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CREDITS

LEAD DEVELOPE~R ART DIRECTION


Tim Flanders Zoe Robinson

WRITING AND ADDITIONAL C>EVELOPMENT MANAGING ART DIRECTOR


Sam Stewart Andy Christensen

PROOFREADING PRODUCTION COORDINATION


Christine Crabb and David Johnson John Britton. Marcia Colby. Jason Glawe.
and Johanna Whiting
BASED ON
PRODUCTION MANAGEMENT
The Stor Wors Roleplaying system designed by Jay
Lillie and developed by Max Brooke. Andrew Fiscl1cr. Megan Duehn
Tim Flanders. Tim Huckelbcry. anct Sam Stewart.
LICENSING
MANAGING RPG PR01DUCER
Simone Elliott and Amanda Greenhart
Sam Stewart
CREATIVE DIRECTOR
GAME LINE GRAPHIC !DESIGN
Andrew Navaro
EDGE Studio. David Ardila. and Chris Beck
EXECUTIVE GAME DESIGNER
EXPANSION GRAPHIC DESIGN
Corey Konieczka
Chris Beck and Duane Nichols ·
EXECUTIVE PRODUCER
GRAPHIC DESIGN MANAGER
Michael Hurley
Brian Schomburg
PUBLISHER
COVER ART
Christian T. Petersen
Luca$film art archives
PLAYTESTERS
INTERIOR ARl' Playtest CoordinaLOr Zach Tewalthomas. "No Rope. More
Christi Balanescu. Caroline Gariba. Skott Problems" Dan Grothe witr1Oskar "Asgofl" Grothe. James
Kilander. Mike Nash. Ryan Valle. Ben Zweifel. "Fizz" Reijo. and Sam SlewarL. "Team Star Cats" Ryan
and the Lucasfilm art archives Lee with Dan Hendel. Samatha Jacobsen. and Katrina
Ostrander. "Internal Affairs" Y Paul Sussman with Donovan
Goertzen. Timothy Huckelbery. Charlie Mccarron. Sean
O'Hare. and Zach Tewalthomas "Shiny and Chrome"
Kara Centcll-Dunk with Tim Flanders. Monica Hellund,
Taylor lngvarson. Mark Larson. and Jason Waldon.

LUCAS LICENSING
CREATIVE DIRECTOR SENIOR EDITOR LUCASFILM STORY GROUP
Michael Siglain Frank Parisi Leland Chee. Pablo Hidalgo.
and Matt Martin

~'AN'l ASY
1
Fantasy Flight Games
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GA~rns USA
@ & ,.., Lucasfilm Ltd. No part of lhis product may be reproduced without specific written permission.
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ISBN: 978 -1 -6334'~ -265-8 Product Code: SWR09
For more information about the Star Wars Roleplaying lines. free downloads.
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starwars.com

• ADVENTURE BOOK
STAR WARS RDLEPLAYINC
WELCOME TO THE STAR WARS: THE
FORCE AWAKENS BEGINNER GAME!
Y ou arc aboul to embark on a thriHing adventure through
lhc Star Wms universe. fighling against the threat or the
First Order w1lh your wits. your courage. and a good blaster at
ONE PLAYER IS THE GAME MASTER
The Came Master. or the CM. serves as the judge and the
your hip. The Star Wars: The Force Awakens B EGINNER G AME is storyteller. It's the GM's responsibility to present an exciting
a roleplay1ng game in which you take the role or a character and compelling situation to the other players. and to help
in lhc Slor Wms galaxy and have exciting adventures! Star determine what happens next when those players respond to
Wars: T/1e Force Awakens B EGINN ER G AM E is specially designed that siLUation. The GM also takes on the role or every other
to be your introduction Lo rolcplaying games. character who appears during Lile game session and is not
conLrolled by another player. Characters controlled by the GM
arc called Non-Player Characters. or NPCs. CMs can invent
WHAT IS A Lheir own stories and advenLures. or use adventures written
ROLEPLAYING GAME? by somebody else like tile adventure included in Lhis box.

A roleplaying game is a collaborative storytelling game. Play- If you arc the Game Master player. you'll keep this book in
ers lake on the roles or characters in a fictional universe-in front or you. It contains everything you need to know to run a
Fun and exciting game.
this case. the Stor Wors universe. As a group. the players
work together to Lella story in which those characters strive
lo overcome challenges. do ballle with dangerous enemies. THE OTHER PLAYERS
and help the galaxy wake up against the threat of a secret ARE HERO PLAYERS
but looming evil. Cuslom dice are used to add an element
or randomness to the game. so the outcome or the story The OLhe1 two lO Four players take on the roles or indi·
1sn'L known beforehand. Characters each have unique char- vidual characters in the Star Wors galaxy. There are rour
acteristics to reflect their strengths and weaknesses within pre-generated hero characters included in this box. IF you
the game system. which uses the custom dice to determine are a hero player. choose one or the character Folios and
a character's chance or success or failure at any given task. keep 1t in front or you. It will explain the character you've
chosen to play and give you a lot or information about how
to play the game. Over lhe course or the game. yov will
BEFORE YOU BEGIN choose what your hero docs and says. and use the dice and
game rules lo determine whether your character succeeds
Star Wars: The Force Awakens B EGINNER G AME is designed or rails. Characters controllecl by hero players are called
for three to rive players. With the contents of chis box. you Player Characters. or PCs.
can gel straight to Lhe awon. BLtl firsL. you'll need to assign
some roles.
CONTENTS C>F THIS BOX
THIS ADVEN"rURE BOOK AMAP
l'his book contains the adventure and The rolded map features lhree
inlroduccs the rules to Lhe players distinct map images: a map or Lhe
in a fun. learn-as-y·ou-play rormal. galaxy as or the beginning or our
adventure on one side. and
the Starlight Wanderer. a
crashed Corellian cor·
vette on the surface
of Jakku. and the Si·
CHARACTER fencer. a Rrst Order Star
FOLIOS Destroyer. on the other side.

Each folio contains


everylhing one hero
DESTINY POINT TOKENS
player needs lo play
Dual-sided dark side or the Force and light
The Force Awakens
side or the Force Dcsliny Point tokens
B EGINNER G AME.
are used to create the Destiny pool.
THE RULEBtOOK
The rulebook de>cribes all of Tiie
Force Awakens B EGINNER GAME CUSTOM DICE
rules. IL's besL lo play though
The Force Awakens
the advenlure wntained in lh1s
B EGINNER G AME includes
advenwre book once Lo learn Lhe
1'• custom dice used to
rules. then use tt1e rulebook as a
resolve skill checks and
relcrence ror ruLure play sessions.
generate random resulls.

CHARACTER TOl<ENS
These cardboard tokens represenL YOU WILL ALSO NEED
the enemies. allies. monslers. and
heroes or the slory. Pl;,iycrs can Pens or pencils and scratch paper.
place these lokens on the table
or on the included game map
lo indicate where each charac·
ter is during a given scene.
STAR WARS: THE FORCE AWAl<ENS
S tar Wars: The force Awakens Bec1NNER GAME is a complete.
stand-alone product and contains everything three to five
players need to roleplay character.i adventurin~ amic the excit·
They use the same structure or characteristics. skills. and tal-
ents (although the exact lists or skills and talents are somewhat
different). The three Star Wars Roleplaying games use a flexible
ing events or the return or the First Order. Players can enjoy system of actions and maneuvers lo resolve combat. and they
hours of entertainment with the contents of this box by playing also build on the core rules found here to give players rules ror
the included adventure and rurther tales of their own invention. vehicles. starships. and using the Force. In short. Star Wars: The
Players who are ready for a more complex. in-depth Force Awakens BEGINNER GAME is a simpler and easier-to-learn
roleplaying experience can pursue further adventures by ex- version of the Star Wars Roleplaying core rules found in EocE oF
ploring one of the three Star Wars Roleplaying lines: EDcE oF THE EMPIRE, Ace OF REBELUON, and FoRCE AND DESTINY.
THE EMPIRE, Ace OF REBELLION, or FORCE AND DESTINY. All three EDce OF THE EMPIRE lets players explore the fringes of ga-
games are completely compatible with one another. Their core lactic society and play smugglers. bounty hunters. and scoun-
rulebooks are lhe starting points for pre-written adventures, drels. Ace OF Reem10Nlakes players back to the height of the
sourcebooks with more content for hero players and GMs. and Galactic Civil War. where they take on the role or soldiers and
much more. In these.games. jusl as in Star Wars: Tl1e Force pilots in the Rebel Alliance. fighting against the Galactic Em-
Awakens Bec1NNER GAME. hero players take the roles of Player pire. FoRcE AND DesTINY gives players the chance Lo play mys-
Characters and adventure in the Star Wars galaxy. All of these tics. warriors. and even inheritors of the traditions or the Jedi
games use the same dice and the same core dice mechanic. who have a connection to the mysterious and powerful Force.

HOW TO USE THIS BOOK


T he adventure in this book is written and designed so
tha t you can begin playing as you read it. It is toth a fun
adventure for you and your friends and a way to learn the
RULES TEXT
rules. Rules concepts are introduced as they come up, and One common page element is a sidebar like this one.
the adventure teaches you everything you need to know as
you need to know it. If you're ever in doubt about what to Sidebars like this one contain rules text. You can refer
do. let the GM make a decision. and then move on with the to these sidebars to figure out how to resolve the ac-
story. You can look up the "right" answer in the rulebook tion in a given encounter.
later. The important thing is that everyone has fun' Not every page or encounter has its own rules side-
bar. Although new rules are introduced the first time
As you play through this adventure. you will see blocks of
the players are expected to use them, they remain
text like the one below:
in effect throughout the adventure. For instance,
the rules for building and resolving a dice pool are
The text in tl1is /Jlocl~ is int ended to be r ead aloud described on page 8. On future pages, it is as-
to t he /iero players blf the CM. It normally describes sumed that the players now know how to build and
tile scene or t/1e choroaers. ond it might include on resolve a dice pool.
important clue or hint'

Eoc/1 of these /;locks of reud·aloud text /1as instructions


for whe11 to rem! it oloud Often. the CM should cio this
OTHER SIDEBARS
ot tlw start of o scene-·os the heroes ure uttocned by
the Strus Clan. or w/1e11 the11 leuve Jokku. l\t other times.
the CM should reocl these in response to PCs' actions.
such os 1v/1e11 they open a door or moke a skill check.
T here are also otl1er sidebars that look like this
one. These sidebars contain supplementary in-
formation and asides to as5ist the GM in running
the S(ene Sometimes these sidebars discuss game
concepts. At other times, these sidebars provide
advice. These sidebars often mclude characteristics
THE PLAYER CHARACTERS for NPCs that are used in the encounter.
There are four Player Characters (PCs) containej in this
Bec1NNER GAME: Fira Bon the human Soldier. Mhar'li the
human Ace. Durm Bormo the Abednedo Colonist. and Tiras
Or'un the human Explorer: If your group has fewer than four
hero players. you might not use all four of these PCs. The
game can be run with fewer than four PCs!

ADVENTURE BOOK
..sTAR WARS RDLEPLAYINC


THE ADVENTURE BEGINS

STRAIN

Strain reflects mounting fatigue and stress. If a


character is ever suffering a total amount of strain
greater than the character's strain threshold, the
character collapses unconscious.
ENCOUNTE~~ 1: HERE THEY COME!
I n this encounter. the PCs take cover around the entrance
to the ship and gel ready for the Strus Clan gangsters to
charge in through the door. The PCs have a few moments to
PERFORMING THE SKILL CHECK
prepare for the fight, and can take a few simple steps to turn
To perform this skill check, the active player (the play-
the odds in their favor.
er whose character is performing the action) should
As the PCs enter the hallway just bey·ond the old airlock. do the fol lowing:
read aloud or paraphrase the following:
1. Collect a pool of dice-the number and type or
dice listed on the character sheet for the skill in
You run t/Jroug/J the airlock a11d sla n it shut. T/Jere's question, plus one purple Difficult y d ie + -
110 lock, so it won't l10ld t/Je Strus Cl n back for long.
2. Roll the dice.
T/Je /Jal/way just beyond the entranc is cluttered with Failure Y symbols cancel Success 1:l symbols. If
crates and piles of junk. T/Je light anels flicker fit- there is at least one Success 1:l symbol left over, the
fully, leaving deep p ools of s/Jadow ·n t/Je alcoves on task succeeds.
eitf1er side of the door. Some of t/Je crates are large Those are the bare-bones steps of any skill check. For
enougl1 t/Jat, if pushed onto t/Jeir side, t/Jey could more detail, read on ...
serve as a solid barricade. Parts o the /Jal/way are
narrow enoug/J t/Jat one resolute h ro could make a
stand there to stop intruders from dvancing deeper THE CORE MECHANIC
into the s/Jip.
Whenever a character attempts an action that has a
At t11e far end of t/Je /Jal/way, Mish Vontoba orders chance of fa ilure, a skill check is performed to deter-
a group of nomads to take cover o flee deeper into mine whether or not the action succeeds. The core
t/Je ship, her clear voice ringing ti rough the lwlls. mechanic, wh ich determines success or failure, is as
Some of the nomads ignore lier, co eri11g in corners follows:
ancl wailing. If you can 't hold off t/Je Strus Clan's 1. Roll a pool of dice.
gangsters, these people are don for. You /Jave
just enough time to do one thing t prepare for the 2. Failure T symbols cancel Success ~ symbols.
attack. What do you do?
3. After all other factors, if there is at least one Sue·
cess 1:l symbol left, the task succeeds.
Each PC has one chance Lo perform one of Lhe follow -
ing actions Lo prepare for battle before the Strus Clan
gangsters Follow the PCs through the entrance. Doing so
THE DICE POOL
requ ires a skill check. Each PC should rnake one skill check
to determine whether or not the attempt to hide or prepare Whenever a character performs a check, the player
for a fight is successful. controlling that character (the active player) rolls a
pool of dice. This dice pool consists of both "good
These are the four checks the players can make: dice," contributed by the character's own abilities
• Hide in the shadowy corner next to the airlock entrance and positive circumstances, and "bad dice," con·
and be ready rn attack the gangsters from behind when t ributed by the difficulty of the task and negative
they enter. (Stealth) circumstances.
• Flip over a crate as an impromptu b;arricade (Ath letics) Each character's skill entry on the character sheet
has a dice pool indicated, a collection of green Ability
• Hiding among the group of nomad~; and pretend to be dice + and possibly yellow Proficiency dice O. There·
harmless and afraid. (Deception) fore, assembling the character's dice pool is as simple
• Stand confidently in the center o f l11e hall way, ready to as read ing the entry on the character sheet and gath·
take on the first bandit to enter. (Cool) ering the appropriate dice.

