How the Game Works


    The gamemaster assigns a difficulty number when a character tries to do something and there's a chance of failure, such as shooting a blaster at stormtroopers, flying a starship, or fixing a busted droid.
    Roll the skill's die code; if you don't have the skill, roll the attribute's die code. If your roll is equal to or greater than the difficulty number, your character succeeds. If its lower, your character fails.

Opposed Rolls

    If your character is acting against another character, you are making an opposed roll: you roll your skill dice, while the other character rolls their skill dice. Whoever rolls higher succeeds.

Actions in a Round

    The game is broken down into rounds; each round is about five seconds of game time.
    Your character can perform one action in a round. Roll the skill or attribute die code for that action.
    Characters can try to do more than one action in a round, but it's harder to do more than one thing at once.
    If a character tries two things, lose one die (-1D) from every skill roll.
    If a character tries three things, lose two dice (-2D) from every skill roll.
    If a character tries four things, they lose three dice (-3D) from every skill roll, and so forth.

The Wild Die

    One of the dice you roll should be of a different color than others. This is called your "Wild Die." Anytime you roll skill or attribute dice, pay special attention to what you roll on the Wild Die.
    If the Wild Die comes up as a 2, 3, 4 or 5, just add it to the total normally.
    If the Wild Die comes up as a 6, you add the six to your score, but also tell the gamemaster. He will have you roll that die again - add the new roll to your score, too. If it comes up as a 6 again, add the six and roll the die again - and keep on doing so as long as you get sixes.
    If the Wild Die comes up as a 1, tell the gamemaster. He will have you do one of three things:

Just add it to the total normally
Subtract that die and your other highest die from the total
Add it to the total normally, but the gamemaster will warn you that a complication happened - something unusual (and probably bad) has happened that livens things up for your character.

Special Statistics

    Each character has some equipment, at least one Force Point (some characters start with two) and five Character Points. You can spend these points in particularly difficult situations.

• Attributes: Each character has six attributes:
    Dexterity - Your character's eye-hand coordination and agility.
    Knowledge - Your character's knowledge of the galaxy.
    Mechanical - Your character's "mechanical aptitude," or ability
          to pilot vehicles, starships and the like.
    Perception - Your character's powers of observation, and ability
          to convince others to do things for him/her.
    Strength - Your character's physical strength, health, and ability
          to resist damage.
    Technical - Your character's "technical aptitude," or ability
          to fix, repair, and modify all kinds of technology, including
          starships, droids, and vehicles.
    Each attribute has a die code. A typical die code could be 3D. That means roll three six-sided dice whenever the attribute is used. If there is a +1 or a +2 after the "D," add that number to your total, like 3D+2. A die code of 2D is about average; a die code of 4D is pretty good.
    Each alien species description (including humans) has a listing for each attribute. The left number is the minimum attribute die code; the right is the maximum attribute code. Also, each character begins with an extra 6D for attribute dice.
    You can split a die into three "pips." A +1 means "one pip," while a +2 means "two pips." (When you split a die, you either get three "+1"'s or one "+2" and one "+1.") You'll never see a "+3" - instead, the die code increases to the next full die - 2D, 2D+1, 2D+2, then 3D, 3D+1, 3D+2, then 4D ... and so on.

• Skills: Skills are things your character learns and they can get better over time. Skills include things like blaster, dodge, starfighter piloting, and brawling.
    A skill is listed under its attribute; each skill begins with the same die code as its attribute.
    You can add more dice to skills to get better at certain things. If you add one die to a skill, the number in front of the "D" increases by one.
    You can add one or two dice to a skill, but you only have seven dice to spend on all your skills, in the beginning. (You can't improve every skill - you can only pick the ones you think will be important!)
    Specializations - You can spend 1D of your character's beginning skill dice to get three specializations; add 1D to each specialization.
    Special Abilities - Some alien species have special abilities that can be used during the game.

• Force-Sensitive: Only a rare few are sensitive to the Force. These characters usually have Force Skills and Force Powers.

• Character Points: When you spend a Character Point, you get to roll one extra die when your character tries to do something. You can spend Character Points after you've tried a skill roll but you must do so before the gamemaster says whether your character succeeded at the task.
    Character Points are also used to improve character skills between adventures, so don't spend all of them during an adventure.

• Force Points: When you spend a Force Point, that means your character is using all of their concentrat to succeed - and whether he/she knows it or not, he/she is drawing upon the Force.
    When you spend a Force Point, you get to roll double the number of dice you would normally roll in a round. You can only spend one Force Point per round and you have to say so before you roll any dice. You can't spend any Character Points in the same round when you spend a Force Point.
    Using a Force Point in anger or fear calls upon the dark side - characters who use the Force for evil or for selfish goals risk going over to the dark side of the Force.

• Dark Side Points: Characters get Dark Side Points for doing evil. If a character gets enough Dark Side points, he or she turns to the dark side of the Force and is now a gamemaster character; the player must create a new character.

• Move: This is how fast (in meters) your character moves in a round.


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