HOW TO PLAY THIS GAME
This guide has been written under the assumption that you have a basic idea of what you want your character to be. You should at least figure out what it is your character is doing with their life, and possibly what their career is or what their life goals are. Pick something you know you’ll stick with. You can work from there using this simple step-by-step process.
STEP 1: CHOOSE A RACE
STEP 2: KNOW YOUR CHARACTER SHEET STEP 3: TAKE ADVANTAGES
STEP 4: TAKE DISADVANTAGES
STEP 5: CHOOSE SKILLS AND ATTRIBUTES STEP 6: ANALYZE YOUR CHARACTER STEP 7: LEARN THE GAME
STEP 8: YOU CAN’T GET TO STEP 8
If you know absolutely nothing about GURPS, none of what’s on that list made any sense to you. If you think you understood it you might be right, but chances are that you didn’t fully grasp what each of these steps actually consist of.
You know other RPG systems, you know D&D, and you’ve got countless sessions under your belt. GURPS should be easy to get into since you’re already experienced with tabletop gaming… right?
NOPE.
This system is absolutely bonkers. It doesn’t appeal to newcomers because of the sheer mass of information it presents all at once. It expects a lot from you, and you will need to muster a lot of effort before it ever starts giving back to you. It’s a very ambitious concept but it’s
actually, for lack of a better word, flawless. Once you get an idea of what exactly GURPS is capable of, you’ll realize that no other system can be lined up next to GURPS and still be recognized as even relatively ‘decent’. It’s worth the time it takes to figure it out.
Ignore the steps for now. Right now you’ll just be learning about the important terms that are critical to understanding how this game functions. Only the basic information is included in this introduction.
- CHARACTER POINTS (CPs)
Progression is not based on EXP or how many dragons you’ve slain. These things called Character Points (CPs) measure just how valuable your character is in comparison to others. CPs are used to advance your attributes, skill ranks, and other traits that make your character more useful.
Everybody (NPCs included) has a pool of spent CPs and a pool of unused/ remaining CPs. Your “rating” is measured by your spent CPs, as your unspent CPs aren’t doing anything for you. CP ratings can be directly compared to one another to judge how much better one character is than another in solely objective terms. At the beginning of a campaign the entire party usually has exactly the same CP rating, but some people usually end up getting a few more CPs than their compatriots as the campaign goes on. For this campaign, we are all starting with +75 CPs.
You don’t murderhobo monsters or murderhobo strange loot you find in caves for CPs; you get them for playing the game right. You get CPs for roleplaying your character even when it would be a much better idea to do something else. You can also get them for reaching major story arcs or finishing missions that the GM designed for you. The most consistent way to get CPs is by making it all the way through a session. At the end of every session, the GM will give each player up to 5 points. He can’t give you any more than this, but might also rule that you get less or even no CPs if you played your character poorly in that session.
You can also lose CPs by coming under circumstances that make your character worse, like losing an arm or becoming permanently blind. Being at a disadvantage like this effectively lowers your CP rating since you would be worse off than before, when you had your old rating. Even if you somehow reattached your arms and corneas and got them to function exactly how they did before you lost them, those CPs are still gone for good. The CPs you lose this way are first taken out of your unspent pool, and if that’s empty, the rest will be taken out of your spent CP (and therefore, your CP rating). When points get taken out of your CP rating, all CPs you acquire thereafter must be spent to make up the points that got taken from it until you reach your old CP rating. The CPs that you spend by doing this don’t give you any benefits, cannot be recovered, and are essentially forfeited.
You can get additional CPs at the start of a new campaign if you willingly give yourself a disadvantage, since it gives you negative CPs. More on this at STEP 4.
- CLASSES
There are no classes. Everything that defines your character comes from your CPs. It makes sense to specialize in most cases, but you are free to spend CPs on whatever you want at any time as long as you can justify why your character would want to do that.
If you were looking to pick a class then picking a race is as good as it gets. See STEP 1.
- ATTRIBUTES
All of your primary and secondary attributes start at 10. You do not roll for them. They must be purchased with CPs. You can opt to take points away from a particular attribute and gain the amount of CPs those points are worth if you are making a new character.
Your attributes are listed on your character sheet on the Main tab:
- Strength (ST) [10 CPs per point]
ST measures your capacity to use your body to both apply and absorb force. It has its own checks, but most of the benefits it can give are a result of the secondary attributes that it is responsible for:
- Hitpoints (HP) [2 CPs per point]
Your base HP is the amount of damage you can take before you risk falling unconscious. Your base HP is equal to your base ST; if you buy a point of ST you will also gain a point of HP for no extra cost. You may also spend CPs to directly improve HP, but this has no bearing on your ST or any other attributes; if you spend 10 CPs on HP you will gain 5 HP and nothing else.
Not to be confused with HT.
- Basic Lift (BL)
Your Basic Lift is the maximum weight you can lift over your head with one hand in one second. It’s equal to your ST 2 ÷ 5. If your ST is 10, your BL is 20. Basic Lift is used to measure the points at which you are encumbered by whatever you’re carrying. You cannot buy BL directly; ST must be bought in order to raise it. It’s important, but it’s not really as useful as the other attributes in a Star Wars setting.
Page 17 in the Basic Set has a table that incorrectly measures the specific encumbrance weights for BL. Fortunately your character sheet automatically calculates the correct numbers for you once you input your BL.
The specific effects of each encumbrance level can be found on - Striking Damage (Dmg) [+5 CPs per extra point of “ST”]
This only affects the damage you do with non-Lightsaber melee and thrown weapons. There are two different attack types that Dmg can influence: Swing (sw) and Thrust (thr). A thr attack isn’t as strong as a sw attack, but they each have their own unique damage type. CPs can be spent to move your Dmg up a rank as if your ST was 1 point higher than it actually is. It does not affect your actual ST or any of its subsidiaries.
For a table of what level ST does what Dmg for thr and sw attacks, see STEP 7.
- Dexterity (DX) [+20 CPs per point]
DX measures your ability to move swiftly and gracefully. It is arguably one of the most important attributes to have for combat: a close second to HT. A lot of skills (see STEP 5) also base their rolls off of DX, making it a very versatile attribute for both combat and non-combat.
- Basic Speed [+5 CPs for 0.25 of a point]
Basic Speed is your reaction time. This attribute is better known as “initiative” in other systems. Your Basic Speed is a quarter of the sum of your DX and HT, but you can just treat every point of DX and HT as 0.25 and get the same results. The only thing this attribute directly affects is determining who acts first, but it also has two very important sub-attributes of its own: Dodge and Basic Move.
- Dodge
Your Dodge is simply your Basic Speed +3, rounded down. It’s technically a combat maneuver so I will have another description for it over in Combat, and HT plays as much a role as DX does in determining what your Dodge is, if not a better one (it’s only half the price).
The main reason I associate DX with it is because of the Acrobatic-Dodge maneuver, which is a DX based skill check (see STEP 5) that can increase Dodge by +2 on a success… but also gives a -2 if it fails. In any case Dodge is your only way to defend against blaster fire, which is very scary in this system. That’s what I based my character on, but feel free to do whatever you want. There are a lot of viable ways to build a character.
- Basic Move [+5 CPs per point]
Basic Move is how far (in yards) you can go in one second or combat round. It’s equal to your Basic Speed, rounded down. It has uses outside of combat as well and determines just how far you can jump, among other things. Going fast is pretty neat, but it’s not that high of a priority most of the time.
- Intelligence (IQ) [+20 CPs per point]
IQ is a very powerful attribute. It governs the majority of all skills (see STEP 5) and a single point can cover a lot of ground as a result. The tradeoff it makes for having such amazing utility is its small impact on combat, although several IQ based skills can be used somewhat effectively in a fight; some might just let you avoid combat altogether. Anything’s possible when you take IQ. I’m on a horse.
