House Rules

Character Creation
Birth Right
The Force
Learning Force Powers
Instinctively Using Force Powers
Force "Spells"
Learning Both
Force Powers, Skills and Spells at Time of PC Creation
Calling on the Dark Side
Miscellaneous
Combat
Ships
Ranged Combat
Damage Modifiers
Ranged Weapon Difficulty Modifiers
Two Blasters (or other projectile weapons, including thrown weapons)
Fully Automatic Blasters
Repeating Blasters
Slugthrowers vs. Blasters
Flame Throwers
Melee Combat
Armor Rules
Brawling rules
Miscellaneous
Sniper Rules and Regulations
Moving
Fire
Cyber Points
Drinking Rules
 
 
Character Creation
Birth Right
If they want characters during the time surrounding the Battle of Yavin may use this method to determine starting credits instead of using the character template.

Before the Empire eliminated the Senate and the Old Republic, many citizens held titles. On some worlds and in some sectors a full-blown aristocracy existed. While these aristocrats rarely held any real power because of their titles, they had a place in many ceremonial functions of government. Despite Imperial oppression these social classes have not entirely died out. Families with high born titles have worked hard to retain them, if in name only. On some worlds these social classes and titles are semi-officially still recognized. Those with lower born titles still tend to be identified as such and are treated accordingly.

A character must roll to determine his family history/title and birthright (starting credits). A title is not reflective of the character's present position or influence. It is more hereditary. However, like a title, wealth (or the lack of it) gets passed down. While a high born title might come with money, it might also come with enemies, pretenders to the title, and an increased chance of Imperial attention. Following the elimination of the Senate, many of those who still went by their heredity titles and had some political influence of Lord, Barons, Dukes, or Prince were placed under watch by Imperial Security, some were placed under house arrest, and a few were "re-located" to Imperial re-education camps.
 

Roll 3D

Title

Starting Credits x1000

3-4 Serf 1D-1
5-6 Peasant 1D
7-8 Peasant 1D+2
9-10 Commoner 2D
11-12 Commoner 2D+1
13-14 Freeman 3D
15-16 Aristocrat or Trade Magnate 4D
17 Knight* or Arch Merchant 5D
18 Re-roll on table below ----
* not to be confused with Jedi Knight.
 

Roll 3D

Title

Starting Credits x1000

3-14 Lord or Trade Lord 6D
15-16 Baron or Trade Baron 7D
17 Duke, Count, or Merchant Prince 8D
18  Prince or Merchant King 9D
The Force 

Learning Force Powers 

I have removed the need for prerequisite powers. However, for each prerequisite not possessed by the character, the cost to learn increases by half again the original cost in Character Points. 

Instinctively Using Force Powers 

You do not need to know a Force power to use it. Instead, you must at least be able to visualize in your mind what it is that you wish to do. If you cannot visualize it in your mind, or it is something special and unknown (like  and remove force imprint respectively) then you cannot instinctively learn it.
To use a Force power that is not known to the character, the difficulty increases by +3 for all rolls, and it must be re-rolled every round, rather than staying "up". The roll difficulty increases by +1 for every prerequisite skill not possessed. 
For every five times a Force power is used instinctively, the difficulty is reduced by 1. Once it has been successfully used twenty times instinctively, it is considered learned, and may be used without increase difficulty or restrictions. 
 

Force "Spells" 

For the learning of a single Force power without involving the use of Force skills, please refer to Cracken's Threat Dossier.

Learning Both 

If a PC already knows either the traditional skills, or spells, it is difficult for them to learn another way using the Force. All difficulties for learning Force skills and powers for a spell user (and visa versa) are increased by 5. 

Force Powers, Skills and Spells at Time of PC Creation 

A player who has dice in a Force skill can add to it at the time of creation, at the cost of one(1) skill dice (from the base of seven) per D of Force skills. No Force skill can be over 2D, nor can dice be added to a skill that is not listed. 
Each D in force skills allows the player to select 1 Force power, plus one. Additional powers may be learned for 1D of skill dice, but no player may have more than 9 powers to start the campaign, and must have all prerequisites for the skills he already has, to denote the gradual process of self-education. (Note: A GM may give one or two additional, MINOR powers, such as Direction Sense or Time Sense, at their discretion.) 
If a PC has dice in Force skills at the time of creation, the player may choose to convert them all into Force spells, at 3D in spells for every D of Force skills. However, no player may start with more than 6 spells, and no more than 2D in any one spell. (A GM may give a player one or two additional minor spells, such as Direction Sense or Time Sense, at their discretion.) 
 

