: Move object up to Huge size (deals 6d6 points of damage) DC 30: Move object up to Gargantuan size (deals 8d6 points of damage) DC 35: Move object up to Colossal size (deals 10d6 points of damage)

You call upon the Force to overload an enemy’s senses, potentially stunning it. Time: Standard action. Target: One creature within 6 squares or within your line of sight. Make a Use the Force check. Compare the result to the target’s damage threshold. If the check result equals or exceeds the target’s damage threshold, the target moves –1 step along the condition track (see Conditions, page 148). For every 5 points by which you exceed the target’s damage threshold, the target moves an additional –1 step along the condition track. Special: When you use this power, you can spend a Force Point to move the target an additional –1 step along the condition track.

You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: Standard action. Target: One Intelligence 3 or higher creature in line of sight and within 12 squares of you. Make a Use the Force check. If you equal or exceed the target’s Will Defense, you may choose one of the following effects: —You create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you. —You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any). —You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did is unacceptable.

You spontaneously negate a single attack that deals energy weapon damage, such as a lightsaber or blaster. Time: Reaction. Target: One attack made against you that deals energy weapon damage. Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal. Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (front)

Rebuke

Sever Force [light side]

Surge

Vital Transfer [light side]

You harmlessly absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: Reaction. Target: One Force power directed at you. Make a Use the Force check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect. Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well. If he reflects it back again, both you and the originator are affected by the Force power. You can spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice—once by you and once by the power’s originator.

The Force enables you to jump great heights and distances as well as move quickly. Time: Free action. Target: You. Make a Use the Force check. The result of the check determines the effect, if any: DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed. DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed increases by 4 squares. DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed increases by 6 squares.

You can block another Force-user’s access to the Force, preventing him from spending Force Points and making it difficult for him to use Force powers. Time: Standard action. Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 12 squares and within line of sight. Make a Use the Force check. If your Use the Force check equals or exceeds the target’s Will Defense, the effect (if any) is determined by your check result: DC 25: The target cannot spend Force Points for a number of hours equal to its Dark Side Score. DC 30: As DC 25, plus the target moves –1 step along the condition track (see page 149) each time it uses a Force power in the same timeframe. DC 35: As DC 25, except the target moves –2 steps along the condition track each time it uses a Force power in the same timeframe.

You use your own life force to heal another living creature, using the Force as a conduit. Time: Standard action. Target: One creature touched. Make a Use the Force check. The result of the check determines the effect, if any: DC 15: The target heals hit points equal to 2 x its character level. DC 20: The target heals hit points equal to 3 x its character level. DC 25: The target heals hit points equal to 4 x its character level. Each time you use vital transfer, you take half as much damage as you heal (rounded down). Special: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point (see page 112) to move the target +5 steps on the condition track in addition to healing it normally.

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (front)

Force Grip - cont.

Special: You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force grip power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a Force grip, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. You can spend a Force Point to deal an additional 2d6 points of damage with your Force grip.

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (back)

Mind Trick [mind-affecting] - cont.

—You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than your character level. This is a fear effect. Special: If you are making a suggestion, you may spend a Force Point to improve the target’s attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeds the target’s Will Defense.

Move Object - cont. Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it. If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target. You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112) to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station], 16d6 damage).

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (back)

Sever Force [light side] - cont.

Special: This Force power has no effect on targets with a Dark Side Score of 0. You can spend a Force Point to double the duration of the effect. Alternatively, you can spend a Destiny Point (see page 112) to increase the duration to a number of days equal to the target’s Dark Side Score.

Surge - cont.

Special: You can spend a Force Point to increase the power’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares. Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point (see page 112) to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).

©2007 Lucasfilm Ltd. & Wizards of the Coast, ® or TM where indicated. All rights reserved. Permission granted to photocopy for personal use.

Force Power Cards (back)

SKILL

ACROBATICS

H

CLIMB = (o ) DECEPTION ENDURANCE DATHER INFORMATION

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MECHANICS PERCEPTION PERSUASION PILOT RIDE STEALTH SURVIVAL

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name

score

player

Ver. 1.1.3 By Tam Sonders

species

saga edition

Modifier

Homeworld

gender

age

height

weight

destiny

rength level

level

level

level

level

character record sheet

level

terity ________ ________ ________ ________ ________ ________ Total Speed

stitution

Damage Threshold

Campaign

elligence

=

Base Attack

dom Force Points

Total

Destiny Points

Normal

Current

To all defenses, To attacks, skill & ability checks.