- Will [+5 CPs per point]
Will measures your mental fortitude. It’s not exactly something you can use in every situation, but it comes in handy. It’s hardly what you buy IQ for; this is just a great convenience when the need for it actually arises. That’s the reason you get a lot of IQ: it’s useful everywhere. This attribute might just save your life at some point. It’s just not something you should put points into when you can choose IQ instead.
- Perception (Per) [+5 CPs per point]
Perception is, like all of IQ’s benefits, extremely useful. It’s another one of those life-saving attributes, except this one guarantees survival in almost every scenario. Many unfortunate, terrible losses are just a single failed Perception check away. This is definitely a good use of your points if you have no plans to grab any IQ. 14 is a good number to leave this at in that case.
- Health (HT) [+10 CPs per point]
This attribute is important for everybody, especially for people who think they can get away with just being a brainiac or just being sneaky. I don’t care who you are; that big brain of yours isn’t going to do you much good against a critical hit from an enemy’s blaster. Make sure you have a plan for when you get walloped, it’s going to happen at some point whether you like it or not. Not taking at least one or two points in this attribute will undoubtedly get you killed very soon. If you still choose to leave your HT untouched after reading this, then you acknowledge that you are taking a huge risk. Consider yourself warned.
- Fatigue Points (FP) [+3 CPs per point]
I have no idea how FP is supposed to work in the actual game. I suppose that will just be a matter that will sort itself out once we get acclimated to playing it a little. As far as I can tell, this is for stuff like holding your breath, nonstop
sprinting, and using something called “extra effort.” I have a feeling that FP will end up being transient at best in the actual campaign. I’m probably wrong though; apparently losing all of your FP is capable of killing you. So, uh, don’t work too hard, I guess.
- Basic Speed
If you’re stocking up on IQ, buying HT is going to be your source of Basic Speed and Move. It’s not a good idea to get both DX and IQ because you would be spreading your points rather thin; they both target very broad areas of skills so having both would be redundant and expensive. A combination of DX and HT is also very effective. Take note of how pretty much everything goes well with HT. - Basic Move
- CHECKS
I know you know what a check is. The reason that I’ve put this here is mostly to remind you that rolling 3d6 is nothing like rolling a d20.
A d20 has a flat 5% chance to roll any given number on it. You are going to be rolling on a bell curve. This greatly reduces the odds of rolling a critical (3, 4, 17, 18). It makes also makes your modifiers matter a lot more.
Look at this table. In GURPS, you want to roll at or below your Skill Level. See how easy it is to roll at or below 14? The probability of success is greater than it would be to roll a d20 and not roll a 1 or a 2. Those are amazing odds, and your character is only at what is considered “level 1” by most standards. This is not your run-of-the-mill d20 based fantasy RPG where your rogue is a brainless halfwit for the first two years of his career.
- SKILLS
Your skills are your primary actions both in and out of combat. There’s a skill for nearly every purpose, and they are called upon any time you draw your weapon, grease your pistons, do the nasty, and other such actions (not necessarily in that order). All of them are 3d6 rolls.
I’ll go into a lot more detail about this at STEP 5.
- CRITICAL SUCCESSES AND MISSES
There is no such thing as a ‘natural’ die roll since they are never directly modified, so there is never an unnatural roll to differentiate it from.
With that said, a roll (the sum of all three dice) of 3 or 4 is a critical success. No matter what number you had to roll under, even if it was a 1 or a 2, you succeed in the most
spectacular fashion possible. If this was an attempt to attack someone, they don’t get to defend against it. Critical success ranges can also be higher if your effective skill is 15 or above.
A critical failure is a roll of 17 or 18. Sometimes all this means is that you automatically miss, but a roll of 18 usually isn’t so kind. More information about this is on STEP 7.
- ADVANTAGES
You can spend CPs to buy advantages, which are special traits that let you do specific things that skills don’t already let you do. They usually do not require you to roll for the abilities that they grant. The advantage may manifest physically, mentally, socially, supernaturally and/or be of an ‘exotic’ nature.
Supernatural advantages do not make much sense for a Star Wars campaign outside of manipulation of the Force, so in STEP 3 I have taken the liberty of excluding most of them from my list of possible advantages you might want to consider picking. Exotic advantages most often pertain to certain races and make no sense for a typical human being to have.
A good chunk of those advantages are also superhuman (x-ray vision, self-duplication, time travel at will, and laser-eye beams to name a few), so I’ve ruled out a good chunk of those too. However, some of them do remain fairly plausible for a few of the races that are available to you. These include unique physical traits such has having extra arms, water-breathing, 360o vision, etc.
If you aren’t pleased with the selection of advantages that I’ve included in this guide, then feel free to browse the full selection of advantages on page 32 of the Basic Set. They will also include more in-depth descriptions of what I’ll be providing here, so you should take a look at them anyway. Don’t worry about it until STEP 3 comes.
- DISADVANTAGES
These are pretty much the opposite of advantages. They limit and hinder you and otherwise completely change the way you play your character, even if it’s not optimal, just like having a Lawful Good alignment. Now, why would you want to subject yourself to that? Because disadvantages cost negative CPs. This decreases your ‘spent’ pool of CPs, and in order to not exceed the 75 CP limit for making your character, this lets you take additional skill training, advantages, and attributes in order to ‘compensate.’
Some disadvantages include, for example, not having one or several of the expected amount of limbs for your particular species. The more hindering the disadvantage, the more negative CPs you get. Not having a thumb is a lot worse than not having your pinky finger! You can go into a negative value of CPs for your spent pool if you’d like, and you would then have however many CPs below 0 to spend in addition to the 75 you were given initially.
There’s more to having disadvantages than cutting off your limbs. You can have a mental or social disadvantage just as well – maybe even several! You might suffer from severe
hallucinations in conjunction with being a sociopath, pyromaniac, autophobe, necrophiliac… The
possibilities are endless!
Remember, you’re allowed to take as many disadvantages as you are willing to bear. You just have to justify all of them with a half-decent backstory.
- COMBAT
I know that movement in combat is based on a hexagonal grid, but I only have very basic idea of how the combat system works exactly (I will have more details at STEP 7), but the way I think it works goes a little something like this:
1. INITIATIVE: Highest Basic Speed goes first. In a tie, use the higher DX. If still a tie, roll for it or something.
2. READYING: In order to draw a weapon, you must use a Ready maneuver. You may move while doing this, but you may not attack unless you make a successful Fast-Draw skill check. Some weapons need to be readied after every attack.
3. DECLARE MANEUVER: A combatant with a readied weapon may choose to do any of the following maneuvers: Attack; All Out Attack; All Out Defense; Move and Attack; Feint; Aim; Evaluate; Ready (a different weapon or shield); Move; Change Posture (kneel, prone, sit, stand, etc., a crouch is free); Wait; Do Nothing
4. DEFENDING: When someone is aware that they are being attacked, they have the opportunity to defend against the attack unless they used an All Out Attack on their last
turn. They may respond by Blocking, Parrying, or Dodging. If they have neither a readied melee weapon that can parry nor a blocking device, they may only attempt to Dodge unless they’re trained in like Martial Arts or some shit, iunno. Defending against a ranged attack has some strange rules that I’m not familiar with, but they can always be
defended against with a successful Dodge.
ALL-OUT: If they declared an All Out Defense (AOD or AD) on their last turn, they get a bonus to whatever defense type they declared with it. AD (Double) means they may defend with two different defense types against a single attack that round. AD Parry and AD Dodge give a +1 bonus to Parry and a +3 bonus to Dodge respectively against a single attack that round.
