SWRPG

by ChapterMasterVecna

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Credits

  • All credit to George Lucas, Dave Filoni, Tony Gilroy, BioWare, Chris Avellone, Obsidian, and everyone else involved in making the Star Wars universe come to life.
  • Credit to Laughmask for the theme and formatting used.
  • Artwork from Lucas Licensing, Star Wars: The Visual Encyclopedia, Star Wars: The Clone Wars, the Star Wars movies, CorbinHunter on DeviantArt, SWTORpadawan on Tumblr, and Darth Culator and 000 on Fandom.
  • Some sections taken from Wookieepedia.
  • Made using GMBinder.
STAR WARS

ROLEPLAYING GAME

Contents

Character Creation
  • Apple32
  • Angry25
Game Rules
  • Bangarang42
  • Batman33, 126
The Force
  • Bangarang42
  • Batman33, 126
Equipment
  • Bangarang42
  • Batman33, 126
Appendices
  • Bangarang42
  • Batman33, 126

Part I

Character Creation

Chapter I: Step-by-step Character Creation

You probably know the drill by now, this is an adaption of D&D and the game mechanics of the KOTOR games to fit the Star Wars universe as a pen and paper TTRPG. So we'll just go through the steps of character creation for now.

I. Choose Your Species

II. Choose Your Archetype, Class, and Subclass

III. Determine Your Ability Scores

IV. Flesh Out Your Character

V. Determine Equipment

VI. Play the Game

Chapter II: Species

PART I

CHARACTER CREATION

Chapter III: The Jedi Order

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is only the Force.

Theme Music

An ancient religious order of warrior-monks dedicated to the Light Side of the Force, the Jedi Order existed for thousands of years as both a peacekeeping order in the Republic and as its official state religious body.

Jedi philosophy was based on the Jedi Code and its interpretation of the Force—a Jedi must reject their emotions, passions, and attachments, and dedicate oneself wholly to the light side of the Force—generally taken to mean peace and justice.

Jedi were taken from their parents to be trained when they were still only toddlers or young children, as they believed any older children would develop an emotional attachment to their parents and therefore be vulnerable to dark side corruption. Jedi training is extensive and lasts many decades.

When the Republic became the Empire, the government of Chancellor Sheev Palpatine—later revealed to be the Sith Lord Darth Sidious—ordered the genocide of all Jedi on charges of treason against the Republic, claiming they had launched an uprising against the Republic’s government. The overwhelming majority of the Jedi were killed in what became known as the Great Purge, or by its official designation, Order 66.

During the time of the New Republic, genuine Jedi were few and far between, with most of them being affiliated with Grand Master Luke Skywalker’s New Jedi Order. Skywalker rejects the emotional detachment of the old Jedi Order, allowing Jedi to form attachments and freely express their emotions, something the old Jedi considered a path to the dark side. In fact, Luke Skywalker even had a wife—Mara Jade—in flagrant violation of the old Jedi’s rules against romantic involvement.

Guardians

Jedi Guardians focus on combat training and lightsaber mastery

Mainly concentrating on martial training and combat, Guardians engaged in combat more than either of the other two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders on Tython whose role in the galaxy was to defend the weak and uphold the laws of the Galactic Republic, the Guardians were often seen as representatives of the Order and the classic Jedi weapon: the lightsaber.

"Guardian the title is, not warrior. Remember this, all Jedi should."

  • Jedi Master Yoda

Focusing all their time and effort on honing their martial skills, Jedi Knights who chose to pursue the role of Guardian often built their lightsabers using a blue crystal; symbolizing solidarity and uniformity among this class, though it is not a requirement. Master Sunburris recommended spending three hours a day on running, unarmed combat, and lightsaber practice. Highly necessary during the Republic's early years of instability and strife, following the Ruusan Reformation the Guardians took on an even larger role; the Republic Army was disbanded and the Jedi were thrust into the role as defenders of the Republic. Policing the galaxy and working closely with sector and system law agencies, the Guardians worked tirelessly along the Outer Rim Territories and along the borders of Wild Space to maintain law where slavery and illegalities ran rampant. While carrying the basics of Jedi equipment, Guardians were often known to carry wrist binders for when they made an arrest.

While there were many sub-branches to the Guardian class, the most skilled and learned Jedi Masters were granted the honorific title of "Warrior Master". It was two Warrior Masters that were said to have joined two Sage Masters in the founding of the Jedi Temple on Coruscant circa 4000 BBY. These Four Masters were honored with bronzium depictions on the main entrance stairs at the terminus of the Processional Way.

