SW Age of The Empire 6
SW Age of The Empire 6
SW Age of The Empire 6
Enrique Bertran for his work on Star Wars: Age of Rebellion for the AGE system
Ben for his graphic design expertise, Mel for proofreading this beast
Chapter 2: Species
Chapter 3: Classes
Disclaimer: The Adventure Game Engine and Fantasy Age Basic Rulebook are the property of Green
Ronin Publishing, LLC. Star Wars is the property of The Walt Disney Company, Inc. This document is not
authorized, endorsed, or sponsored by Green Ronin or The Walt Disney Company. This document may
not be sold, purchased, or otherwise distributed for commercial use. No copyright or trademark
infringement is intended or implied.
FORWARD
Thank you for your interest in this
adaptation of the Star Wars universe. First,
this document could not exist without
the work done by Enrique Bertran and his
Star Wars: Age of Rebellion conversion for
the Dragon AGE Roleplaying game. This is
the byproduct of feedback and
encouragement from those on the Green
Ronin community message boards and
the Dustin & Dragons blog over the course
of many months. It has been enjoyed
across a small number of tables and now
soon by you.
INTRODUCTION
Bests,
1
Dustin Ahonen
Compatibility with Fantasy AGE Starting Languages
Like its predecessor, this also assumes Due to the vast array of species and that
familiarity and access to the Adventure not all speak a common language,
Game Engine (AGE), but as set in the Basic, characters begin play with
Fantasy AGE Basic Rulebook. Game multiple languages. These include your
terms; such as stunts, TN, Armor Rating, starting language and a number of
Defense, and basic or advance ability languages equal to your Intelligence. It
tests will not be explained here. is always a good idea that you and your
party share a language.
Illegal Equipment
Ranged Combat and Interrupt
Some items are not easily available Attacks
and considered contraband, with no
price given. This is to both represent Due to the prevalence and power of
the control of the Empire over galactic ranged weapons, this conversion also
AGE
commerce during the Age of the Empire introduces Interrupt Attacks that are
OF
and to allow the GM to decide which further explained in the Chapter 7:
THE EMPIRE
equipment to make accessible. For Additional Rules And Ships.
example, the inclusion of drugs may
not be suitable for all audiences and Where to Leave Feedback
having to go on a quest to retrieve the
parts to assemble a lightsaber is far more Feedback can be shared on the Fantasy
interesting than simply being able to buy
one from any merchant.
AGE/Titansgrave/Blue Rose forum on the
Green Ronin Community Message Boards
01
or by commenting or leaving a message
INTRODUCTION
Level 10 Cap at www.dustinanddragons.com.
2
COMMON SPECIES
The number of sentient space-faring
species throughout the galaxy is beyond
counting. What is available here are just
some of the more common or noteworthy
species one might encounter. Common
species can be seen wherever species are
intermingling and all share the ability to
both understand and speak Basic.
Available Species
SPECIES
02 SPECIES Mandalorian
Mon Calamari
Togruta
Gand
Rodian
Sullustan
Kel Dor
Wookiee
THE EMPIRE
Twi’lek
Zabrak
CHISS
OF
AGE
AGE
• Starting Languages: You can understand
They are not only the most numerous and speak Basic and Mando’a.
OF
species in the galaxy but also whose
THE EMPIRE
actions have shaped galactic history. If Mandalorian Benefits
you choose to play a human, modify your 2d6 Roll Benefit
character as follows:
2 +1 Perception
• Heroic: You receive +1 Stunt Point 3-4 Focus: Perception (Tracking)
•
whenever you Stunt.
Pick Any One Ability Focus: You begin
5 Focus: Dexterity (Initiative) 02
6 Constitution (Stamina)
play with one ability focus of your choice.
SPECIES
• Speed: Your Speed is equal to 4 + 7-8 +1 Accuracy
Dexterity (minus armor penalty if 9 Weapon Group: Grenades*
applicable). 10-11 Focus: Strength (Intimidation)
• Starting Languages: You can understand
and speak Basic and one other of your 12 +1 Intelligence
choice. *If the class you choose provides this already, you
can take the Accuracy (Grenades) instead.
Human Benefits
MON CALAMARI
2d6 Roll Benefit
2 +1 Dexterity An aquatic, fish-like species, they have
3-4 Focus: Intelligence (Healing) long influenced galactic politics. If you
5 Focus: Willpower (Morale) choose to play a mon calamari, modify
your character as follows:
6 Focus: Communication (Leadership)
7-8 +1 Constitution • Ability Adjustment(s): Add 1 to
9 Focus: Perception (Empathy) Intelligence.
10-11 Focus: Intelligence (Astrogation*) • Pick One Ability Focus: Communication
(Investigation) or Intelligence (Military
12 +1 Willpower Lore).
*New ability focus, see Chapter 4 • Amphibious: You can breathe
underwater and move your normal speed
while swimming.
• Darkvision: You can you see in darkness
4
without a light source.
• Speed: Your Speed is equal to 4 +
Dexterity (minus armor penalty if
Togruta Benefits
applicable). 2d6 Roll Benefit
• Starting Languages: You can understand 2 +1 Willpower
and speak Basic, Mon Calamarian, and
3-4 Focus: Perception (Hearing)
Quarren.
5 Focus: Constitution (Running)
6 Focus: Dexterity (Piloting)
Mon Calamari Benefits
7-8 +1 Perception
2d6 Roll Benefit
9 Focus: Communication (Animal Handling)
2 +1 Perception
10-11 Focus: Perception (Touching)
3-4 Focus: Constitution (Swimming)
12 +1 Constitution
5 Focus: Intelligence (Astrogation*)
6 Focus: Communication (Leadership) TWI’LEK
7-8 +1 Communication
9 Focus: Perception (Seeing) Tall and striking with two long head
10-11 Focus: Intelligence (Healing) tentacles, twi’leks are often both admired
and distrusted. If you choose to play a
12 +1 Willpower
twi’lek, modify your character as follows:
SPECIES
5
ZABRAK • Ability Adjustment(s): Add 1 to
Communication.
Proud and independent, their crowns • Pick One Ability Focus: Communication
of vestigial horns make them distinctive (Etiquette) or Dexterity (Stealth).
among other near-human species. If you • Extra Language: You gain one language
of your choice.
choose to play a zabrak, modify your
• Doublespeak: NPCs have a –1 penalty
character as follows: on Communication-based ability tests
against you and your allies.
• Ability Adjustment(s): Add 1 to • Speed: Your Speed is equal to 4 +
Willpower. Dexterity (minus armor penalty if
• Pick One Ability Focus: Constitution applicable).
(Running) or Willpower (Self-Discipline). • Starting Languages: You can understand
• Ferocity: You receive +1 attack rolls and and speak Basic and Bothese.
opposed ability tests when reduced half
or less than your maximum Health.
• Speed: Your Speed is equal to 4 + Bothan Benefits
AGE
Dexterity (minus armor penalty if 2d6 Roll Benefit
applicable).
2 +1 Strength
OF
• Starting Languages: You can understand
THE EMPIRE
and speak Basic and Zabrak. 3-4 Focus: Communication (Gambling)
5 Focus: Dexterity (Stealth)
Zabrak Benefits 6 Language: Huttese
2d6 Roll Benefit 7-8 +1 Dexterity
9 Focus: Communication (Seduction)
2
3-4
+1 Strength
Focus: Strength (Jumping) 10-11 Focus: Dexterity (Acrobatics) 02
5 Focus: Constitution (Stamina) 12 +1 Willpower
SPECIES
6 Focus: Dexterity (Initiative)
CATHAR
7-8 +1 Constitution
9 Focus: Strength (Climbing) The fierce and feline-like cathar
10-11 Focus: Willpower (Courage) have a long-standing enmity for the
12 +1 Fighting Mandalorians, who enslaved and
nearly destroyed their race during the
Mandalorian Wars. If you choose to play a
UNCOMMON SPECIES cathar, modify your character as follows:
These species are less human-like and • Ability Adjustment(s): Add 1 to Dexterity.
some can understand, but are unable to • Pick One Ability Focus: Dexterity
communicate using Galactic Basic. (Acrobatics) or Strength (Climbing).
• Claws: Your hands end in sharp claws
and your fists inflict 1d6 damage, rather
BOTHAN than 1d3. If you take the Unarmed Style
talent, this damage increases to 1d6+2.