5. ATTACKING: When making an attack with any weapon, the user must make a skill roll corresponding to the weapon they are using. If the attacker is using a ranged weapon and used an Aim maneuver against the same target on the previous turn, the attack gets a bonus to hit, which varies per weapon on a table somewhere. If the roll is successful, the target must make an attempt to defend. If their defense roll failed, or they used an All Out Attack on the previous round, the attack hits and damage is rolled. A critical success (3, 4, sometimes higher; see STEP 5) means that the target gets no defense. A skill roll of 3 means the attack does maximum damage. Feints are described in STEP 7.
ALL-OUT: There are four different types of All Out Attacks (AO or AOA): Determined; Double; Feint; and Strong. A Determined melee AO has a +4 to hit, a ranged one has +1. All of the other AO’s are exclusive to melee. Double allows two attack rolls with a weapon that does not need to be readied before use or with two weapons (-4 offhand penalty applies). Feints are described in STEP 7. Strong does +2 damage or +1 damage per die, whichever is better.
STEP ONE:
CHOOSE A RACE
Choosing a race you want to play is tough if you know nothing about this game. Unless you had planned on being a filthy Human, you need to know about all of the things in the mini-glossary I just provided in order to make a decision. I’m going to assume you read all of it if you are at this part of the guide.
Your race is your baseline for your character, which is why it’s the first step. You will be selecting a list of racial templates. A template contains specific advantages and disadvantages that your character must have in order to be a part of that race. When you make a character, it starts out as whatever the “average” member of that race is. You can use your CPs to change your character in any way after that, but you may not remove your template’s default
advantages, disadvantages, or trained skills. Your race just has those qualities, plain and
simple.
Your racial template makes suggestions for attribute scores, but you don’t have leave them at what they give you. You can add or take away anything you want from your characters attributes as long as you have the CPs for it. Make sure that your attributes also make some sense for your race too; a Jawa can’t just go all in on ST to be a hulking monstrosity, they just aren’t capable of that. The attribute suggestions just reflect what the average for that race is.
Every race has an average Tech Level (TL) that reflects how advanced their concept of technology is. In this campaign, all modern equipment is TL 11. Several races have a TL below this, and they suffer a massive -5 penalty to IQ-based skill rolls per point of TL difference when using modern technology. A backstory can explain a slightly higher level of TL for your race, but you should still try to act like your race. Gammoreans are a good example of a race that can still function in a TL 11 campaign despite a huge 8 level difference.
Don’t be all “my character is the first of his kind” either. You don’t just set a trend or break every physical boundary of your race just because you’re special. If you want something that your race doesn’t have then you should just play a different race.
Additional advantages and disadvantages may be added alongside your default ones as long as they do not directly contradict them. For example, if your race has Cowardice as a disadvantage then you can’t go and choose Fearlessness to cancel it out. You’re just stuck with Cowardice.
- ‘Entry Fees’
Nearly every race has a cost of CPs in order to be a part of it that can be negative or positive. A filthy default Human has no advantages, no disadvantages, a TL of 11, and 10 in every attribute. This means that their CP rating is exactly 0. This gives them an “entry fee” of 0 CPs since they have nothing particularly special about them, so the amount of CPs you get to spend on advantages will remain unaffected if you choose to be a Human.
There are only two other races that have no entry fee: Ebranites and Kalduu. Their advantages and disadvantages are the exact same value, so they just result in a CP rating of 0. And unlike Humans, they have plenty of complexity and depth to them. Unfortunately, neither of them would make any sense in this campaign. You would need an impossibly good backstory to play either of them.
Everything else has a fee that will either increase or reduce the amount of CPs you can spend to improve your character.
- Negative Entry Fees
If a race has enough disadvantages, the deficit of CPs can outweigh their advantages to the point where the average member of that race has a negative CP rating, and thus, a negative entry fee. All of our characters will be starting out with a CP rating of 75, so if your race has a negative entry fee, you get an amount of CPs equal to that to further upgrade your character with attributes and advantages.
For example, a Gammorean has poor IQ, TL, and -50 CPs worth of disadvantages, which includes things like Bloodlust, Lv. 5 Intolerance and a few other nasty things. Having poor IQ and TL are also disadvantages, with IQ being worth -20 CPs and TL worth -5 per dropped point. Gammoreans have and IQ of 7 (-60 CPs) and a TL of 3 (-40 CPs), which totals to -100 CPs.
They have a fair share of advantages too, though: they have an extra 2 ST, which costs +10 CPs each point, so they have 12 ST (+20 CPs). They also have 1 extra HP, worth +2 CPs. Their advantages include Dark Vision, Combat Reflexes and some other neat things, which total up to +48 CPs. They also have +12 CPs spread across a few combat skills.
This totals up to -130 CPs from disadvantages and +62 CPs in advantages. The sum of these is the “entry fee” for this race, which ends up being -68 CPs. The average Gammorean has a CP rating of -68, which is 68 points lower than the average Human CP rating. If you chose to play a Gammorean, you would get to spend 143 CPs!
Gammoreans are a rather extreme example of a negative entry fee. Most negative entry fees are usually around the -20 to -30 range.
- Positive Entry Fees
A positive entry fee means that you will have less CPs to spend by choosing that race. Their advantages simply outweigh their disadvantages, and their average member is better than the average human.
I’m not going to bog down an example of positive entry fees with numbers like I did in the description for negative entry fees above. If you’ve already read that and understood the
concept, you should be able to understand positive entry fees just fine.
Droids are people too! Well, not really, but they do have a multitude of their own ‘racial templates.’ You won’t be able to play one in this campaign however, since our campaign takes place in 3951 BBY and the only templates they have in the book are for droids that hadn’t been invented until around 100 BBY. They also have very costly entry fees, so I’ll be using them for example purposes.
A Droideka Destroyer Droid requires +1142 CPs, and it is impossible to choose one for a character if you are to still meet the +75 CP rating limit. There aren’t enough disadvantages in the entire game that would bring you down anywhere near that number.
3PO Protocol Droids have a far more reasonable fee, though it’s still unreasonable when compared to the normal, organic races. It has an entry fee of +96 CPs, which means you would have to take -21 CPs worth of disadvantages if you wanted to play it at all, and you would have no points left to improve yourself any further after that!
Positive entry fees are not necessarily a bad thing. Their only drawback is that it gives you less variety in your customization options. However, some advantages are exclusively
racial. Many races with positive entry fees offer at least one unique advantage that a Human
can’t just buy later on. This makes positive entry fees a worthwhile investment, even though you’re limiting yourself a little.
Some races offer very powerful combinations of advantages right at the start too, even if they’re not exclusively racial. Just looking at the stats of every race can give you an idea of how you’d further like to customize your character even if you decide to play a different race.
- DISCLAIMER
You aren’t going to know what any of the advantages and disadvantages of the races on the list are going to do if you aren’t already familiar with them, but that’s okay. You don’t need to know them. You just need to look at the names of the traits of each race that catches your eye. Try to get an idea of what exactly a character of that race is capable of. Do not start looking
things up. Ask yourself if your first impression of this character would be something you’d be
interested in playing. If the answer is yes, then go to STEP 2. If it’s only a little bit interesting, keep it in mind and look at the rest of the races. You’ll probably find a few that you like.
- RACE TABLE
Over the next 10 pages is a list of all of the races that I believe could work for this
particular campaign setting. If you would like to look at the full list of races (along with
comprehensive descriptions of the races’ culture and physiologies) then consult the Star Wars: Sentient Species Book, which can be found here. My list covers 65 different races; the book covers 220.
- True Entry Fee
The true entry fee for a race is usually different than its actual entry fee. The actual entry fee is what is listed in the book, and it includes what I’ve called the Recommended Attribute Cost (RAC). It’s the cumulative cost of attribute adjustments and stands separate from what I deem to be the “true” entry fee as it is entirely optional. You should still use it as a guideline though. The true entry fee is labeled as “Entry” on the table.