Class Features

As a Jedi Guardian, you gain the following class features:

Hit Points

  • HP at 1st Level: 10 + CON
  • HP per Level: 10 + CON

Proficiencies

  • Armour: none
  • Weapons: pistols, lightsabers, melee weapons
  • Saves: Fortitude, Reflex

Skills

  • Skills: Demolitions, Awareness, Persuade, Treat Injury
  • Skill Points at 1st Level: ( 1 + INT ) * 4 (minimum 4)
  • Skill Points per Level: 1 + INT (minimum 1)
PART I

CHARACTER CREATION

Level PB Base HP Class Features Feats Powers Base Force
1st +2 10 Jedi Sense, Force Jump, Jedi Defence 1 2 4
2nd +2 20 Fighting Style 2 3 8
3rd +2 30 Lightsaber Form feat 3 4 12
4th +2 40 Jedi Defence (+3) 3 5 16
5th +3 50 Extra Attack (x1) 4 6 20
6th +3 60 Force Jump (+2), Lightsaber Form feat 4 7 24
7th +3 70 5 8 28
8th +3 80 Jedi Defence (+6) 5 9 32
9th +4 90 Lightsaber Form feat 6 10 36
10th +4 100 6 11 40
11th +4 110 Extra Attack (x2) 7 12 44
12th +4 120 Force Jump (+4), Lightsaber Form feat 7 13 48
13th +5 130 8 14 52
14th +5 140 8 15 56
15th +5 150 Lightsaber Form feat 9 16 60
16th +5 160 9 17 64
17th +6 170 10 18 68
18th +6 180 Lightsaber Form feat 10 19 72
19th +6 190 11 20 76
20th +6 200 Extra Attack (x3) 11 21 80

Jedi Sense

You have developed a connection to the Force that allows you to better sense incoming attacks. You gain a bonus to your Armour Class equal to your Proficiency Bonus. This bonus is only active when not wearing armour.

Force Jump

Your abilities in the Force and physical strength have enabled you to increase the distance you can jump exponentially. Once per turn, as a bonus action, you can choose to jump to a target that you can see at least 10 metres away.

If you do so, you must make at least one melee attack against the target. This bonus action counts as a Sneak Attack only when attacking opponents not currently engaged in combat from beyond their combat range.

You gain a +2 bonus to attack rolls and damage inflicted for one round after using Force Jump at level 6. This bonus increases to +4 at level 12.

Jedi Defence

Your abilities in the Force have enabled you to use your lightsaber to deflect blaster bolts. Whenever a ranged attack that is not a critical hit with the Energy, Electric, Ion, or Universal damage type is made against you while you are holding a lightsaber, as a reaction, after the attack roll is made but before damage is determined, you can choose to deflect that attack.

If you do so, you must make an attack roll of your own. If the result is greater than the opponent's attack roll, you suffer no damage. If the result is a critical roll or is twice that of your opponent's attack roll, the shot is deflected and they suffer the standard amount of damage the attack would inflict.

You gain a +3 bonus to your Jedi Defence rolls at level 4 and a +6 bonus at level 8.

Fighting Style

At level 2, you must pick a fighting style: Dueling or Two-Handed Fighting, both detailed at the end of the Guardian section.

Lightsaber Forms

At level 3, and again at levels 6, 9, 12, 15, and 18, you must pick a Lightsaber Form from the Feats section. This does not count as a feat for the purposes of your class's feats progression.

Extra Attack

At level 5, and again at levels 11 and 20, you gain the ability to attack an additional time on your turn when taking the Attack action. This feature stacks with any other abilities granting you extra attacks.

Fighting Styles

Dueling

When wielding a one-handed melee weapon and no other weapons, you gain a +1 bonus to your Armour Class and to attack rolls made with said weapon. This bonus increases to +2 at level 6 and +3 at level 12.

Two-Handed Fighting

The normal duel-wield penalty of −6 (main hand) / −10 (off hand) is reduced to −4 / −6. This penalty is further reduced to −2 / −4 at level 6 and −0 / −2 at level 12.

PART I

CHARACTER CREATION

Sentinels

Jedi Sentinels are well-balanced and possess many skills

Within the Jedi Order, the spirit of the Jedi Sentinel had always existed, with many Guardians and Consulars building a strong connection to the Galactic Republic whom the Order professed to protect. These Jedi were more service-oriented, seeking out cities rather than temples, crowds over solitude. Jedi Knights pursued the Sentinel field of study as a specialization of their specific discipline, in the same way that a Consular might become a healer, or a Guardian might aspire to be a Peacekeeper.

