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CLASSIC HEROES

INTRODUCTION
They were in the wrong place at the wrong time. So, naturally they became heroes.
Princess Leia Organa

Heroes are at the center of every story in the Star Wars


saga. Whether theyre classic heroes like farm boy-turnedJedi Luke Skywalker, fallen heroes like Lukes father Darth
Vader, or reluctant heroes like the rogue smuggler Han Solo
theyre at the heart of a galaxy far, far away. In Star Wars:
Classic Adventures the role of the hero is taken up by the
player characters. They are Rebels fighting against galactic
tyranny and theyre larger than life. Grim bounty hunters,
taciturn interstellar scouts, wise Jedi, exotic aliens and
countless other character options are available. Simply
select a template and a player is ready to begin their adventure.

What Is This Book?


Classic Heroes, the official companion rulebook for Star
Wars: Classic Adventures, offers players more options when it
comes to creating and playing their hero. New alien species,
new weapons, new equipment, new starships, new Force
powers, and new templates can be found within the pages of
this book to help players find fresh and exciting options for
their characters, as well as add a bit of depth to the role they
select.

INTRODUCTION

But, Classic Heroes doesnt stop there. The last chapters of


this book include information and tips on how to run a
sweeping long-term Star Wars campaign for gamemasters. We
have also included all of the tools you need to get started,
including a campaign outline and an adventure.
Players and gamemasters must keep in mind that Star
Wars: Classic Adventures is a game about embracing the
spirit of Star Wars and not about cataloging the myriad
aliens, Droids, vehicles and NPCs that populate the galaxy.
This book is intentionally eclectic and strange. Many of the
usual suspects are included, but unique aliens like the Hoojib, rare equipment like the repulsor steed and dangerous
templates like the Disgraced Dark Jedi are showcased to
encourage gamemasters and players alike to delve deeper
into the spirit of the game. Gamemasters are encouraged to
allow or restrict player characters from using the options, or
to use the various options to flesh out the non-player characters that might be encountered in a given campaign.
So strap yourself in and get ready to make the jump to light
speed, because the galaxy is in turmoil and in need of a few
Classic Heroes!

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CLASSIC HEROES

C hapter One
CHARACTER
OPTIONS
Theres no mystical energy field that controls my destiny. Its all a lot of simple tricks and nonsense.
Han Solo

This chapter provides supplemental rules which allow


player characters with gamemaster permission and
NPCs a few additional options.
Perks and snags are used to express aspects of a character
not directly associated with attributes, skills, Force Points,
Dark Side Points, injury status or template. Perks are representative of something unique about the character that is
beneficial. Snags showcase a negative aspect or complication
associated with the character.
Some new optional skills are presented that can be used to
enhance gameplay again at the gamemasters discretion.
Additionally, two skills (com-scan and computer programming/repair) are given optional rewrites.
Specializations allow a character to focus on a specific
aspect of an individual skill, granting them a small bonus
when focusing on that area of expertise.

PERKS
During character creation only, you can spend any unused
skill dice (from the allotment of 7D) to acquire perks for your
character. The skill die cost is indicated in parenthesis ( )
after the name of the perk. You cant spend more than 3D
from your starting skill dice on perks, and most perks cant
be taken more than once.
Perks may be restricted and thus unavailable to certain
templates. Each perk has a Restricted Templates listing notating templates that cannot take that specific perk. Conversely,
perks also have a Recommended Templates listing which
notates templates that to which a particular perk is likely to
be applicable.

Aristocrat (1D)
Your name has some weight. When attempting to gain
access to a nobles residence, avoiding arrest, or any other
occasion where status is a factor you can try and draw on
your family. Once per session you can double the result of
any one bargain, con or command roll when attempting to
exploit your name.
Restricted Templates: Ewok, Exiled Tusken Raider, Hoojib.
Recommended Templates: Arrogant Noble, Gambler, Old
Senatorial.

Banthas Memory (1D)


Anytime you choose to recall anything your character has
experienced, the gamemaster must tell you the truth in as
much detail as your character would have been aware.
Restricted Templates: None.
Recommended Templates: Any.