Gregarious and steadfast in their support • Unfettered Speed: Your Speed is equal
of the Republic, bothans have perhaps to 4 + Dexterity (ignoring armor penalty,
suffered the most as a species by the if applicable).
oppressive rule of the Empire. If you • Starting Languages: You can understand
choose to play a bothan, modify your and speak Basic and Catharese.
character as follows:
6
Cathar Benefits Gand Benefits
2d6 Roll Benefit 2d6 Roll Benefit
2 +1 Strength 2 +1 Dexterity
3-4 Focus: Dexterity (Initiative) 3-4 Focus: Intelligence (Religious Lore)
5 Focus: Perception (Seeing) 5 Focus: Perception (Tracking)
6 Focus: Accuracy (Brawling) 6 Focus: Willpower (Self-Discipline)
7-8 +1 Dexterity 7-8 +1 Constitution
9 Focus: Strength (Jumping) 9 Focus: Perception (Searching)
10-11 Focus: Dexterity (Stealth) 10-11 Focus: Intelligence (Engineering)
12 +1 Willpower 12 +1 Accuracy
GAND RODIAN
which gives you a natural Armor Rating of ability focus, see Chapter 4.
2. If the armor you are wearing provides • Expert Tracker: You can always pick up
you with better protection, you instead the trail and you do not take penalties to
add 1 to your Armor Rating. Perception (Tracking) tests due to span
• Respirator: You have a respirator. Without of time. You also move at normal speed,
OF
it, you must hold your breath or begin to rather than half speed as is usual.
AGE
AGE
to Perception (Hearing) tests due to • Starting Languages: You can understand
distance. You can also detect pitches that and speak Basic and Chadra-Fan.
OF
are too high for most others to hear.
THE EMPIRE
• Slow Speed: Your Speed is equal to
3 + Dexterity (minus armor penalty if Chadra-Fan Benefits
applicable). 2d6 Roll Benefit
• Starting Languages: You can understand
2 +1 Constitution
but can’t speak Basic. You can
understand and speak Sullustese. 3-4 Focus: Constitution (Stamina)
5 Focus: Willpower (Self-Discipline) 02
Sullustan Benefits 6 Focus: Dexterity (Initiative)
SPECIES
2d6 Roll Benefit 7-8 +1 Perception
2 +1 Dexterity 9 Focus: Strength (Jumping)
3-4 Focus: Perception (Hearing) 10-11 Focus: Willpower (Courage)
5 Focus: Intelligence (Evaluation) 12 +1 Accuracy
6 Focus: Intelligence (Engineering)
IG ASSASSIN DROID
7-8 +1 Perception
9 Focus: Dexterity (Stealth) Built for nefarious purposes, you have
10-11 Focus: Perception (Seeing) gained sentience and independence
12 +1 Constitution beyond your core programming. If you
choose to play an IG assassin droid,
modify your character as follows:
RARE SPECIES • Ability Adjustment(s): Add 1 to
These species differ from the others with Intelligence.
exceptional or unusual abilities. • Pick One Ability Focus: Intelligence
(Cryptography) or Perception
(Searching).
CHADRA-FAN • Force Insensitivity: You are unable to
take the Force Sensitive talent. You are
Standing only 1 meter tall, many overlook also immune to Senses Force Powers.
the bat-like chadra-fan. If you choose to • Ion Vulnerability: You take penetrating
play a chadra-fan, modify your character damage from ion weapons. 8
as follows: • Mechanical Body: You do not need to
to equip armor, instead you have space for up to 3 minutes. Without the
an Armor Rating equal to 5 + your antiox mask, you are blind and must
Constitution. However, you do not regain hold your breath or begin to suffocate
health by resting. Instead, you must immediately when in an oxygen-rich
have a repair kit (droid) and make an environment.
Intelligence (Engineering) test as a • Speed: Your Speed is equal to 4 +
major action by you or someone else Dexterity (minus armor penalty if
to regain health equal to theirs or your applicable).
Stunt Die x 2 + Intelligence. • Starting Languages: You can understand
• No Vitals: You do not need to breathe, and speak Basic and Kel Dor.
drink or eat.
• Slow Speed: Your Speed is equal to
3 + Dexterity (minus armor penalty if
Kel Dor Benefits
applicable). 2d6 Roll Benefit
• Starting Languages: You can understand 2 +1 Willpower
and speak Basic and Binary.
3-4 Focus: Perception (Empathy)
5 Focus: Intelligence (Investigation)
IG Assassin Droid Benefits 6 Focus: Perception (Seeing)
2d6 Roll Benefit 7-8 +1 Strength
2 +1 Accuracy
SPECIES
character as follows:
AGE
KEL DOR
• Ability Adjustment(s): Add 3 to Strength
Tall with leathery skin, the masked kel dor and subtract 1 to Communication.
are known throughout the galaxy for their • Pick One Ability Focus: Strength
proficiency with the Force. If you choose (Climbing) or Strength (Intimidation).
to play a kel dor, modify your character as • Bowcaster Training: You are trained with
follows: bowcasters.
• Large Build: Armor costs 50 credits
• Ability Adjustment(s): Add 1 to Dexterity more per AR to fit you.
and Perception, and subtract 1 to • Tough: You receive an extra 5 Health.
Constitution. • Undisciplined: Any time you are asked to
• Pick One Ability Focus: Dexterity do a Willpower (Self-Discipline) test you
(Initiative) or Perception (Force Senses). must succeed twice, otherwise you fail.
• Antiox Mask: You have a goggles • Speed: Your Speed is equal to 4 +
and a respirator as part of an antiox Dexterity (minus armor penalty if
mask. The antiox mask functions as applicable).
electrobinoculars (see Chapter 5: • Starting Language: You can understand
Starting Credits and Equipment), and but can’t speak Basic. You can
9 allows you to function normally in non- understand and speak Shyriiwook.
helium atmospheres and the vacuum of
Wookiee Benefits
2d6 Roll Benefit
2 +1 Accuracy
3-4 Focus: Strength (Might)
5 Focus: Intelligence (Astrogation*)
6 Focus: Constitution (Stamina)
7-8 +1 Constitution
9 Focus: Accuracy (Exotic)
10-11 Focus: Intelligence (Engineering)
12 +1 Dexterity
*New ability focus, see Chapter 4
AGE
OF
THE EMPIRE
02
SPECIES
10
BUILDING CHARACTER
As with the fantasy setting of Fantasy
Age, classes represent character
archetypes that also determine your
character’s capabilities and develop as
you gain experience. These classes are
more specific in their scope and draw
inspiration from characters in the Star
Wars universe. Unlike in Fantasy Age,
character advancement is capped at level
10.
CHAPTER 3
One ADEPT Per Table: Force Powers
CLASSES
can be very complicated and are not
03 recommended for players who do not
already have a strong grasp of the AGE
rules. It is suggested to only have one at
THE EMPIRE
ADEPT
OF
AGE
LEVEL 1
LEVEL 2 LEVEL 8
New Ability Focus: You now gain New Specialization Talent: You gain the
one of the following ability focuses: Master degree in the specialization talent
Communication (Animal Handling), you gained at level 4.
Intelligence (Force Lore), or Perception
(Empathy). LEVEL 9
AGE
New Talent: You become a Novice in a already have.
OF
new talent or gain a degree in a talent you
THE EMPIRE
already have. LEVEL 10
CLASSES
LEVEL 5 From Imperial intelligence operatives
to Rebel spies, both sides recognize the
New Talent: You become a Novice in a importance of covert agents. Intelligence,
new talent or gain a degree in a talent you infiltration, and precision are your tools.
already have. Although you will often find yourself
alone, your abilities often require
Stunt Bonus: You know how to defend strategic thinking and using group tactics.
yourself. You can perform the Defensive
Stance combat stunt for 1 SP, instead of 2 • Primary Abilities: Accuracy, Dexterity,
SP. Perception, and Intelligence
• Secondary Abilities: Communication,
LEVEL 6 Constitution, Fighting, Strength, and
Willpower
• Starting Health: 25 + Constitution + 1d6
New Talent: You become a Novice in a • Weapon Groups: Brawling, Blaster,
new talent or gain a degree in a talent you Grenades, and Rifles or Vibroblades
already have.
LEVEL 1
Improved Concentration: You gain a
+2 bonus on your next ability test to Agent’s Armor: You can ignore the Armor
use a Force Power when you use Force Penalty of light armor altogether. It affects
Concentration, rather than the normal neither your Speed nor your Dexterity.
+1.