Once each hero player makes a choice. that player should The GM then adds a number of purple Difficulty dice
construct a dice pool and roll the skill ct1eck. The hero play- + to the pool based on the difficu lty of the check.
ers do this one at a time. in any order. In t his case, the check Is Easy, so t he CM adds a
single purple Di fficulty die + .
If the PCs wanL to try and find the vaLilt (or fl ee the fight).
the GM should remind Lhem that they don't have time to do Once the dice are assembled, the active player rol ls
so. The Strus Clan is right on their heels, and they need to and the results are read .
deal with the gangsters right now!

ADVENTURE BOOK
..sTAR WARS ROLEPLAYINC
IMPORTANT CONCEPT: ADVANTAGE, DR THREAT?
POSITIVE AND NE6ATIVE DICE
If there are more Advantage ('.) symbols than Threat

Uei
dice
irtually every dice pool consists of both positive
dice (usually Ability dice O
andior Proficiency
and negative dice (usually Difficulty dice
@ symbols. the character recovers I strain per Ad-
vantage O symbol in excess of Threat @ symbols.
If there are more Threat @ symbols than Advantage
Ol There are very few exceptions. and they are 0 symbols, the character suffers I strain per Threat
noted expressly in the text as Simple(-) checks.
@ symbol in excess of Advantage ('.) symbols.
In addition to success and failure. each check may
generate positive or negative side effects or other
THE TRIUMPH @ SYMBOL outcomes, represented by the Advantage ('.) symbol
and the Threat @ symbol, respectively. These twists
The Triumph rti symbol is a special. superior ver- of fortune are independent of success or fai lure; a
sion of a Success ~ symbol. It is discussed in more check can fai l and still generate a positive side effect
detail later: for the moment, simply treat it as a via Advantage ('.) , or a check can succeed but with a
Success ~ symbol. negative consequence due to Threat@.
Advantage ('.) symbols are canceled by Threat @
symbols and vice versa. just as with Success '¥f and
Failure Y symbols. If any Advantage O symbols re-
SUCCESS, DR FAILURE? main once this is done, then something beneficial
to the active character has occurred. If any Threat
If the check results in more Success '¥f symbols than @ symbols remain, then something harmful to the
Failure Y symbols, the check succeeds! active character has occurred.
Two symbols are used to determine success or fail- In this case. the active character may recover 1
ure on a given check. These symbols are the Success strain per Advantage ('.) symbol. The active char-
'¥f symbol and the Failure Y symbol. Each Failure acter suffers 1 strain per Threat @ symbol. This
Y symbol cancels (and is canceled by) one Success is the most basic way to use Advantage O and
'¥f symbol. If, after accounting for all Failure Y sym- Threat @ . and this option is always available to
bols, there are any Success '*
symbols remaining,
the task succeeds. Extra Failure T symbols have no
the active character; other specific options are
discussed on page 13.
further effect.

AFTER EACH HERO PLAYER HAS ROLLED ••.


If all the PCs succeed on their checks and so have prepared If any of the PCs fai l L11eir c11ecks meaning they have failed
for Lhe assault successfully. read the following aloud: lo hide or prepare for the assault successfully, read the fol -
lowing aloud:

As uou prepr /fe vourselves ond ready for bottle. t/1e


ilw sil screccil of t/1e oirlock cloor being wre11cilecl open Before uou hove n clwnce to pr<?pore uourselves. tile
ec/10es tilroug/1 tile s/11µ. Tile door shuclders open. se11cl- ilorsil screech of tile oir!ur.k door beinu wrenc/1ecf
i11q o /Jrilliont beom of sun!iuht 'itobbinq into tile interior. open ccl10i"> t/1rou1Jh tile silip The door shuclcfers
The gWl!)Sters from the Strus Clan squeeze tilrougli tile open. senclinlJ u IHilliont bewn of sunliqilt stobbing
open111u. bl117kinr; one! d1sorie11tecl os tl1eir eues acljust into tile intenor. Tile gc111qsters from t/1e Strus C/011
to tile clwkness Overco11/1c/e11t. tliel} don't realize that rush tilrou(jh the ope11i11(j. /Je/low111(] at tile top of tileir
uou ore 1volt111!J tilere. dctcr111i11cd ond reodu for o fight. lungs. Your lwnds sweat os fear cligs into uour gut.
If vou 'itnke 1101v. t;ou wn tof;e tilern out before tilel) You 'II ilove tu /1qlit for 1;our live> d uou wont to protect
vour nornnrl fne111/s. Ufl(f 1;0111sl'ives.'
tilreoten uour /11e11lls 1

Continue Lo Encounter 2. Continue lo Encounter 2 .

comPLETE EncountER 1BEFORE moumc on


ADVENTURE BOOK
STAR WARS RDLEPLAYINC
ENCOUNTER. 2: WEATHER THE STORM
I n lh1s encounter. the PCs fight against the gangsters sen.t by
the Strus Clan. The PCs are trying to drive them out or the
ship and keep their friends safe.
DETERMINE INITIATIVE
Th ere are as many Strus Clan gangsters in this en- At the beginning of the first round of combat, the
counter as there are PCs. The gangstE!rs start al Lhe door GM and the hero players need to determine in what
and are al short range from any PCs who stayed near it (h1d- order the characters (both PCs and NPCs) will take
inr, in the corner, standing in the center of the hall. or taking their turns. This is called the Initiative order. In most
cover behind a barricade). If a PC moVE!d fa rther down the cases. determining Initiative calls for a skill check
passaecway [hiding among Lhe nomads Laking cover). that from each participant, but in thi s case the Initiative
PC is al medium range lrom che gangsters and at short range order is fixed based on wheth er the heroes success-
rrom the other PCs. The hero players sl1ould indicate their fully prepared for the gangsters or not.
PCs' locations based on their actions in Encounter 1 .
Note that each Initiative slot is claimed by a team
(PCs or NPCs), not by an individual character. The
IT IS TIME TO BEGm COMBAT hero player s choose the order in which their char -
acters use th eir team's slots. The GM does the
same if the NPCs occupy multiple slots- although in
Combat follows t he steps listed below:
this encounter, all NPCs act simultaneously.
1. Determ ine Init iat ive-in this case, based on
whether or not the heroes successfully prepared. If th e heroes prepared If at least one
successf ully: her o failed:
2. Participants Take Turns-each character takes
one turn; PCs choose the order in which they act. 1st PC 1st PC
3. The Round Ends; a New Round Begins- 2nd PC NPCs
return to step 2 until the encounter is over. 3rd PC 2nd PC
NPCs 3rd PC
4th PC 4th PC

If there are only three PCs, ignore the 4th PC slot. If


there are only two PCs, ignore the 3rd and 4 th slots.

• AOVENTURE BOOK
.JTAR WARS RDLEPLAYING
PARTICIPANTS TAKE TURNS POSSIBLE ACTIONS INCLUDE:

Each round of combat consists of a series of turns. In Performing an attack with an available weapon.
Initiative order, each character participating in the bat-
Using a skill.
tle takes one turn. Beginning with .the first slot in the
Initiative order, one member of that team (PC or NPC) Performing a second maneuver.
takes that character's entire turn; then, the round pro·
gresses to the next slot in the Initiative order. Each PC POSSIBLE MANEUVERS INCLUDE:
can use any remaining PC Initiative slot, but each
PC can only take one turn per round. PCs can choose
Moving to a new location within short range, or
who acts as each Initiative slot is reached in the lni·
moving between range bands (from engaged range
tiative order; they don't have to choose beforehand.
to short range, short range to medium range, etc.).
They can also act in one order during one round and
in a different order during the next round- there is no Readying or stowing a weapon or other item (such
permanent connection between a given PC and a given as a stimpack or quadnoculars).
Initiative slot. • Using a stimpack.
In the case of NPCs, it Is normal for groups of similar
Opening or closing a door, flipping a table over for
NPCs (such as the gangsters) to act at the same time.
cover, or otherwise interacting with the environment.
Just like PCs, NPCs can act in any order and can change
their order from round to round. Aiming to gain a Boost die 0 on your next attack.
Once each character has taken a t urn. the round ends Taking cover to give attackers a Setback die • on
and a new round begins. attacks against you until you leave cover or the
On each character's turn, that character can perform situation changes such that you are no longer pro·
a single action and a single maneuver (in any order). tected by cover.
Actions are not maneuvers; maneuvers are not actions. Assist another character to add a O to that char·
acter's next action.

ONLY ONE MANEUVER? THE ROUND ENOS; ANEW ROUND BEGINS

C haracters can perform a second maneuver on


their turn by suffering 2 strain or by downgrading
their action to a maneuver. Characters can never
After all characters have. taken a turn, the round is
over. If the battle is now done (one team has been
defeated or has fled), then the encounter is over and
perform more than two maneuvers during it is no longer necessary to track Initiative. If there
t heir turn , nor can they perform more than is more fighting to do, a new round begins and the
one action . process returns to the "Participants Take Turns· step.
During this new round of combat, the order of lnitia·
tive slots remains the same, but the characters may
Example 1: On his turn, Tiras runs around the corner act in a different order (they are not obligated to use
(a maneuver) and finds himself face to face with an the same Initiative slot they did in the fi rst round).
enemy! He wants to shoot his opponent, but first he
must draw his blaster pistol (a maneuver). He does so
by suffering 2 strain to perform an extra maneuver.
then shoots his foe (an action).
BOOST DICE AND SETBACK DICE

Example 2: On her turn, Mhar'li aims (a maneuver)


and takes a shot with her blaster pistol (an action).
Her shot misses, but the check results in 2 t) Ad·
T hese dice are independent of the difficulty of
the check. and represent external factors. Boost
dice • make tile attack more likely to tiit; Setback
vantage. Since she has only taken one maneuver so dice D make the attack less likely to hit. Boost dice
far this turn, Mhar'li elects to spend these 2 t) Ad· • can be ga111ed by perforrrnng the Aim maneuver.
vantage on a second maneuver (as discussed in the Setback dice nare added when attacking a target
Advantage sidebar on page 13) to duck into cover wtio Ila'> taken cover to avoid shots.
behind a stack of shipping crates.

Ill EncounTER 2 conT1nUES on THE nEKT PAGE


ADVENTURE BOOK
.rTAR WARS RDLEPLAYINC

••
MOVEMENT AIND RANGE PERFORMING AN ATTACK

In The Force Awakens B EGINNER G AME, range and dis- When fighting in a battle, one of the most basic
tance are handled abstractly, with a system of ra nge and importa nt actions a character can perform is to
bands that describe the distances between objects. make an attack with an available weapon against a
There are five range bands: engaged, short:medium. target in range. First. the attacker should compare
long, and extreme. In order from closest to farthest: the range to the target against the listed range for
Engaged range: Characters are close enough to the weapon. If the target is too far. away, the attacker
touch. Engaged range is a subcategory of short range. must move closer, choose a different target for the
attack, or do something else with that action .
Short range: A few steps away. An easy shot with
a blaster. It takes a single maneuv1~r to move from Attacks are skill checks. The skill used is determined
short range to engaged, or from short ra nge to me- by the weapon and is listed in its description. The
dium ra nge. In this encounter. short range is about active character should gather the dice for the dice
pool as indicated for the relevan t skill.
half the distance down the corridor.
Th e difficu lty of an attack check (the number of pur-
M edium range: Opposite sides of a room. An aver-
age shot with a blaster. Still close ~~nough to easily ple Difficulty dice + added to the check) is deter-
be seen and heard, although characters must speak mined by the circumstances of the attack.
loudly to be understood. It takes a single maneuver If the attack is at short range, it is an Easy (+ )
to move from medium range to shoit range. It takes check. Add 1 Difficulty die + to the dice pool.
two maneuvers to move from mediu m range to long If the attack is at medium range, it is an Average (++l
range. In this encounter, medium range spans from check. Add 2 Difficulty dice + to the dice pool.
the airlock to the far end of the corridor
If the attack is at long range (it won't be as long
There are two other range bands-llong range and as everyone stays inside the corridor). it is a Hard
Extreme range-which aren't important here, be- (+++l check. Add 3 Difficulty dice + to the dice pool.
cause the corridor is relatively small..
If the attacker is engaged with the target. it is an
You can use character tokens to approximate where Average (+ + l check if it's made with the Melee.
each character is on the map and to estimate ranges Brawl, or Ranged (Light) skill. Add 2 Difficulty dice
between characters. Since the rangei band system is + to the dice pool. If the attack is made with the
abstract, rough estimates are normally all of the Ranged (Heavy) skill, it is a Hard (+ + + l check.
detail that you need. +
Add 3 Difficulty dice to the dice pool.
A character who uses the Aim maneuver also adds
a Boost die D to the attack's dice pool. Characters
who are in cover add a Setback die • to attacks that
CRITI LINJURY? target them. Once the dice pool is assembled. it is
rolled and evaluated like any other skill check.

