The Darkside
At anytime a Player may call upon the Darkside. Doing so functions as if they have spent a Benny even if they have none to spend. They can even do this to re-roll a Critical Failure. This gives them a Darkside Point. These points must be noted on their character sheet. They carry over from one session to the next. If the player ever has more Darkside Points then their original starting Bennies. They are considered “Fallen to the Darkside” and receives both the Ruthless (Minor) and the Bad Luck (Major) Hindrances. For Ruthless increase it to a Major if they already have this. For Bad Luck they would have their bennies reduced by one more. If they ever have double their original starting bennies the character has “Embraceded the Darkside” and becomes an NPC.
Redemption from the Darkside
At the start of any session a Player can choose to give up all their starting Bennies and remove one Darkside Point from their total.
Force-Users and the Darkside
Whenever a character with Arcane Background Force Sensitive rolls a Critical Failure on a Force Use roll they may choose to call on the Darkside as above and re-roll the Critical Failure. Unlike other characters who only receive a single Darkside Point if they do this a Force User receives Two Darkside Points if they call on the Dakside in this way
New Hindrances
Hyperspace Sickness (Minor)
Something about the character doesn’t sit right with the bizarre warping effects of hyperspace. After each use of Hyperdrive travel, he suffers a level of fatigue that takes 24 hours to fade. Hyperspace Sickness can cause Incapacitation but not death.
Low-G Worlder (Minor)
This being hails from a world with light Gravity, making his muscles weak compared to most other species. He subtracts 1 from all Strength rolls (including damage).
Background Edges
Heavy-G Worlder
Requirements: Novice
The Character comes from a dense world with very heavy gravity. He starts with a d6 in Strength this also increases their maximum to d12+1
Coordinated Firing
Requirements: Novice, Shooting d6
This edge allows the character to benefit from gang up bonus when making ranged attacks in coordination with anyone else who also has this edge. When both characters are attacking the same declared target that round. They must make this declaration before either one acts that round. The max benefit from this is +4.
Updates to Edges
Force Sensitive
Formerly Arcane Background
This individual has the ability to access and even control the Force. Be it through being self-taught or by being trained in the Jedi Order or by embracing the ways of the Sith.
Force Resistance
Formerly Arcane Resistance
The Force holds little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to it’s effects. Force Skills targeting the hero suffer a -2 penalty (even if cast by allies!) and Force damage is reduced by 2 as well.
Improved Force Resistance
Formerly Improved Arcane Resistance
As above, but the penalty to the Force Use roll and damage is increased to 4.
Power Edges
Artificer
Requirements: Seasoned, Force Sensitive (Any)
Those who use the Force sometimes find ways to imbue powers into items. They may turn an ordinary blade into a “Magic” sword, grant powerful potions to their friends, or even create powerful relics with imbued power.
Extra Effort
Requirements: Seasoned, Arcane Background (Force Adept), Force Use d6+
Some Force Adepts can dig deep into their souls to significantly boost their powers. Extra Effort increases a Force Use total after it’s rolled by +1 for 1 Power Point or +2 for 3 Power Points. It may not be used to improve a Critical Failure.
Pistols
Type | Range | Damage | AP | ROF | Shots | MIN Str. | Weight | Cost |
---|---|---|---|---|---|---|---|---|
Hold-out Pistol | 6/12/24 | 2d4 | - | 1 | 50 | d4 | 1 | 150 |
Blaster Pistol | 12/24/48 | 2d6 | - | 1 | 100 | d4 | 2 | 300 |
Ion Pistol | 12/24/48 | 2d6 | - | 1 | 100 | d4 | 2 | 250 |
Notes: Electromagnetic pulse knocks out all Electronics. For Droids, power armor, or shielded devices, roll 3d6 nonlethal damage against base Toughness (no Armor).