Deadly Aim: You can take time to target 12
your enemy for a precision strike. You Stunt Bonus: You are perceptive and
must first use the Aim action and then the mindful of your surroundings. You can
Attack action on your turn. Your attack perform the That Makes Me Wonder
inflicts an extra 1d6 damage. This attack exploration stunt for 3 SP instead of 4 SP.
may go unnoticed and distant opponents
must make an opposed test of Perception LEVEL 7
(Hearing or Seeing) vs. your Dexterity
(Stealth) to spot you. Disorienting Blow: You can choose to
temporarily daze an opponent. To make
Starting Talents: You become a Novice in a disorienting blow, you must use the
one of the following talents: Intrigue, or Aim action and then hit with a Melee or
Scouting, or *Slicing. a Ranged Attack. If successful, the target
takes no damage but must succeed TN
LEVEL 2 15 Constitution (Stamina) test or become
disoriented (see Section 7: Combat &
Evasion: You can tumble to avoid the Ships). A disorienting blow is possible
worst of an explosion or other hazard. on successive attack rolls. For example,
When you succeed on a Dexterity you could attack, then use the Lightning
(Acrobatics) test to avoid taking damage, Attack, and disorient an opponent
CLASSES
you can ignore all the damage from that instead of dealing damage.
effect.
LEVEL 8
LEVEL 3
03 New Talent: You become a Novice in a
New Specialization Talent: You gain the
Master degree in the specialization talent
new talent or gain a degree in a talent you you gained at level 4.
THE EMPIRE
already have.
LEVEL 9
LEVEL 4
New Talent: You become a Novice in a
OF
New Specialization: You may choose one new talent or gain a degree in a talent you
AGE
LEVEL 6
AGE
weapons New Talent: You become a Novice in a
OF
new talent or gain a degree in a talent you
THE EMPIRE
LEVEL 1 already have.
CLASSES
(Self-Discipline). If you win, the target Stunt Bonus: You can perform the Tower
must to re-roll its successful ability tests of Will stunt for 3 SP instead of 4 SP.
and take the worse result.
LEVEL 7
Stating Ability Focus: You receive one of the
following ability focuses: Communication Diplomacy: You add +1 to your Stunt Die
(Leadership), Communication (Disguise), whenever you roll a Communication-based
or Willpower (Courage). You also receive ability test as part of an advanced test.
Communication (Persuasion) if you do not
have it already. New Talent: You become a Novice in a
new talent or gain a degree in a talent you
Starting Talents: You become a Novice in already have.
one of the following talents: Command,
Contacts, or Observation. You also start as LEVEL 8
a Novice in Oratory.
New Specialization Talent: You gain the
LEVEL 2 Master degree in the specialization talent
you gained at level 4.
Stunt Bonus: You can perform the Set-Up
stunt for 1 SP instead of 3 SP. LEVEL 9
LEVEL 4
• Primary Abilities: Accuracy,
Constitution, Intelligence, and Willpower New Specialization: You may choose one
• Secondary Abilities: Communication, specialization. You gain the Novice degree
Dexterity, Fighting, Perception, and
03 Strength
of its specialization talent.
• Starting Health: 30 + Constitution + 1d6
LEVEL 5
THE EMPIRE
Mechanic: You add your ability focus to Stunt Bonus: Living on the fringes means
your Stunt Die when making repairs. Also, making do with what you have. You can
you can use a repair kit of any type while perform the Resources At Hand stunt for
making an Intelligence (Engineering) 3 SP instead of 4 SP.
test to make a repair. The GM can put
limitations, for example, you may not be LEVEL 6
able to use a droid repair kit to replace a
hyperdrive core. New Talent: You become a Novice in a
new talent or gain a degree in a talent you
Resilience: You gain a bonus to your already have.
Health equal to your Willpower x 2.
Swift Activation: You can use an Activate
Stating Ability Focus: You receive one of action on an item as a free action once
the following ability focuses: Dexterity per turn.
(Piloting), Intelligence (Healing), or
Perception (Tracking). You also receive
Intelligence (Engineering) if you do not
15 have it already.
LEVEL 7 • Starting Health: 15 + Constitution + 1d6
• Weapon Groups: Blasters, Brawling, and
New Talent: You become a Novice in a Grenades or Vibroblades
new talent or gain a degree in a talent you
already have. LEVEL 1
Great Fortitude: You regain twice the Clever Cover: You make the most of your
amount of Health you normally do when protection from behind cover. Attackers
resting (Fantasy Age Core Rulebook, page suffer an additional –1 penalty when
39). attacking you while you are behind cover
(see Chapter 7: Supplemental Rules and
LEVEL 8 Vehicles).
New Specialization Talent: You gain the Trick Attack: Once per round, you can
Master degree in the specialization talent add 1d6 to the damage of a successful
you gained at level 4. attack if your Communication is greater
AGE
greater than your opponent’s.
LEVEL 9
OF
Starting Talents: You become a Novice
THE EMPIRE
New Talent: You become a Novice in a in one of the following talents: Contacts,
new talent or gain a degree in a talent you Quick Reflexes, or Thievery.
already have.
LEVEL 2
LEVEL 10
Cheap Shot: You know how to hit where 03
Expertise: You add your ability focus to it hurts. While performing the Pierce
CLASSES
the Stunt Die whenever you or an ally Armor stunt, you ignore the opponent’s
within sight is performing an ability test full Armor Rating rather than half, as is
in which you have the ability focus as part normal.
of an advanced test.
LEVEL 3
already have.
Load-Out: You are used to the weight of
First Strike: You know how to get the drop all your weapons, armor, and equipment.
on others. You always treat opponents as You reduce the minimum Strength for
LEVEL 4
17
New Specialization: You may choose one
pecialization. You gain the Novice degree total if you have an applicable weapon
of its specialization talent. group focus. The focus must match the
weapon group of the weapon you attack
LEVEL 5 with. For example, if you attack with a
heavy rifle, you must have the Accuracy
New Talent: You become a Novice in a (Rifles) focus to get the +2 bonus damage
new talent or gain a degree in a talent you of this power. If you have the same focus
already have. twice, the damage bonus increases to +3
as well.
Stunt Bonus: You can attack for maximum
suppression. You can perform the Dual
Strike stunt for 3 SP instead of 4 SP.
LEVEL 6
AGE
new talent or gain a degree in a talent you
OF
already have.
THE EMPIRE
LEVEL 7
CLASSES
of your opponents. You can perform the
Threaten stunt for 1 SP instead of 2 SP.
LEVEL 8
LEVEL 9
LEVEL 10
BACKGROUNDS
Backgrounds function much like they do
in Fantasy Age, with the addition of a story
item. A story item is an optional trinket
or bauble that represents your character’s
CHAPTER 4 past and can be used by the GM to further
your character’s story.
04 BACKGROUNDS, ACADEMIC
THE EMPIRE
ABILITY FOCUSES,
Curiosity and thoroughness have served
you well in your scholastic career.
Imperial censors can make your work
AND
difficult, but uncovering the mysteries of
the past is what excite and drive you.
AGE OF
CRIMINAL
LABORER
MERCENARY
AGE
same scene over and over
7 Scavenger Intelligence (Engineering) or Intelligence A piece of scrap that
OF
(Evaluation) represents a promise
THE EMPIRE
Middle Class
8 Academic Intelligence (Galactic Lore) or Intelligence An ancient Sith urn
(Research)
9 Mercenary Accuracy (Brawling) or Constitution A medal bestowed upon you
(Drinking) by the Empire
04
10 Trader Communication (Bargaining) or Intelligence An idol that you are compul-
(Evaluation) sively attached to
a safer place, but the truth is, everyone based on merit not politics. Having risen
can use someone good with a blaster and through the Imperial beauracracy, you
demands for your services have never now see the truth of its injustices.
been better.
SCAVENGER
NOBLE
Whether on the fringes of the galaxy or
Disenfranchised from the Imperial one of the massive junk yards on the core
beauracracy and the waning power of the worlds, you know that one person’s trash
Senate, many of the galaxy’s aristocracy is another’s pay day, and something you
still benefit from their considerable found has gotten you into a lot of trouble.
family holdings.
TRADER
OFFICIAL
True merchantilism may have died with
The Empire was supposed to be different the Trade Federation, but the Empire 20
from the Republic where reward was needs materials to feed its massive
ambitions and building projects. As the
Empire continues to expand its grasp, for ABILITY FOCUSES
how long your enterprise will be allowed
to exist independently is hard to tell. A focus is an area of expertise within
BACKGROUNDS, ABILITY FOCUSES, AND TALENTS
COMMUNICATION
AGE OF
• Animal Handling
• Deception
• Disguise
• Etiquette
• Investigation
• Leadership
• Performance
• Persuasion
• Seduction
CONSTITUTION
• Drinking
• Rowing
• Running
• Stamina
• Swimming
21
DEXTERITY PERCEPTION
• Acrobatics • Empathy
• Calligraphy • Dark Side: Proficiency with Force Powers
• Crafting from the Dark Side Group.
• Disable Device (Lock Picking & Traps) • Force Alter: Proficiency with Force
• Initiative Powers from the Alter Group.
• Legerdemain • Force Control: Proficiency with Force
• Lock Picking Powers from the Alter Group.