I fan NPC suffers a Critical Injury, t at NPC is sim-


ply defeated. If a PC suffers a Crit cal Injury, refer
to the Critical Inj uries table on the back cover.

DEALING DAMAGE AND SUFFERING WOUNDS

If the attack is a success. it hits, and t he hit inflicts damage on the target. The damage inflicted by the attack is equal ·
to the damage rating of the weapon IPlus the number of Success ~ symbols left uncanceled. For example, if Mhar'li
fires a bl.aster pistol with damage 6 and hits her target with one uncanceled Success~ symbol, she deals 7 damage.
The target reduces the damage suffered by the target's soak rating-a combination of the character's natural
toughness and the armor worn. If a character's soak rating reduces the damage to 0 or less, that character su ffers
no wounds. Otherwise, the character suffers wounds equal to any remaining damage. For instance, if Mhar'li shoots
a gangster for 7 damage, the gangster reduces that damage by his soak value of 4 and suffers 3 wounds.
When a character suffers wounds, that character's controller marks them on the character sheet. The GM can use
scratch paper for N PCs. When a character 's total number of wounds suffered exceeds the character's wound
threshold, the character is defeated and knocked unconscious. Th at character suffers an immediate Critical
Injury and remains unconscious until healed by another character. NPCs who are defeated normally die outright
(or are incapacitated such that they pose no further threat to t he PCs for the purposes of the game). unless the
plot calls for them to survive.

• ADVENTURE BOOK
..sTAR WARS ROLEPLAYINC
THE BATTLE CONTINUES UN TIL ONE
TEAM OR ANOTHER IS VICTORIOUS
If lhe PCs win, read or paraphrase lhc following aloud and
then continue to Encounter 3 .

As you cut down the Strus Clan's gangsters, the last low-
life bolts through the entrance. Clutching her wounds,
she pauses once she is outside the wreck and safely out
of your reac/1. "You're going to regret this!" she shouts.
then turns and flees into the desert. You lean against
the walls, feeling weary but supremely pleased with
yourselves for protecting a ship full of nomads.

Misha Vontoba manages to calm the nomads, and walks


over to you. "Thank you," she says, clasping your hands
in sincere gratitude. "/ think we all owe you our lives."

She moves to the entrance and peeks carefully out-


side, holding her hand to shade her eyes against the
desert sunlight. "Looks like those Strus scum are
gone, alright. But they'll be back for certain. We need
to meet and discuss what we're going to do next."

If the Stru s Clan gangsters win . read or paraphrase the


following aloud and Lhen continue lo Encounter 3 (each
PC immediaLely heals wounds to one below the PC's wou nd
Lhreshold and is no longer incapacitated. PCs may also use
Lheir stimpacks to more fully recover]:

The gangsters press forward, even as a couple of


them go down in your frantic blaster fire. You and your
friends desperately struggle to take down the ban-
dits. but their counterattack overw/1elms you. The last
thing you remember is one of the gangsters standing
over you with a malicious grin as she flips her blaster
around and viciously pistol-whips you across the face.

You wake up sprawled against the side of the corridor.


You feel beaten and bruised. but still alive. Mis/1a kneels
next to you, /Jo/ding a canteen to your lips. "Those Strus
gangsters really beat you. How are you feeling:r

After she gives you a drink, she straightens and walks


over to the entrance. peeking carefully outside into the
bright desert sunlight. ''.At least you injured enough of
them that they didn't feel like pressing on against an
entire wreck full of nomads. They left, but they'll be
back soon enough." Her voice quavers slightly. "We
need to meet and talk about what we 're going to do."

RECOVERING STRAIN

At the end of each encounter, PCs have a chance to


recover strain. The PCs each recover strain equal to
their Presence characteristic or ranks in the Cool
skill [wh ichever is greater).

comPLETE EncountER 2 BEFORE moumG on


ADVENTURE BOOI<
STAR WARS RDLEPLAYlNC
ENCOUNTER 3: MAKING PLANS
I n this encounter. the PCs need to convince the ship of no-
mads that the best thing to do is to locate this' secret and
secure vaulL and rind out what is inside. To do so. they must
WHAT IS THE STRUS CLAN'?

Mis/10 responds angritu. her normally calm demeanor


organize the nomads to help with the search. They must also
deserting Iler. "They're a no -good bunch of vultures
convince the nomads not to retreat from the Starlight Wan-
preying on anu hard-working scavengers weaker t/10n
derer and flee into the deserts of Jakku.
t/Jey are. There are a lot of them. thoug/1, ancl theu're in-
To simplify lhis encounter. the PCs do not need to con: volved in a great deal of low-level crime across Jakku."
vince each nomad on the ship. Instead, lhey have to con-
vince two specific individuals. Misha Vontoba is the leader
of the nomads. She wants to do whal is best for her people. HOW DI D THEY FIND OUT ABOUT THIS'?
is generally level-headed. and trusts the PCs. The other in-
dividual is Jax Torani, who is a popular trader among the Misha glares at Jax. "Some of us have a big mouth.
nomads. He is rrightened of the Strus Clan and wants to flee and can't /Jelp bragging to every wanclering moisture
Lhe ship. and he distrusts and dislikes the PCs. former who /Jappens by. "
Once the PCs have gotten a chance to heal themselves and
recover after the fight. read aloud or paraphrase the rollowing: Jox looks defensive. "Heu. there ore dozens of people
/Jere' It could /10ve been anyone'"

You follow the nomads down t/1e twisting passages


of th e wreck. anc/ into t11e largest interior space t!Jat WHAT DO WE l<NOW ABOUT THE VAULT'?
has been cleared and made fit for /10bitation: the for-
mer common room in tile center of the ship. All of tl1e
nomads are here, and as you look around, uou see "Toben over tl1ere." Misha nods toward the back room.
manu frightened faces. w/1ere a small c/1ild smiles proudly, "found the captain's
log two weeks ogo. Most of it was completely corrupt-
Misha steps in front of tlie crowd, raising lier hands ed. of course. But some of tl1e lost records mention
for quiet. "Everyone. tile Strus Clon will eventually re- t/Jot Captain Telonasi coptured sornetl1ing voluable.
turn. so we neec/ to make o clecision about what to clo and that she put it in the 'secure vault' for safekeep-
next. one/ do it quicklu." ing." Misha pauses for o moment. "From that . . we can
probablu figure that the voult is heavily shielc/ecl and
"W/Jot's there to decide?" Jax Torani pushes to tile near tl1e center of t/1e ship for moxirnum protection."
front of tlie crowcl. You've met the r'1ercl10nt before.
ond he has always seernecl more concerned with rnok- "Tlwt's assuming," Jax interjects, "that it survived
ing moneu tl1an helping ot/Jers. Novi. he looks terri- the crash!"
fied. "We need to get out of /Jere right now. or we're
all going to die!"
HOW HARD WILL IT BE TO FIND THAT VAULT'?
You have o few minutes to osk questior:s about tl1e Strus
Clem one/ the vault. T/1en uou need to convince the no-
mads to organize and search the ship Moube uou can Jax throws up his lwnds. ··in a wreck tlwt 's been here
convince Misha to let you take charge. Or maybe deol- for thirty years, ofter ems/Jing so hard the ship's
ing with Jax (or threatening him!) will c;uiet your opposi- spine split? We could be /1ere for weeks."
tion one/ get tile rest of the nomads to agree with you.
Misha looks thoughtful. "The Wanderer is only I 50
meters long. and mostly accessible. It could be weeks,
or it coulcl be much faster if we work together."
The characters can try to talk lo Misha and Jax Torani: ask
both of them questions about the Starlight Wanderer. the
hidden vault. and the Strus Clan: and try to convince one or WHAT HAPPENS IF WE LEAVE'?
both to follow the PCs' lead. The GM plays the roles or both
Misha and Jax. and responds to the PCs' questions and state-
ments as Misha or Jax would. If the PCs persuade Misha Jax look s irritotecl. "We 'll /Je safe, of course' We con
or Jax to work with them, then the nomads stay and fine/ another wreck to swver1ge -start over for owou
help search, and the PCs are successful. The PCs need the from t/Je Strus Clem."
nomads help to search the wreck in a timely fashion.
Mislw shakes her heacl slow/I}. "I'm worried it might
Some of the questions the PCs might ask are noted here. toke o week's trove/ lo find somewlwre else to go.
along with potential responses from Mis1a and Jax In addi- one/ how are we going to keep everyone safe in the
tion. this section lists the best strategies the PCs might use. open desert? ..
and the rules the GM can use to resolve their efforts.

• ADVENTURE BOOK
..sTAR WARS' ROLEPLAYINC
OPPOSED CHECll<S

Dealing with Jax and Misha requires an opposed check:


a check in which the skill of one character is pitted
against the skill of another. Sometimes these checks
are used with the same skill on both sides. such Nego-
tiation vs. Negotiation between two diplomats. or the
Athletics vs. Athletics check two wrestlers would make.
At other times. one skill opposes a different skilll, such
as in the Leadership vs. Discipline example below.
When making an opposed check, the player who con·
trols the active character (the one making the check:
in this case, a hero player) assembles a dice pool as
usual. The difficulty of the check is determined by the
riva l character's dice pool for the relevant skill. For
every green Ability d i e ~ in t he rival cha racter 's dice
pool. a pur ple Diffi cu lty die + is added t o the active
character's dice pool. For every yellow Proficien cy die
0 in the riva l cha racter's dice pool. a red Challenge
d iee is added to the active character's dice pool. In
other words, the rival character builds a dice pool
out of Difficulty + and Challenge dice e
instead of
Ability O and Proficiency dice 0 . then adds that to
the active character's dice pool to represent the "bad
dice" for the check.
The dice pool is then rolled and evaluated following
the normal ru les for dice pools. In the case of an op-
posed check, Advantage t> and Trium ph ~' cou ld
reflect somethi ng beneficial occurr ing to the active
character or something disadvantageous happening
to the r ival character. Likewise, Threat @ and Despair
IE:J! symbols cou ld reflect something bad happening to
the active character or something good happening to
the rival character, at the GM's discretion.

WE NEED TO FIND THIS VAULT. LET'S IFORM A


SEARCH PARTY AND GO OVER THIS WIRECK.
COME ON, EVERYONE. WE'RE ALL FRIENDS
nic PCs ca n simply step fo1ward ;iml allcmp1 to li:lkc clmrgc HERE; LET'S WORK TOGETHER!
or Lhe siLualio11. If they ;ippem mnh<lent and 1xcscnt the
11omads Wilh ·a slro ng COUl '.iC of ;l( I io11. Mi:;ha loll lows LhCil h1>tc;1<1 rJf L1yi11g Lo take charge. Lil e l' Cs u 111 try Lo convi nce
lead. and the rest or the no1wids do ;1'.; well. Tilis 1equilC"; Mr;l1 a (a11d by extension. the rest or t111• 110rn;ilfsJ to wo rk Lo-

Di scipline 1•
a PC Lo make an opposed Leadership check vs;. Misha's
+ 1. (Opposed <:herks arc d iscussed in dcn11
in the Opposed Checks sidebar.) II the check fa ils. however.
p,ell1e1 to I ind L11c scn11e vault. I his 1cq1111es <1PC to make an
opposed Charm check vs. Misha's Cool (e + J. Opposed
r(lf'cks ;11e U ISCUSSCd in <1et;iil in Li ll' 'li)OVC' SldPbar.
the PCs can still attempt othe1 'Hf~umc11I.<; to convnv c 1he
WE KNOW THAT THIS VAULT IS FULL OF
nomads. In addition. 1f the PCs won the fight against the
VALUABLES. IF WE FIND IT, WE'LL ALL BE RICH!
Strus Clan gangsters. ;-itttJ a B01y;t 1lie D 10 the checf
If wor-;e comes to worst. ti 1e PCs tan alw;1ys try lying to
IF YOU KEEP WHINING ABOUT DANGIER, THE the 11om;id:; If they want ro pretend they h;ivc some son
STRUS CLAN IS GOING TO BE THE LE:AST OF ol knowleugc about the supposed ric 111•> that can be found
YOUR WORRIES! inside the vau lt. a PC mu st make an opposed Deception
check vs. J ax's Vigilance (e J. (Opposed cl1ecks arc dis
Tile PCs can threaten Jax (<ind by extension. Lhc rest or the
n 1sscd in rletail in the above sidebar.) I he GM rn n <isk 111e
nomads) with violence if J;1x doe'.;n'L go along wil h the PCs'
lir•ro player·; lo elaborate on wl1at k11 1<i of va lu;11Jlc items are
plans. This requires a PC to 1w1ke <Hl opposed Coencion check
111 tile vaul1 luirusca gems. p1c( ious 111etals. <1cd1t chip·;. 01
vs. J ax's Discipline c• i.
If 1he PCs WOil the fight <3gainst Lile
Villu.Jblc obJ'!CIS rrai t). If they 11wc11t son1cth1n~ compelling.
Strus Clan gangsters, add a Boost d1cD to the chcclc Howcve1.
litr> GM should let them arid D w thcu r 1r,1n<1cr's rneck.
if the PCs lost the fight against the Stru~ Clan enforr.crs. add a
I lowcw·1. thP PC may have some cxpla1r11ng to do wi1en civ.
Setl:>ack die • to the check. since lh-'ll makes them look w1~ak.
gro11p hnrJs the va rlt!
Opposed checks arc discusst'<.l 1n dev1il 1n the above sidcba1.