-1

Acrobatics Climb Deception Endurance Gather Info. Initiative Jump Know. [ ] Know. [ ] Know. [ ] Know. [ ] Mechanics Perception Persuasion Pilot Ride Stealth Survival Swim Treat Injury Use Computer Use the Force [ ] [ ] [ ]

To all defenses, To attacks, skill & ability checks.

-5

To all defenses, To attacks, skill & ability checks. Move at half speed

-10 Total

Helpless

Current

(UNCONSCIOUS OR DISABLED)

DARK SIDE SCORE 1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

Weapon

Atk

Size

/ M:

Damage

/ L:

Crit

Weapon

Atk

Range PB: Incr.

Type

Notes

Size

Wt.

/ S:

/ M:

+

Class Bonus

Ability Mod

Con

= 10 +

Dex

= 10 +

Wis

SKILL BONUS

Dex Str Cha Con Cha Dex Str Int Int Int Int Int Wis Cha Dex Dex Dex Wis Str Wis Int Cha [ ] [ ] [ ]

ABILITY SKILL MOD TRAINED FOCUS

Range PB: Incr. Size Wt.

Notes

/ S:

/ M:

Damage

/ L:

Crit

= = = = = = = = = = = = = = = = = = = = = = = Crit Type

Notes

Type

Weapon

Atk

Range PB: Incr. Size Wt.

Notes

/ S:

/ M:

Damage

/ L:

MISC.

=

Armor Ref Def

Fort Def

Speed

Max Dex

Weight

Type

Notes

Atk

Misc

=

Damage

/ L:

1/2 LEVEL

Wt.

Weapon

Misc Bonus

= 10 +

Class Skills Ability

To all defenses, To attacks, skill & ability checks.

-2

/ S:

Level or Armor

Total

arisma

Range PB: Incr.

Fort Defense

Crit Type

equipment

credits

wt.

carrying capacity

total weight

Acrobatic Strike Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Bantha Rush Burst Fire Charging Fire Combat Reflexes Coordinated Attack Cybernetic Surgery Dodge Mobility Improved Charge Double Attack ( ) ( ) Triple Attack ( ) ) ( Dreadful Rage Dual Weapon Mastery I Dual Weapon Mastery II Dual Weapon Mastery III Exotic Weapon Proficiency ( ) ( ) Extra Rage Extra Second Wind Force Sensitivity Force Boon Force Training Improved Defenses Imp. Damage Threshold Linguist Martial Arts I Martial Arts II Martial Arts III Melee Defense Whirlwind Attack Improved Disarm Mighty Swing Pin Crush Point Blank Shot Careful Shot Far Shot Precise Shot Deadeye Sniper

power Battle Strike Dark Rage (ds) Farseeing Force Disarm Force Grip Force Lightning (ds) Force Slam Force Stun Force Thrust Mind Trick Move Object Negate Energy Rebuke Sever Force (ls) Surge Vital Transfer (ls) ( ) ( ) ( ) ( )

uses spent ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )

Experience points

technique Force Point Recovery Force Power Mastery ( ) ( ) ( ) ( ) ( ) ( ) Imp. Force Trance Imp. Move Light Object Imp. Sense Force Imp. Sense Surroundings Imp. Telepathy secret Devastating Power Distant Power Multitarget Power Quicken Power Shaped Power

next level

Power Attack Cleave Great Cleave Powerful Charge Quick Draw Rapid Shot ( ( Rapid Strike ( ( Running Attack Shake It Off Skill Focus ( ( ( Skill Training ( ( ( Strong in the Force Surgical Expertise Toughness Trip Throw Triple Crit ( ( Vehicular Combat Weapon Finesse Weapon Focus ( ( ( Weapon Proficiency ( ( ( ( ( ( ( ( ( ( ( (

) ) ) )

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) ) ) ) ) ) ) ) ) ) ) ) ) ) )

Ship/vehicle Name

score

Captain

Modifier

rength

Starship Type

Crew

Cargo Capacity

Passengers

Consumables

Ver. 1.1.01 By Tam Sonders

Size

saga edition

mod

Crew Cover

Cost Starship/vehicle record sheet

Hyperdrive

terity

backup

Armor Bonus

Max. Velocity

Fighting Space Character Scale

elligence

Vehicle Speed

Starship Scale

Character Scale

Ability Mod

Total

= 10 + = 10 +

Current

Normal Total

-1

To all defenses, To attacks, skill & ability checks. Damage Threshold

-2

To all defenses, To attacks, skill & ability checks.