Delusions of Grandeur (2D)


You feel fated to some grand purpose, youre probably not
but you feel it anyway. Once per session you may declare a
failed roll is not part of your destiny and immediately reroll
to get a different result.
Restricted Templates: None.
Recommended Templates: Any.

Gifted Attribute (2D)


Select one of the six attributes (Dexterity, Knowledge,
Mechanical, Perception, Strength or Technical). Unlike other
characters, you may spend Skill Points in the future in order
to permanently increase this attribute, up to an additional
1D. The cost in skill points to increase an attribute is 10 Skill
Points per pip, and your gifted attribute may not be
increased by more than one pip at a time between adventures.
Restricted Templates: None.
Recommended Templates: Any.

Hero of the Rebellion (2D)


You played a pivotal role in a victory for the Rebel Alliance
and your heroism is known. Whenever you interact with
characters who are members of the Alliance you receive a
+2D bonus to all persuasion skill rolls bargain, con or
command. This bonus is reduced to +1D when interacting
with characters who are sympathetic to the Rebel Alliance,
though not active members. Youre expected to live up to
this reputation and youll often be given high profile and dangerous assignments from Alliance High Command.
Restricted Templates: Disgraced Dark Jedi, Retired Imperial Captain.
Recommended Templates: Brash Pilot, Mon Calamari.

CHAPTER ONE: CHARACTER OPTIONS

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CLASSIC HEROES

Immovable (2D)
You are never knocked down when stunned or wounded.
Additionally, if you are incapacitated, you can make a Moderate (15) stamina check to remain conscious. If you succeed,
you fall prone, but stay awake. All skill and attribute rolls are
reduced by 3D until healed.
Restricted Templates: Wookiee.
Recommended Templates: Bounty Hunter, Merc.

Imperial Contact (1D)


You have a friend who is an Imperial officer or soldier. Perhaps you held onto a loyalty forged in childhood or they harbor secret sympathies for the Rebellion either way they can
sometimes provide information on Imperial activity in an
area. Both you and your contact know the danger of your
relationship and your contact is not always available, nor will
he accept communication from unsecured transmissions.
Restricted Templates: Ewok, Exiled Tusken Raider, Hoojib,
Tough Native.
Recommended Templates: Old Senatorial, Retired Imperial
Captain.

Martial Arts (2D)


You have been trained in some form of advanced martial
arts. You can parry melee attacks with your brawling parry
skill without a penalty (this doesnt work on lightsabers), and
you receive a +3 to all brawling parry attempts against brawling attacks. You can also counterattack (make a brawling
attack as a free action) an enemies brawling attack if your
reaction skill roll is 10 more than the attackers brawling roll.
For an extra 1D (3D total) you have been trained in martial
weapon techniques and can counterattack with the melee
weapon skill too.
Restricted Templates: None.
Recommended Templates: Any.

Perceptive (2D)
The gamemaster may reveal small clues to you that others
would miss. Once per session you may announce youre
studying an object or situation and the gamemaster may
reveal something that would be impossible for a normal
character to determine. If nothing is revealed this perk may
be used again.
Restricted Templates: None.
Recommended Templates: Any.

Quick Draw (1D)

BUYING NEW PERKS


If you have a good reason and the gamemaster agrees you
may buy a perk after play has begun for 10 Skill Points times
the standard cost. Some perks, however, make no sense to
add during play and the gamemaster should restrict those
that are traits your character should probably be born with.

Sidekick (3D)
Youve got a boon companion willing to join in your adventures. This character only gets 12D to spend on attributes
and 5D to spend on starting skills. They normally only
receive 1-3 Skill Points per session, but never as many as
you.
Restricted Templates: None.
Recommended Templates: Any.

Skill Natural (1D)


You have a natural aptitude when using a single skill. Only
one skill may be selected and it may not be a Force skill.
When spending Skill Points to increase this skill you pay 25%
fewer points, rounded up.
Restricted Templates: None.
Recommended Templates: Any.