Type | Range | Damage | AP | ROF | Shots | MIN Str. | Weight | Cost |
---|---|---|---|---|---|---|---|---|
Ion Pistol | 12/24/48 | 2d6 | - | 1 | 100 | d4 | 2 | 250 |
Slugthrower Pistol | 12/24/48 | 2d4 -1 | - | 1 | 12 | d4 | 2 | 250 |
Blaster Pistol, Heavy | 12/24/48 | 2d8 | - | 1 | 50 | d4 | 2 | 750 |
Rifles
Type | Range | Damage | AP | ROF | Shots | MIN Str. | Weight | Cost |
---|---|---|---|---|---|---|---|---|
Blaster Carbine | 30/60/120 | 2d8 | - | 1 | 100 | d6 | 5 | 900 |
Blaster Rifle | 24/48/96 | 2d8+2 | - | 1 | 100 | d6 | 6 | 800 |
Blaster Rifle, sporting | 24/48/96 | 2d8 | - | 1 | 100 | d6 | 4 | 800 |
Ion Rifle | 24/48/96 | 2d8+2 | - | 1 | 100 | d6 | 5 | 800 |
Notes: Electromagnetic pulse knocks out all Electronics. For Droids, power armor, or shielded devices, roll 3d6 nonlethal damage against base Toughness (no Armor).
Type | Range | Damage | AP | ROF | Shots | MIN Str. | Weight | Cost |
---|---|---|---|---|---|---|---|---|
Gatling Blaster | 50/100/200 | 2d8+4 | - | 4 | 100 | d6 | 12 | 1200 |
Slugthrower Rifle | 24/48/96 | 2d8+1 | - | 1 | 8 | d6 | 5 | 600 |
Blaster, Light Repeating | 24/48/96 | 3d8 | - | 1 | 100 | d6 | 6 | 1,200 |
Blaster Rifle, Heavy | 30/60/120 | 3d10 | - | 1 | 100 | d8 | 6 | 2,000 |
Powers
Force Disarm
Rank: Novice
Power Points: 1
Range: Smarts x2
Duration: Instant
You Disarm an opponent by using The Force to pull the weapon from their grasp. Your Disarm attempt must first hit the object (see Called Shots, Core book pg. 99), If your attempt hits the weapon. The attacker rolls damage (without raise effect or aces). The defender must make a Strength roll equal to the damage or be Disarmed. 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).
Force Grip
Rank: Novice
Power Points: 1
Range: Smarts x2
Duration: Instant
You use The Force to choke or crush your enemy. Force Grip causes the target to take 2d6 damage, or 3d6 with a raise.
Modifiers
■ Damage (+2): The Choke causes 3d6 damage (4d6 with a raise)
■ Held (+2): The target is also Entangled. With a Raise, he’s Bound. (Special: You may maintain your concentration on the Held target to continue damaging it from round to round by spending a benny to maintain it. Maintaining the Force Grip Power is a Standard Action, and you must make a new Use the Force check each round. To determine the new damage amount for each round) Victims may break free on their turn by attempting a Strength -2 roll. If the victim is successful they improve their status one level, or two with a raise.
Scum & Villainy
Stormtrooper
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 11(6)
Hindrances: Loyal
Edges: –
Gear: Stormtrooper Armor (+6), laser rifle (Range 30/60/120, Damage 3d6, RoF 3), Vibro knife (Str+d4, AP 2), 2x frag grenades, utility belt with medpac
Rancor
Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+8, Vigor d12
Skills: Fighting d8, Intimidation d10, Athletics d6, Notice d6, Stealth d4
Pace: 8; Parry: 7; Toughness: 20(4)
Special Abilities:
■ Bite/Claws: Str+d8, Reach 10"
■ Hardy: The Rancor doesn’t suffer a wound from being shaken twice
■ Size 8 (Huge): A rancor is x feet tall and has two extra wounds.
■ Smash: Str+d10. Non-Rigid armor offers no protection against the smash.
■ Swat: The Rancor ignores up to 4 points of Scale penalties when attacking.