• Piloting: Maneuvering a spacecraft or • Force Senses: Proficiency with Force
land vehicle. Powers from the Senses Group.
• Riding • Searching
• Stealth • Seeing
• Traps • Smelling
• Tasting
FIGHTING • Touching
• Tracking
AGE
• Axes
• Bludgeons STRENGTH
OF
• Heavy Blades
THE EMPIRE
• Lance • Climbing
• Lightsabers: Proficiency with weapons • Driving
from the Lightsabers Group. • Intimidation
• Polearms • Jumping
• Spears • Might
• Vibroblades: Proficiency with weapons
from the Vibroblades Group.
• Smithing 04
WILLPOWER
Talents
Talent Adept Agent Diplomat Fringer Scoundrel Soldier
Animal Training C X O O O O
Armor Training* X X X O X A
Astrogation* O O O C O O
Carousing O O O O O O
Command O O C X X C
Contact X O C X C X
Droid Companionship* O O O C O O
Dual Weapon Style O O O X O C
Force Sensitivity* A O O O O O
Gunslinger O O O O O C
Intrigue O C O X O X
04 Linguistics O O O O O X
Lore C O O O O O
THE EMPIRE
Marksmanship* X O X O O C
Medicine (Chirurgy)* O O O C O O
Music O O O O O O
Observation O O C O O O
AGE OF
Oratory X O A X O O
Quick Reflexes O O O O C O
Scouting X C O O O O
Ship Gunnery* X O O O O C
Single Weapon Style O O O O O C
Slicing* X C O O O X
Staff Weapon Style O O O O X C
(Polearm Style)*
Thievery* X O X O C X
Thrown Weapon Style* X O O O O C
Two-Hander Style X O O O O C
Unarmed Style O O O O O C
A = Automatically a Novice in this talent.
C = Class option that you can take at Level 1
O = Open to take this talent at any time
23 X = Unable to take this talent
*New talent or has undergone change
ARMOR TRAINING (CHANGED) DROID COMPANION
You wear armor like a second skin. You have a loyal R2 astromech.
Novice: You can wear light armor without Novice: You designate a droid as your
suffering a penalty to Dexterity. droid companion. When your droid
companion is adjacent to an enemy, all
Journeyman: You can wear heavy armor allies that can see and hear it receive a +1
without suffering a penalty to Dexterity. attack bonus against that opponent.
Master: You can get the most out of Also, your droid companion acts on your
your armor. You gain the benefit half initiative, and can take a major and minor
the Armor Rating (rounded down) of action. Normally, a droid acts at the end
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your armor when you take penetrating of the initiative order and can take either
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damage. (Normally, armor provides no a major or minor action.
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defense against penetrating damage.)
You also are able to understand Binary,
ASTROGATION but are unable to speak it.
Journeyman: When you attack an can choose to re-roll your damage, but
adjacent enemy with a blaster, the you must keep the results of the second
opponent cannot make an interrupt roll.
attack (see Chapter 7: Additional Rules
OF
Chirurgy)
Master: When shooting with a blaster,
you can perform the Lightning Attack • Classes: All
combat stunt for 2 stunt points, instead of • Requirements: None
the usual 3.
Description: This functions almost
LINGUISTICS (CHANGED) exactly as Chirurgy (Fantasy Age Basic
Rulebook, page 43), except that you must
• Classes: Adept, Agent, Diplomat, have a use of a Medpac in order to Heal.
Fringer, and Scoundrel
• Requirements: Intelligence 1 or higher SHIP GUNNERY
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SLICING
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Description: This functions almost
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• Classes: Agent, Fringer, and Scoundrel exactly as Thievery (Fantasy Age Basic
• Requirements: You must have Rulebook, page 47), except that its Novice
Intelligence 1 or higher benefit applies to Dexterity (Disable
Device) tests and the Journeyman benefit
You can break into secured computer applies to Dexterity (Legerdemain) tests.
systems with ease.
THROWN WEAPON STYLE (CHANGED)
04
Novice: If you fail an Intelligence
are only accessible at level 4 and give your must keep the results of the second roll.
character extraordinary abilities. Unlike
in the Fantasy Age Basic Rulebook, Journeyman: You never give your Quarry
specializations are open to all classes as an opportunity to escape. You can use the
long as the character meets the Press the Attack action as a free action
requirements. against your Quarry.
You can fly circles over, under, and • Requirements: You must have
around lesser pilots. Intelligence 2 or higher and the
Medicine (Novice) talent
Novice: If you fail a Dexterity (Piloting)
test, you can reroll it, but you must keep You save lives on and off the battlefield.
the results of the second roll.
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raining a flurry of blaster bolts. Your mastery of the Force gives you
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wisdom and insight.
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Novice: You can Ready two blaster
pistols as a free action. When wielding a Novice: You learn the Lightsaber Weapon
blaster pistol in each hand, you inflict +1 Group if you don’t know it already. While
damage. unarmored and wielding a lightsaber, you
add your Perception to your Defense.
Journeyman: You can also perform the
Pierce Armor stunt for 1 SP instead of the Journeyman: You gain one
04
usual 2. Communication ability focus of your
There is no light or dark, only the Force. • Requirements: You must have
Dexterity and Willpower 2 or higher
Novice: You learn the Lightsaber Weapon and the Force Sensitivity (Novice) talent
Group if you don’t know it already. Also,
you receive a +2 bonus on ability tests You and your lightsaber are one, an
to resist Force Powers and other Force- extension of the Force.
related effects.
Novice: You learn the Lightsaber Weapon 28
Group if you don’t know it already. While
unarmored and wielding a lightsaber, you (Disguise) test, you can reroll it, but you
add your Willpower to your Defense. must keep the results of the second roll.
Journeyman: While wielding a lightsaber, Journeyman: When you Aim, you make
BACKGROUNDS, ABILITY FOCUSES, AND TALENTS
ranged attacks suffer a –2 penalty against a Perception (Seeing) test vs. your
you. opponent’s Defense. If you succeed, you
catch your opponent off-balanced and
Master: You can perform Force Assault, a you inflict +1d6 extra damage if you hit.
special combat stunt, for 4 SP. This allows
you to immediately use a Force Power Master: You can perform the Sabotage
after resolving a successful Melee Attack. stunt, a special combat stunt, for 4 SP.
You must have a major or minor action Any target wearing armor must reduce
left in order to use the appropriate force its Armor Rating by half (rounded down
power. and before damage is calculated). Armor
remains damaged until repaired with a
NEGOTIATOR TN 11 Intelligence (Engineering) test.
(Persuasion) test, you can reroll it, but Novice: Your battle roar intimidates your
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you must keep the results of the second opponents. When you Charge, you can
roll. shout a war cry that gives all enemies
within 4 spaces of your charge’s final
Journeyman: When you attempt a position a –1 on attack rolls on their next
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Master: You can perform Gone Sideways, Master: After reducing an opponent to
a special roleplaying stunt for 3 SP. The 0 Health, you can immediately make an
situation immediately becomes violent attack against another enemy within
and everyone rolls initiative for combat. range as a Free Action. This attack does
However, all your opponents have –3 to not generate stunt points.
their Dexterity (Initiative) tests.
smuggler
OPERATIVE
• Requirements: You must have
• Requirements: You must have Communication and Dexterity 2 or
Communication and Intelligence 2 or higher
higher
29 You are used to making shady deals and
Novice: If you fail a Communication running from trouble.
Novice: If you fail a Communication
(Bargaining) test, you can reroll it, but
you must keep the results of the second
roll.
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against you have a –4 penalty.
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Teräs Käsi Master
30
STARTING CREDITS
You begin play with starting credits
according to your background:
STARTING EQUIPMENT
You begin play with the following items:
• Field kit
• Fringer: If you have the Droid
Companionship talent, you begin with
a R2 Astromech. Otherwise, you have
a choice between a Speeder Bike or
CHAPTER 5 Cybernetic Augment for the arm or eye.
• Agent or Soldier: Mercenary Armor,
CREDITS
blaster, rifle, exotic, staves, or
vibroblades weapon group. If you
choose a blaster or rifle, this must be a
non-heavy version.
• 4 Power packs
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WEAPONS
Cost: All values are given for items in
Imperial Credits, represented by $. They
often simply referred to as credits.