Strong With the Force (2D)


The Force is strong in you. You begin play with a two Force
Points. In addition, at the beginning of any adventure if your
character has less than two Force Points they instead begin
the adventure with two Force Points. However, because of
your deep connection to the Force, the dark side calls to you
more often and you feel its power more easily. Whenever you
gain a Dark Side Point, you roll 1D twice when determining if
your character turns to the dark side and must take the
worse of the two rolls.
Restricted Templates: None.
Recommended Templates: Alien Student of the Force, Any
Jedi template.

Touched by the Force (2D)


Once per session you can declare the Force is with you
and double the result of your next roll.
Restricted Templates: Any character who doesnt believe
in the Force.
Recommended Templates: Any.

You dont take a multiple action penalty when drawing one


specific weapon type of your choice (e.g., heavy plaster pistol, vibroblade or hold-out blaster). This perk may be taken
multiple times for different weapon types.
Restricted Templates: None.
Recommended Templates: Any.

Reckless (2D)
Once per session you may throw caution to the wind taking extremely dangerous action that may result in your own
death. Your dodge, melee parry, and brawling parry die codes
are reduced by half (rounded up), however, your Strength
rolls are doubled when resisting damage for one round.
Restricted Templates: None.
Recommended Templates: Any.

CHAPTER ONE: CHARACTER OPTIONS

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CLASSIC HEROES

younger characters. Whenever age causes


great difficulty, you receive one Skill Point.
Restricted Templates: None.
Recommended Templates: Failed Jedi,
Kid, Old Senatorial.

Death Mark
Some people have a bounty on their head.
Theyre the lucky ones, because most
bounty hunters want their prey alive. Youre
not so lucky. Not only are you wanted by a
large underworld organization, such as the
Hutts, but they want you dead. Bounty
hunters and assassins are likely to plague
you at every step. You receive one Skill Point
per session if the bounty hunters trouble
you or your group.
Restricted Templates: None.
Recommended Templates: Gambler,
Smuggler.

Wealthy (1D)
Whether by hook or by crook, you came into some extra
cash. You begin play with an additional 5,000 credits to
spend as you wish.
Restricted Templates: Ewok, Exiled Tusken Raider, Hoojib.
Recommended Templates: Arrogant Noble, Gambler, Old
Senatorial.

You Old Smoothy (1D)


Theres something about you thats just irresistible to
beings who are attracted to your species and gender. Maybe
youve got a winning smile or you just carry yourself with a
special kind of swagger. While no one can quite put their finger on it, theres no denying it youve got charm. You
receive a 2D bonus to all con and gambling rolls made when
interacting with beings who find your character sexually
attractive.
Restricted Templates: Armchair Historian, Tongue-Tied
Engineer.
Recommended Templates: Gambler, Smuggler.

SNAGS
During character creation, you may select up to two snags,
but no snag can be taken more than once certain alien
species, Droids and perks may grant you extra ones at the
gamemasters discretion. Why would you do such a thing? If
one comes up in play your character earns 1 extra Skill Point.
However, characters may not earn more than one Skill Point
per snag per session regardless of how often it comes up.
Like perks, snags may be restricted to certain templates.
Each snag has a Restricted Templates listing notating templates that cannot take that specific snag. Conversely, snags
also have a Recommended Templates listing which notates
templates that to which a particular snag is likely to be applicable.

Age
Youre either really old or really young. In addition to all
the social issues caused by your age, the gamemaster might
choose to impose a penalty (1D to 2D) to certain actions
usually certain Dexterity and Strength skills for older characters, perhaps some Knowledge and Perception skills for

Destitute
Youre dirt poor and begin play with none of the normal
starting equipment associated with your Template. If your
Template provides any credits, you receive only 50 credits
instead of the amount listed. However you begin play with 5
Skill Points.
Restricted Templates: Ewok, Hoojib.
Recommended Templates: Jedi Hermit, Failed Jedi, Spice
Mine Fugitive.