Ill ERCOURTER 3 ORTIRUES on THE nEXT PAGE


---- --•- ...... ~~-
ADVENTUl~ E BOOK
-STAR WARS' RDLEPLAYINC

••
CHALLENGE DICE Et THE
DESPAIR ~ SYMBOL

C ti allenge d ice O are the mechan ical and narra·


t 1ve opposite of Proficiency dice e . In opposed
checks. they appear when the other ch aracter has
t rain ing 1n the relevant skil l.
Th e Despair "'/: symbol only appears on the Chal-
lenge die 0 . and 1t is the mirror of the Triumph 1.
symbol. However. the Despair 'VJ symbol does not
can cel th e Triumph rt- symbol. and it is not canceled
by t11 e Triumph r.j., symbol. A Despair ~ symbol
cou nts as a Failure Y symbol and cance ls a Success
~ symbol. Add itionally, it indicates that something
ca lamitou s has occurred for the act ive character. In
combat. th is rnigtit be a weapon jamming or running
out of ammunition. In this case. a Despair 'VJ symbol
on a check means t hat a small gro up of nomads gets
tired of t11e arguing and leaves. increasing th e time it
takes to search tt1e wreck by one hour.

START THE SEARC:H !


Once the PCs have convinced Lhe nomads to stay in the Stor-
liglll Wonderer and search Lhe wreck. the nomads d ivide up
into groups and bpgin the hunt ror the vault. The PCs can
participate in the search. which che GM can narrate. As long
as the PCs want to help. the GM can ask one or the PCs
to make an Average (++l Perception check. The search
lasts ror four hours. but each success on the Perception
check reduces che time by one hour. to a minimum of one
hour. until the nomads locate the area with the secure vault.
Proceed lo Encounter 4 .
If the PCs completely failed to convince the nomads ear-
lier in Encounter 3 . the GM should hav-e the nomads start some or the read aloud text on the fly to reflect chat the ship
makini~ preparations LO leave. At this point. the PCs can con· is now deserted If the PCs leave the wreck. however. they
unue to search for the secure vault on their own. or they can have stepped beyond the bounds of this adventure. This is
leave with the nomads. all right. but the GM will have lo improvise the adventure if
everyone wants to continue playing (see pages 30- 31 for
If the PCs continue the search. lhe GM can use the ad·
more Lips on runn ing a self creaced adventure).
venture as wrillen, although he or she may have to modify

com Pu EEncounTER 3BEFORE moumo on


ADVENTURE BOOK
STAR WARS RDLEPLAYINC
ENCOUNTER 4: THE SECURE VAULT
D uring Lh1s encoumer. the PCs must access the Startigl1t
Waoderer s secure vault. Unfortunately for the PCs. the
vaul t is at Lhe stern or the ship, righl in front or the corvene's
ANYONE 60T ROPE?
huge block or c11g1nes. In oLher words. it's the part or the ship
that got i)Cal up when the Starliglll Waoderer crashed! To ac-
cess the vault. the PCs musl work their way carefully Lhrough
T iras has a set of climbing gear among his per-
sonal effects. or the nomads can provide some
rope 1f t he PCs ask. Characters using the climbing
a ha1ardous environment. Lhen defeat the security counter-
gear while climbing along the companionway add •
measures placed on the vault by the original Alliance crew.
to their check. in addition. the first PC wl10 reaches
Read the following aloud as the PCs finish their search. the vault can secure the rope to the vault so that the
remaining PCs ca n hang off the rope instead of trust-
For the po.st few hours. uou ond the nomads have been ing the companionway. This downgrades the difficul-
com/Jinq throug/1 tlle wreckuqe of the Starlight Wan · ty of any subsequent PCs' Coordination checks once.
cJerer. S/11Iliny loose l>ulkheucls. prying open jammecl giving th em a difficulty of00 instead of 0 0-
hutches. 11rnl cligying llwoug/1 the ever-present sand
t hot ct rifts into every wmer leaves you exhoustecl. nation check. with a Difficulty + die being replaced with a
You've just finisher/ cliqqing out the clorsot turboloser e
Challenge die once Lo represent the danger of the task.
tun el (Ill(/ we twvinq o much ·needecl drink of water
w/wn one of the no11111rls' chilclren runs up.
Any PC who rails lhe check reaches the midpoint or the
companionway and loses his balance when something in the
"Come <1wck .1 fv11s/10 '>UIJS she founcl something'" You wreck shifts. The PC ends up hanging off the edge of Lhe
sr.rw11/J/r~ to i;our feet. nching muscles /Orgotten. and companionway and must make an Easy (+ l Athletics check
run tmvurrl the >tern of the corvette. to pull back up (failure means hanging there a few minutes
longer. and suffering 2 strain).
Any PC who fails the check and also generates at least two
Once the PCs arrive in the stern. they find Misha and a Threat @ or one Despair@ Falls off the companionway and
group of five nomads clustered around a square opening into the piU The PC suffers I O damage to his wound thresh -
in the wall or one or Lhe rearmost corridors. Misha and her old and 10 damage to his strain threshold (both or which are
salvage team were searching Lhe stern corridors near the reduced by the PC's soak) Luckily. the iunk has fallen in such
engine spaces when one of the nomads found a loose wall a way that climbing oul of the p1l and reaching the halch is
panel. When he 11westigated runher. he round thaL the wall not dirric:ull and doesn'L req~ire a check.
panel was actually a concealed hatch.
In the unlikely event L11at the PC both succeeds and gener-
Misha explains this to the PCs. Once they decide LO Lake a ates Despair@. then the PC makes it across just before the
look ro1 themselves. read aloud or paraphrase the following: entire companionway collapses into the pit. The PC does not
fall but is trapped on the far side. unless he can rig up a rope
Once, tlw /1i1f(/en hutrh /e!I to a componionwoy tlwt to get back across (see the Anyone Got Rope? sidebar).
sr.1rterl the r11u111 re11rtor. rtwt wm before the crosh
fmct11reil some of ttw press11ri1e<I fuel cells. The /Jlost
turner/ the reactor spur e into o nightmare of twisted
mewl. The U!fl1fHlnionwa11 now lwngs precoriouslu 011
u few rer11wr11nq frr;tener>. rlunqlinq over a ten-meter·
deep pit f11/I of ru1or stwrp >lwrcls Ofl(/ spikes.

You <;/11ne 1;011r l"Jl1f'i olom; the wmponionwau. ond ot


tlw fw enrl. 1;011 ser• (I ile!IVIJ />lock /Jox ol>out tl1e size

of u rnrr;o uute. It\ ser11rc1/ to tile u!illn!J, suspended


ubovr> t11e pit u> 11·e//

The i//llCk!»t 1•,(//j to I/el to tlw '.·CIUlt IS 1>11 tile co111po11-


ron:'.lllJ Wilet/1er or not 11 \ the /Jest l'IOIJ 1s 011of/1r•r
1111 est1011 f/w 11r;111111h rlo !111vc solvoc;e equipment
nnr/ fa'>"' 1 ul/l'r, You coufrl rut t11ro11qh the /1111/ oncl
reucil tlw vo11!t fro111 tl1e outsl(/e. /Jut thrit's !}011111 to
t11J-,e 11 /rn11; r1111e

The most direct route LO lhe vault crosses the companion-


way. Taking this route requires an Average (e + i Coordi·

Ill EncounTER Ii connnuES on THE nEKT PAGE


ADVENTURE BOOK
STAR WARS ROLEPLAYINC:

••
SKILL CHECKS: DIFFICULTY
When a character attempts a skill check, the GM determines the difficulty of the check The difficulty of combat checks and opposed
checks have already been discussed. but GMs must use their best Judgement to determine the difficulty of ordinary skill checks

Difficulty Level [ Dice ' Example


Rouline. with the ou tcome rarely in question. Usually not rolled unless the GM wishes to
Simple know the magnitude of success. or rolled with one or more Setback • dice to indicate the
possibility of complications.
··- --·-- - - -
Easy
• Picking a primitive lock. tending to minor cuts and bruises. finding rood and shelter on a
lush planet. shooting a Largel at si1ort range.

Average
•• Picking a typical lock. stitching up a small wound. finding food and shelter on a temperate
planet. shooting a target at medium range. trying to strike a target while engaged.

Hard
••• Picking a complicated lock. setting broken bones or suturing large wounds. finding rood and
sheller on a rugged planet. shooting a target al long range.

' Daunting

[ Formidable
••••
••••• ! Picking
Picking an exceptionally sophisticated lock. performing surgery or grafting implants. finding
Food and shelter on a barren desert planet, shooting a target at extreme range.

a lock with no comprehensible mechanism. cloning a new body, finding food and
shelter on a planet without a breathable atmosphere.

CUT THROUGH THE OUTER HULL There are three ways the PCs can open the vault. The first.
and simplest. is to make a Hard (++ t l Knowledge check
As swted previously, the companionway might be the most to see if a PC can remember any old wartime codes from
direct route. buL it might not be the best route to the vault. the days of the Alliance. If the PC thinks to reference the
Since the PCs are in the company of a group or dedicated Starlight Wonderer's flight recorder for clues. the GM should
nomads and scavengers. their other option is to come at the give the PC a Boost D die on the check. Success means the
vault from the outside by culling through the outer hull. PC opens the vault. Failure simply means they do not have
Cutting through the hull and opening an access hole directly the correct code. The PCs will have to try one of the other
to the vault is not dangerous. but it is hard work. The nomads options (cutting it open or slicing the codes). instead.
provide the PCs with laser cutlers. but a great deal of the work The second option is to use a laser cutter to try to cut
must still be done by hand This work also requires a knowledge into the vault directly. This requires an Average tl (+
of machines to avoid cutting through a power trunk or fuel line. Mechanics check. Success means the PCs access the vault.
Once the PCs climb onto the outside of the hull. one PC while Failure means the cutter cannot get through the vault
must make an Average (+
t l Mechanics check to operate and they must try something else.
the laser cutter. Failure means the PC manages to open a The third option is to access the vault keypad and unlock
hole in the wrong spot and must attempt Lhe check again. the vault electronically (also known as "slicing" the keypad).
Failure with al least two Threat @ means that the cutter This requires a data pad and an Average (+
t l Computers
nicks a live power line. and all of the PCs get hit by an arc of check. Success means the PC opens Lhe vault. while fa ilure
elewici ty that causes them to each suffer 5 damage to their means the slice fails. However. the PCs can continue to try
wound threshold. and 5 damage to Lheir strain threst1old to slice the vault keypad until they succeed. Each time they
(both of which are reduced by the PCs' soak). attempt the check again. the GM should add a Boost die
The other PCs must" each make an Average t l Ath-(+ D to the check. representing their greater familiarity with
Lhe codes.
letics check to haul away the cut plates. If successrul. they
suffer 2 strain from the work; if a d1eck fails the PC suffers Unfortunately, the Alliance crew did make sure to booby
5 strain instead [the PC still hauls away the plates. but is ex- trap the vault to protect it against tampering. Before any PC
hausted from the effort). The GM should also tell the players attempts to open the vault with a laser cutter or slicing gear.
that the work takes at least an hour to fin ish. the GM should have one other PC (preferably one who isn'L
doing anything else) make an Easy (+ l Vigilance check.
THE VAULT Success means the PC notices the heavy electri cal cables
running to the vault and realizes that it is booby trapped.
Once the PCs have reached the vault. they must figure out Failure means nobody notices until it is too late. and the first
how to open it. Read aloud or paraphrase the rollowing: PC lo open the vault triggers the booby trap. The effects of
triggering the booby trap are covered on the next page.
Up rlo>e. tile voult 1s u111111>tolw/J/JJ wlwt 11m1 '1e /ook111g
tor l/r>l/\'IJ rlt11ostef'/ µ/oles proter I tile exte1101 mnl 1t
Sf!r'/11'> tu hove 1veotlwrcrl tile uos/1 w1tl1011t /l(Jrrll A
Sfl/(f/l Je(/ /1gilt /J/111k·, u/JOVC tile ,,('/jfJ(l(/ 1)/1 tllf' r/001