Calling on the Dark Side 

ALL characters can call on the Dark Side, not just Darksiders. 

Misc. 

I do not consider Doppelganger to be an inherently evil power, and no DSP is given for using it. I do not use the following powers. Instead, the powers that they are derived from are used.: 
 
Telekinetic Kill
Telekinesis, +1D difficulty
(All you are doing is squeezing)
Beast Languages
Translation, +3 difficulty (+3 difficulty for animals that are both non-sentient and non-intelligent)
(It is a different language, just hard because your target is non-sentient)
Postcognition
Farseeing, with -5 difficulty as seeing the future.
Detoxify poison in another
Detoxify Poison, +3 to all difficulties 
May also be used to detoxify a vessel with poison in it
Contort/Escape
This is not a Force power, rather it is an Acrobatics roll. Control Pain may be used to reduce the pain of doing this, however.
Combat 

Ships 

All Starfighters have a 2 arc shield system, forward (180 degrees) and backward (180 degrees). More rules to come…

Ranged Combat 

 
Damage Modifiers 
For every 5 points over the difficulty you roll, you may add +1 to the damage roll. This goes with the thought process that, if you are abetter shot you can hit a weak spot easier.

(Example: Jiliac is shooting a scoped blaster rifle at an enemy officer 120m away. Since he was aiming for a round (+1D), and has +2D from his scope, his 7D Blaster becomes 10D and his roll ends up equalling 40. The base difficulty is 17, meaning he can add +4 to his damage.) 

This does not count with brawling, those rules are below.

Ranged Weapon Difficulty Modifiers 
These apply to blasters, slug throwers, dart shooters and other similiar weapons, not bows and thrown weapons. 

Shooting from the hip 


(negated with laser sight) 
Range Level Modifiers
point-blank range +2 difficulty
short range +5 difficulty
the first half of medium range +10 difficulty
the second half of medium range +15 difficulty
the first half of long range etc. +20 difficulty
And so on for each level past the first half of long range +5 difficulty

Shooting from eye level, with using sights 


(doubled with laser sight)
 
Range Level Difficulty Modifiers
short range -8 difficulty
medium range -5 difficulty
long range -2 difficulty
 
Two Blasters (or other projectile weapons, including thrown weapons) 
So long as both weapons are being simultaneously fired at the same target, they may be rolled separately with a difficulty modifier of +3, but they only count as single action for multiple actions. +1 difficulty if using these rules with long arms (carbines and rifles) along with the lifting checks for rifles. 

Fully Automatic Blasters 

First, an explanation of the various terms we will be referring back to. "Semi-automatic" is a term, like many of those we will be using, that dates back to the old days of slugthrowers, and means that ONE round is discharged each time the trigger is pulled by the shooter. "Burst" means that a small number of shots, usually between two and five, are discharged each time the trigger is pulled. "Full Auto", or "fully automatic", means that when you hold down the trigger, you will fire rounds until you have run out of ammunition and/or let up on the trigger. "Selective Fire" capability means that one may choose between several different modes of fire, usually semi-auto and burst and/or full auto. "Cyclic Rate" is the number of rounds per minute (#r/m) or second (#r/s) that the fully automatic mode discharges when the trigger is held down. The majority of weapons, from blasters to grenade launchers, that are considered to be man portable are semi-automatic, as they fire one round per trigger pull.
Full autos will have a stats entry entitled "modes." This will tell you what fire modes are available on a certain model, and how many shots are fired in each burst.
When firing on "full auto", or long burst, the weapon may be fired twice that round (unless specified otherwise). There is an additional -1D penalty to all actions that round, and no other attacks or piloting rolls may be made, and only one (1) reactive skill (Dodge, etc). Short bursts are treated just like any other shot.
It is a simple action to switch between firing modes.  Not even worthy of a -1D to rolls, perhaps a -.00005D to rolls.  Just say that a character is switching and that is good enough.
When fired in burst or full auto, there is +2 difficulty to hit if the basic Blaster skill (or a specialty other than those that follow) is used. These specializations are not used to fire in semi-auto. The appropriate specialization will be given in the discussion:
 
Blaster: auto rifle 
-Used to fire selective fire blaster rifles. In single shot mode, use the Blaster: rifle specialization. 
Blaster: auto carbine 
-Used to fire selective fire blaster carbines. In single shot mode, use the Blaster: carbine specialization. 
Blaster: auto pistol 
-Used to fire selective fire blaster pistols. In single shot mode, use the Blaster: heavy pistol specialization (due to increased bulk). 
Once a shot from a burst hits, each additional shot on the same target, or an adjacent one (less than 1m away) is one level of difficulty lower. The combined damage for a number of shots from a burst on the same target is determined as per the rules for Combined Actions in your rule book (I prefer those in 2.0). The only difference is that Blaster replaces Command as the skill of choice.