Disabled
One of your physical attributes is considered disabled. Perhaps you were tortured at the hands of the Empire and have
suffered permanent physical injury, rendering you weak and
frail. You may have lost the use of a limb rendering you
unable to complete some tasks. Select one of the three physical attributes (Dexterity, Mechanical or Strength). The difficulty for using any rolls associated with this attribute are
increased by +10. This doesnt include Strength rolls made to
resist damage. Earn a Skill Point each session if this causes
you great difficulty.
Restricted Templates: None.
Recommended Templates: Any.

Duty
Theres an organization or person and you must obey their
commands. Perhaps a Rebel general, perhaps a secret organization who gives you messages through a secure channel,
perhaps one of the other players. Get a Skill Point when such
a command causes you a problem. Disregarding the command cannot be one of the options.
Restricted Templates: None.
Recommended Templates: Any.

Empires Most Wanted


Being a part of the Rebellion means youre a criminal by
default but when youre one of the Empires Most Wanted,
almost everyone in the Galactic Empire has heard stories of
your criminal exploits. Anyone who sees you may make an
Easy (10) cultures skill roll. If they are successful, they recognize who you are and loyal citizens of the Empire are likely to

CHAPTER ONE: CHARACTER OPTIONS

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CLASSIC HEROES

report you to the local authorities. Imperial military officials


will attempt to apprehend or (more likely) use deadly force
against you. You receive one Skill Point each session this
complicates your life.
Restricted Templates: Any Jedi template, Ewok.
Recommended Templates: Brash Pilot, Mon Calamari,
Wookiee.

Former Imperial
Though you now serve the Alliance, you were once an
Imperial official and your loyalty is still in question. When
interacting with other members of the Rebellion, you are
treated with distrust and sometimes open hostility. Even
your fellow player characters might treat you with a cold
shoulder. You earn a Skill Point when your loyalty or former
military service comes into question.
Restricted Templates: Any Jedi template (except perhaps
the Disgraced Dark Jedi), any non-human template.
Recommended Templates: Arrogant Noble, Retired Imperial Captain, Old Senatorial.

Hole in the Pocket


You have a hard time holding onto credits. You earn one
Skill Point when you lose a lot of credits through their own
foolishness or bad luck, and have nothing to show for it.
Restricted Templates: None.
Recommended Templates: Jedi Hermit, Failed Jedi, Spice
Mine Fugitive.

Honor Code
You live by a creed and wont cross that line. Maybe you
wont fight an unarmed opponent and always make sure your
target knows its coming; or maybe youll never tell a lie. No
matter how you define it, the code has to mean something.
You earn one Skill Point whenever the code complicates your
(or your friends) success. This snag applies to all Jedi characters who follow the Jedi Code.
Restricted Templates: None.
Recommended Templates: Any Jedi template, Bounty
Hunter, Pirate.

Hunted
Someone is looking for you and they want you alive.
Maybe you reneged on a debt, or perhaps you have no idea
why you are being hunted. Nonetheless, bounty hunters and
thugs seem to regularly come looking for you in hopes of collecting a reward. Sometimes they may just try to blackmail
you, other times its a kidnapping attempt. You receive one
Skill Point each time hunters trouble you.
Restricted Templates: Ewok, Exiled Tusken Raider Hoojib.
Recommended Template: Bounty Hunter, Gambler, Smuggler, Young Senatorial.

Known Jedi
Whether youve had a previous encounter with an Inquisitor or somehow survived Order 66, the Empire knows youre
a Jedi. They have records of you and those who hunt Jedi
(both Imperial and bounty hunters) are actively searching for
you. You receive one Skill Point per session when this complicates things for you.
Restricted Templates: Any non-Jedi template.
Recommended Templates: Any Jedi template.

CHAPTER ONE: CHARACTER OPTIONS

BUYING OFF SNAGS


To get rid of a complication the gamemaster will impose a
price of at least 20 Skill Points if he allows it at all. Additionally, you need to come up with a really good story, possibly
even an adventure to justify it. Alternatively, as the story
progresses players and the gamemaster might agree to
exchange old complications for new one.

