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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


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.


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


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


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.


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


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


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


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.


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