(The legal problems with automatic blasters is usually the same as those for repeating blasters, or worse.)

Repeating Blasters 

Repeating Blasters are the most common light infantry support weapons today. Repeaters are designed with three to five barrels, housed in a cooling jacket that protects the internal working of the barrel mechanism. The barrels fire in turn, pumping out, on the average, 850r/s. This means that a large number of shots pound into a relatively small area in very rapid order, with a certain amount of shot dispersion imparted by the mobile nature of the firing mechanism. Due in part to ammunition consumption, and in part to minimize wear, there is fire limiter in the trigger group. Once the limiter trips (usually due to barrel heat), the system will not fire until it is safe to do so again. Due to the nature of the systems, and the cyclic rates involved, this limit is usually reached in a tenth of a second burst, and takes several seconds to cool.
Repeating blasters are usually classed by weight and throughput. Light repeating blasters are about 50-100% larger than infantry rifles, having a maximum range similar to rifles and only marginally more powerful, will still be conservative enough to use standard power packs. Medium repeating blasters are two to three time the size and weight of rifles, having about two-thirds more range and one third more power on target. They are usually moved by a two man crew, and fired from a bipod and power generator. Finally, the heavy blaster rifles are the size of light artillery pieces, having more than twice the range, and almost twice the power, of a rifle. They are manned and carried by a three to four man crew, and fired from a tripod or vehicle turret and feed from an external generator.
 
Weapon Type Area of Effect
Light repeaters 1/2 meters
Medium repeaters 1 meter
Heavy repeaters 2 meters
(There is no added difficulty or bonus to the shot, due to the high rate of fire.)

Slugthrowers vs. Blasters 

Both have their advantages. Most firearms can be fitted with sound suppressors and leave no trail back to the firer, while blasters can be neither sound, flash nor trace suppressed. Blasters use more standardized ammunition; and most can be reliably fired in vacuum and under water, while most chemical slugthrowers can not. The biggest difference is in the penetration of cover. 
Blasters that strike a layer of cover (even as light as moderately heavy foliage) spend most of their energy directly on the surface of that cover, with residual thermal blooming and blast effects penetrating only a few centimeters through the cover (which is why you get burned when your armor takes a hit, but a standing a meter behind a plate glass window will protect you once). Blasters also do not ricochette off of most surfaces (magnetic shielding is the exception). 
Slugthrowers (except for explosive projectiles) are reliant on the transfer of kinetic energy and mechanical penetration of tissue for their damage. They can penetrate cover and can continue on for many meters as a dangerous object. If the cover suffers Incapacitated damage, the slug continues on at -1D damage. Use the grenade scatter to determine the direction that it travels. (NOTE: If it must go through several layers, figure them individually. For example, a bullet fired into a Stormie's chest must go through a layer of 2D Physical armor, his body, and another layer of 2D armor before exiting.) Slugs can ricochet off armor, but it is best left to the GM to role-play this effect.

Flame Throwers 

Most people just hold the flame-thrower on a particular target. This is not always the best way to do this. To spread the fuel around, one fans the muzzle of the flamer around. (No difficulty modifier, but it must be in the same range. If it changes from, say, short to medium range, use the medium range difficulty.) There are two ways to do this:

Method 1

: The area of effect is not nessacerily a circular one. Reduce the depth of the area to expand the breadth to it by the same percentage. Example: Ungor the Gammorean has a Merr-Sonn F-93, with a 2m area of effect. He wants to cover an area 4m wide. His area is now four meters wide, but only one meter deep.

Method 2

: The area may be expanded by one area of effect's worth of linear space for every two additional rounds of damage that you are willing to give up. Example: Ungor doesn't want to loose the depth of his fire. As a result, he lays his fire stream out six meters wide and two meters deep, but it no longer does 4D damage for the next 10 rounds. It now does 4D damage for the next 6 rounds.
These rules may be combined. It should also be noted that the blowtorches, like the SoroSuub F-34, cannot have their damage modified in this manner. They are essentially just an aerosol spray fitted with an igniter.