Large Debt
You owe someone a lot. Maybe one of your deals went bad,
maybe you borrowed to buy that ship you always wanted. No
matter how it came about you are in debt. Most of your spare
money is going to go to pay this off and whoever you owe
will likely call on you from time to time to perform extra
favors for them as a friendly form of interest. Gain 1 Skill
Point for any adventure where your debtor gets involved in
your business.
Restricted Templates: Ewok, Exiled Tusken Raider Hoojib.
Recommended Template: Bounty Hunter, Gambler, Smuggler, Young Senatorial.

Low Born
You were born into a world of poverty. Education was not
an option; instead you began work at a young age. It was a
hard life and youve managed to escape it. Still, you lack the
proper social graces and your background is readily apparent. Earn 1 bonus Skill Point each session your upbringing
causes difficulty for you.
Restricted Templates: Ewok, Exiled Tusken Raider Hoojib.
Recommended Template: Kid, Outer Rim Scavenger, Spice
Mine Fugitive.

Poor Sense
You have some kind of sensory disorder like poor low light
vision, or an inability to read or shoot beyond 20 meters.
When this situation comes up, you get a Skill Point.
Restricted Templates: None.
Recommended Templates: Any

Primitive
You have a special touch. Specifically the kind that breaks
machines. Youre no good with repulsion engines, alluvial
dampers, electronics, Droids, or any other technology. Probably because you grew up in a tree village or something. If its
a device, you cant trust it. Earn one Skill Point whenever the
gamemaster takes a free shot on you this way.
Restricted Templates: Acolyte of the Maker, Brash Pilot,
Tongue-Tied Engineer.
Recommended Templates: Ewok, Exiled Tusken Raider,
Hoojib, Tough Native.

Rival
Someone doesnt like you at all, and they are a credible
threat. Maybe they have more friends than you, maybe
theyre just bigger and meaner; either way you have your
own personal enemy. You earn a bonus Skill Point when they
complicate your life.
Restricted Templates: None.
Recommended Templates: Any

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CLASSIC HEROES

Second Class Citizen

Touched

Society is prejudiced against you. From We dont serve


your kind here to being arrested for driving while Ewok
you receive unjust attention from authority and others.
Receive a Skill Point when this prejudice complicates your
life. Note: Alien and Droid templates are already assumed to
be second-class citizens due to the Empires policies, therefore they cannot take this snag.
Restricted Templates: Arrogant Noble, Old Senatorial,
Retired Imperial Captain, Young Senatorial, any Droid or
alien template.
Recommended Templates: Any

Youre a little unstable. Could be youre just really paranoid, or maybe just too obsessive. That fear of most everything could also be a problem. Then again maybe you really
are a Jedi Knight and everyone else is wrong. You earn one
Skill Point anytime your psychosis really gets in the way.
Restricted Templates: None.
Recommended Templates: Acolyte of the Maker, Outlaw,
Quixotic Jedi.

Skill Inept
Theres a skill you just cant get the hang of. Only one skill
may be selected, it may not be a Force skill, and you may not
have this snag more than once. When making a skill roll using
this skill, your difficulty is increased by +10. You receive a
Skill Point each session that this complicates your life.
Restricted Templates: None.
Recommended Templates: Any

Sloppy
You are disorganized and tend to misplace things. You earn
one Skill Point whenever the gamemaster takes his one free
shot as youve misplaced the important item, or left your
blaster back in the starship.
Restricted Templates: None.
Recommended Templates: Any

Skeletons in the Closet


You have a criminal past or even worse. Maybe you
arent the Butcher of Yrth. Maybe that space station
destroyed itself. Maybe the Widows of the Clone Wars foundation just lost the credits. Whatever, the galaxy doesnt
judge. You earn the bonus Skill Point whenever your past
comes back to haunt you.
Restricted Templates: Disgraced Dark Jedi.
Recommended Templates: Failed Jedi, Merc, Outlaw,
Smuggler.

