STAR WARS Source Book Ver 1.1 Date Finished 8-14-93 I Intro II Weapons and Equipment III Ships IV New Skills V New Alien VI New Planets I Intro This Source Book was complied from several different people who play the game. Most of the information was obtained over Internet via rec.arts.sf.starwars (r.a.s.s.). Some of the entries have internet e-mail addresses. These people said it was allright to be e-mailed in case anyone has questions on what they have created. I have tried to keep the creator's intent intact by keeping the descriptions, stats, etc as they have sent them to me. Because of this, you may find that the 'Source Book' reads differently depending on who sent the information to me. Also because of the large number of items sent by a few people I did not repeat there name for multiply entries on one topic. So if the idea has no creater above the name then it was created by the same person who sent me the idea above. A special thanks goes to, Eric Benson, Jeffrey A. Larsen and Steven Cavanagh for without their ideas we wouldn't have this Source Book. Daniel Thiel dthiel@plains.nodak.edu Note: all stats are for Second Edition Star Wars RPG. II Weapons and Equipment Th'Ta Manufacturing, Inc. TA-11 (Riot Gun) Eric Benson Fountain@brahms.udel.edu This is a powerful cut down weapon intended to subdue large numbers of people at a time. There are 2 versions, a long and a short barrel version. The long barrel has a 15 degree fire arc (+-7.5 degrees around boresight), while the short barrel is cut down and has a 30 degree arc of fire (+-15). Anything in the arc must dodge or take damage. They are great for taking out a bar. Just do a couple of shots into the bar and watch everybody turn to ash. Price: 1500 for the long barrel, 1750 for the short (and,no you can't just cut the long one down) Availability: Large cities on important planets or at and Military or police installation Legal: X (military only Riot gun) Stats: Damage: 4D Range : 5/20/40 for the short version 10/30/60 for the long version Ammo : 6 shots (full round burst only) (I would even think about reducing it) Vibrowhip: Class: F2 Cost: 300 Damage: Melee + 1D+2 Difficulty: 15 Monowhip: Class: F2 Cost: 200 Damage: Melee + 1D+1 Difficulty: 10 Stun Whip: Class: F2 Cost: 200 Damage: Melee + 1D (stun) Difficulty: 15 The idea for the whip series comes from Shadowrun and their monowhip. These whips have the same problem as the Shadowrun whips -- if you do not exceed the difficulty with your to hit roll, you got hit by it and you get to take the damage. Why would anyone use one? Well, they are really easily concealled (after all, who would suspect that your belt was a deadly weapon?) and they can do some large amounts of damage. A whip can be used for a parry, but rather than trying to block the weapon, you try to snatch the weapon away or out of position. A vibrawhip can be used to try to cut metal, the difficulty is based on the metal's strength. Light Dagger: Class: X4 Cost: You ain't buying it Difficulty: 20 Damage: 2D + 2 + Control Basically a smaller version of the lightsaber. Used typically to help train or for other sundry purposes. Steven Cavangh The Force Lash. This weapon was relatively uncommon during the heyday of the Old Republic. In the days of the Star Wars movies, it is extremely rare. Force lashes were used by Jedi-in-training, although some favored it over the light- saber. The force lash looks much the same as a lightsaber handle, perhaps slightly longer and thinner. When the button is pressed, metal telescopes out from the handle like a car aerial for about 80cm and is encompassed in a glowing cylinder of energy. The metal (and hence the energy around it) has some flexibility, though not enough to wrap around something. The result is basically a less powerful, floppy lightsaber (4D + Special). Astromech Sunsatt. A recent innovation, this is a fusion radiator that can be placed in planetary orbit to provide light to sunless planets or night-light for any number of commercial production or military applications. A typical Sunsatt will provide light for one standard month, though some of the better ones can provide both light and heat for almost a year. The Sunsatt can also be turned on/off via transmitter III Ships Quadfecta Fighter series Eric Benson Fountain@brahms.udel.edu These are a series of fighters similar in concept to the B wing. There is an offset piloting pod which flies along on a roughly straight course while the remainder of the ship rotates around (a cross between a B wing and the ship from the Last Starfighter). Very maneuverable, but relatively difficult to keep in service due to the avionics. o | | / 3D): (variable) This skill allows advanced knowledge in the specified discipline which makes possible research or communication on the professional level. While a KNO skill might give someone an intuitive feel for how the subject works (Physics -- If I fall off of a cliff I will drop in a uniform gravity field), the advanced skill allows more precise understanding (Physics -- d=0.5gt^2 describes the motion as I fall). The owner of this skill will be able to easily digest scholarly texts and journals on the subject and can research problems of interest to the field. Exact difficulty and time for each use is variable and depends on the GM. Galactography (KNO, Planetary Systems > 5D): (variable) This