Melee Combat 

 
Using Two Melee Weapons 
If using two melee weapons, a character gets one free attack or parry per round, or +1D to their parry or attack rolls. 
Specialization must be for paired weapons, not single weapons (i.e.: Melee Combat: two knives). If using a combination of weapons, that distinction must be clear in the specialization (i.e.: Melee Combat: vibrosword and vibrodagger) 
These rules may be used for both melee and light weapons, but not whips. These rules are intended to serve as mechanics guide line for a role-played event. 

Armor Rules 

 
Explanation 
There are the two traditional, basic forms of armor protection, physical and energy. But there are other forms of armor for specialized protection, or those that are commonly ignored. The most common of these are non-penetrating physical, flame and acid. They way that modern armor works depends on what one is trying to do. 
For basic physical protection, layers of ballistic cloth are sandwiched together, while non-penetrating protection can consist of almost any kind of padding. Or various kinds of plastoid, metallic and composite rigid armors may be used. Acid protection is achieved much the same way, but the fibers or plates are either chemically treated or composed of especially acid resistant material. 
Most protection from energy weapons is achieved from using several layers of ablative material, which burn away with each hit. The typical blast vest is composed of several, interwoven layers of ablative/ballistic cloth, but the protection needed for working in areas of great conflagrations calls for non-combustive, insulative and/or reflective material. For the most part, this consists of several layers of nonflammable fibers, but those units designed for the hottest fires includes cooling systems. Protection from radiation is achieved in much the same manner, but also involves the use of layers of very dense matter, highly specialized forms of insulation, or light weight energy shielding. 
Types 
 
Physical 
blunt (batons, clubs, unarmed combat) (if not listed, use the basic physical measure) 
acid (if not listed, use the basic physical measure) 
Energy 
fire (if not listed, use the basic energy measure) 
radiation (if not listed, use the basic energy measure) 
BRAWLING RULES 
Here is my attempt to add a more "Action Movie" feeling to Star Wars fist fights.
 

Mechanics 

The first part of the Upgraded Brawling is: For every 3D you have above your base strength in your Brawling skill, you get +1D for damage purposes. So, Ren, who has a 3D+1 base strength and a 9D+1 brawling skill then gets a total of 3D+1 plus 3D for a total of 6D+1 when she pops a thug upside his head. (You might think this an amazingly generous bonus- suddenly Ren's fist is doing more damage than a Heavy Blaster Pistol! Not in the context of the next part of the rule- read on) This reflects the fact that with that level of skill, the brawler has a much greater level of control on how and where she hits the opponent. Jackie Chan may not be that much stronger than your Common Man, but the hits are much more devastating.
The second part of the brawling upgrade is a reworking of the damage rules. Being a big fan of fisticuffs- be it Jackie in Rumble in the Bronx or Indy and the Bald Nazi going at it. However in Star Wars, two good swings and the foe goes down. This is not fun or interesting. Therefor, I propose a slight re-working of the damage rules. Normally it goes:
Dazed (called it that to avoid the stunned or shot on stun and Stunned confusion)
Wounded
Wounded twice
Incapacitated
Dead
With the new way of figuring damage, when someone is using a blunt object- a fist, stick, chair, what have you, non-lethal damage starts occurring. It goes like this...
 

Damage Roll > than Strength

E

Effect in plain english

Effect in Dice

0-3 Brawl Dazed -1D for this round
4-8 Wounded -2D for rest of this round and the next 
9-12 Wounded Twice -1D for rest of the combat
13-15 Incapacitated -2D for the rest of the combat
16-18 Mortal Wound Target is knocked out
Of Course, the -1D for the rest of combat may be changed if there is only one more round of combat.  You could say -1D for that round and 4D more, or so.