The Wrong Place at the Wrong Time


Maybe you were born under a bad star. Maybe a jilted
lovers curse actually took. Who knows? Whatever it is,
things always seem to go wrong for you and always at the
absolutely worst moment. Once per session the gamemaster
can bring this bad luck down upon you by ruling one of your
successful skill rolls to automatically be a failure. Whats
worse, not only is it a failure but its a catastrophic failure.
Not only did your blaster suddenly run out of charge, but the
power pack somehow overloaded and the thing is about to
explode in your hand. Just when you think youve escaped
the Empire with some fancy flying, your ships primary
engine floods and cuts out. Theres no getting around it, bad
luck follows you like a shadow. You receive a Skill Point each
time the gamemaster takes this free shot at you.
Restricted Templates: None.
Recommended Templates: Any

10

Unlucky in Love
Things just dont work out for some. Your love interest is
always dying, being kidnapped, betraying you, or even worse
dumping you. You earn a bonus Skill Point when your love
life falls apart in a meaningful way. You need to define a love
interest along with the gamemaster if you choose this.
Restricted Templates: None.
Recommended Templates: Gambler, Smuggler, Young Senatorial.

NEW SKILLS
Presented below are several new skills. They are entirely
optional, and players should consult with their gamemaster
before spending starting skill dice or skill points in them or
attempting to use them during an adventure. Some of the
entries expand on skills already included in Star Wars: Classic
Adventures, others are completely new to the game.

Additional Knowledge-Based Skills


There are myriad Knowledge skills available to players that
arent listed in the Star Wars: Classic Adventures rules. Knowledge skills arent just rolled to gain general information. They
may also be used to get tips on how to best complete a task.
The better the result, the more hints a gamemaster should
give to help the character succeed. Hints can take the form of
reminders, suggestions on how to complete a task, or (for
especially good rolls) risky and unanticipated moves which
could really help the player.
Example: A good tactics roll could indicate what to do
if the enemy entraps your ships in a pincer movement,
how to proceed in the assault should reinforcements
arrive, what to do if a unit becomes trapped behind enemy
lines.
Although Knowledge rolls might reveal how best to handle
situations, the final outcome of how well the characters does
may hinge on other skill rolls. A good business roll might
mean the gamemaster tells the player if a deal is good or not,
but the player may have to bargain or use technology to facilitate a deal or purchase.
Some examples of additional Knowledge skills include: agriculture, business, law enforcement, and tactics.
Time Taken: One round to several minutes.

Willpower (KNO)
Willpower is a characters strength of will and determination. It is used to resist intimidation (see the intimidation skill
below). It can also be used to resist intimidation from a command skill use, and certain persuasion (a con skill use)
attempts. Willpower is also used to resist Force powers.

CHAPTER ONE: CHARACTER OPTIONS

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CLASSIC HEROES

Also, when a character fails a


stamina check, if the character
can make a willpower check at
one higher level of difficulty, he
can drive himself on through
sheer willpower. A character
doing this has to make a
willpower check as often as he
would normally have had to
make a stamina check, with all
checks at one difficulty level
higher.
Once the character fails a
check or stops pushing himself,
he is completely exhausted and
must rest double the normal
length of time. If, as a result of
failing a stamina check, the character would have suffered any
damage, the character suffers
one worse wound level as a
result of pushing his body far beyond its limitations.
Time Taken: One round.

Intimidation (PER)
Intimidation is a characters ability to scare or frighten others to force them to obey commands, reveal information they
wish to keep hidden, or otherwise do the bidding of the
intimidating character.
Intimidation is normally dependent upon a characters
physical presence, body language or force of will to be successful. Some characters use the threat of torture, pain or
other unpleasantness to intimidate others.
Characters resist intimidation with an opposed willpower
skill. Command and con can also be used to intimidate in
some situations.
The difficulty is modified for:
Situation
Modifier
Intimidator is threatening target with physi5
cal violence (and is either armed or has superior strength).
Target is totally at the mercy of intimidator.
10
Target is in a position of greater strength.
+5
Target cannot conceive of danger from intim+10
idator.
Time Taken: One round to several hours or longer.