skill implies a high degree of knowledge regarding the known galaxy as a whole. This Advanced skill can be added to any skill roll that encompasses the galaxy as a whole, be it in economics, politics, history, military strategy, science, or any other skill. As a direct bonus, the Galactography skill adds directly to any astrogation roll (showing the applied knowledge of the character regarding the effects of the galaxy's structure on travel). Acrobat (DEX, Climbing/Jumping 5D): (1rnd) This skill gives the character an extremely fine sense of balance, The character gets +1D to any DEX or DEX based roll involving balance or control of the body's motion. In addition, one cannot perform acrobatic maneuvers or tight-rope walking without this skill (unless it is a darned big rope). Magician (PER, Con > 5D and DEX > 3D+2): (variable) This skill implies that the character trained for a career as a stage magician at some time in the past. This advanced skill adds to any con roll in which the character needs to distract someone's attention. In addition, it adds to any hide roll in which some component of illusion can be used. It adds to sneak rolls and any attempts to palm or secret small items from lockpicks to hold-out blasters. Martial Arts (STR/DEX, Brawling Parry or Brawling at 5D): (1 rnd) First, a qualifier on the specialization rules for the prerequisite skills. Specialization is a type of attack that gains a +1D bonus to attacking an opponent who has not specialized in that form of attack or defense, due to the opponent's ignorance of standard counters to the attacks. Having Martial Arts skill allows a character to specialize in all forms of unarmed combat so the opponents NEVER gain the +1D bonus, no matter what the form of the attack. In addition, based on the level of the prerequisite skill, other advantages are available. The +1D bonus against unskilled opponents is lost when taking martial arts as an advanced skill. This is because the 1st dice taken in martial arts IS that skill, with a little more flexibility in its use. Brawling at 5D: Martial Arts can be split on a die by die basis between the attack roll and the damage roll. (example: a character with 2D in martial arts can either add both dice to either the to-hit or the damage roll OR add 1D to each). Brawling Parry at 5D: Martial Arts skill can be split between Brawling parry, Melee Parry (even without a weapon) or Dodge (2D maximum). Both at 5D: Dice can be split at will between all skills. Lightsaber Design/Repair (FORCE SKILL, all skills 3D + a master or special ------ see below): (Variable) This skill allows the design, repair, or refurbishing of Star Wars's favorite weapon, the lightsaber. It is essentially an art skill and requires materials for setup as Master Level Art, _____. It requires all materials listed in the sourcebook (although they might be obtained separately, eliminating the need to buy materials to begin the project). The minimum time needed to build a lightsaber is 8D - (Skill Roll) Days. These are complete uninterrupted work days although the character can leave the project and any point but come back to it later with no penalty [ just the thing to while away those long hours in hyperspace] Taking additional time adds a bonus on a second roll for the quality of the saber (described below). The quality roll gives the lightsaber its individual attributes through the following table: Quality Roll Attributes of the Saber 0-4 None, Saber was inferior and materials used in construction are ruined. Start Again. 5-9 Basic Saber. 5D damage and No options. Blade Color is random. Blade must be turned on or off with a switch. Length cannot be changed. Recharge every month. 10-14 Choose Blade Color, 5D damage. Pick one option from: 1) Safety switch allowing the blade to be locked on or an auto cutoff. 2) Variable Beam Length. Recharge every year. 15-19 As 10-14 but get both options. 20+ If normal time was taken, as 15-19 but recharge time goes up by one year for every 5 points over 20. Double Time taken: (+1 pip to damage or hit) Triple Time taken: (+2 pips to damage or hit distribute as you like) Quadruple Time taken (+3 pips) and so on...... 3 pips = 1 dice. This skill could normally be learned by anyone, but the Jedi Knights guarded the secret and so the skill has been lost to the galaxy for the most part. The 3D and a master prerequisite represents tutelage under a Jedi Knight who taught the skill once the student developed certain minimum requirements. The skill can be self taught if the student can do a successful postcognition at a Jedi Training Site to see how it was done. The modifiers on the roll are hidden from the player, and the GM is free to make the task easier or harder, after all such is the way of the force in letting creatures uncover its secrets. _______ Design (KNO, KNO > 3D): (Variable) A character with such a skill is adept at designing the bit of technology specified. Possible subjects for this skill include: starships (type/scale), weapon (except lightsaber), Integrated Ship Systems (the Imperial "modular design" approach), device, or any other specific technology or group of technologies. After listening to the player describe the device that is to be designed, the GM assigns a difficulty and a rough estimate of the design time (which can be modified up or down later). If the