This does not include CP modifiers from a higher or lower TL; that is a part of the true entry fee. You should be sticking with your race’s TL whether you like it or not; that’s why it’s a disadvantage. Changing a TL from 10 to 11 is justifiable, but I still recommend that you keep your TL where it is.
- Advantages and Disadvantages
The names of advantages and disadvantages will always be contained in brackets. The advantages section of the table also includes bonuses for racially learned skills, and can be identified by the absence of brackets around it.
The Talent advantage is listed as the subcategory that it affects, despite it not saying Talent anywhere. They too can be identified by the lack of a set of brackets.
If you cannot find a listed advantage or skill for a particular race in the book, it is probably a Talent. (SC <number>) is a “self-control” roll that must roll under whatever the number following it is.
- Attributes
An asterisk ( * ) by the ST value denotes that the race gets a CP discount when buying ST points due to having a Size Modifier higher than 0. Keep in mind that the negative points you get from removing a point of ST is also discounted, e.g. if you buy ST for 9 CPs, you get 9 CPs for selling them. There is no indication as to whether a race’s SM is below 0 just by looking at the table. This is something you should check for yourself in the Sentient Species book.
Per, Will, HP and FP are based off of their respective primary attribute, and I have accounted for that. If one or more of these secondary attributes are different than what their primary attribute is, it means that it is recommended that you upgrade that particular secondary attribute directly. Remember, everything attribute related is just a recommendation. You can do whatever you like with them. They’re here to help give you an idea of what each race is good at. You’ll be coming back to this list in later steps, so just skim it for now.
Listed by True Entry Fee, Highest to Lowest:
Race TL Advantages Disadvantages ST DX IQ HT Per Will HP FP RAC Entry Xexto 11 [Ambidexterity] [Combat Reflexes] [Compartmentalized Mind 1] [Extra Arms+2] On The Edge (SC 6) 9 12 10 10 10 10 9 10 +10 +60 Quermian 11 [Claws (Blunt)] [Compartmentalized Mind 1] [Extra Arms+2] [Telecommunication (w/ Quermians)] [Pacifism: Self-Defense Only] [Quirk: Broad-Minded] [Quirk: Vow] 9* 11 11 9 11 12 8 9 +14 +56 Adarian 11 [Acute Senses 2: Hearing and Vision] [Innate Attack: Long Call, 2d dmg to FP, stun, 3 per day] Business Acumen+1 [Sense of Duty] [Indecisive] [Stubbornness] 10 10 12 9 12 12 10 9 +30 +49 Mon Calamari 11 [Amphibious] [Doesn’t Breathe] [Nictitating Membrane 1] [Peripheral Vision] [Pressure Support] [Reputation+1] [Speak Underwater] [Dependency: Moist, Daily, only in arid or non-moist environments] 10 9 11 10 11 12 10 10 +5 +47 Exiled Draethos 11 [Extended Lifespan 3] [Damage Resistance 2] [Night Vision+1] [Telecommunication] [Fit] 15 CPs worth of 1 or more IQ-based skills
[Compulsive Behavior: Learning]
Vuvrian 11 [360o Vision] [Acute Senses 4: Touch] [Charisma 2] [Cultural Adaptability] [Reputation+1] [Sensitive Touch] [Social Regard] [Low Pain Threshold] [Gerontophobia (SC 6)] [Xenophilia (SC 12)] 9* 10 11 10 11 11 9 10 +11 +44 Quarren 11 [Amphibious] [Damage Resistance 1] [Doesn’t Breathe] [Nictitating Membrane 1] [Night Vision+4] [Pressure Support 2] [Speak Underwater] Swimming at HT+1 [Dependency: Moist, Daily, only in arid or non-moist environments] [Quirk: Dislikes Idealists] [Quirk: Dislikes Optimists] 10 10 10 11 10 9 10 11 +13 +38 Chadra-Fan 11 [Acute Senses 3: Taste and Smell] [Dark Vision] [Discriminatory Smell] [Thallasso-phobia] 8 11 10 9 10 10 8 9 -10 +36 Besalisk 11 [Extra Arms+2] Swimming at HT+2 Survival (Arctic) at Per+4 [Appearance-1] 11 9 10 9 10 10 11 9 -20 +35 Gados 11 [Flexibility: Double-Jointed] [Perfect Balance] Acrobatics at DX+1 [Dispersed Vital Parts] 10 12 10 8 10 10 6 8 +12 +34
Ithorian 11 [Affliction: Sound Attack (Stun, Deafness)] [Penetrating Voice] [Reputation+2] Expert (Ecology) at IQ Farming at IQ Gardening at IQ [Pacifism: Self-Defense] 10 9 11 10 11 11 10 10 0 +30 Chagrian 11 [Radiation Tolerance/100] 1 Law skill at IQ [No Sense of Taste or Smell] 10 10 10 10 11 10 10 10 +5 +29 Zeltron 11 [Affliction: Pheromones (Social Reactions+1)] [Appearance: Handsome or Beautiful] [Charisma 2] [Empathy] [Reputation+2] [High Metabolism] Smooth Operator+1 [Chummy: Gregarious] [Compulsive Behavior] [Gluttony (SC 12)] [Lecherous (SC 12)] [Pacifism (Self-Defense)] 10 10 10 10 10 9 9 10 -7 +29 Ayrou 11 [Appearance: Attractive] [Reputation+1] [Flexibility: Double-Jointed] [Rapier Wit] Fast Talk at IQ+1
Baragwin 11
[Acute Senses 4: Taste and Smell] [Damage Resistance 1] [Discriminatory Smell] 1 Mechanic skill at IQ Engineer (Small Arms) at IQ-1 [Ham-Fisted] 10 9 11 11 11 11 10 11 +10 +27 Bith 11 [Acute Senses 1: Taste and Smell] [Doesn’t Sleep] [Fearlessness+5] [Microscopic Vision+3] [High Manual Dexterity+1] [Bad Sight: Nearsighted] 9 10 13 8 14 13 9 8 +35 +27 Caamasi 11 [Reputation+1] [Racial Memory: Active] [Eidetic Memory] 1 Artist skill at IQ Diplomacy at IQ-1 [Pacifism: Total Nonviolence] 9 10 12 9 12 12 9 9 +20 +26 Dashade 11 [Reputation+5: Power Groups] [Radiation Tolerance/2] [Force Static: Resistible] [Heat Dissipation+1] [Reputation-5: Commoners] [Overconfident] 10 11 10 10 10 9 10 10 +15 +26
Togruta 11 [Claim to Hospitality: Togruta] [Scanning Sense: Sonar] [Striker: Horns] [Teeth: Sharp] Stealth at DX+1 [Reputation: Poisonous] [Quirk: Attentive] 10 11 10 9 11 11 10 9 +20 +25 Feeorin 11 [Unaging] [Night Vision+2] [Fit: Very Fit] [Less Sleep] [Reputation-2] 11* 10 10 11 10 10 11 11 +19 +24 Drall 10 [Claws: Sharp] Science! at IQ [Truthfulness] 9 9 11 10 11 11 9 10 -10 +19 Bimm 11 [Voice] Merchant at IQ+2 OR