Then continue the Damage Table as normal:

 

Damage Roll > than Strength

Effect

19-22 Wounded
23-26 Wounded Twice
27-30 Incapacitated
31-33 Mortally Wounded
34+ Dead, just dead
You still can kill an opponent with a stick or your fists, you just have to go around the damage list once more.
An example- Ren and a Generic Thug are in a fight. Ren's Strength is 3D+1, the thugs is 3D. Ren, with her 9D+1 brawling manages to connect with Thug easily. She gets a 22 for damage, the Thug gets a 11, so Ren Brawling wounds him twice (-1D for the rest of this fight).
Ren manages to block the incoming blow and then connects again. She rolls a 39 (got a 6 on the wild die once) for damage, Thug gets a 16 for resisting. She beats him by 23. Under normal rules this would kill him, but with the new setup, she only knocks him out and gives him a real wound twice (-2D until healed when he wakes up- she broke his arm or something)
Miscellaneous 
Sniper Rules and Regulations 
 
A Sniper, for all his expertise, remains human (or alien). He may be required to lie in his position for several hours waiting for a quarry. If the area is wet or if it has other factors of irritation (pollinating plants giving off allergic material, sharp grass, poisonous plants, rodents etc.) This should all work away at him, making him uncomfortable and distracted. For every five turns he must have the following rules enforced upon him:

a

) He must make a will power role against the difficulty level of the annoyance. If he wins he remains calm, if not he loses between 5 and 25 on his sneak roll.

b

) He must make a stamina roll. If your really cold and your species suffers from shivering, then you won't be able to draw a very steady bead on your target.

c

) His quarry receives a 1D bonus to their sneak skill if they're trying to sneak past. If your sneezing and sniffling in a fox hole you aren't listening very carefully.

d

) If the target is in sight, the sniper must do all of these things no matter what turn and any failure distracts him from his blaster, docking 1D from his skill and three from his end roll.
At the same time, Snipers usually have the advantage of surprise. On the snipers first shot, none of the targets may move. (Between the two sets of rules the sniper position becomes more realistic. It's a hard job to do, but when you do it right, you should have the advantage.)

Moving 

Please check the new 3rd Edition Movement Rules, some of the few 3rd Edition rules to escape WEG before it went away.
When moving you can walk/run, which is normal; you can climb, which has a move of half the normal walking; or you can swim, which normally is two meters lower in speed than normal walking, rules follow. You can move in four speeds:
 

One

: 5m per turn, very cautious, it is a free move.

Two

: 10m per turn, normal walking, it is a action, but doesn’t have to be rolled for moderate or less. If attempting to one thing besides walking, add one difficulty level to walking, you must roll for all but easy and very easy terrain, and take 1D from the other action.

Three

: 20m per turn, high speed running, it is an action and a role must be made at all times; difficult and higher terrain 
increase one level of difficulty, if attempting to do something else besides running add one difficulty level to running and –2D to the other action.

Four

: 40m per turn, all-out running, it is the only action you may take that turn. When moving at this speed increase all terrain difficulties above moderate by two levels, all difficulties moderate and less by one level.
You can move anywhere between half and full movement at that speed per round. You may go slower or faster by one level a round for free, though you must roll an easy running (free roll) to keep from taking a light tumble. When changing by three levels a difficult roll is required or there is a tumble, and four levels down or up (not moving to all-out impossible) is very difficult and will result in a major tumble.
When swimming you usually go at one meter lower at cautious, two meters at walking, three at running, four at all-out. When you imporve swimming this penalties fade and become bonuses. At 3D they are as above, 4D is one meter more for all speeds, 5D is one more at all speeds, 6D is two meter higher at cautious, one more at walking , same at high speed, one less at all-out; this continues on predictably.
The same rules apply with climbing, though the move speed is half and stay half all across the board. At 4D the penalty disappears for cautious, normal at 5D, high speed at 6D and all-out at 8D.

Fire 

Some special notes should be made about the nature of fire. When the cumulative damage done to the target equals the tagets Die code for fire (3 for wookies, 20 for permacrete…) it catches on fire. The amount of damage done by this new fire is up to the GM (based on such variables as the oxygen content of the air, the flammability of the target, and other such randomness). When the target has had five Killed damage results done to it, it is totally consumed by the fire, and is no more. Feel free to ignore the technical aspects of this, and use it more as a role-playing device (I do). 

Cyber Points 

 
Here are the updated cyberpoint rules that Bill Smith sent me. These rules are regarding the cyberpoints gained when bionic implants are 
put into a user of the Force. 
--Mike Soulier cs3sd3as@maccs.dcss.mcmaster.ca
u9008759@muss.cis.mcmaster.ca
"I'm too busy worrying about what I've done to think about what I'm doing."