• ADVENTURE BOOK
.sTAR WARS ROLEPLAYINC
Any Threat @ generated while trying to cue open or slice
open the vault triggers the booby trap. and all or the PCs DICE POOL REVISITED:
who are standing around the vault (PCs who are engaged
with the vault) get hit by an arc or electricity that causes SKILLS AND CHARACTERISTICS
them to surrer 5 damage to theil wound threshold. and 5
damage to their strain thresl1old (both or which are reduced Up until now, each character entry has included the
by th e PCs' soak). Once th e PCs are aware or tlhe booby dice pool for each skill that the character is likely to
trap. cutting the power line is simple and does not require a use. However. in the course of a roleplaying game, it
check. Then the booby trap no longer works. is impossible to predict all of the potential directions •.:
the story can go, and it might be necessary for the
WHAT'S IJllSIDE'? GM to make skill checks for NPCs in skills that are
not noted in an NPC's entry. The minion rules (see
When the PCs open the secure vault. read aloucl or para- Minion Groups, on page 22) also preclude simply
phrase the following: including a dice pool for each skill, because it may
change based on the circumstances. When determin·
ing the dice pool for a skill check, players perform
the fol lowing steps:
Identify the linked characteristic for the skill check.
Each skill entry on the character folios indicates a
linked characteristic for that skill. The GM and hero
players alike can refer to this list. A list of skills and
their linked characteristics is also included on the
back of the B ECINNER GAME Rulebook.
Compare the value of the linked characteristic to
the rank of the skill. The active player collects a
number of green Ability dice + equal to the larger
value. The active player then exchanges a number of
those green Ability dice + equal to the smaller value
for the same number of yellow Proficiency dice O.
These dice form the core of the dice pool.
For example, the Athletics skill Is linked to Brawn.
A character with 3 Brawn and I rank of training in
Athletics has a dice pool of O + + . A character with
I Brawn and 3 ranks of training in Athletics also has
a dice pool of O + + . A character with 2 Brawn and
0 ranks of training would roll + + . and a character
with 2 Brawn and 2 ranks of training would roll 0 0.

comPLETE En ounTER II BEFORE moumc on


ADVENTURE BOOK
.sTAR WARS RDLEPLAYINC
INTERLUDE: lncPERIENCE AND DESTINY
A t Lhis point. the players have learnecl the basics of how
Lo play Star Wars Roleplaying. They have seen how the
dice wo rk. gotten a chance Lo try a variety of actions. and
D.ESTINY
even knocked some heads in! niey have also discovered
the secret contained within the secure vau lt on the Starlight Both the GM and the hero players can use the Des-
Wanderer and realized how importanl it. is to get it to the • ti ny pool to upgrade skill checks. Each time a check
Resislance. Whether they hope to help the plucky freedom is performed, the active player may choose to spend
fighters by warning them abouL the looming threat of the one, and only one, Destiny to upgrade one Ability d ie
First Order. or simply hope to make a lot or credits selling + to a Proficiency die O . Then, t he player control-
th is information. Lheir next move is to gel. off Jakku and find ling the cha racter who is the target of the action in
question may do the same spending one, and only
a Resistance contact.
one, Destiny to upgrade one Difficulty die +
to a
No maller what their nexl step is. it's als.o time to award the
hero players some experience. and teach them about Destiny1
Challenge die e. When hero players do this, they
spend 1 light side Destiny by flipping a Destiny Point
token from its light side to its dark side. When GMs
EXPERIENCE AWARDS do this, they spend one dark side Destiny and · flip
one Destiny Point token from its dark side to its light
As the heroes continue their adventures and overcome their side. If there are no Destiny Point tokens showing the
challenges, they are awarded experience points (XPJ by the appropriate face. that player cannot spend Destiny
GM. typically al the end of every play session. The heroes Points until some have been flipped.
may then spend those experience points to purchase new
ranks or skills and talents from their specialization trees Resistance. Fira and Durm are bott1 famil iar with the Resis-
Now that the PCs have cornpleled one of Lheir primary tance per their back stories. and the GM can suggest to them
story goals (uncover the secret vault on the Starlight Wan- that their characters would be interested in tu rning over this
derer) they are awarded I 0 XP. The hero p layers should each information. The GM can also have Misha pitch the possibil-
turn to the next spread of their character folio now. where ity to the ir characters. She can even mention that the Resis-
the "advancement" procedure is explaine·d. Players should tance may find the information very valuable. and might pay
also be sure to note the strain and/or wounds their handsomely for it.
character has suffered, as well as their current amount or There are some other loose ends that the hero players
money and any other changes to their character (spent st- may have to deal with:
impacks. etc.). Lransferring that inrormation from their first
character sheet to the new one. • If the PCs promised Jax a cut of the "valuables· con-
Lained in the vau lt. they are going to have to contend
with a very angry nomad merchant. The PCs can deal
THE DESTINY POOIL with Jax by Lhreatening him, trying to convince him that
selling this information to the Resistance will still gel Jax
The PCs are more than simple soldiers. wanderers. and doc- his money. or even appealing to his better nature. The
Lors. They are the main characters of the story. and they are GM can have the PCs make an appropriate opposed
touched by the Force wiLh a great destiny. This destiny is skill check (Coercion. Negotiation. or Charm). setting
represented in part by the Destiny pool. Lhe difficulty as explained in Encounter 4 .

BUILDING TH-=: DIESTINY POOL • Although the PCs likely want to leave and ri nd the
Resistance as soon as possible. they may also be
Each hero player now rolls the white Force Odie once. For worried about l he fate of the nomads in the Starlight
each Light Side 0 resu lt rolled. place a Destiny Point token Wanderer. The Strus Clan still wants whatever is inside
in the Destiny pool with its white side showing. For each Dark the vault after all. and members are unlikely to believe
Side e result rolled. place a Destiny Point Loken in lhe Des- that it's old war intelligence! Generally, if the PCs flee
the planet with the information. the Strus Clan won't
tiny pool with its black side showing. The Desliny pool is a
collection of Destiny Point tokens that both the GM and hero try to attack the Wanderer (at that point. it wou ldn't
players can manipulate; it should be placed withi n reach of be worth the fight} But if the PCs are concerned about
as many players as is practical. their friends. they can spend some time fortifyi ng the
wreck and helping the nomads prepare for an attack.
The GM can proceed to Encounter 5 . If the GM wants
NEXT STEPS to explain thal the Strus Clan refrains from attacking
lhe wreck directly during Encounter s and instead fo-
The next choice ror the hero players is what to do with the
cuses its attack on the PCs and Mhar'li's ship (or attacks
information they unearthed. It is very possible that. having the wreck only to be repulsed), then that may make the
read over their characters' back stories. tr1ey will decide lhey hero players feel like their actions have paid off.
need to bring this information to the NC!W Republic or the

comPLET THE lnTERLUDE BEFORE moumG on


ADVENTURE BOOK
STAR WARS ROLEPLAYING
ENCOUNTER 5: TIME TO GO!
I n this encounter. the PCs have decided what to do with
the information. Very likely. they plan to leave Jakku on
Mhaf'li's ship and find the Resistance. However. when they
al effort. The turret is not accurate enough to hit an individual
person. blll could be used to take out the sand skimmer.
·10 shoot the skimmer. one PC must make a successrul Av-
try Lo leave. they run inLo the returning SLrus Clan.
erage (+ t l Gunnery check. with two Setback dice • •
Unlike the first combat encounter. this encounter is more added to the check to represent the gun's age and poor main-
involved. and it gives the players the chance to learn some tenance. If the shot hits. the skimmer is destroyed. The PC can
expanded rules. These include the rules governing how the perrorm the Aim maneuver to add a B.oostOdie to the check.
GM and hero players determin e Initiative. how to deLermine If Lhe check fails but generates at least two Advantage ti ti.
the distance (or range) between two locations. and how the the shot misses but scares the skimmer pilot. causing him to
GM can handle large groups of enemies. When the GM and move farl11er away and not take part in the Aght.
PCs are ready co begin. read or paraphrase the rollowing
SEAL THE ENTRANCE!
Tile first step to fincling· tile Resistance is getting off. Sealing the airlock compels the enforcers to waste time try-
world. You don't have time to spend weeks traveling
to Niima Outpost and then chartering a sl1ip. so your
ing to cut their way in. IL requires an Average (++>
Me-
chanics or Athletics check to weld the door shut or pile
best bet is tile quodjumper you oll used to get /Jere, tile crates to barricade the hatch.
Sunstrider. Tile storship can /Jold four people. but tile
damaged main engine motivotor may moke flying risky. Success on the check means that the minion group at
the airlock docs not take part in the coming right. because
As you discuss tile repairs wit/J Mislw. the young boy they are too busy trying to cut their way in or rorce their way
Toben comes running down tile corridor wit/J bulky through the barricade. If the check rails but generates at leasL
quodnoculars. He skids to a stop and doubles over, three Advantage ti ti ti. then the minion group will eventu-
panting for breatl1. "T/1ey're .. . coming 1" he gasps. ally join the fight. but only at the start of Lhe second round.
"Strus clan .. .sent a buncll of enforcers!"
HELP THE NOMADS SET UP AN AMBUSH
You sprint to the upper deck of tile wreck and look out
of a grimy. sondblastecl port/Joie. Sure enough. a doz·
There are more nomads than there are enforcers. Although
en or so heavily armed enforcers lwve surrounded the
the nomads aren't warriors. some of them are armed. and a
wreck. Fort/Jer away. you con see o large sand skim·
clever plan could let them get the drop on some of the Strus
mer. It looks like one of the enforcers is on the deck of Clan. A PC can make an Average (++1 Leadership check
the skimmer, corrying some kind of grenade low1cller. lo help the nomads ambush the Strus Clan enforcers who are
approaching the garage. attacking them or even running over
the surprised enforcers with a landspeeder!
Three minion groups of Strus Clan enforcers have sur-
rounded the wreck. Each minion group consists of four Success means that the nomads succeed in killing or inca-
Strus Clan enforcers (see the rules for Minion Groups on pacitating the entire minion group of enforcers approaching
page 22). One grouf') is approaching the airlock entrance the garage. Ir the check fails but generates at least two Advan-
to the ship. The other is approaching the garage. The third Lage ti ti. the enforcers manage to retrcaL after being am-
group is gathered around the Sunstrider. Meanwhile. the bushed. However. they suffer 11 wounds in the process. which
sand skimmer is ready to move to supporl whichever group is sufficienL to clefcat two of the four enrorcers in the group.
gets into a fight. The remainder retreat. and then join the right against the PCs.
The PCs are currently in the center of the wreck. which
means they are al long range (see page 23) rrom the air- GET TO THE SHIP!
lock. the garage. and the bridge (whicil has been lLtrned into
a lookout post. and is open to the outside). The three groups Once the PCs have had ,, chance to mitigaLe the odds against
of cnrorcers are spread out: the group at the airlock is at me- them. Li1ey need to make a break for the Sunslrider. They
dium range from the group at the garage (and vice versa). and must race off against the minion group or enforcers that is
both groups are al long range from the group at the Suns/rid- guarding Mhar'li's quadjumper. Depending on the actions the
er. The sand skimmer is at extreme range from everyone. enforcers took. they may have additional reinforcements.