character's KNO + design roll is more than 10 below the difficulty, the device cannot be built as far as they can tell. If the roll is less than 6 below the difficulty, they can design and build it but will find later that major bugs exist in the system which may or may not be correctable. Success means that a set of plans can be formulated and can be built by someone with the corresponding repair skill using the same rules as the Master Level Art Skill for time. Cost is determined by the eventual market value of the device and usually costs 10 times the eventual market value for a prototype. [NOTE: Star Wars is NOT a gadget design game, as was mentioned in the rulebook. It is about characters that use but do not create new technologies. As such, difficulty numbers should be NO LESS than heroic for even the simplest ship or weapon designs, as it usually takes large teams of engineers and lots of money to make even the smallest advances. This skill is included more for completeness than utility.] Stunt Driving (MECH, Vehicle Piloting of 5D in one type of vehicle): (1 round) Character has formal training in stunt driving. This training would be extremely beneficial to any Star Wars driver or pilot since stunt maneuvers are a necessity during combat. This skill has two ways in which it can be used: 1. It adds to any vehicle piloting rolls in any tricky maneuver which reasonably can be described in terms of a stunt (which is nearly every situation). It adds to any vehicle ops roll (even if it is not the one used as a prerequisite. 2. It allows (as a free action) free maneuvers in a round of value up to a difficulty equal to the roll in Stunt Driving. Proper Living (STR, stamina > 5D): (adds to attribute checks, 1rnd) This skill represents the benefits the character will have from following a regimen of diet, exercise, and mind techniques to become healthier. They must keep away from all replicated food and must dedicate on an almost religious basis 1-3 hours a day in exercise and meditation. Sounds rough, but there are good points too: 1) Lifespan increases 10% per die in this skill (not to exceed 40%) 2) The skill adds to all attribute checks pertaining to stamina, poison, disease, radiation, or aging. 3) Character uses only 1/2 the consumables normally needed to function. However the consumables must be of a very select type. Water must be purified, fresh food is a must. A maximum of 1 replicator meal a week can be taken under normal circumstances. If the character is not able to follow the outlined regimen for more than 75% of the time in a given month, all benefits (except 1.) are lost for a period of time equal to twice the period of laxity. Beast Taming (MECH, Beast Riding > 5D): (1 week) Character can break the spirit of an animal and prepare it for domestic use. Opposed roll versus the beast's orneryness. The character must exceed the beast's roll by a factor of 2 to truly break it. Otherwise, if the character beats the animal by 5 points it breaks but can revert to wild. One roll per week is allowed, but if the beast beats the character by 5 points, it will never be broken by any character of the same skill level or less. Once the beast is broken, training can begin. The character must beat the beast in three opposed rolls in a row, each one taking a week. If any roll fails, the character must start over in getting the three rolls in a row. Once this training begins, the character can teach the beast tricks. Each trick is assigned a difficulty by the GM as a bonus to the Orneryness roll and the character must beat the beast twice in a row to teach the trick. Failure on one roll means that the character can start over again, but if the character fails again, the trick cannot be taught to this beast. Speed-Draw (Perception Skill) Creator: Steven Cavanagh. This skill is only suitable for a gun-based character- the Outlaw, Bounty hunter or Smuggler. In the first round of an encounter the Speed-Draw roll is made and counted as THAT CHARACTER's initiative roll. It can only be used that round, and the normal -1D penalty to hit for weapon drawing still applies. V New Aliens Ron v088r52m@ubvms.cc.buffalo.edu Mvromow ------- Mvromow are catlike humanoids from the planet Mvrom. They have fur that ranges from white to black, with most specimens in the dark gray range. Well known for their curiosity about the galaxy, they are organized into a nation of tribal states on their homeworld. These states are slowly losing power as more and more Mvromow venture into the galaxy, leaving Mvrom behind. Attribute Dice: 11D Attribute Minimums/Maximums: Dexterity: 1D+2/3D+2 Knowledge: 1D/4D Mechanical: 1D/2D+2 Perception: 2D/5D+1 Strength: 1D/3D+1 Technical: 1D/3D Move: 10/13 Height: 1.5-2.0 meters Special Abilities: Skill Bonus: At the time the character is created only, the character receives 2D for every 1D placed in the Sneak and Running skills. This also applies to specializations. Night Vision: Mvromow receive +1D to their Search skills in low light. Story Factors: Curiosity: Many Mvromow are highly curious about the galaxy around them. They are looked down upon by those Mvroms who are not as curious. ------------------------------------------------------------------------------ Ron Lnomix ------ Lnomix are hive minds from a distant planet in the Unknown Regions. They are tall, furry anthropoids