Medicine (TEC)
Characters with this skill can perform complex medical
procedures such as surgery, operation of bacta tanks, and
the installation of cybernetic replacements and enhancements. A character may take the medicine skill during character generation at the cost of 3D in starting skill dice, but
the skill only starts at 1D. The medicine skill can also be purchased at 1D later for 10 Skill Points.
If a character has the medicine skill, he automatically has
6D in the first aid skill. The skill can later be advanced using
Skill Points like any other skill. Most medical Droids have this
skill.

CHAPTER ONE: CHARACTER OPTIONS

Bacta Tank Operation. The difficulty number to operate a


bacta tank is generally Easy (10), unless there is some other
technical complication like power fluctuations or not enough
bacta as is normally required. If the bacta tank operation roll
is 5 or more than the difficulty number (usually 15 or
greater), reduce the bacta healing by 1D (see the table on
page 57 of Star Wars: Classic Adventures).
Administering Medications. Sometimes characters will
contract the rare Vexinosian Flu and may need medication.
When used to administer medicines, the difficulty is determined like most Knowledge skills (see Star Wars: Classic
Adventures page 38-39).
Surgery. The difficulty number for a medicine roll to heal a
character with surgery depends on the amount of damage
the character has suffered.

Wounded: The surgery difficulty is Very Easy (5).


Incapacitated: The surgery difficulty is Moderate (15).
Mortally Wounded: The surgery difficulty is Difficult (20).
Killed: Surgery cannot save the character.

Modify the base difficulty for a surgery for the availability


of surgical instruments and the facility quality:
Situation

Modifier

Working at a surgical facility (e.g., hospital,


sickbay) with appropriate instruments and
plenty of nursing assistance.

l0

Surgical instruments (surgery kit, see page


XXX) and basic medical equipment and computers are available.

+0

Performing surgery without help or proper


medical instruments (e.g., using a common
vibro-knife instead of a medical vibroscaple.) with only a few appropriate tools,
and under difficult circumstances (in the
middle of a jungle, during a combat situation, etc.)

+10

11

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CLASSIC HEROES

One hour after a character begins surgery, make a skill roll.


If the roll is greater than or equal to the medicine difficulty,
the character will eventually recover fully if the roll is
lower, the surgery isnt complete. Subtract the roll from the
difficulty number. The remainder is the difficulty number for
a second medicine roll.
If the first medicine roll doesnt do the trick, the character
must spend another hour or more working before another
skill roll is made the injury wasnt easily fixed, and
requires a lot of work. If the second skill roll is equal to or
greater than the now reduced difficulty number, the character will heal, but it will take twice the healing time (see
below). If its less, character dies on the operating table.
Healing Time. If a surgery is successful, healing time is 1D
hours for wounded patients, 1D days for incapacitated
patients and 1D weeks for mortally wounded patients (double
this if it took two medicine rolls to beat the difficulty number). In the mean time, characters will have a 1D-3D penalty
to actions depending on their injury level, and how far along
they are in their recovery.
Cybernetics. The medicine skill is also used to install
cybernetic replacements and enhancements (see page XX).

MODIFIED SKILLS
The following two skills are modified from those found in
Star Wars: Classic Adventures.

Com-Scan (MEC)
This com-scan skill use is designed to be used with the
optional vehicle combat rules found on page XX. Other comscan uses ( e.g., for communications) are the same.
The com-scan skill can be used just like a Knowledge-based
skill to determine how much (or what kind) of information
the operator receives from a sensor sweep. Pick a difficulty
number based on the range of the target, if the player is scanning a planet, just pick a sensible difficulty number and have
the character roll:

Very Easy (5): Dogfight range.


Easy (10): Short range.
Moderate (15): Medium range.
Difficulty (20): Long range.
Very Difficult (30): Sensor range.