The PCs are not going to be able to get out of this situation The GM should have the PCs roll for Initiative when they
without a fight. However. there arc a couple or actions they are in lhe center or the wreck. At this poinr. they are at
can take to even the odds and make their escape work better. long range from the quadjumper and the group or enforcers
guarding it. If they spend two maneuvers to move to medium
TAKE OUT THE SAND SKIMMER range. they can move through the wreck Lo some side hatch-
es and missing panels that overlook the quadjumper. There.
The turbolaser turret on the top or the StarligfJt Wanderer is they can see (and shoot at) the enforcer group. Because or
actually still funclional. .. barely. It has enough power ror one the cover they can take in the wreck. any return rire from the
or two shots and can only be turned slowly. with a lol or ma nu- enforcers suffers a Setback die •

Ill EncounTER 5 connnUES on THE nEXT PAGE


D
ADVENTURE BOOK
STAR WARS RDLEPLAYINC


If able. Lhc other lwo minion groups or enforcers move to of the Strus Clan enforcers. Dokar Venas. The GM should roll
reinforce the group guarding Lhe quadjumper once the com LO UCLCrminc lniliative ror Vcnas (but not for the pilot or Lhe
bat begins. rhcsc groups arc both also al long range from sand skimmer). When Vcnas takes his turn. the sand skim·
lhc quadjumpcr. and lhcy musl move around the wreck to mer allows him Lo move lrom extreme range to long range as
shirL into medium range and line or sight. Remember. since one maneuver. and lrom long range to medium range as one
movement and ranges arc handled abstractly, the GM can maneuver. Once Vcnas reaches medium range, he remains
decide that a minion group can't see Lhe PCs rrom its current Lhcrc and shools at the PCs. The PCs can target him and
position or moves even more slowly through piles of junk or shoot him ofl the sand skimmer just like any other adversary.
drifting sand dunes.
Conversely. ii the PCs get to the Sunsttider. they can use its
blaster turret to blow up the sand skimmer. This requires a ma·
DOKAR VENAS AND THE SAND SKIMMER neuver to gel inside the quadjumper. then an Average (++i
Gunnery check to fire the turrel's blasters. If the skill check
rhc sand skimmer and 1ls crew move into range and start lir·
succeeds. the sand skimmer is hit and explodes. If Venas is
ing al the PCs once combat begins. Since there arc no rules
on lhe skimmer when it explodes. he is either killed or thrown
specifically covering vehicles in this prod Jct. the GM should
clear and knocked senseless by the blast (GM's choice).
trc':lt the sand skimmer as a mobile plat'orm for the leader

MINION GROUPS

Minions are the nameless individuals that the PCs en· one at a time. and one falls each time the total wounds
counter and perhaps fight in droves in their adventures suffered exceeds the wound threshold of an individual
in the Star Wars universe. An individual minion is gener· member of the group. For example, when the stormtroop·
ally not a dangerous threat. as minions often have poor er group passes 5 wounds, one stormtrooper is defeated.
characteristic values, no skills. and low wound thresholds. When the total wounds suffered exceeds JO, the second
The GM may choose to use minions in groups, in which stormtrooper is defeated. When the total wounds suffered
case several special rules apply. Minion groups are always exceeds 15. the third and final stormtrooper is defeated.
composed of· identical minions, and groups of minions If a minion group suffers a Critical Injury, it immediately
can be much more dangerous than minions individually. suffers wounds equal to the wound threshold of one
A group of minions acts together and behaves in most re· member of the group.
spects as a single character. All minions in the group take When minions perform checks. they use the characteristics
their turn at the same time, and they perform unified of a single member of the group. If the check is a skill that
actions and/or maneuvers that reflect the group working is listed in the "Skills" section of the minion's entry, then
as a unit to achieve its goals. An attack or ability that the group receives a bonus if there are two or more min·
targets one minion in the group targe:s the entire group. ions working together. For every minion in the group be-
The minion group has a single wound threshold, shared by yond the first. the group counts as having one rank in that
all members of the group. This wound threshold is equal skill. For example, a group of three stormtroopers counts
to the sum of the wound thresholds of every member of as having two ranks in Ranged (Heavy) and rolls a dice
the group. (For example, a group of three stormtroopers- pool of00 . when making Ranged (Heavy) checks. The
each with a wound threshold of 5-has a wound thresh· same group has no ranks 'or training in Piloting (because
that skill is not on the list in the stormtrooper description)
old of J5.) Each time any member ci the group suffers
wounds. the wounds are applied to the group's wound and would roll +++ on Piloting checks no matter how
many stormtroopers were part of the minion group.
threshold. Individual members of the group are defeated

• ADVENTURE BOOK
STAR WARS RDLEPLAYINC
EXPANDED RULE'. S:
DETERMINE INITIATl11/E

Initiative order is normally determined by means of


a skill check performed by each participant. A char-
acter makes a Cool check if expecting a fight. If not
expecting a fight, the character makes a Vigilance
check instead. (Different characters can use difl'erent
skills on the same Initiative check.)
These checks are Simple (-) checks; no purple Dif-
ficulty dice + are added.
Once all the checks have been made, the GM notes
the resu lts of each check and ranks them in order. from
most Success *' symbols to fewest. If there is a tie,
the check with more Advantage t> is ranked higher.
If there is still a tie. a PC check beats an NPC •:heck.
It does not matter who made which check,. only
whether t he character is a PC or an NPC. The GM
might wish to write this down on some scratch paper.
The GM should now have a list of Initiative check re·
suits. each one marked as PC or NPC. This is the Initia-
tive order. During the ensuing combat, a PC will act
each time a PC slot on the Initiative order is reached.
and an NPC (or group of NPCs) will act each time an
NPC slot on the Initiative order is reached. Remember
that any PC can act in any PC slot-it doesn't matter
who rolled what value. as the Initiative slots belong to
the team, not an individual. The same is true for NPCs.

EXPANDED RULES: RAN 15E

Now that the characters are outside the confines of


the airlock, combat might occur at a longer rainge in
and around the wreck.
Long ra nge: From one end of the wreck to the oth-
er. A hard shot with a blaster; a blaster pistol can·
not make the shot at all. Characters must sh1out to
be heard clearly. and it might be hard to see details.
It takes two maneuvers to move from long ra nge to
medium range or from long range to extreme range.
Ext r eme range: The farthest range at which charac-
ters can see and interact with each other. Characters
cannot hear one another even if they shout:. Only
some sniper rifles and vehicle-mounted weapcons can
shoot this far. It takes two maneuvers to move from
extreme range to long range.

AFTER THE FIGHT


The mosL likely outcome or Lhc fight is Lhal the PCs defeat
mosL [or all) or the Strus Clan enforcers. II the PCs have Hr1wcver. 11 the PCs arc having ;i hard ume beating the
defeated mosL or Lhem. the GM can iiave the remainder Strus Clan. Lhen the CM anr1 hero players should remember
relre~t a11d end tl1e encounter. In this case. proceed to thal they 1usl hav<' to esuipe off world with Lhe information.
Encounter 6 . As long as everyone can gel inside Lhe quadjumper. they can
lly away. and proceed to Encounter 6 .

comPLETE En ounTER sBEFORE moumo on


,,,
ADVENTURE BOOK
.JTAR WARS ROLEPLAYINC


ENCOUNTEll 6: RACE
TO THE RESISTANCE
I n this encounter. the PCs have reached the Sunstrider and
arc taking off. Their goal is to track down the Resistance
WHERE TO NEXT?
base. but they'll need to find a Resistance contact first Before Now that Lhe PCs have a fully working ship, they need co
lhal. however. they need to fix the Sunstride(s main engine. decide on their desllnation. Their final destination is the
Once (he PCs have lifted off. read .3loud or paraphrase Resistance base. but the base's location is secret. There-
Lhc rollowing: fore. where the PCs go to find a Resistance contact de-
pends on their backgrounds.
Tile r1uud1111111)(!f leops skywurd u · its four e11gi11es
rour. U1rowi111J uou /Jock 111to uour eats. You soor up
THE RESISTANCE HAS TIES·TO THE NEW
for o /Of}() nw1ne11t before you !1ea u tlwcl, followed REPUBLIC. LET' S START THERE.
/JI} o wu1;/Jinl) noise. T/Je two stor oord e11gines ore
A successful Easy (t l Knowledge check reveals that the
11ow \fJllllerinl) one/ spittinl) clouds f greasy smoke.
ResisLance has some semiofficial ties to the New Republic.
II looks like tlwt clomogecl main e1 gine needs to be a11d that representa tives or the Resistance can be fou nd on
repwrecl, one! fost. T/Jose so11cl dw es below uou ore Hosnia11 Prime. Lhe New Republic's curren t capital. In fact.
~!Clrt1n1J to r;et closer
Leia Organa's envoy to the Senate. Korr Sella. is currently
on Lhe planet.
Selling course LO Hosnian Prime is a fairly simple task, and
The quadjumper will crash-land in lhe clcscrt in three rounds. does not require a check.
Repairing the engine requires one of the PCs to make a suc-
cessful Average (+t l Mechanics check. Failure means the I KNOW OF A GATHERING PLACE
PC docs not fix the engine but can attempt again next round WHERE TH IS KIND OF INFORMATION
F•11lurc with Advantage ~ means that the check next round MIGHT BE FOUND.
becomes Easy (t l. as the PC manages to partially fix the fault
Meanwhile. the pilot or the Sunstrider can make an Aver· A successful Average (++1 Streetwise check means that
age (+ +1 Piloting check with one Setback die • to try lhe PC has heard or the planet Takodana. where the pirale
MaL Kanata runs a watering hole in an ancient castle. Low
to level out the quadjumper. Failure on this check has no
effect. but each success on this check increases the number hfes from across lhe galaxy come co Maz's castle. and it's a
or 1ounds before the quadjumper crash•es by one. good place to find a Resistance contact.

If tile SunstridP.1 docs crash. it plows a long fu rrow in a Like Hosnian Prime. Takodana is not hard for the PCs to
sand dune bul is not wrecked. The PCs musl spend four locate. and if the PCs have heard or it. they can plot a course
or five hours and succeed on a Hard (•• +
t l Mechanics
check Lo repair lhc quadjumper: then. t.hey can leave again.
Lo the planet without an additional check.

I HEARD ABOUT SOME RESISTANCE


STRUS C:LAN PURSUIT PATROLS IN THESE SECTORS. IF WE
BACKTRACK THEIR COURSE, WE MAY BE
If the PCs crash. Lhe GM can also give the hero players one ABLE TO FIND THEIR ORIGIN POINT.
additional complication by having one rninion group of four
SLrus Clan enforcers show up in pursuit while they arc trying The final option for the PCs is to backtrack some Resistance
LO repair Lhcir ship. If the GM choose·s LO· do this. it should be patrols. Though this docs not Lake Lhe PCs to the Resis-
handlce as a combat encounter. with the enforcers starting tance base. il can put them in the right sector. From there.
al long range rrom the PCs. they can search out a Resistance outpost or patrol and
convince the soldiers to take them LO the main Resistance
base. on D'qar.
To backtrack a patrol, a PC must make a successful Easy
(t l Astrogation check. with one Setback • -
Once the PCs have determined where to go. they make
Lhc 1ump Lo hyperspace and proceed to Encounter 7.

comPLE TE EncounrER &BEFORE moumo on


ADVENTURE 8001<
.sTAR WARS RDLEPLAYINC
ENCOUNTER 7: INTERCEPTED!
An Astrogatron check is made to determine whether or
I n Lhrs encoumcr. Lhe PCs are on their way lO their destina-
Lron. I lowcvcr. jusl when they think they are safe. they run
inlo a dangerous new foe. The First Order has sent Captain
not the PCs can make the 1ump to hyperspace before their
engines arc incaparnatcd by che TIE fighters. The check is
Phasma and Lhc Star Destroyer Silencer to patrol a hyper- a Hard C t t t l Astrogation check. although some good
space transit point between the Unknown Regions and the shooting using the ship's guns could reduce its difficulty.
Core Worlds. Phasma and her forces arc there to look for Re- If the PCs want to try to shoot down some of the incom·
sistance spies who may be infiltrating the Unknown Regions
and scouLing the remnants of the Empire. Captain Phasma
ing TIES rust. they can make an Average (+
t l Gunnery
check. Success means they shoot down one TIE and de-
has orders Lo in tee cepl any small or suspicious starships that crease the difficulty of the Astrogation check to flee the
could be used by Resistance scouts. Unfortunately, the PCs'
starship fils Lhat description pcrfeclly.
systenHrom Hard C
tt t l lo Average (. t l. Advantage
O means their shoaling keeps the TIEs at bay and adds a
Once Lhc PCs 11avc made Lhe jump to hyperspace and Boost die 0 to Lhc ASLrogation check. Failure wilh Threat
l1avc had a chance Lo recover from Lhe end or the last en- @ means Lhal U1cir shooling is so bad that the TIEs are
counLcr. read aloud or paraphrase Lhc following: encouraged. not <liscouraged. and the Aslrogation check
suffers a Setback die • ·
The 111otttecl IJ/ue of /Juperspacc whips past as the If the Astrogation check succeeds. the Sunstrider escapes
Sunstrider spcecls tmvard tl1e hrst /Juperspace transit just in the nick of Lime. P1ocecd to the end of Lhe adventure.
point. Soon 1;ou must drop out of hl}perspace to col· IF the check fails. Lhc TIE fighters cripple the Sunstride(s
cu/ate the next step of uour joumeu. engines. and the Silencer closes in. le grabs the Sunstrider
with a·tractor beam and pulls it aboard.
The navico111puter p111gs. ond lJOU pull the lever; the
stars urouncl uou shnnk back into points of ligl1t.
IS THERE A PROBLEM, OFFICER'?
You 're flu111g through emptl} space. deserted . . ex-
( ept for the 111ass1ve ancl ominous arrow of a Star The other option for the PCs is to try to play innocent and
Destro1;er directlu oheacl' hope that the First Order will inspect their ship and let them
go If the PCs choose to do thrs. one PC must make an Aver-
The /111qe sl11p. b1g9er them 011uthing uou've seen,
age C t t l Cool check to respond calmly to the First Order
do11111wt<'> 1;01ir v1e11ports us a brusque voice crackles
officer on the comhnk. If the PC is successful. the officer ex-
over tlw w111111. "U111dentified ship. this is the Silencer.
plains that this 1s a routine inspection. and that if the PCs
Ti11n off lJOlll clnves uncl prepare to be boarded."
cooperate. they will be sent on their way soon. More impor-
tanlly. the First Order won't expect the PCs to be a threat.
The PCs have confronted a First Order Star Destroyer.
rhey have only Lwo choices: surrender or attempt w flee. INTO THE BELLY
OFTHEBEAST
LET'S GET OUT OF HERE!
If the PCs play along or ir Lhcy allcmpl to escape and fa il.
Escape is very dirficull. but not impossible. A successrul read aloud or paraphrase the following:
escape means Lhe PCs skip the last parl of this encounter
and Ltlc next cnco~1 nter. However. ir the PCs choose to do
so and succeed. they should Feel rewarded for it! Likewise. if Your starshtfJ shivers in the clutches of the tractor
they attempt to escape and fai l, they'll still have a chance to beam os 1;ot1 ure hauled toward t11e immense Star
escape later. so the ancmpt shouldn't be discouraged. Destrouer a/Jeacl. The tructor beo111 pulls uou into a
hangar bOIJ 111 tile side of the Silencer: one that looks
Escaping Lhc Silencer first requires some evasive flying
s111ull O<Joinst its /J11/k but tums out to be massive
to avoid the Star Destroyer's tractor beams. This requires a
once you are inside.
Hard C t t t l Piloting check. Add two Setback dice • •
because the Silencer is very close and has che Sunstrider Racks of TIE /}(filters /111e the ivulls. and crew nm to
targeted already. (If}(/110 lo p1 ep them for takeoff A squad of storm·
If the PCs manage to get out or range or the Silence(s trac· trnnf)('t» 111r11r/1 r» -;111art111 up tile looclinq ro111p of o
tor beams. the Star Destroyer launches TIE fighters to pur- • IHIJtlll!j {/(//IS/J!Jtl llw \[('/IC re1111ncls l}OU l/llCOl!lfort·
sue them This chase can be handled narratively: .J~e hero '1 u/J/11 of the f111pil(' of t111rtu 1;ews ouo. Are t/1e':ie the
players can describe their ship rlying desperately for the fr111f\ of the /111/rle11 E111pi1e 1;ot1 c/isr overed i11 tile Star·
next set of hyperspace coordinates. while the GM describes l1ellt W.111dl'rl'1 \ sr•r ret vuult7
a flight of four TIE righters closing 111 from behind.