averaging 1.9 meters in height. A unit of the hermaph- roditic Lnomix (typically three), when they mate, increase their brain capacity exponentially, merging minds, personalities, and feelings into one composite. Lnomix units are smart enough to be termed "Living Computers", as they can solve most mathematical problems in seconds, on a par with the Givin. Little is known about their society. Attribute Dice: 12D (see below) Attribute Minimums/Maximums: Dexterity: 1D/3D Knowledge: 2D/4D (see below) Mechanical: 1D/3D (see below) Perception: 2D/3D (see below) Strength: 2D+2/5D Technical: 2D/5D (see below) Move: 12/15 Height: 1.6-2.2 meters Special Abilities: Hive Mind: When creating an Lnomix character, the player may decide whether she wishes to play a mated or unmated Lnomix. Unmated Lnomix are created and played as usual. Mated Lnomix will be composed of units of 2-4 Lnomix (usually three). Each Lnomix in the unit must be created separately, as they may have different attributes. Then, merge them as follows: 1.) Dexterity and Strength are unaffected. All Lnomix in the unit have separate scores for these attributes (that is, one may have a DEX of 2D, another in the unit may have 2D+2, etc.) 2.) For the remaining four attributes, take whichever score is the highest of the members of the unit and add 1D for each member of the unit beyond the first. If there are three members of the unit, two with 2D Mechanical and one with 3D, the 3D would be the high score. With three members, 2D is added to the high score for a final score of 5D. Each Lnomix in the unit now has this score. These scores may go above the racial maximums above. 3.) Lnomix units gain 10D of skills, distributed among the unit as if they are one character (which they are). Dexterity and Strength skills must be distributed separately (that is, giving 1D of Blaster skill to one member of the unit only gives the skill to that member of the unit), while skills from the other attributes apply to all members of the unit (giving 2D of Space Transports gives all members of the unit that level of skill). 4.) Each member of the unit is counted separately for purposes of declaring actions (that is, each Lnomix must declare an action), but they are counted as one character for purposes of skill reduc- tion. If one Lnomix is programming a computer while another is Bargaining with a shopkeeper, each Lnomix loses 1D from his skill codes. If one member of the unit is wounded the entire unit suffers the effects (if one Lnomix is incapacitated, the rest of the unit falls unconscious as well). 5.) The hive mind has a range of approximately 20 kilometers. When members are separated beyond this distance, the unit loses 1D from all skills and attributes. An additional 1D is lost for every add- itional 10 km of distance. If part of a unit goes into hyperspace without being in range of the rest of the unit, the entire unit is killed. Microscopic Vision: Lnomix receive +1D to Search when examing objects ordinarily too small to be seen. Mathematical Aptitude: Lnomix can automatically solve most mathematical problems, and gain +2D to skills involving mathematics (including Astrogation). Story Factors: Technology: Lnomix are fascinated by technology, but will not openly display it. Emotionlessness: Mated Lnomix, due to the mentality of a hive mind, tend to be extremely emotionless, quiet, and repressed. Mated Lnomix consider shows of emotion to be distasteful. Pacifism: Lnomix are pacifistic, and mated Lnomix especially will never injure an organic being if they can help it. VI New Planets Steven Cavangh AGOST Type: Grassworld. Temperature: Temperate. Atmosphere: Standard. Gravity: Medium. Terrain: 78% flat grassland. Length of day: 32 standard hours. Length of Year: 402 local days. Population: 16 million. Planet function: Agriculture. Government: Imperial governor, city councillors, rural farmlords. Tech level: space. Agost is a remote world in an in an uninteresting outer sector. Its surface is flat with little tectonic movement, and almost completely covered in grasses (many species ranging from knee-high to sugarcane height). Most of the moisture on the surface is subsoil, though a few small lakes exist. Much of the population is located on farms, though two cities exist on the planet: Stoessel and Mol Danta. It is here that the world's only spaceports are located and carefully monitored by the Empire. Two species of interest have been studied at length on the grassworld: EGUALE: (ee-gwa-lay) These are horse-sized insectoids resembling a praying mantis. They have six limbs, four used for mobility and two "arms". One of these is larger and sickle-like, used for cutting grass. The other arm scoops food toward its mouth with pincers. grass. The other arm scoops food toward its mouth with pincers. Eguale have a hard, chintous shell. They have many uses ranging from transport to beasts of burden to food. Eguale farmers use six-foot shock prods (with additional grass-cutting blades) to drive the insectoids. These instruments have been mistaken for force pikes. TOWER GRUBS: These are squat grubs three meters in length and one meter in diameter. They burrow into the ground and during their life span secrete a mucous substance behind them, that over the years becomes a tower that is hard and woody. Some towers have been known to exceed five meters in height.