The difficulty is modified for:


Situation
Target is hiding behind a massive object.
Target is using a sensor mask or hiding in a
debris field.
Target is using a sensor decoy.
Target is a small natural body (asteroid).
Target is a capital-scale vessel
Target is Death Star-scale

Modifier
+15
+10
+5
5
10
20

If the players roll (combined with a starships sensors


die code) is equal to or higher than the difficulty number, the
difference of his roll and the difficulty number determines
the amount of information he gets about the target:
5 or more: Not much he knows that a ship is out
there, and its relative bearing, but thats about all.
10 or more: He has a general idea of the ships type
its a warship, transport or science vessel.
15 or more: He has a broad general knowledge of the
vessel he knows the make and model.
20 or more: He has specific, detailed knowledge of
weapon batteries and basic ship capabilities, but might
not know some of the obscure details.
30 or more: He has comprehensive knowledge basically he has access to all of the ships statistics.
Jamming. If another ship is jamming, the sensor operator
rolls his com-scan skill and adds the roll to the difficulty number. All other vessels in the area know there is a nearby ship
jamming, but cannot determine its type or relative bearing.
Likewise, communications devices are affected in the same
manner but if a character can make a higher com-scan skill
roll, he is able to send a signal through despite the jamming
characters attempt.
Time Taken: One round.

Computer Programming & Repair (TEC)


For players who want to focus on slicing (hacking computers), consider using this expansion of the computer programming & repair skill rule.
This skill can be used to repair and program computers. In
addition, it involves knowledge of computer security procedures and how to evade them. When a character attempts to
defeat computer security and get
access to restricted data or programs, determine a difficulty number:
Very Easy (5): Things the character owns.
Easy (10): Private systems and
basic hand-held equipment.
Moderate (15): Corporate systems or very large equipment.
Difficult (20): Government systems or sensitive equipment.
Very Difficult (30): Very high
security systems or military
equipment.

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CHAPTER ONE: CHARACTER OPTIONS

8
CLASSIC HEROES

If the players roll is equal to or higher than the difficulty


number, the difference of his roll and the difficulty number
determines the level of access he has to the system.
The die roll is:
0-3 greater than the difficulty number: Got in, but the
player has read only access.
4-8 greater than the difficulty number: A simple change
can be made to the system like altering timing of a guard
robot patrol, closing or opening a door, order a shuttle to be
prepped for takeoff
9-12 greater than the difficulty number: Turn off security
holocams in an area, take control of automatic defenses for a
scene, opening a series of doors, disabling the tractor beam.
13+ greater than the difficulty number: The player has
complete control of the system.
If his roll is half or less than half the difficulty number, the
intrusion is detected the computer operator is notified
that someone is attempting illegal access. Otherwise, no
warning or alarm is given.
Note: Most Imperial systems only allow access from consoles within the complex or ship that houses the system. The
difficulty number is increased by 10 to fool such authentication from outside. For example, youd have to be in the
Superlaser area of the Death Star to hack the superlaser. Otherwise there is an additional +10 difficulty to the roll.
Time Taken: When used as a repair skill fifteen minutes,
then one day, then two days. When used to access data, it
normally takes one minute. However, a character can try it in
one combat round but if he does, the difficulty number is
doubled.

CHAPTER ONE: CHARACTER OPTIONS

SKILL SPECIALIZATION
Skill specialization reflects a character who has focused
his training within a given skill and become particularly proficient in that area. Perhaps when it comes to using their Droid
programming/repair skill, theyre really skilled when it comes
to repairing astromech Droids.
A player character may elect to spend 10 Skill Points to
select a specialization. When making a skill roll associated
with their specialization, they receive an additional 2D to
their roll. This is a bonus that does not effect Skill Point cost
when increasing the base skill which they specialized.
The gamemaster has the final say over whether or not a
specific specialization may be taken, but combat skills like
blaster, brawling or lightsaber dont have specializations.
Additionally, a character may only have one specialization
per skill group associated with an attribute and may never
specialize in Force Skills.
Because specializations require Skill Points to acquire,
they cannot be taken during character creation. There is no
specific list of specializations provided. Instead, both the
player and gamemaster should discuss the potential specialization before selecting it.
Skill specializations are meant to be very tightly focused
and shouldnt be too broad. For example, a character should
not be permitted to select a starship piloting specialization of
space transports, but may select YT-1300 transports. A
character wishing to select a specialization in gambling might
select Sabacc or Pazaak instead of the broader card
games. A character wishing to specialize in planetary systems would want to select Tatooine system or Hoth system instead of the Outer Rim Territories.

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