Cyberpoints and The Force:

When a character calls upon the Force, he must roll a die. If the number is equal to or higher than the total number of cyberpoints, the Force may be used with no difference from the rules. If the player rolls under the total number of cyberpoints; take the total number of cyberpoints x2 and add it to the users difficulty for the use of any and all needed powers. If the power is one which must be 'kept up', then the added difficulty is the total number of cyberpoints x3.
DRINKING RULES
Slightly modifed and adapted from David Lucas' drinking rules
Smugglers, pirates and Players love to party like it's 2199. These rules give you a guideline on how the handle the mechanics of such a binge. Following the damage table below, roll the Stamina or the Hold Liquor specialization, and compare it to the damage code of the alcohol consumed. Apply the indicated result and away you go!

The damage the drink inflicts is the proof of the alcohol- IE: Everclear does more damage than Zima. Also, all drinks are cumulative.

 

Drink Damage > Stamina Results

Results in Plain English

Results in Die Codes

0-5 Buzzed -1D x30 minutes
6-10 Drunk -2D+2 x1 hour
11-15 Hammered -3D+1 x1.5 hours
16-20 Wasted -3D+2 x3 hours
21-25 Plowed incapacitated, but may be resuscitated by artificial means. -4D x6 hours
26-30 Passed out incapacitated, but may be resuscitated. -5D x8 hours
31+ Alcohol Poisoning +1 Wound level for every 5
After the allotted time has passed, all drinking damage has been healed and dice lost have been recovered (except for alcohol poisoning). However, even though the drunkard has recovered, the character is still -1D from the hangover and morning fuzziness. This last for 1/2 the time it took the character to recover (duration for a hangover from a Wasted level is 1.5 hours, and so on).The dice loss applies to everything- except the Stamina/Hold liquor dice. That remains unaffected during the drinking binge.

An example- Sidney and Jared decide to test their manliness in a drinking contest. Jared starts slow with a Cloud City Foo-Foo (+2 damage) and rolls a 18 (with his 6D Stamina)- he's fine, for now. Sid (with an 8D Hold Booze), jumps to the hard stuff right away, downing a pitcher of lum in one shot. The damage is 16, and Sid rolls a 28- he too is fine.

Jared, not to be outdone, moves on to the mixed drinks. He gulps down an afterburner for 17 damage (2D+1, a 6 on the wild die and the +2 from the Foo Foo), and gets a 28. Sid, goes for the gusto, and slams a Tatooine Sunrise for 35. and he only gets a 28- The damage exceeded his roll, making him officially drunk.

For the next round of drinks, Jared detoxifies the alcohol in his system and watches his drinking buddy. Sid, slams a Starshine Suprize for 44 damage. Sid, with a lousy roll gets a 18, a 1 on the wild die, and promptly passes out in his nachos.

These Damage codes assume peak condition of the drinker under optimal drinking conditions. If the drinker has not had anything to eat all day, add 2D to the overall damage against him (Rodian Ale plus Tatooine Sunburn after not eating = 8D+2)

If anyone can help me with prices it would be most appreciated, Thanks.

 

Some Sample Drinks

Damage Code

Cost

Mixed Drinks

   
Afterburner 2D+1/drink /glass
Cassandran Choholl 1D+2/drink  /glass
Corellian Whiskey 1D+2/drink  /glass
Elshandruu Pica Thundercloud 1D/drink  /glass
Eth fire water 2D+2/drink  /glass
Flameout 2D+1/drink  /glass
Hoojib's Revenge 1D/drink  /glass
Meltdown 1D+2/drink (a narcotic hallucinogen)  /glass
Pink Lizard Thunderbolt 1D+1/drink  /glass
Reactor Core 1D/drink (a narcotic hallucinogen)  /glass
Renan Irongut +2/sip, 2D/guzzle  /glass
Revenge of the Jedi 6D/drink  /glass
StarShine Suprize 3D/drink  /glass
Savareen Brandy 1D/drink  /glass
Tatooine Sunburn 5D/drink /glass
     

Beers and Laugers

   
Bidziil 2D/drink  /glass
Dantic +1/drink, 1D/pitcher  /glass; /pitcher
Daranu +2/drink  /glass
FozBeer +1/drink  /glass
Lum 3D/pitcher  /glass; /pitcher
Rodian Ale 1D+2/drink  /glass
Ryll Beer +1/drink  /glass
Skannbult Likker +1/drink  /glass
Thuris Stout +2/drink  /glass
Black Hole 4D per drop; 10D per ¼ glass; 25D per glass /drop; /¼; /glass
1