Literature at IQ, and Public Speaking at IQ+1 8 10 10 10 10 10 8 10 -20 +18 Selkath 11 [Amphibious] [Claws: Sharp, Deadly Venom] [Doesn’t Breathe] [Pressure Support 2] [Speak Underwater] [Intolerance-1: Other Species] [Vow: Never use claws to attack] [Vulnerability: Sonic Wailing, x2FP, Will-check at 0FP or go insane] [Quirk: Likes Neutrality] 10 10 10 10 10 10 10 10 0 +18 Twi’lek 11 [Charisma 1] [Night Vision+1] [Resistant: Disease] [Quirk: Careful] 10 10 10 10 10 9 10 10 -5 +18
Anomid 12 [Wealthy] 10 CPs across 2 Mechanic skills at a 50% discount 1 Engineer at IQ+5 [Cannot Speak: Mute] [Pacifism: Self-Defense] 9 9 9 10 9 9 9 10 -50 +17 Blood Carver 11 [Flexibility: Double-Jointed] [Claws: Sharp] Stealth at DX [Reputation-2: Wealthy] 10 11 9 10 9 9 10 10 0 +17 Trandoshan 11 [Claws: Sharp] [Damage Resistance 1] [Regrowth] Survival (Desert) at Per Tracking at Per [Berserk (SC 12)] [Bloodlust] [Cold-Blooded] [Intolerance-3: Wookiees] [Selfish (SC 12)] [Short Lifespan 1] [Quirk: Likes Hunting] 11 9 10 10 10 10 11 10 -10 +17
Advozsec 11 [Dark Vision] [Pessimism] 10 10 11 10 11 11 10 10 +10 +15 Neimoidian 11 [Fashion Sense] [Higher Purpose] [Wealthy] Business Acumen+1 [Cowardice] [Fearfulness-1] [Greed] [Reputation-1] 9 10 11 10 11 12 8 10 +13 +15 Balosar 11 [Acute Hearing 4: Hearing] [Resistant: Poison] [Appearance-2: Unattractive] 10 11 10 9 10 9 10 9 +5 +9 Rodian 11 [Combat Reflexes] [Enhanced Tracking+1] [High Manual Dexterity+1] Tracking at Per [Bad Smell] [Obsession: Violence] [Reputation-2] 10 10 10 10 11 9 10 10 0 +9
Arkanian 11 [Wealth: Comfortable] [Claws: Blunt] [Reputation-1] [Overconfident] 10 9 11 11 11 11 10 11 +10 +3 Duros 11 Navigation (Hyperspace) at IQ Piloting (Low or High-Performance Spacecraft) at DX-1 9 10 10 10 10 10 9 10 -10 +3 Caarite 10 [Charisma+2] Acting at IQ Merchant at IQ+1 Survival (Jungle) at Per-1 [Reputation-2] [Selfish] 10 10 10 9 10 10 10 9 -10 +2 Adnerem 11 [Protected Sense: Vision] [High Manual Dexterity+1] [Subsonic Hearing] [Fanaticism: Steris] [Uncongenial] 10* 10 11 10 11 11 9 10 +18 0 Aqualish Quara 12 [Amphibious] [Doesn’t Breathe] [Bad Temper] [Bully] [Reputation-2] 11 10 10 10 10 10 11 10 +10 0 Human 11 You’re a boring
old human. Congratz. 10 10 10 10 10 10 10 10 0 0 Hutt 11 [Reduced Consumption 2: Cast Iron Stomach] [Damage Resistance 1] [Extended Lifespan 3] [Longevity] [Force Static: Resistible] [Cold-Blooded] [Gluttony] [Greed] [Intolerance-1] [No Legs] [Overconfident] [Sense of Duty] [Vow: Never kill a messenger from another Hutt]
Cathar 11 [Acute Senses 2/1: Hearing/Taste and Smell] [Catfall] [Claws:Sharp] [Teeth: Sharp] [Impulsiveness] [Berserk] [Sleepy /2] 11 11 9 10 9 9 11 10 +10 -2 Chevin 10 [Damage Reduction 1] [Reputation+1: Criminals] [Extended Lifespan+1] Merchant (Illegal Goods) at IQ [Reputation-1: Non-Criminals] [Code of Honor: Professional] 11 9 10 11 10 9 11 10 -5 -4 Zabrak 11 Survival (Acid Wasteland) at Per [Overconfident (SC 12)] [Quirk: Attentive] 10 10 10 11 10 12 10 12 +23 -4 Bothan 11 Diplomacy at IQ Electronics Operation (Communication) at IQ Intelligence Analysis at IQ-1 Surveillance at IQ [Reputation-2] [Easy to Read] 10 11 10 9 10 10 10 9 +10 -5
Gran 11 [Infravision] [Pacifism: Self-Defense] 10 10 9 10 9 9 10 10 -20 -7 Klatooinian 11 Beam Weapon (Pistol) at DX+2 Beam Weapon (Rifle) at DX+2 12 CPs across any amount of Melee Weapon (Vibro) skills at a 50% discount [Social Stigma: Subjugated by Hutts] [Code of Honor] 10 11 8 11 8 10 10 11 0 -10
Devaronian 11 [Teeth: Sharp] [Striker: Horns] [Compulsive Behavior: Wanderlust] [Increased Consumption] 10 10 10 10 10 10 10 10 0 -11 Jenet 11 [Eidetic Memory] [Night Vision+1] Climbing at DX+1 Swimming at HT [Illiteracy] [Odious Racial Habit: Tactless] [Reaction-2] 9 11 11 10 11 11 9 10 +30 -12 Krevaaki 11 [Damage Resistance 2: Torso] [Extra Legs+4] [Flexibility] [Longevity] Hidden Lore (Jedi) at IQ-1 [Appearance: Hideous] [Pacifism: Self-Defense] [Selfless] 10 10 11 10 11 12 10 10 +25 -13 Brubb 5 [Chameleon+2] [Damage Resistance 2] [Enhanced Defenses: Dodge+1] [Hard of Hearing] [Cold-Blooded] 11 10 9 11 9 9 11 11 0 -14 Sullustan 11 [Absolute Direction: 3D Spatial Sense] [Acute Senses 2: Hearing] [Night Vision+5] Climbing at DX+1 [Gregarious (SC 12)] [Curious (SC 6)] [Pacifism: Reluctant Killer] [Xenophilia (SC 12)] [Quirk: Likes Practical Jokes] 10 11 10 9 10 10 10 9 +10 -15 Vodran 11 [Damage Resistance 1] Survival (Jungle) at Per [Social Stigma: Subjugated by Hutts] 10 10 8 11 8 8 10 11 -30 -16
Jawa 10 [Night Vision+1] Scrounging at Per+2 [Cowardice] [Illiteracy] [Odious Racial Habits: Odor] [Reputation-1] 8 11 10 10 10 9 8 10 -5 -28 Gamorrean 3 [Dark Vision] [Combat Reflexes] [Damage Resistance 2] [Striker: Horns] [Striker: Tusks] Brawling at DX+2 Melee Weapon (Gammorean) at DX+2 [Short Lifespan 1] [Bloodlust] [Reputation-4] [Intolerance-5: Ranged Weapons and Droids] 12 10 7 10 7 7 12 11 -38 -30 Arcona 11 [Acute Senses 2: Hearing, Taste and Smell] [Claws: Talons] [Damage Resistance 1] [Bad Sight: Near Sighted)] [Addiction: Salt] 10 10 10 11 10 10 10 11 +10 -32 Wookiee 11 [Brachiator] [Claws: Sharp] [Damage Resistance 1] [Extended Lifespan 2] [Rapid Healing] [Social Regard+1] [Berserk (SC 6)] [Cannot Speak: Basic] [Code of Honor: Family] [Intolerance-3: Trandoshans] [Sense of Duty: Life Debt] [Social Stigma] [Vow: Don’t use claws in combat] 12* 9 10 10 10 9 12 10 -7 -42 Kel Dor 11 Mechanic (Breath Masks and Goggles) at IQ [Code of Honor] [Dependency: Breath Mask] 10 11 11 9 11 11 10 9 +30 -151
STEP TWO:
KNOW YOUR
CHARACTER SHEET
This will just be a quick run-through of the roll20 interface for GURPS. The example pictures I’ll be including are from my own completed character sheet, so your values will be different.