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Exotic (Accuracy)
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Blaster staff* 2d6+2+Per 1 Melee/S — Rare
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Bowcaster* 3d6+2+Per 2 M Minor (10, P) Rare
Dart launcher 1+Per — S Minor (1, A) Illegal
Heavy Weapons (Accuracy)
Blaster cannon* 4d6+Per 3 M Major (5, P) 3000$
Flame projector*
Missile tube*
2d6+1+Per penetrating
6d6+Per
2
2
S
L
Major (5, P)
Major (1,A)
1000$
1500$
05
number of spaces that you can optimally having to worry about depleted power
target an enemy. You can target enemies packs. However, some weapons are so
up to one range increment further than demanding on their power supplies that
indicated but receive a –2 penalty on the they are only capable of firing a certain
attack. number of times before their power
packs need to be changed out. If you do
• Thrown (T): Up to 4 spaces or 6 meters not reach this shot limit before the end
(approximately 19-1/2 feet). of the combat, your power packs have
time to cool and recover from the strain,
• Short Range (S): Up to 8 spaces or 12
and do not need replacing. Removing a
meters (approximately 40 feet). weapon’s power packs is a simple way of
• Medium Range (M): Up to 12 spaces or disarming it without a restraining bolt.
18 meters (approximately 40 feet).
• Long Range (L): Up to 20 spaces or 30
meters (approximately 100 feet).
“I Want Them Alive!” The result of battle
does not need to be death. All blasters
05 Distance Conversions and rifles have a stun setting. Anyone
attacking with these weapons can
Range Spaces Meters Feet
decide to stun the target when he or she
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BLASTERS
1 space = 1.5 meters or 5 feet
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come in all shapes and sizes, but are usually and half damage if it misses. Any creature
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round or cylindrical and filled with scrap or or object adjacent to the target must make
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parts that serve as shrapnel. A frag grenade a successful TN 13 Dexterity (Acrobatics)
deals damage in a 4 spaces x 4 spaces area. test or take half damage if the attack hit.
It requires three power packs or a cannon
Smoke Canister: This heavy cylinder battery to operate.
spews thick smoke, creating light cover
within a 4 spaces x 4 spaces area. Flame Projector: A flame projector shoots
a stream of flame at its target. It can
05
Thermal Detonator: A thermal detonator set objects on fire. A victim can make a
Guards, a lightsaber pike operates on the Blaster Rifle: The blaster rifle is standard
same principle as a lightsaber but with a issue for Imperial stormtroopers and
longer haft for reach and small blade for soldiers of fortune across the galaxy. It
ease of use. It requires a kyber crystal and requires two power packs to operate.
a power pack to operate.
Ion Rifle: An ion rifle is simply a larger
Saberstaff: A saberstaff has a built-in version of the ion pistol. It requires two
lightsaber at each end, allowing it to still power packs to operate.
be functional should one end be separated
from the other. It requires two kyber Heavy Rifle: The heavy blaster rifle is a
crystals and two power packs to operate. larger and higher energy capacity version
of the standard blaster rifle. It requires
REPEATERS three power packs to operate.
Rapid Fire Mode: Players can use an Electrostaff: A hold over from the Clone
Activate action with a repeater weapon Wars where it was used by the Separatists
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to start Rapid Fire mode. While in Rapid to counter Jedi lightsabers. It requires two
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Fire mode, you make one attack roll when power packs to operate.
firing and compare it to the Defense of up
to three targets within short range. Stunts VIBROBLADES
affect targets individually. A Mighty Blow,
for example, would apply to one target of Vibroaxe: A vibroaxes bring the wielders
your choice, not all targets. You cannot use full strength to bear to deliver devastating
Lightning Attack with Rapid Fire mode, but cuts. It requires two power packs to operate.
you can Dual Strike. Each time you attack
while in Rapid Fire mode costs 3 shots. Vibroknife: The weapon of choice for petty
street thugs and assassins, it is not subject
Repeating Blaster: The repeating blaster to any regulation since it so commonly
is a favorite of thugs and enforcers who used. It can be thrown as a missile weapon
favor a ‘spray and pray’ approach. It and requires a power pack to operate.
requires one power pack to operate.
Vibrosword: Most consider this weapon
Repeating Carbine: The repeating carbine to be archaic, but it is favored by soldiers
combines the range of a rifle with the and mercenaries that prefer close-quarter
35 lightweight and ease of use of a blaster. It combat. It requires a power pack to operate.
requires two power packets to operate.
ARMORS Armored Flight Armor: A suit of armored
flight armor provides the protection of
a fitted set of armor with the utility of a
Armors flight suit. It is favored by elite squadrons
Armor AR Penalty Cost of TIE fighter pilots.
Light Armor
Mandalorian Armor: With its distinctive
Blast helmet & 1 0 500$ T-shaped visor, Mandalorian armor is
vest lightweight while providing optimal
Padded flight 3 0 2000$ protection. You can also equip bounty
suit hunter armor add-ons.
Mercenary 4 –1 1500$
armor HEAVY ARMOR
Armored flight 5 –1 4000$
suit Stormtrooper Armor: Recognized across
the galaxy as the uniform of the Empire’s
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Mandalorian 6 –1 Rare
foot soldiers, stormtrooper armor is
armor*
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an 18-piece cocoon that surrounds the
Heavy Armor
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soldier. This armor includes a built-in
Stormtrooper 6 –2 Illegal short-range comlink and environmental
armor controls that enable the wearer to be
Bounty hunter 7 –2 5000$ in hazard level 1 environments without
armor* penalty. Outside ownership of this armor
Light battle
armor
8 –3 8000$ is strictly prohibited.
05
Bounty Hunter Armor: Like mercenary
Heavy battle 10 –3 10,000$
Survival Gear
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37
COMPUTERS/SECURITY DEVICES automatically succeeds on TN 15
Dexterity (Disable Device) tests or lower,
Binder Cuffs: Binder cuffs are durasteel but remains locked in its final position
restraints designed to lock two limbs of a and can’t be used again.
prisoner together, normally at the wrists
or ankles. Breaking them requires a TN Medpac: Medpacs are compact
19 Strength (Might) test. They can also be packages designed to apply first aid in
unlocked with a TN 13 Dexterity (Disable emergencies. A medpac is required when
Device) test. attempting a Heal action.
Datapad: A must-have for any would-be Ration Pack: A small, compact meals
slicer. This hand held personal computer designed to nourish a person for one
serves many functions. It can also be day. The food is bland, and water is not
used to plug into systems for purposes of included.
diagnostics or slicing.
Repair Kit: This includes spare parts that
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Code Cylinder: A small, encoded security are specified for a number of different
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device issued to many military, political repairs: droids, ships, artillery, etc. A
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or corporate officials. It accesses data repair kit has a specific use, such as a
via a droid link and can provide entry droid repair kit being used for droid
into restricted areas and facilities. Each repairs. A repair kit is required when
cylinder features the user’s security making Intelligence (Engineering) tests
clearance data. If an Intelligence for repairs.
(Computers) test is failed while using
a code cylinder, its contents are wiped, Stimpack: A single use syringe with
05
ruining it and the data inside. steroids, anesthetic, adrenaline, and
All-Environs Cloak: This wrap around tool that instead launches up to 35 meters
cloak protects its wearer from the (approximately 115 feet) of durasteel cable
elements, providing a +4 bonus to with a magnetic grapnel at its end. Most
Constitution (Stamina) tests against stationary targets can be struck with TN
extreme temperature hazards. 11 Accuracy (Blasters) ability test, but it
can also be fired so as to wrap around and
Chain: This 3-meter (approximately 10 catch on an object like a tree branch or
feet) chain can support 5 metric tons. slender piping. Doing so is much more
difficult, with a target number determined
Field Kit: A field kit is backpack full of by the GM. The reel then can be attached
survival gear. It contains two canteens to a utility belt or another object to
with water purification systems, a lift the payload at a rate of 3 meters
week’s worth of rations, two glow rods, (approximately 10 feet) per second. The
two breath masks, replacement filters, hoist cable can support up to 240 kg or 530
replacement atmosphere canisters, and lbs, and will not reel if the target is unable
05 an all-environs cloak. to support the weight of the load.
Syntherope: A coil of this rope contains Security Kit: A security kit is a set of
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20 meters (approximately 65 feet), and special tools for bypassing electronic and
can support up to 760 kg or 1,675 lbs. mechanical locks. Possession of such kits
is illegal on most worlds, except when
TOOLS used by authorized personnel. Despite
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cannon can be fired without depleting its
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power supply. A minimum of 3 Strength is You can change the qualities of your
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required to equip a cannon battery. weapons and armor, improving and
customizing them to your preferences.
Dampener: When installed over the You can further alter your character with
barrel of a blaster pistol or rifle, it renders cybernetics, but this comes at a cost in
the shot nearly inaudible. However, it also more than just credits.
causes the power pack(s) to overheat and
must be replaced after use. WEAPON MODIFICATIONS
05
gauntlets, it fires a length of syntherope missing arm for any humanoid. You
up to 4 spaces, or 6 meters. The target receive +1 damage with melee attacks per
must succeed a TN 15 Dexterity implant, and +1 Strength (Might) with
(Acrobatics) test or become restrained. two implants.