Ill EncounTER 7 conrmuES on THE nEXT PAGE


ADVENTURE BOOK
ST'AR WARS RDLEPLAYINC

••
Once the PCs are aboard, a squad of sto1mtroopers su.r WHERE ARE YOU TRAVELING AND WHAT
rounds their ship. The stormtroopers are led by a captain IS YOUR BUSINESS'?
wearing chrome armor and a long cape; she sLands a good
ten centimeters above her troops..In an authoritative t?ne. No PC needs to make a check to answer lhis, they can simply
she demands the PCs exit their ship. Once .they do. she 111 make up a story or tell the truth. However. their answers may
sists at blasterpoint that they surrender their weapons. affect the difficulty of Phasma·s next questions. If the PCs say
they are traveling to 1losnian Prime or their business involves
When the PCs are disarmed. she introduces herself: reconnaissance or delivering information. add a Setback • die
to any checks lo interact with Phasma as she grows suspicious.
Tlie stormtrooper comma11der loo/;s each of uou over. If lhe PCs tell Phasma they are junk traders or traveling to Tako·
her expression unreadable behind her c/1romium he/· dana (or some other place in the galaxy), add a Boost D die to
met. "/ 0111 Coptai11 Pfwsma of the First Order." s/1e any checks to interact with Phasma instead.
says at lost. "Cooperate. and you will surv.ve this e11-
cou11ter waste ITllJ time. a11d uou will not." HAVE YOU OR ANYONE YOU KNOW EVER
ENTERED THE UNKNOWN REGIONS'?

Phasma proceeds to ask the PCs a series of questions. I lie Again. the PCs can be honest about this; they have never
GM can have her ask these in any order. traveled into the Unknown Regions and do not know anyone
who has. I lowever. the GM can have the PCs make an Easy
WHY DID YOU TRY TO ESCAPE'? (. ) Cool check to remain calm. If they fail it, Captain Phas·
ma becomes suspicious or them. and the PCs must add • to
If the PCs want to make up a story about why they attempted to any checl<s made to interact with Phasma for the remCJinder
nee one of them musl make an opposed Deception check vs. of the conversation.
. Phasma's Discipline(• • •).
Md a Setbacll die • due to DO YOU HAVE ANY AFFILIATION WITH
the circumstances: she is
THE REPUBLIC OR THE RESISTANCE?
expecting them to he ii
they attempted lo flee Unless lhe PCs want to admit that they have secret infor·
1n the fir>t place. How- malion l11at they are trying to bring to the Resistance. one
ever. if th~ hero players of them is going to have to make an opposed Deception
come up with a clever
excuse. add a Boost
check vs. Phasma's Discipline (e ++). If the PC fails.
Phasma doesn't believe them. but she begins lo suspect
die D to the check. they are hiding something. II they succeed. Phasma believes
them and figures they are harmless traders.

WAIT FOR INSPECTION


If lhc PCs successlully deceived Phasma about their inten·
tions. read the following aloud:

Captwn Pl10sma nods s/10rt/1J 'Tllank you for t1our


cooperation. We are going to conduct o qwck 1nspec-
t1011 of yow sl11p, then you cw1 be on your way. Mean
while, these troops will escort you to the wwt1ng area "

If the PCs failed to deceive Phasma. read this aloud:

In either case. lhe PCs are escorted


to the waiting area: a small room just
outside the hangar bay. Proceed LO
Encounter 8.
ENCOUNTER 8: PRISON BREAK!
I n this encounter. the PCs must overpower cheir captors and
escape rrom the Silencer. They also need to di5able the
tractor beam ir they plan on getting rar once they fl~, away.
THE PCS ARE
UNDER SUSPICION
However. their first goal is escaping their immediate situ· H the PCs have not deceived captain Phasma. or if she per-
ation. The situation they find themselves in depends on ceives them as a threat. two troopers lead them Lo the wait-
whether Captain Phasma is suspicious or chem or not. ing area (a small room 1ust orr the hangar). where a junior
officer is on duty. Read the rollowing aloud:
THE PCS ARE NOT
UNDER SUSPICION Tile troopers 11sl1er uo11 into t11e room. the door hissing
s/1111 behind them. The 011/u otlier person in the woit~
1r Lhc PCs successfully deceived CapLain Phasma and she ing room is u uo1111y lreutenant. who is tmsu studying
doesn't sec them as a threat. two troopers lead them to the u cfatopad. ''Put tileir weupons in tile storoqe unit." he
waiting area (a small room just off the hangar). The troopers soys witho11t /ooki11CJ up .
turn the PCs' weapons over to a junior officer on duty in the
wailing area. and leave. Read the following aloud: Tile two troopers open the stor(l(/e 1111it. only for a pile
of />oxes to full 011t of it afl(/ crush into tilem. causing
tile111 to drop 11our weupons. As uour weapons skit·
The trooper" iloncl uo11r gear to the 1u11ior 1·eute11· ter ucross the floor. 11011 k110w that if IJOll 're going to
wit 011 clutt/. tilen leave. the cloor hissing shut ehi11d escape. now rs tl1e t1111e.'
tile111. Tile /1eute11a11t. t11e 011/IJ other perso11 111 tlw
roo111. s1111/es pleaso11tl11 os lie opens up a w II star·
CffJ<' w11t ·Hello. /'111 Lreute11011t Dormitz. I'm s re the There is one minion group of two First Order stor-
111spect1011 wrll onllJ take o 1110111ent. .. mtroopers and one First Order junior officer in the
room. The room is relatively small: everyone starts at short
You k1101v d's on/I) a 111otter of time before tie First
range rrom one another. Have everyone roll Initiative using
Oreler f111cl'> tlie clatopads on 11our ship. If you 'r goi11g
Vigilance. The PCs should each add a Boost die D co their
to eswpe /;efore thot /1oppe11s. now rs tile time to act'
check. while the swrmcroopers and Dormicz are distracted
and must add a Setback die • to their checks instead. Luck-
ily ror the PCs. the room 1s isolated enough that nobody can
Lieutenant DormitL (use the First Order Junior otficer pro-
hear the sounds or the fight.
file below) is not expecting a fight. If the PCs move quickly
and grab a weapon. they can overpower him or force him
to surrender IJy succeeding on one or the following checks:
• Easy (+ } Coercion check (shoving Dormitz into a cor-
ner and threatening him to ke.ep quiet).
• Easy !+ l Athletics or Coordination check ![springing
past Dormit1. to grab a weapon from the bin and holding
him al gunpoint).
• Average (. + l Brawl check (simply punchin;g Dormitz
and knocking him unconscious).

Ill EncounTER s onnnUES on THE nEXT PAGE


ADVENTURE BOOK
STAR WARS ROLEPLAYINCi

••
ESCAPE
Ow" the PCs have deal with Dormil! (ancl potentially the stor
mtrO'Jpers) in the waiting area. the PCs must decide on their
nr~xt cour51• of acur.>n. Escape should be ttleir primary goal.

I rus sf!rtron presents l11e challenges the PCs musl ovr:r


corni:o to esc<Jpc the Silenu!r. and then it offers the most likely
solutrons to each As long as the PCs overcome the challeng
<». they can escape and continue on their quest LO warn the
l~C'·;1;;wntc about the hidden Imperial ba~;es.

• Unlc'>s the PCs hid lhe datapads on their persons. they


nec<J to retrieve the datapad~ rrom their ship (either by cs
c:ap111e :il.>m1rrJ the ship or grabbing L11cm wl 1cn they llee).
• I Ile PCs need to find a ship, either the Su11slt ider or (if
1t was damaged} a new vessel.
STORMTROOPER TRANSPORT
• I he PC•; 11ecd to disable the tracLOr beam emiuers used
by 1h1s lwnwu bay, lesl they be grabbed when they at- If L11 e PC> don't wrml lo aucrnpt lo shut orr the tractor
tempt Lo e5cape. beams. or ii lhe Sw1strider :;ustained damage when il wa-;
rnpt111ecl. tile PCs may want to secure alternate trans
portalion. Luckily. the Silencer's hangar bay has sever::il
~Lorrntrooper 11a11c;porls.or which one cou ld serve as an
irnprompLU escape vehicle.
If the PCs take a storrmroopcr transport. the friendly IFF
codes that it broadcasts stop the tractor beams from lock
rng on10 1t 11nt1I the operators can reset the codes. In terms
of this ::i<Jvcnture. th1!> gives the PCs a precious minute to
fly cle:.11 or the S1lt?11ce1 The transports are not secured. so
stealing one 1s 1ust a matter or gettrng into the pilot seat.

CONTROL ROOM

n1c hanger bay tontrol room is just above the waiting room
MAINTE~NANCE AREA and 111a1nte11ancc area, access able through a turbolift in
the corridor. Inside 1he hanger bay control room arc two
Conduit~ wpplyi11g power lo the tracto1r beam emitter ire
rir>l Orde1 junior orriters. and two First Order tec hs.
locaterJ 111 tile maintenance area. Signs in the corridor out
~1rlc tht~ wa1ti11g room indicate where the maintenance space
i';. I lie PC·; n1ust •,imply wa lk down the corridor Lo an ac- FIGHT IN THE HANGAR
cc·y; h;1t<.11 anti rJcsccnrJ into l11c maintc~nance a1ea below.
I he: 1n<i ir11.cnancc aica is a crarnpccl seri es of twisting crawl Once the PCs return Lo the hangar bay (whether they pla1 1
<;pate•; IJr~1 < kctcd in pipes. wires. and hissing machinery. on 1etr icving Lile S11m11 icier or sneaking li1c datapads 0111
or Llieir 5hip anti then stealing the stormtroopcr transpo1 t}.
lwo tectl'; ;ire on duty in the maintenance area. Ir the PCs
they arc cvcntually discovered by tlic First Order personnel
Mc wr!arinn stolen First Order unirorms. they ca n bluff their
on duly. 0 11ce tlicy arc discovered. the PCs will probabl y
way pa•;t ll 1e techs with an Easy (+ ) D eception check. If
become embroiled in a desperate right as th ey attempt to
1 IH:y d<J not have uniform s. they ca n instead sneak past the
escape the Silenr.er.
tccl 1·, with <in Average (++) Stealt h check (only one PC
needs w 111akc the check if everyone i•> together. it i> a·; Whr11 the PCs enter the hangar bay, the GM should have
sumed the PC makinr, the check guides the others p<:1sl 1lic rJnc of tile rnir11on groups of First Order stormtroopers on
tcths) Altcrnatrvcly, the PCs wu ld make an Average C
t tl duty milke an Average C
t .) Vigilance check (if tne PCs
Coercion check to get the techs to surrender. If the PCs fail, arc wc<.1ring WJlen First Order uniforms. increase the diffi-
both techs go for their blasters. Start ttle combat at short culty of the check trJ Hard It . t ll.
range. but add a Setback die • to all ranged attack rolls due If the stl)rmtroopers succeed on che check. they noucc
to the cramped space the PC; wlle11 they enter the back of the hangar bay. If they
After dealirrg with the techs, shutting down the conduits is fail with Advamane t>. another First Order soldrcr stum
·,unply a rnaller of finding the right one'S and flipping their blcs into the waiting room. discovers the dead or uncon-
crnerr,ency shut orr switches. IL does not require a check scious omcer there. and sounds the alert when the PCs arc
roughly hallway across the hangar bay. 1r they fail. <J1 fail
with rt1 rcal <§) . then 111ey notice the PCs when the PCs arc
a1 the L1 all';port'> or their st1ip.