- Main Tab
This first tab is where all of your attributes are recorded. All of the entry boxes have special qualities that vary based on their color.
I don’t fully know how to utilize the weapon or armor sections (the green and blue boxes), so I won’t be covering them in this chapter. If I do end up figuring it out, I’ll put it in
STEP 7.
Don’t worry about filling this page out right now, you’ll decide what you want to put in here at STEP 5. For now, just try to understand the layout.
- Gray Boxes (Generic)
There are two different kinds of these boxes: light and dark.
A light box is for entering a base value of some sort, like for attribute scores. As a rule, these boxes contain completely unmodified attributes that can only change with the use of CPs. They’re also used to enter descriptions for things.
A dark box is similar, but it does not necessarily contain just the base value all of the time. It is used for stats or attributes that have base values but also have other factors that can influence them, such as advantages, disadvantages, or equipment. They also are used to track non-character related values in the other tabs.
- Yellow Boxes (Dynamic)
A yellow box contains a value that will get changed a lot. These will be used to keep track of things like current hitpoints and defense ratings. The values they keep track of will never have a base value that is completely their own.
- Purple Boxes (Reactive)
These boxes are unique in that you cannot directly enter a value for them. They only contain values that are dependent on other values, like your marker for half-HP. All these boxes do is apply a set formula to a value from another box and display the result.
The two exceptions to this are the Combat and Full Load Dodge rating boxes, as the formulas that govern their values can change depending on which of their bubbles is filled in. This is the only application of bubbles.
- Beige Boxes (Dropdown)
Clicking on one of these boxes will show a dropdown list of all of the options that can be put in that box. By clicking an option on the list, it sets that as the selection for the box. This value is usually then called upon by another formula executed by a purple or black box.
- Black Boxes (Interactive)
Clicking on any black box will perform some kind of action. Usually the black boxes will perform a check for you, but the Maneuver box declares your next combat maneuver in the chat depending on what you filled the beige and gray boxes around it with. If I wanted to do an All Out Defense (Dodge) maneuver with an Acrobatic Dodge while Retreating, then I would fill everything out like so:
And when I click it, this will appear in the chat:
I don’t think it matters what you put in the boxes that aren’t for base maneuvers or maneuver options. I could be wrong, but as far as I can tell the Maneuver button only displays what’s in those.
- Skills Tab
Now that you understand how the boxes work, try to get a grasp of how your skills are going to be laid out. You aren’t going to be deciding on these now either; that’s also in STEP 5. What you’ll be doing with this right now is figuring out how to add skills to your list.
My character sheet has a bunch of stuff already on it, but yours is going to look more like the way my Techniques look. You won’t have anything there, so to add a new line for a skill, you just click the +Add button and one will pop right up.
Take a look at all of the boxes. The only one you shouldn’t recognize is the one labeled CP. You’ll never have to worry about this since it doesn’t really do anything other than remind you to do something with it later. If you mouse over it, a help bubble with show up:
To remove a line, hit the Modify button at the bottom right of the Skills section. All of the lines will then be grayed out and a red button with a trashcan will appear on each line. Click the red button of the line you want removed and it’ll disappear. To go back to editing your lines, press the Done button where the Modify button used to be.
The section labeled Ref. is where you’ll be putting page references to the skill in
question. This is helpful for finding it in the book again later, but I’m going to include that sort of thing later in this guide so that you don’t need to worry about it. It’s more convenient if you do it yourself though.
That’s all you need to know about how to operate this tab for now. You’ll learn how to fill it out in STEP 5.
- Traits Tab
In this tab, you just add lines and page references. Don’t worry; you don’t need to put down this much stuff. Even though it looks like I put down the entire description (which I did) for every advantage and disadvantage, I spread that out over multiple lines to make it easier to read. It doesn’t do that automatically; the line just keeps on going on and on and on if you don’t stop adding to it.
If you want a more concise layout, you should summarize your advantages and
disadvantages in as few words as possible. I find the exact wording more helpful, but that’s just personal preference. Make sure you include all of the vital information like the CP cost and such.
The next step, STEP 3, will contain further instructions on how to use this layout effectively. There’s not much to do here.
- Inventory and Powers Tabs
I don’t know how items are going to work in this until we actually start the campaign. I’m also pretty sure that Powers won’t be a thing in this unless you’re a Force user. I’m not a Force user, so it doesn’t concern me. That’s something you’ve to figure out on your own.
- Various Tab
This part is useful, but not really required. The CP tracker is all you will need this for.
I highly advise that you use the Quick Notes feature of this tab to keep track of your CP expenditures. Log everything that you take and note the cost of it. Go through it and make sure everything adds up to +75 CPs before you finish making your character.
Something else that’s really cool about this tab is the way it uses languages. If you click the interactive box by any of your known languages, a prompt will appear. You can then type whatever you want to say in that language into it. Press Submit and it will appear in the chat:
STEP THREE:
TAKE ADVANTAGES
Hopefully, you already have somewhat of an idea about what you wanted your character to be like. If you still don’t, that’s fine; maybe looking through the available advantages will help. You only really need to have an idea of what your character is going to be like by the time you get to STEP 5.
By reading through the selection of races, you’ve probably got an idea of what
advantages are. They’re traits that, to say the least, improve your character or otherwise give them the upper hand over others who do not have this trait. Advantages are always a good thing!
They really define who and what your character is. Coming up with a reason as to why they’re like they are falls into your hands when you pick the advantage. You have to justify your advantage within your backstory. You don’t just wake up one morning and suddenly have Combat Reflexes! Picking a lot of advantages means you have to have a very colorful background… and usually a bunch of CPs to purchase them all, too.
Advantages that demand lots of CPs are considered more powerful than cheaper ones. They’re also considered less realistic. If your advantage is ridiculous, you would need a very good reason to have it. You might even have to base your entire backstory off of it.
Some advantages are also completely unreasonable for this campaign, so Justins might forbid it entirely. One that I know he’d ban for sure would be Jumper, which lets you travel through time and space to any point of your choosing as often as you like, and you can do it at will, without any devices or cost outside of what it initially costs to purchase the advantage. Despite the cost of 100 CPs, there’s no way you can justify an ability that powerful within the limitations of the Star Wars universe.
However, any advantages given to you on the basis of race are always possible within the Star Wars universe. You would still have to justify it somewhat with your backstory, but you wouldn’t have to try as hard to incorporate it as you would have to do for a ‘learned’ advantage. Many advantages are labeled as being superhuman, so if you’re a human, you just can’t have them. Many advantages are exclusive to particular races (e.g. Extra Arms, Amphibious, Regrowth, etc.) so it would be completely unjustifiable for anyone who didn’t naturally have it, including non-humans, to just develop it over time. You can try though!
- ADVANTAGE TABLES
There are four tables spread across the next few pages that list all of the advantages that could both be ‘learned’ by any one particular race (within reason) and that are also viable for this campaign. There are even more advantages in the Basic Set Rulebook that are not listed here if you’d like to try to find other stuff that might work for this campaign.
After character creation, you may only spend points on advantages marked with
asterisks. If marked with two asterisks, the advantage requires some sort of special condition to be met (e.g. finding a teacher) before it can be learned post-character creation.
If you’re still in character creation, you can pick any advantages you want from this first section of lists regardless of whether they have asterisks. You will still have to justify any advantage you learn non-racially in your backstory, but bolded advantages require significantly more explanation. An explanation for a non-bolded advantage such as Combat Reflexes could be as simple as “served as a soldier,” or “grew up with multiple brothers.” Justifying Weapon Master, on the other hand, would have to be something as drastic as “galaxy renowned
blademaster and is head-engineer of a primary vibroblade production enterprise; he watched as both of his parents were chopped to bits in an alleyway when he was nine years old which made him become just like Batman, but the difference was that the blade that his parents were cut down by happened to be of his own design and he was the one that was doing the chopping.” It’s still possible, but… y’know.