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gauntlet, it delivers one shot as if from of cyber eye, with most fitting into the
a flame projector. It costs 300 credits to subjects eye socket or a visor if replacing
replace the assembly before it can be both. You receive +1 damage with ranged
fired again. attacks, and +1 Perception (Seeing) with
two implants.
Rocket Booster: This back-mounted
propulsion pack enables flight up to 30 Cyber Leg: Like a cyber arm, efforts are
spaces, with a maximum of 10 spaces each made to match the artificial limb, but
round. If you do not continue your flight pairs of implants often features reversed
or end your movement on a level surface, knees, clawed feet, and other additions.
you begin to fall at the end of your turn. You receive +1 Strength (Jumping) per
implant, and +1 Speed with two implants.
Visor Interface: Miniaturizing the
technology to fit inside a helmet, Cyber Leg: Like a cyber arm, efforts are
installation of a visor interface gives you made to match the artificial limb, but
all the benefits of electrobinoculars. pairs of implants often features reversed
knees, clawed feet, and other additions.
41 You receive +1 Strength (Jumping) per
implant, and +1 Speed with two implants.
Synthskin: Synthkin seamlessly conceals Black Market Items
the subjects cybernetic implants with a
layer of artificial skin. Unless damaged, Item TN Cost
analyzed with scans, or interracted with Drugs
directly, it is impossible for an observer to Blue booster 17 Illegal
tell the difference. Gree spice 13 Illegal
Pol pollen 13 Illegal
THE BLACK MARKET: Sansanna spice 11 Illegal
Poisons
DRUGS & POISONS Malkite themfar 15 Illegal
Sennari 13 Illegal
There are many illicit wares available in
Somniject 13 Illegal
the back alleys and shadowy shops of the
galaxy. These items are strictly prohibited Zolall 17 Illegal
by the Empire and dubious even among the
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Rebellion. GMs should feel free to set the POISONS
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rarity and cost of these items themselves.
• TN: After hit with an attack from a dart
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DRUGS launcher, the target makes a Constitution
(Stamina) test against the Target Number
• TN: After taking a drug, its effect lasts for or suffer the effects of the poison. Droids
5 minutes. After which, the user makes are immune to the effects of poisons.
a Willpower (Self-Discipline) test against
the Target Number or becomes addicted. Malkite Themfar: A powerful nerve-toxin 05
Once addicted, the person must have that renders its victims with paralysis,
FORCE
successful he or she is in utilizing force
powers. However, how effective a force
power is determined by a force-user’s
strength of will and uses Willpower. Force
powers are divided into four categories:
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Force Powers vs. Forcepower: This FORCE PULL
language is admittedly very confusing.
OF
“Force Powers” is the name traditionally
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used for different Force-related affects, Time TN Range Recharge
while “forcepower” has its roots in Major 13 Medium 4+
“spellpower” that shares mechanics
in Fantasy AGE. It can be remembered Test: Strength (Might)
that forcepower, the difficulty in which
to resist a force powers, is one one word
and will always be singular, whereas
You extend your will to move a creature
or object to you. The target can not weigh
06
Force Powers are two words (two more than 120 kg (265 lbs) and can be
THROW WEAPON
SP Stunts
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SP Stunts
a 4-space radius must make an 1+ Force Healer: You heal +1 Health
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opposed test with their Strength per 1 SP you spend.
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(Might) vs. your Forcepower. If you
win, the target is prone. 3 Regenerate: You heal 1d6+3 extra
Health.
FORTITUDE 4 Aura of Healing: You gain an aura
of Force energy that extends in a
Time TN Range Recharge
4-space radius from you until the
end of your next turn. Any ally that
06
Minor 15 Personal 5+ begins or ends their turn in the
SENSE LIFEFORMS
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Inspire Stunts
SP Stunts Time TN Range Recharge
1+ Press On: You and your allies gain +1 Minor 13 Long 5+
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Dark Side Drawbacks Time TN Range Recharge
Stunt
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Minor 13 Personal 5+
Die Drawback
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Test: None
1 Blight: You immediately take 2d6
penetrating damage. You embrace your anger and enter Dark
2 Sever: You are unable to use Rage mode. You receive a +2 bonus on
Force powers for 1d6 rounds. Willpower (Courage) and Willpower
3 Backlash: You are disoriented for (Morale) tests while in Dark Rage. You also 06
1 round. receive a +3 bonus on your damage rolls
48
EMPOWER Force Choke Stunts
SP Stunts
Time TN Range Recharge
1-3 Terror: Your target suffers –1
Minor 15 Personal 5+ penalty on his or her first opposed
Test: None ability tests for every 1 SP you
spend (maximum –3 penalty).
You draw deeply upon the Dark Side, 3 Tightening Grasp: You clench your
anger building upon hatred. You receive +2 grip tighter the more they struggle.
Forcepower to the next Force Power you use. The target takes 1d6 penetrating
damage whenever they fail their
Empower Stunts Willpower (Self-Discipline) ability test.
SP Stunts 4 Crushing Fists: You can affect one
1-3 Power of the Dark Side: You gain additional target within range.
+1 to your next ability test to use
USING THE FORCE
49
FALLING TO THE DARK SIDE
Aligning to the Dark Side of the Force In game terms, characters after this point
has tremendous repercussions and often are aligned to the Dark Side of the Force
comes at great personal cost. Doing and do not suffer the drawbacks of using
so dramatically changes the tone of Dark Side Force Powers. Instead, the
character, becoming an antihero whose character begins to manifest signs of his or
path is forever stained by what led to his her corruption. After failing a Perception
or her fall to the Dark Side. There is often Perception (Dark Side) ability test to use a
a single crucial moment that marked Force Power, roll 2d6 and apply the result
this transition, wherein the character from the table below. Note that not all
committed a grievous crime against his manifestations have a benefit.
or her own conscience, such as betraying
a friend or loved one. Afterward, he or
she may feel that nothing is left but to
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embrace the darkness within and that he
or she is beyond redemption.
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Dark Side Manifestations
Roll
2d6 Manifestation
2 Shadow: Darkness and shadows cling to you, deepening and further obscuring
you from view. You gain a +1 bonus to Dexterity (Stealth) ability tests. 06
3-4 Eyes: Your eyes blaze with fury and smolder with hatred, becoming red with a
50
COVER
Firing from behind cover is the best way to
stay alive in a fight. To determine whether
your target has cover from your ranged
attack, if any line from corner of the space
you occupy passes through a space taken
SUPPLEMENTAL RULES AND VEHICLES
Types of Cover
Description Your Ranged
Attack Penalty
Your target is behind a –1
pillar, corner, or slightly
CHAPTER 7 concealed, such as being
behind a tarp or in fog.
RULES AND
protects more than half of
its body.
The target has three- –3
VEHICLES
quarters cover:
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CONDITIONS
Damage is not the only way of disabling
a foe. Immobilized means that the target
is unable to move of their own will, such
as taking a move action on his or her
turn. Disoriented is where the subject is
unable to get their bearings and can only
take a minor action on their turn, but are
normally fine afterward. Restrained does
both of these things, but also gives the
subject an option to possibly break the
51 hold over him or her.
• Perception (Searching): Looking for
ENVIRONMENTAL HAZARD LEVELS signs of life or sources of water.
• Perception (Tracking): Identifying
The galaxy is full of strange and what animals have passed through or
inhospitable worlds. Extreme heat or cold, alternate routes.
high or low gravity, atmospheric pressure • Strength (Climbing): Scaling rugged
and chemical composition all can threaten terrain, whether it be mountains or
life that is not native to the planet. caves.
Surviving in these types of environments • Willpower (Morale): Keeping up your
can be handled using advanced tests spirits during a daunting journey.
(Fantasy Age Basic Rulebook, page 98) • Willpower (Self-Discipline): Being able
with the amount of time, target number, to avoid distractions or succumb to
success threshold and potential damage mirages.
being determined by the environment’s
severity as provided by the table below.
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Environmental Hazard Levels
Success
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Level Time TN Threshold Description
1 8 hours 13 5 Planet has wide range between day and night tem-
perature, food and water may be scarce, but with
normal gravity (example: Tatooine). 2d6 penetrating
damage on failure.
2 4 hours 15 10 Planet has severe high or low temperature and 07
gravity may be greater or less than normal
but they are important to keep in mind as this is ultimately decided by the GM.
• PHASE 2, Determine Ship Positioning:
you run through the encounter and decide
Resolve where each ship involved in the
how events develop and that there can be combat encounter is in relation to each
multiple variations on these two themes. other. This is also where it is determined
For example, a dogfight may involve
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the success threshold has been reached,
Role 1: Captain
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you can engage the hyperdive to make
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the jump to lightspeed.