=

Current Total

-5

-10

To all defenses, To attacks, skill & ability checks. Move at half speed

)

( Copilot

)

(

System Operator )

( Engineer

Operator

PB: Base Atk

/ M:

/ S:

+

+

/ M:

Ship Int

1/2 level

+

Notes

=

The commander coordinates the crew members on the deck. The commander can help the system operator by using the aid another action (see p 170) on Use Computer checks; this is a standard action. A commander can also use the aid another action to assist a gunner’s attack (DC 10 Knowledge [tactics] check). A vehicle can have only one commander at one time. The system operator manages the vehicle’s shield, sensors, and communication systems. A system operator can recharge shields by taking 3 swift actions to increase shield rating by 5 up to maximum (DC 20 Mechanics check). A system operator can use the aid another action to assist a gunner’s attack (DC 10 Use Computer check).

Ship’s dex

misc.

pilot or initiative

size mod

Ship’s dex

misc.

use computer

know. tactics

use computer

misc.

=

mechanics

Misc

x

An engineer can reroute power by taking 3 swift actions to move +1 step on the condition track (DC 20 Mechanics check).

mechanics

(

) (

) (

Weapon

PB:

/ S:

/ M:

/ L:

PB:

/ S:

/ M:

Atk

Base Atk

Misc

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multiplier

Operator

PB:

/ S:

Range penalty

PB:

Atk

Base Atk

Ship Int

Notes

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Dmg die

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/ S:

/ M:

Ship Int

Notes

Weapon

Operator

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Range Incr.

PB:

/ S:

/ M:

/ L:

Range penalty

PB:

/ S:

/ M:

Atk

Base Atk

Range

Misc

Ship Int

Notes

/ L: / L: Range

Misc

Splash

Payload

misc.

=

Payload

Weapon

Dmg die

misc.

=

Range Incr.

Range

size mod

pilot

/ L:

Payload

Range Incr.

+

pilot

=

Splash Dmg die

Misc Bonus

size mod

+

Piloting is, at minimum, a move action. A vehicle can have only one pilot at one time. The pilot adds the vehicle’s size modifier and Dexterity modifier on all Initiative and Pilot checks. If trained in Pilot, all pilot controlled weapons receive +2 to attack rolls. If trained, a pilot may make a Pilot check for Initiative.

Gunner(s)

Atk

Str Mod

)

(

Range penalty

+

A copilot can help the pilot by using the aid another action (see p 170); this is a standard action. A vehicle can have only one copilot at one time.

Commander

/ S:

Misc Bonus

)

(

PB:

+

1/2 level

+

Misc

Misc

Skills Pilot

(UNCONSCIOUS OR DISABLED)

Weapon

Size

Str

+

=

Level or armor

Dex

Size

Base atk bonus

Grapple

To all defenses, To attacks, skill & ability checks.

Helpless

Range Incr.

Fort Defense

Starship Scale

x

multiplier

Splash Dmg die Payload

+

1/2 level

+

Misc

x

multiplier

Cargo

Cargo capacity

wt.

total weight

Maneuvers

uses

Ackbar Slash Afterburn Angle Deflector Shields (attack pattern) Attack Formation Zeta Nine (attack pattern) Attack Pattern Delta (attack pattern) Corellian Slip Counter (dogfight) Darklighter Spin Devastating Hit (gunner) Engine Hit (gunner) Evasive Action (dogfight) Explosive Shot (gunner) Howlrunner Formation (attack pattern) I Have You Now Intercept Overwhelming Assault (attack pattern) Segnor’s Loop Shield Hit (gunner) Skim the Surface Skywalker Loop (dogfight) Snap Roll Strike Formation (attack pattern) Tallon Roll (dogfight) Target Lock (dogfight) Target Sense (force) Thruster Hit (gunner) Wotan Weave ( ) ( ) ( ) ( ) ( )

( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( (

spent

) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) ) )

EP Cost

Unused EP

Total EP

Sabacc Saga Edition Rules In gameplay, participants start by paying an ante to the pot, ranging from 5 credits for friendly cantina sabacc games, to upward of 500 credits for posh casino games. Each player secretly rolls 1d10 to simulate the quality of their initial hand. Then each player makes a special Wis check, adding the quality of their hand to the total, as well as +2 for each of the following skills in which they are trained: Deception, Gather Information, and Persuasion. Players can increase their wager – usually in increments similar to the initial ante – based on the perceived success of their rolls. Before determining the final winner, each player rolls a 1d6: on a result of 1 they must roll 1d10 and subtract that result from the total generated for their hand. The player with the highest final total has the best hand and wins that round, collecting the pot.

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