Each table governs one particular category of advantages out of 4 possible categories:
- Combat
- Utility and Skills - Social Reactions
- (ノ◕ヮ◕)ノ*:・゚✧
The tables will be presented in that order for both of the sections. The advantages themselves are listed from most expensive to least expensive. The table the list is on will also say if a particular race comes pre-packaged with it.
- Table 1: Combat Advantages
Name Descriptionᅚᅚᅚᅚᅚᅚᅚᅚᅚᅚᅚ Race(s) Page CP cost
Weapon Master**
When performing an attack with a specific
(all/large/medium/small/paired/one) class of muscle-powered weapon(s):
- add +1 per die if relevant weapon skill is at DX+1 or +2 per die at DX+2 or higher
- halve your penalty to make a Rapid Strike
- halve your penalty to parry more than once per turn - use a higher default if untrained
Examples of some classes: (large): all bladed weapons (med) : all bladed vibro-weapons (small): all vibro-swords
(pair) : dual-wield vibro-sword with offhand vibro-shortblade (one) : longbladed vibro-sword
99 +45 all +40 large +35 med +30 small +25 pair +20 one
Extra Attack**
You get additional Attack maneuvers per turn equal to the level of this advantage. Any readied ranged and/or melee weapons can be used in combination. The amount of attacks you can do is limited to the amount of readied weapons you have during that turn. A kick can be used as an attack, provided you’ve got one left to stand on too.
53 +25 per lv
Gunslinger**
Treat all single shot ranged attacks (RoF 3) done with a 1-handed weapon as if an Aim maneuver had been used prior. 2-handed ranged attacks get half of what their normal Aim bonus is, but still get their full bonus when actually Aimed. Bracing and any other modifications retain their benefits.
58 +25 Combat Reflexes*
+1 to all active defense rolls and the Fast-Draw skill and +2 to Fright checks. You do not freeze when surprised and get +6 on all IQ rolls to wake up or recover from mental stuns. Your entire party gets a +1 on initiative ─ +2 if you are considered the leader.
Rodian 43 +15
Enhanced Defenses**
(Enhanced Dodge**): +1 Dodge.
(Enhanced Parry**): +1 Parry for all melee skills OR for one melee skill.
(Enhanced Block**): +1 Block for either Shield or Cloak.
51 +15 for Dodge +10 for all Parry +5 for one Parry or Block Fit*
(Fit*): +1 to all HT rolls that aren’t skills or the HT check itself, which includes avoiding death, stay conscious, etc. You also recover FP at twice the normal rate.
(Very Fit*): As above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate.
Draethos Exile (Fit) Feeorin (Very Fit) 55 +15 for Very Fit +5 for Fit High Pain Threshold**
You never suffer a shock penalty when injured. You also get +3 on HT rolls to avoid knockdown or stunning. If you are tortured physically, you get a +3 to resist. You may also get to roll against your Will+3 to ignore pain in other situations.
59 +10 Arm ST*
You can dedicate CPs to extra ST for purely arm-related uses; it does not affect HP or Basic Lift. If a task requires you to use multiple arms and they don’t all have the same ST, use the average. Arm tasks include making melee and throwing attacks. Discounts for Size Modifiers can be used.
40 +8 for 3 arms +5 for 2 arms +3 for 1 arm Ambidexterity You never suffer the -4 DX penalty for using the off-hand. 39 +5
Rapier Wit**
You can use witty repartee to stun your foes in combat. Roll Public Speaking vs your opponent’s Will. -1 per opponent beyond the first to affect a group (you must know something the entire group has in common so you can taunt them with it!). If you win, your opponent is mentally stunned. A critical success causes 1 HP damage (drops something on their foot, bring their head up suddenly and hit something, etc.). If you lose, there’s no effect. Crit failures are for the GM to decide!
Hard to Kill*
Each level of this advantage gives +1 to HT rolls made for survival at -1xHP or below and on any roll where failure means instant death (poison, etc.). If this bonus means the difference between success and failure, you collapse, apparently dead, but come to in the usual amount of time. A successful Diagnosis roll reveals the truth. This can fool your enemy into thinking you’re actually dead... but your allies might not be able to tell either!
58 +2 per lv
Hard to Subdue*
Each level of this advantage gives a +1 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or stun guns – and to resist Force abilities that cause unconsciousness.
59 +2 per lv
- Table 2: Utility and Skills
Name Descriptionᅚᅚᅚᅚᅚᅚᅚᅚᅚᅚᅚ Race(s) Page CP cost
Gadgeteer**
You are an inventor; it’s easy for you to design cool gadgets even at TL levels higher than your own. You need money and equipment to do your work, and it might take several days or months to put what you want together. To make a concept, describe it to the GM and he will tell you what skill you have to roll against (you must be trained in it to have any success). Next, the GM will arbitrarily assign a ‘complexity level’ of the invention. Use the following table for inspiration:
Complexity Req. Skill Level Time (min 1 day)
Price (in credits) Simple 14 or less 1d-2, day Up to 225 Average 15-17 2d, day Up to 2,250 Complex 18-20 1d, mon. Up to 22,500
Amazing 21+ 3d, mon. 22,500+ Now the GM will make a ‘concept’ roll against the skill chosen earlier. There’s no penalty if it’s simple, but you have a -2 penalty if it’s average, -4 if complex, or -8 if it’s amazing. +5 if you have a working model you’re trying to copy, or +2 if it exists but you don’t have it with you. +1 to +5 if the item is a variant on an existing one. You can attempt to make
inventions of a higher TL at a -5 penalty per level above your own, and the price also doubles per level. If you fail, nothing happens and you may try again the next day with no additional penalty. Success means you go to the next step. Critical failure means you go to the next step and will fail on every attempt until you get a critical success, at which point you may make the concept roll again.
If you made it to the next step you must pay the appropriate costs, then the GM secretly makes another roll against your previously mentioned skill with the same modifiers, but at a -1 to --10 if he believes you’re using anything less than the best tools available to make the prototype. If you fail, divide the cost by 10 and pay that in order to attempt the roll again. Critical failure inflicts 2d damage and the next attempt is at full price. If you succeed, congratulations!
(Quick Gadgeteer): Scrounged parts, not money; concept takes 1d mins; simple gadget is 2d minutes of assembly, average is 1d-2 hours, complex 1d hours, amazing 4d hours.
475, 57 +50 for Quick +25 for normal
Arm DX*
You can dedicate CPs to extra DX for purely arm-related uses; it does not affect Basic Speed. If a task requires you to use multiple arms and they don’t all have the same DX, use the lowest. Arm tasks include using firearms while remaining stationary along with anything requiring fine manipulation. Combat or DX based skills that require moving the body do not benefit from this.
40 +16 for two arms +12 for one arm Daredevil
Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high risk behavior. For example, this advantage would not grant any bonuses if you ducked behind a wall to take cover from gunfire, but it would if you barreled over the wall screaming at the top of your lungs as you charged the gunmen with your fists!
47 +15
Empathy
(Sensitive): When you first meet someone, or are reunited after an absence, you may ask the GM to roll against your IQ-3. He will tell you what you ‘feel’ about that person. If you failed, you will have misread the person, but you won’t know that. +1 to Detect Lies and Psychology.
(Empathy): As above, but +3 bonuses to Detect Lies and Psychology instead of +1. Roll at full IQ instead of at -3.
Zeltron (Empathy) 51 +15 for Empathy +5 for Sensitive Flexibility
(Flexibility): +3 on Climbing, Escape (to escape bindings), and Erotic Art. You may ignore -3 in penalties for working in close-quarters (e.g. fighting someone in the same space as you).