While it was unclear when the Sentinels became their own unique discipline, rather than a specialization within another school of thought, some historians described Master Morrit Ch'gally as the founder of the practical discipline. Ch'gally served as a member of the Army of Light and a Jedi recruiter with the Acquisition Division, and he believed that the differences between his line of thought and the Guardians and Consulars were distinct enough to warrant its own branch of study.

"This Jedi ferrets out deceit and injustice, bringing it to light."

  • Jedi Master Dorak

Driven by Ch'gally's vision, Sentinels flourished in the postwar era that followed the Ruusan Reformation and spread into the galaxy, where they became some of the Order's most recognizable members. Many served as freelance law enforcers, and were respected as Jedi that could be approached with any problem. When the Galactic Empire came to power at the end of the Clone Wars, the Sentinels suffered fewer casualties than the other Jedi in service to the Order due to their ability to remain anonymous, their avoidance of temples, and their proclivity for working in city environments.

However, those who did not die during the execution of Order 66 were ruthlessly hunted by the Inquisitors of the Empire. Because of the local populace's familiarity with them, the Sentinels were easily and eagerly turned over by opportunists seeking to gain credibility with the new Empire. While many died during the Great Jedi Purge, others fled into the depths of the cities they served, becoming vigilantes in the night, working anonymously.

Class Features

As a Jedi Sentinel, you gain the following class features:

Hit Points

  • HP at 1st Level: 8 + CON
  • HP per Level: 8 + CON

Proficiencies

  • Armour: none
  • Weapons: pistols, lightsabers, melee weapons
  • Saves: Fortitude, Reflex

Skills

  • Skills: Computer Use, Stealth, Awareness, Persuade, Security, Treat Injury
  • Skill Points at 1st Level: ( 3 + INT ) * 4 (minimum 4)
  • Skill Points per Level: 3 + INT (minimum 1)

Jedi Sense

You have developed a connection to the Force that allows you to better sense incoming attacks. You gain a bonus to your Armour Class equal to your Proficiency Bonus. This bonus is only active when not wearing armour.

Level PB Base HP Class Features Feats Powers Base Force
1st +2 8 Jedi Sense, Force Immunity: Fear, Jedi Defence 1 2 6
2nd +2 16 Fighting Style 1 3 12
3rd +2 24 2 4 18
4th +2 32 Jedi Defence (+3) 2 5 24
5th +3 40 2 6 30
6th +3 48 Force Immunity: Stun, Lightsaber Form feat 3 7 36
7th +3 56 3 8 42
8th +3 64 Jedi Defence (+6) 3 9 48
9th +4 72 4 10 54
10th +4 80 4 11 60
11th +4 88 Extra Attack (x1) 4 12 66
12th +4 96 Force Immunity: Paralysis, Lightsaber Form feat 5 13 72
13th +5 104 5 14 78
14th +5 112 5 15 84
15th +5 120 6 16 90
16th +5 128 6 17 96
17th +6 136 6 18 102
18th +6 144 Lightsaber Form feat 7 19 108
19th +6 152 7 20 114
20th +6 160 Extra Attack (x2) 7 21 120

Force Immunity: Fear

Your abilities in the Force have granted you immunity to certain debilitating effects. You do not suffer the effects of the Fear, Horror, and Insanity Force Powers or Plasma Grenades. You also gain immunity to the Frightened condition.

Jedi Defence

Your abilities in the Force have enabled you to use your lightsaber to deflect blaster bolts. Whenever a ranged attack that is not a critical hit with the Energy, Electric, Ion, or Universal damage type is made against you while you are holding a lightsaber, as a reaction, after the attack roll is made but before damage is determined, you can choose to deflect that attack.

If you do so, you must make an attack roll of your own. If the result is greater than the opponent's attack roll, you suffer no damage. If the result is a critical roll or is twice that of your opponent's attack roll, the shot is deflected and they suffer the standard amount of damage the attack would inflict.

You gain a +3 bonus to your Jedi Defence rolls at level 4 and a +6 bonus at level 8.

Fighting Style

At level 2, you must pick a fighting style: Dueling or Two-Handed Fighting, both detailed at the end of the Guardian section.