Command (Major Action): You provide
direction and coordinate the actions of Wingover Maneuver (Major Action):
your allies to ensure success. This is a TN You change directions so that you now
11 Communication (Leadership) test. If move in the opposite direction. You
you are successful, one of your ally gains
a bonus on their next ability test equal to
must make a successful TN 15 Dexterity
(Piloting) with this maneuver or become
07
the Stunt Die. vulnerable.
the task difficulty and success threshold. Combat between ships differs
significantly from battle between
Role 5: gunner individuals. Stunts that are triggered
during a ship combat encounter are
Lock On (Major Action): You use the drawn from the table below
targeting computer to line up your next
shot. If you miss an attack roll against the
target, you can re-roll it, but you must
keep the results of the second roll.
ability test.
3 Wrong Vector: Choose one enemy. That opponent cannot attack you until your
next turn.
4 Fast Act: You can perform one additional ship action on your turn.
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4 Shields Up: A power surge regenerates the deflector shields. The ship regains
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3d6 shields.
4 Quick Calculations: You lower the successful threshold needed to jump to light-
speed by 3.
5 Seize the Initiative: You move to the top of the initiative order. This means you
and your allies may get to take another turn before some of the combatants get
to act again. You remain at the top of the order until someone else seizes the
initiative.
5 Lethal Shot: If you do damage, the target takes an extra 2d6 damage.
55
ship failure (optional rule)
VEHICLE QUALITIES
Ships often do not remain at their
optimum level of functioning up to the Crewmembers: The first number given is
point they are destroyed. When a ship the number of people required to operate
is reduced to half its Health (rounded the vehicle, with the number behind the
down) or less, one crewmember rolls a “/” indicated the number of crewmembers
1d6 for one of the following effects to that the ship can support.
immediately takes place.
Maneuverability: A pilot adds this value
to all Dexterity (Initiative) and Dexterity
Ship Failures (Piloting) ability tests.
Roll
1d6 Stunts Speed: These are broad categories for
1 Critical Failure: Damage to vital relative speed from slowest to fastest. This
ship functions put it in danger of mostly determines if a ship can escape
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exploding. The critical failure must another’s weapon range.
be repaired with a repair kit and a
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Defense: The first number given is for NPC
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TN 13 Intelligence (Engineering)
ability test within 3 rounds or the pilots, with the number behind the “/”
ship will be destroyed. indicating the value for player character
pilots.
2 Injury: One crewmember randomly
determined by the GM is dealt
Deflector Shields: Ships do not have an
3-4
2d6+2 penetrating damage.
System Failure: One role randomly
Armor Rating but a separate pool that 07
is like a secondary reserve of Health
determined by the GM cannot act
56
SHIPS X-Wing
Statistics
TIE Fighter Crewmembers: 1 (plus astromech)/1
Statistics Astromech: An X-Wing has a port for an
astromech. An installed astromech can
Crewmembers: 1/1
only perform the mechanic and navigator
Fragile: If the Mighty Shot or Lethal Shot
SUPPLEMENTAL RULES AND VEHICLES
roles.
stunt is performed on a Tie Fighter, the
GM immediately rolls a for a ship failure. Flight
Maneuverability: +2
Flight
Speed: Faster
Maneuverability: +4
Speed: Fast Hull
Defense: 13/10 + Dexterity (Piloting)
Hull
Deflector Shields: 30
Defense: 14/ 12 + Dexterity (Piloting)
Health: 70
Deflector Shields: 20
Health: 50 Armaments
Quad-Cannons: 4d6+4
Armaments
Proton Torpedo (2): 5d6+3
Twin Cannon: 3d6+3
More than a symbol of the Rebellion, these
These starfighters form the backbone of
starfighters have almost perfect balance
07 the Empire’s starfighter fleet.
of maneuverability, speed, and offensive
capabilities.
TIE Interceptor
THE EMPIRE
VEHICLES
614-AvA Speeder Bike
Statistics
Crewmembers: 1/1
Overland
Maneuverability: +3
Speed: Fast
Hull
AGE
Defense: 13/11 + Dexterity (Piloting)
OF
Health: 50
THE EMPIRE
Armaments
Blaster Cannon: 3d6
X-34 Landspeeder 07
Statistics
58
ALLIES
R2 Astromech
Abilities (Focuses)
2 Accuracy
0 Communication
ALLIES, ADVERSARIES, AND BESTIARY
1 Constitution
2 Dexterity (Disable Device)
0 Fighting
4 Intelligence (Astrogation,
Computers, Engineering)
1 Perception (Searching)
0 Strength
0 Willpower (Courage)
Speed Health Defense AR
5 45 13 2
Weapon Attack Damage Range
CHAPTER 8 Probe +3 1d6 ion Melee
ALLIES,
Special Qualities
08 Fire Extinguisher: An R2’s fire
extinguisher serves as a smoke screen
THE EMPIRE
ADVERSARIES,
that provides light cover within a 4
spaces x 4 spaces area.
Talent: Your choice of talent between
either being a Novice in Medicine or
59
Alley Doc Bartender
Abilities (Focuses) Abilities (Focuses)
1 Accuracy 0 Accuracy
0 Communication 3 Communication (Etiquette,
1 Constitution Investigation)
2 Dexterity 0 Constitution
–1 Fighting 2 Dexterity
4 Intelligence (Healing, Natural 0 Fighting
Lore) 2 Intelligence (Evaluation,
2 Perception (Smelling, Galactic Lore)
Touching) 3 Perception (Empathy, Tasting)
0 Strength 1 Strength
1 Willpower (Self-Discipline) 0 Willpower
AGE
Speed Health Defense AR Speed Health Defense AR
6 20 12 0 6 20 12 0
OF
THE EMPIRE
Weapon Attack Damage Range Weapon Attack Damage Range
Blaster +1 1d6+3 Short Improvised +1 1d6 Melee
Pistol Weapon
61
ADVERSARIES Flame Trooper
Abilities (Focuses)
Cantina Brawler 1 Accuracy (Heavy Weapons,
Pistols)
Abilities (Focuses)
0 Communication
1 Accuracy (Brawling)
3 Constitution (Running,
0 Communication
Stamina)
3 Constitution (Drinking)
1 Dexterity
1 Dexterity
1 Fighting
1 Fighting
0 Intelligence
0 Intelligence
1 Perception (Seeing)
0 Perception
3 Strength
2 Strength
–1 Willpower
2 Willpower
AGE
Speed Health Defense AR
Speed Health Defense AR
4 25 11 6
OF
4 15 11 0
THE EMPIRE
Weapon Attack Damage Range
Weapon Attack Damage Range
Flame +3 2d6+2 S
Improvised +3 1d6+1 Melee Projector penetrating
Weapon
Fist +3 1d3+1 Melee Heavy +3 2d6+3 M
Blaster
Special Qualities
Special Qualities 08
Favored Stunts: Skirmish
Talents: Carousing (Novice) Favored Stunts: Rapid Reload, Threaten
62
Gamorran Brute Heavy Trooper
Abilities (Focuses) Abilities (Focuses)
0 Accuracy (Brawling) 3 Accuracy (Grenades, Heavy
–1 Communication Weapons, Pistols)
6 Constitution (Drinking) 0 Communication
0 Dexterity 2 Constitution (Stamina)
ALLIES, ADVERSARIES, AND BESTIARY
63
Hired Gun Imperial Shocktrooper
Abilities (Focuses) Abilities (Focuses)
2 Accuracy (Blasters, Brawling, 3 Accuracy (Grenades, Rifles)
Rifles) 0 Communication
0 Communication (Gambling) 2 Constitution (Running,
3 Constitution (Drinking) Stamina)
1 Dexterity 3 Dexterity (Initiative)
2 Fighting 2 Fighting (Vibroblades)
0 Intelligence 0 Intelligence
1 Perception (Smelling) 3 Perception
2 Strength (Intimidation) 4 Strength (Jumping)
0 Willpower 0 Willpower (Courage)
Speed Health Defense AR Speed Health Defense AR
AGE
5 15 11 4 8 60 14 6
OF
Weapon Attack Damage Range Weapon Attack Damage Range
THE EMPIRE
Blaster +4 1d6+4 Short Frag +5 3d6+3 T (2
Pistol Grenade space
Blaster +4 2d6+3 Long radius)
Rifle Repeating +5 2d6+4 M