(Double-Jointed): As above, but +5 to those skills. You ignore -5 in penalties for close-quarters.
Ayrou (Double-Jointed) Blood Carver (Double-Jointed) Gados (Double-Jointed, no Erotic Art) 56 +15 for Double-Jointed +5 for Flexibility Talent**
A level in any of the following (there are more in the book) grants +1 to every skill that it governs:
(Business Acumen**): Accounting, Administration,
Economics, Finance, Gambling, Market Analysis, Merchant and Propaganda; reaction bonus from people you deal with. (Healer**): Diagnosis, Esoteric Medicine, First Aid,
Pharmacy, Physician, Physiology, Psychology, Surgery and Veterinary; reaction bonus from patients, past and present. (Mathematical Ability**): Accounting, Astronomy,
Cryptography, Engineer, Finance, Market Analysis, Mathematics and Physics; reaction bonus from engineers and scientists.
(Smooth Operator**): Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal and Streetwise; reaction bonus from con artists, politicians, etc. -- but only if you are not trying to manipulate them.
Adarian (Business Acumen+1) Neimoidian (Business Acumen+1) Zeltron (Smooth Operator+1) 89-91 +15 for Smooth Operator +10 for groups of 7-12 skills +5 for groups of 6 or lower
Absolute Direction*
(Absolute Direction*): You always know which way is north and you can always retrace a path you followed within the past month, no matter how faint or confusing. This doesn’t work in interstellar space, but it does work underground, underwater, and on other planets. +3 to Body Sense and Navigation (Air, Land or Sea).
(3D Spatial Sense**): As above, but works in three
dimensions. This ability is useful in deep space. In addition to the bonus from above, you get +1 Piloting and +2 to
Aerobatics, Free Fall, and Navigation (Hyperspace or Space)
Sullustan (3D Spatial Sense) 34 +10 for 3D Spatial Sense +5 for Absolute Direction Eidetic Memory
(Eidetic Memory): You automatically remember the general sense of everything you concentrate on, and can recall specific details by making an IQ roll. However, it gives a +5 bonus whenever the GM requires an IQ roll for learning. (Photographic Memory): As above, but you automatically recall specific details, too. Any time you, the player forget a detail your character has seen, the GM or other players must remind you – truthfully! This trait affects recall, not
comprehension, so it does not benefit skills. +10 bonus for learning. Caamasi (Eidetic Memory) Jenet (Eidetic Memory) 51 +10 for Photo-graphic Memory +5 for Eidetic Memory Voice*
You have a naturally clear, resonant, and attractive voice. +2 Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, Singing, and on reaction rolls from anyone who can hear your voice.
Bimm 97 +10 Brachiator*
You can travel by swinging on vines, tree branches, ropes, chandeliers, etc. You can move at half your Basic Move while brachiating. +2 Climbing
Wookiee 41 +5 High Manual
Dexterity
Each level (max 4) of this advantage gives +1 to DX for tasks that require fine, delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, Surgery, as well as DX-based rolls to do fine work on Machinist or Mechanic (e.g. clockwork). This doesn’t apply to IQ-based tasks or large scale DX-based tasks, nor does it apply to combat related die rolls of any kind.
Adnerem (+1) Bith (+1) Rodian (+1) 59 +5 per lv Lightning Calculator
(Lightning Calculator): You, the player, may use a calculator at any time to figure anything you want – even if your character is fleeing for his life! For most math-related things that could be solved using a calculator, the GM will assume that your character instantly knows the answer.
(Intuitive Mathematician): As above, but your ability is not limited to arithmetic. You can perform astrogation without a computer, do any level of engineering design in your head, and solve differential equations almost instantaneously.
66 +5 for Intuitive Mathe-matician +2 for Lightning Calculator Single-Minded*
+3 to skill rolls that you concentrate on to the exclusion of other activities, if the GM believes that concentration would help. If it already would have required your undivided attention (e.g. inventing), this provides no benefit.
Versatile*
You get a +1 bonus on any task that requires creativity or invention, including most rolls against Artist skills, all Engineer rolls for new inventions, and all skill rolls made to use the Gadgeteer advantage.
96 +5
Acute Senses
Each acute sense is a separate advantage that gives +1 per level to its respective Sense roll:
(Hearing):
You are more capable of hearing faint sounds, such as the safety of a gun being switched off in the dark.
(Taste & Smell):
You are more capable of recognizing subtle tastes or smells, such as poison in your drink.
(Touch):
You can get more precise information by touch, such as being able to tell if you’re being pickpocketed.
(Vision):
You have a sharper eye for very fine details, such as looking for traps or noticing a flawed replica.
Adarian (Hearing+2, Vision+2) Arcona (Hearing+2, Taste & Smell+2) Balosar (Hearing+4) Baragwin (Taste & Smell+4) Bith (Taste & Smell+1) Cathar (Hearing+2, Taste & Smell+1) Chadra-Fan (Taste & Smell+3) Sullustan (Hearing+2) Vuvrian (Touch+4) 35 +2 per lv Fearlessness**
Add your level of this advantage to your Will any time you must make a Fright check. Subtract your level of this advantage from Intimidation rolls made against you.
Bith (+5) 55 +2 per lv
Night Vision*
Each level of this advantage (max 9) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light. Regardless of level, this advantage has no effect on the -10 penalty for total darkness.
Exiled Draethos (+1) Quarren (+4) Feeorin (+2) Twi’lek (+1) Jenet (+1) Sullustan (+5) Jawa (+1) 71 +2 per lv
- Section 1, Table 3: Social Reactions
Appearance
Having above average appearance is an advantage. Below average would be a disadvantage. For these bonuses to have any effect, you must be visible.
(Somewhat Attractive): +1 on reaction rolls.
(Quite Attractive): +4 for people attracted to your sex, +2 on reactions otherwise.
(Very Attractive): +6 for people attracted to your sex, +2 otherwise. For those not attracted to your sex that also have reason to dislike you, they resent your good looks and react at -2 instead. Ayrou (Somewhat) Zeltron (Quite) 21 +16 for Very +12 for Quite +4 for Somewhat Claim to Hospitality
You belong to a social group that encourages its members to assist one another. When you are away from home, you may call on other members of this group for food, shelter, and basic aid. Members of the group are friendly to each other (+3 reactions) and may provide advice, introductions, and
small loans, if asked.
Togruta (+10) 41 +1-10, depends on how big the group is Charisma*
Per level of this advantage, you get +1 on all reaction rolls made by sapient beings with whom you actively interact; +1 to Influence rolls; and +1 to Leadership, Panhandling, and Public Speaking skills. This may not affect those with vastly different social understanding than yours (e.g. Vratix).
Twi’lek (+1) Vuvrian (+2) Zeltron (+2)
41 +5 per lv Fashion Sense**
You get +1 to reaction rolls when you have a chance to plan your attire in advance. You can also give someone else a +1 bonus when you put together the outfit.
Neimoidian 21 +5 Pitiable
You get +3 on all reaction rolls from those who consider you to be in a position of helplessness, weakness, or need. This does not affect those with the Callous disadvantage.
22 +5 Social Chameleon
You are exempt from reaction penalties due to differences in Rank or Status. In situations where there would be no such penalty, you get +1 on reactions from those who demand respect (priests, kings, etc.).
86 +5
- Section 1, Table 4: (ノ◕ヮ◕)ノ*:・゚✧
Signature Gear
You have distinctive, valuable possessions unrelated to your wealth level. This gear is as much a part of your personal legend as are your reputation and skills. You must explain where it came from: you won your starship in a card game, inherited your droid from your father, etc. The more powerful it is, the more points it’s worth and the more ridiculous your explanation should be.
85
+??? GM decides