Force Immunity: Stun

At level 6, your abilities in the Force have progressed to grant you greater immunity to certain Force powers and debilitating effects. You do not suffer the effects of the Force Push, Force Whirlwind, Force Wave, and Stun Force Powers or Concussion Grenades and Flash mines. You also gain immunity to the Stunned condition.

PART I

CHARACTER CREATION

Lightsaber Forms

At level 6, and again at levels 12 and 18, you must pick a Lightsaber Form from the Feats section. This does not count as a feat for the purposes of your class's feats progression.

Extra Attack

At level 11, and again at level 20, you gain the ability to attack an additional time on your turn when taking the Attack action. This feature stacks with any other abilities granting you extra attacks.

Force Immunity: Paralysis

At level 12, you have mastered the ability to use the Force to protect against debilitating effects. You do not suffer the effects of the Stasis or Stasis Field Force Powers or CryoBan Grenades. You also gain immunity to the Paralysed condition.

Fighting Styles

Dueling

When wielding a one-handed melee weapon and no other weapons, you gain a +1 bonus to your Armour Class and to attack rolls made with said weapon. This bonus increases to +2 at level 6 and +3 at level 12.

Two-Handed Fighting

The normal duel-wield penalty of −6 (main hand) / −10 (off hand) is reduced to −4 / −6. This penalty is further reduced to −2 / −4 at level 6 and −0 / −2 at level 12.

Consulars

Jedi Consulars are masters of the Force and spend less time on combat training
PART I

CHARACTER CREATION

Chapter IV: The Sith Order

Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall free me.

Theme Music

An ancient religious order of warrior-monks, the Sith are considered the ancient enemy of the Jedi. In contrast to the Jedi, who are dedicated to serving the Light Side, the Sith Order revolves around the Dark Side of the Force. The Sith teach that by harnessing one’s passion, hatred, fear, and other (especially negative) emotions, you can achieve power and in so doing freedom.

The Sith include many disparate groups and have never been a single unified order, unlike the Jedi. Some Sith—such as the Order of Revan—advocate for a synthesis of the Light Side and the Dark Side while still placing much emphasis on freedom and embracing and harnessing one’s emotions. Others—such as the Sith Lords Lana Beniko and Darth Marr—adopt a pragmatic approach based upon patriotic sentiment and applied ethics.

However, these do not represent the majority of the Sith Order. Throughout its history, the mainstream Sith philosophy has been one of might makes right. Sith constantly competed with one another for power, often leading to more fighting between Sith than against their enemies. Various Sith Orders have arisen throughout the years, but by far the most well-known as well as one of the most recent is the Rule of Two, instituted by Darth Bane. Under this rule, there are only supposed to be two Sith at any time—a master and an apprentice. Under this system, the apprentice is to kill the master and take their place, as it has almost always been in the mainstream Sith Order.

PART I

CHARACTER CREATION

Marauders

Assassins

Sorcerers

The Voss Mystics

The Witches of Dathomir

Chapter IV: Droids

Chapter V: Outlaws

Chapter VI: Militants

Chapter VII: Character Details

Chapter VIII: Customisation Options

Part II

Game Rules

Game Rules

Basic Rules

Ability Scores

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Skills

Computer Use

Demolitions

Stealth

Awareness

Persuade

Repair

Security

Treat Injury

Ability Checks

Passive Checks

Group Checks

Saving Throws

Fortitude

Reflex

Will

The Environment

Time

Movement and Speed

Special Types of Movement

Environmental Damage

Vision and Light

Interacting with Objects

Mines

Using Mines

Mine Ranks

Flash Mines

Frag Mines

Sonic Mines

Plasma Mines

Gas Mines

Social Interaction

Resting

Long Rests

Short Rests

Regenerating Health

Combat

The Order of Combat

On Your Turn

Movement and Space

Actions in Combat

Making Attacks

Melee vs Ranged Attacks

Cover

Damage Types

Resistance, Vulnerability, and Immunity

Dropping to 0 HP

Part III

The Force

The Force

Using the Force

Force Power Level

Force Points

Cantrips

Time and Duration

Range

Targets and Area of Effect Powers

Saving Throws and Attack Rolls

Light, Dark, and Universal Powers

Power Lists

Jedi Guardian

Jedi Sentinel

Jedi Consular

Sith Marauder

Sith Assassin

Sith Sorcerer

Voss Mystic

Nightsister / Nightbrother

Light Side Powers

Dark Side Powers

Universal Powers

Part IV

Equipment

Part V

Appendices