Rifle
Fist +4
Special Qualities
1d3+2 Melee
Vibro- +4 2d6+4 Melee 08
blades
Favored Stunts: Mighty Blow, Skirmish
64
Jump Trooper Scout Trooper
Abilities (Focuses) Abilities (Focuses)
3 Accuracy (Blasters, Heavy 3 Accuracy (Pistols, Rifles)
Weapons) 1 Communication (Investiga-
0 Communication tion)
2 Constitution (Stamina) 1 Constitution
ALLIES, ADVERSARIES, AND BESTIARY
pack to fly 12 spaces (18 meters). The jump trobinoculars, datapad (w/Imperial
AGE
AGE
9 40 15 6 6 20 12 6
OF
Weapon Attack Damage Range Weapon Attack Damage Range
THE EMPIRE
Heavy +5 3d6+2 L Heavy +5 3d6+2 L
rifle Rifle
Smoke +5 None T Special Qualities
canister Favored Stunts: Mighty Blow, Skirmish
Vibroknife +4
Special Qualities
1d6+1 Melee Talents: Armor Training (Journeyman)
Snow Camouflage: Snow troopers re- 08
Favored Stunts: Pierce Armor, Skirmish ceive +2 to Dexterity (Stealth) tests while
1 Fighting 0 Fighting
0 Intelligence 0 Intelligence
0 Perception (Hearing) 1 Perception (Hearing, Search-
2 Strength ing)
–1 Willpower 2 Strength
Speed Health Defense AR 0 Willpower
4 10 11 6 Speed Health Defense AR
Weapon Attack Damage Range 6 20 12 6
Blaster +3 2d6+4 M Weapon Attack Damage Range
Rifle Heavy +4 3d6+1 L
Special Qualities Rifle
Favored Stunts: Knock Prone, Skirmish Ion Pistol +4 2d6+1 S
Talents: Armor Training (Novice) ion
67
Trandoshan Hunter Tusken Chieftan
Abilities (Focuses) Abilities (Focuses)
2 Accuracy (Blasters, Rifles) 2 Accuracy (Blasters, Exotic,
1 Communication Staves)
3 Constitution (Running) 1 Communication (Leadership)
2 Dexterity 4 Constitution (Stamina)
1 Fighting (Vibroblades) 2 Dexterity (Riding, Stealth)
0 Intelligence 2 Fighting
2 Perception (Seeing, Tracking) 0 Intelligence
1 Strength 2 Perception (Seeing)
0 Willpower 2 Strength (Intimidation)
Speed Health Defense AR 1 Willpower
6 40 12 4 Speed Health Defense AR
AGE
Weapon Attack Damage Range 6 45 13 4
OF
Blaster +4 1d6+4 Short Weapon Attack Damage Range
THE EMPIRE
Pistol Blaster +4 2d6+4 Melee/S
Heavy +4 3d6+2 Long Staff
Rifle Club +4 1d6+2 Melee
Vibro- +3 2d6+1 Melee Heavy +4 2d6+4 S
blade
Special Qualities
Blaster
Special Qualities
08
Favored Stunts: Pierce Armor, Regenera- Favored Stunts: Mighty Blow, Threaten
68
Tusken Raider Zombie Trooper
Abilities (Focuses) Speed Health Defense AR
2 Accuracy (Exotic, Staves) 4 25 8 6
0 Communication For all other stats, see the ‘Walking Dead’
3 Constitution (Stamina) entry in the Fantasy Age Basic Rulebook.
2 Dexterity (Riding, Stealth) Threat: Minor
ALLIES, ADVERSARIES, AND BESTIARY
2 Fighting
0 Intelligence Whether by a failed Imperial experiment
or an alien parasite, these horrid
1 Perception (Seeing) creatures throw themselves against
2 Strength anything living, killing both foe and
0 Willpower former friend alike in their ravenous
Speed Health Defense AR hunger.
6 20 12 0
Weapon Attack Damage Range
Blaster +4 2d6+3 Melee/S
Staff
Club +4 1d6+2 Melee
Special Qualities
Favored Stunts: Skirmish, Taunt
08 Talents: Scouting (Novice)
Equipment: Blaster staff, club (gaderffi
stick), waterskin.
THE EMPIRE
Threat: Moderate
69
BESTIARY Dewback
Abilities (Focuses)
Bantha 3 Accuracy (Bite)
Abilities (Focuses) 0 Communication
1 Accuracy (Stamp) 2 Constitution (Running)
0 Communication 0 Dexterity
4 Constitution (Stamina) 1 Fighting
0 Dexterity 0 Intelligence
2 Fighting (Ram) 2 Perception (Tasting, Tracking)
0 Intelligence 4 Strength
2 Perception (Hearing, 0 Willpower
Smelling) Speed Health Defense AR
5 Strength (Might) 7 30 10 3
AGE
2 Willpower Weapon Attack Damage Range
OF
Speed Health Defense AR Bite +5 1d6+5 Melee
THE EMPIRE
6 50 10 4 Stamp +3 1d6+4 Melee
Weapon Attack Damage Range Special Qualities
Ram +4 2d6+5 Melee Favored Stunts: Pierce Armor, Trample
Stamp +3 1d6+5 Melee (SP 2)
Special Qualities Heavy: A dewback is immune to Force
Push and similar Force Powers that have
08
Favored Stunts: Knock Prone, Trample restrictions on weight.
Flurry of Tentacles: A dianoga makes stunts Skirmish and Knock Prone except by
two tentacle attacks on its turn. other large creatures and is immune to Force
Voracious Hunger: When a dianoga hits Push and similar Force Powers that have re-
strictions on weight. It also treats enemies up
with both its tentacles against the same
to 2 spaces away as adjacent.
OF
enemy, it can make an attack with its bite Tail Bash: As a special 2 SP stunt, a krayt
AGE
as a free action. dragon can make a tail bash attack against any
Threat: Moderate adjacent opponent. Rolling doubles on this at-
tack does not generate stunt points.
Dianogas feed on the abundance of food Tooth & Claw: A krayt dragon can make one bite
available in trash and garbage located in and one claw attack as a single attack action.
Both of these attacks can generate stunt points.
sewers and space stations. Peeking above
Tremorsense: Creatures must make an op-
the water with their single eyestalk, they posed Willpower (Self-Discipline) test vs. the
are always watchful for a potential meal. krayt dragon’s Perception (Tracking) in order
to hide.
Tough Hide: A krayt dragon’s tough hide gives
it a natural AR of 8.
Sand Camouflage: A krayt dragon gains the
Dexterity (Stealth) focus while in sandy en-
vironments. This improves to +3 if the krayt
dragon is keeps still.
Threat: Dire
71
Krayt Dragon, Greater Swallow Whole (SP 4): As a special 4 SP
stunt, a creature hit by the greater krayt
Abilities (Focuses) dragon’s bite enters its mouth and takes
6 Accuracy (Bite) 1d6+3 penetrating damage at the start of its
0 Communication turn. A creature can make attacks while in
the greater krayt dragon’s mouth and ig-
10 Constitution (Stamina)
nore AR. A swallowed creature is restrained
0 Dexterity and must succeed an opposed Dexterity
4 Fighting (Claw, Tail Bash) (Acrobatics) or Strength (Might) test vs. the
0 Intelligence greater krayt dragon’s Strength (Might). A
restrained creature is unable to move and
2 Perception (Tracking) can make another opposed ability test as a
10 Strength (Burrowing, Might) Minor action to break free.
4 Willpower (Courage, Morale) Threat: Dire
Speed Health Defense AR
4 260 10 10 Krayt dragons are the stuff of legends —
AGE
rare, massive, and extremely dangerous.
Weapon Attack Damage Range Smaller species make their lairs in deep
OF
Bite +8 2d6+10 Melee caves, while the larger ones are able to
THE EMPIRE
Claw +2 1d6+10 Melee swim through sand like water, devouring
Tail Bash +6 2d6+10 Melee any game unlucky enough to come across
their path.
Special Qualities
Favored Stunts: Knock Prone (1 SP), Tail
Bash (SP 2), Swallow Whole (SP 4)
Huge-Sized: Due to their large size and
08
reach, greater krayt dragons are immune
reach, rancors are immune to the combat restrained creature is unable to move and
stunts Skirmish and Knock Prone except can make another opposed ability test as
by other large creatures and is immune to a Minor action to break free. A sarlacc can
Force Push and similar Force Powers that move a restrained creature 1 space as a
OF
AGE
6 60 12 7 Weapon Attack Damage Range
OF
Weapon Attack Damage Range Bite +4 1d6+1 Melee
THE EMPIRE
Bite +2 1d6+6 Melee Special Qualities
Claw +4 1d6+7 Melee Favored Stunts: Lightning Attack, Skir-
Special Qualities mish
Favored Stunts: Dual Strike, Grab (SP 2), Darkvision: Womp rats can see in the
Mighty Blow (1 SP)
Big: Knock Prone and Skirmish stunts
dark as if it were daylight.
Pack Tactics: If a womp rat is attacking 08
used against wampas require 1 additional with at least three other womp rats, they