• ADVENTURE 8001(
STAR 'WARS RDLEPLAYJNG
Once the PCs are noUccrt. the GM should have everyone
make a cher:k to <Jetcrm1ne the h11Liillive order and begin
combal. lhe GM should use the map lO indicate where
everyone is. From the bad, or the h;ingar bay to the PC's
ship is long range. There 1:, one minion group of three
First Order stormtroopers at the batk of lhe hangar bay.
If there are four PCs. there• i•; a second minion group of
three First Order sto rmtroopers at the PCs ship. If there
arc three PCs or fewer. the1e 1s one First Ord er tech at the
PCs' ship. instead
At tile beg1nn1ng ol the second round or combat. Cap-
tain Phasma enters the hangai bay flom the bac.k. with one
additiona l minion group of three First Order storm -
troopers. Al the beginning ol Lile third rou nd or combat. an
adclilional minion group or lh1ee Fi1sL Order stormtroopers
enters lhe hangar bay as well. Tl1 e GM should note that tile
PCs do not need to alternpl L odereal Lhese opponents; they
merely need Lo gel 10 tl1ei1 5111p or a Lrnnsporl and Lake oil
If the hero players sl1ow an i11cli11 alion to stay and righl. the
GM should 1emind L11em lll<ll li1e entire Star Destroyer is
crawling with stormu ooper5. and the PCs will soon be over-
whelmed ii Lhey slick ;iroun<I.
If C;ipu1in Phasma sulre1s enougt1 d<image to become
incapacitated. the GM should fhp a Destiny Po1111 from its
bliltk side to ils white side At that point. a nearby storm-
Lrooper nets oul or wrn to step in fronl of the attack that
would h;ive incapac1tmed her. and she ducks back into the
entrance 10 the h;inr,;ir tny.

AFTER ENCOUNTER 8 ENDS


If the PCs manage to la•mch their ship or rl transport. read
;iloud or parnphrasP the following:

Your s/Jip lure/Jes into tile air as tl1e /Jatch closes.


blaster bolts bouncing off tl1e /Jul/ and w/Jining past
tile viewports. You punch tile tl1rottle and zoom for-
ward. out t/Jrough the mag containment field and into
the vastness of space.

Brilliant green laser blasts erupt around uou as uou


desperately tru to reac/J the l1yperspace coordinates.
Your ship slwclcfers under near misses before-
finally-you grasp the hyperdrive levers and make
tile jump to lig/ltspeed.

If the PCs do not manaee to escape. read aloud or para


phrase Lile follow111e:

You stare up at the blaster barrels of the stormtroop-


ers wl10 overpowerect uou dunng uour failed escape at·
tempt Coptwn Phosma stricles over to you .

"I clon't know who uou ore. or w/Jat your plans were." sl1e
says. "But tile F11st Ore/er hos woys of making uou talk."

The advPmurc 1s over!

comPLETE En QUOTER 8 BEFORE moumG on


ADVENTURE BOO K
STAR WARS ROLEPLAYINC
WRAP UP A'~D REWARDS
goals or excellent play. The suggested experience award for
A s the PCs return lo their quest to deliver the inrormation
to Lhe Resistance. lhey have succeeded 1n avo1d1ng the
Slrus Clan and. more importantly. escaping l he clutches or
this adventure is I 0 experience points. in addition to the I 0
experience points the PCs should have received during the
the First Order. But their adventures in t11e Star Wars galaxy Interlude: Experience and Destiny section. This makes it
arc just beginning! a Lotal or 20 experience points. a fi tting reward for evading
the clutches of the First Order!
EXPERIENCE AWAlRDS AWARDING EXPERIENCE POI NTS
Al lhe end of each session. iL is customary lo receive an
The GM should award experience points after every session.
award of experience points (XP) lhat the PCs can invesl in
The amount awarded is typically I 5 XP per character for a ses-
new or upgraded skills or talents. I lero players should each
sion of two or three major encounters and a handful of minor
turn lo Lhe final spread of their character folio now. where
ones. The GM can grant an additional 5 bonus XP when the
investing experience is explained. Each hero player should
PCs reach key milestones or complete story arcs. The GM is
also be sure Lo transfer information from Lhe previous char-
encouraged to consider awarding an extra point or two or XP
acter sheet to the new one. The usual award is 15 experience
for exceptional roleplaying or remarkably clever thinking and
points. with a possible bonus for achieving significant story
should give the hero players an idea of the source of their XP

FURTHER AC»VENTURES
A llhough the PCs have (probably!) managed to escape the
First Order with information vital lo the Republic and the
Resistance. their adventures in the Star Wars galaxy have
of assistance. The Venture Dawn. a large passenger liner. was
caught by the edge of one of the planetary explosions Its
bridge was smashed c;rnd its engines were damaged. Now.
only just begun! The GM can continue llhe story using both it drifts slowly towards Hosnian's sun. The PCs can use the
Lhe adventure seeds below and A CALL FOR HEROES, a free Sunstrider (which started out life as a st1ipyard tug) to pull
adventure t11at is designed to follow The Force Awakens Be· the Venture Dawn out of danger. saving hundreds of lives.
c1NNER GAME and is available for downlo.3d at www.Fantasy-
FlighLGames.com. JOIN THE RESISTANCE!
If the PCs' plan is to join the Resistance. the GM can have them
THE DAY EVERYTHING meet up with a Resistance patrol and be escorted to D'qar.
CHANGED They can arrive just after the successful raid on Starkiller Base.
when the surviving Resistance warriors return from their daring
The Force Awakens BEGINNER GAME is set j~1st before the events attack. Once the PCs turn the information about the old Impe-
of The Force Awakens. This means the PC:; can easily become rial bases over to the Resistance. the Resistance asks them ir
caught up in the aftermath or the movie a:; well. As those who they're willing LO scout some or those locations and determine
have watched The Force Awakens know. ll1e Firsl Order even- the extent of the First Order's power base in the Unknown Re-
tually launches an altack on the Republic. firing lhe Starkiller gions. If the PCs agree. they are likely to be fighting directly
Base superNeapon at the Hosnian system. The barrage of shots against First Order forces in the Unknown Regions. Although
carves a path lhrough hyperspace and vaporizes every planet in the Resistance can provide them wilh supplies and some ad·
the system. including Hosnian Prime. This strike destroys the en- . ditional weapons. overall they'll be on their own.
tire Galactic Senate and the majority or the New Republic Fleet.
This can catapult the PCs into the course of momentous EXPLORING JAKKU
galactic events such that they reach l heir destination just as
the events or The Force Awakens end. They can end their trip Jakku is a large planet. and the PCs can find plenty to do
only to find that the galaxy has undergone radical changes. right there. After they turn over the dala to the New Republic
or the Resistance. the PCs may decide to relurn lo Misha
A REPUBLIC IN FLAMES and the nomads of the Starlight Wanderer and help them
out. If the PCs return. they will likely race an old foe: the
If the PCs headed to the Hosnian system to wrn ~'.l eir find- Strus Clan. The Strus Clan sends bounty hunters and addi-
ings over to the New Republic. they can arrive in-system lo tional forces after the PCs. Eventually, the PCs may need to
find the massive devastalion of the Stark1iller weapon. rake the fight to l he Strus Clan by locating and taking down
one or its high-ranking members. If the PCs manage this.
As the PCs survey the wreckage of the system. they have they could guarantee the safety of the nomads.
some opportunities to save lives and help out people in need

• ADVENTURE BOOK
.sTAR WARS ROLEPLAYINC
GM TIPS AND A IDVICE
G ame Masters has the hardesL job at the table. since they
are tryine Lo manage many characters at once and keep
the session moving. GMs can also have Lhc rnosl rewarding
SAY ''YES" AND ''YES, BUT .. . "
Roleplayine games are collaborative. improvisational story-
job. as Lheir role is unique in Lhe collaborative sLi:>rytelling telling experiences. It can be helprul Lo look al traditional
experience. I lere arc a few pieces or advice to make the improvisalional theater for inspiralion- specirically. the rule
GM's job easier and ensure a better game for everyone: in improv of "say ·yes... When someone invents a faCl or the
scene that enhances the story or moves the plot forward.
DON'T LET THE STORY STOI? JUST and it could just as easily be true as not. saying ·yes· is
BECAUSE OF A FAILED CHECK usually the right thing to do. Usually hero players are inven-
uve because they're looking for a way forward in the plot.
rwo or the most common mistakes made by new GMs arc so working with them to build or discover that way forward
concealing too much information from the other pli3yers and keeps the story moving.
assuming that the PCs will always succeed. If they are impris-
Of course. Lhat doesn't mean that everything should always
oned in a First Order base and need Lo override the security
go Lhcir way all the time. Pcrl1aps Lhe PCs want to scout out
lock on Lheir cell to get out. Lhen Lhe story can grincl Lo a halt
some of l he old Imperial bases they round references to in the
when the PCs fail their checks to open a door. Starlig/11 Wanderer's records. The PCs might ask ir Lhey can fl y
The simplest solution to this is just Lo not roll checks that Lo one or lhose bases. and the answer may l>e. "Yes. but the
must be passed for the swry LO cominue. However. some· hyperspace route to the base is not part or the records. You
limes the players expect tO make a check at a climactic mo know where 1t is. but not how to gel there. and you'll need to
ment of the story. and automatically succeeding may feel scout out that sector to determine the correct course." Now
like a letdown. Therefore. another option 1s to have an alter the PCs have a way forward-traveling to that sector-but also
native means of progressing the story. a complication to overcome. They'll need to consider their op-
tions. and they may run into all sorts or challenges. but they
For example. the PCs fail to open the cell doors and set off
have a clear objective: traveling to that sector and using their
a security alarm. First Order stormtroopers come in. notice
astrogation abilities to plot a new course.
Lhc ·escape attempt. and order the PCs moved to another
cell block. During the transfer. Lile PCs end up in <1 speeder The dice system is very flexible and 1ewards this sLyle or
Lruck with a single guard. and have a chance to overpower play in Lwo ways. First of all, it's quiLe easy to allow a player's
the guard. take over the speeder. and escape. Thi~ PCs are improvised idea for an action or plan to be determined by
still ·punished" ror their failure (they were disrnvered by a dice roll. ·can I shoot the stormtroopers as I hang off the
their guards. who made the reasonable decision to transfer side or our moving speeder?" "Yes. but the check will receive
them to a more secure facility). but the story still moves for- one Setback die • because you're firing your blaster wirh one
ward in an unexpected and exciting direction. hand. and a second because you're swinging back and forth.·
Secondly. the dice symbols- -particularly Advantage t}.
DELl~GATE! Threat. @.Triumph @. and Despair@ lend themselves to
improvisation. The symbols provide inspiration for new com-
The GM can have a lot to keep Lrack or. especially dL1ring plications and boons as the story moves 1n new directions.
busy scenes like comba t or a complex chase scene. It's okay
to delegate some responsibilities to other player». For ex- TREAT THE OTHER PLAYERS LIKE ALLIES
ample. one player could keep track of Initiative and call out
the next Initiative slot each time a player finishes a turn. It's Remember that all the playe1s at the table have the same
also entirely reasonable to leL the hero players keep crack of goal: to tell a run story. It's okay to admit you don't have total
their own experience poims. money. and gear. mastery of the rules-the group can work together to resolve
a rule<> dispute in the way chat is the most run and best for
Jn extreme cases. an entire NPC or spaceship could be
the story It's okay to admit to being caught flal·footcd by
delegated to a hero pl;.iyer whose PC isn't involved in a given
a decision the PCs make. and to ask for a break lo plan out
scene. This both makes the GM's 1ob easier and l<eeps the
the next few scenes. And it's okay to throw questions to the
hero player involved.
table: "What happens next? What's the best way to interpret
that Despair @ symbol?" The answer to the question "Docs
my character know anyone in Niima Outpost on Jakku?" can
be ·1 don't know: does she?" Playing a 1oleplaying game is a
collaborative project. and you· re all on Lile same team.
Lastly. and most importantly: if everyonc is having run.
then you're doing it right!

ADVENTURE BOOK
.sTAR WARS ROL£PLAYING


1'11 :.t Cmical ln1urv Easy C+l Immediately sufler 7 strain. No onr,0111r, effect

Scr.onrl Cr itio1I lnju1y Average c++l Sufler ;.i SctbMk dre • w YQlff next rl11~1 k. N() ongoing elfccl.

n urrJ Critir:"11 Injury Har d (+++l Suffer a S<)ltJm:k die • wall checks l llllrl U1is Cnlical Injury is healed.

1'0111 th Crrutal lnj11ry Hard(• • •) The PC i:; iw:1pa1 i1;iLNI until lhi» Crrur:1l lr11t11y is M>1led

:®-"'-.; Success '# symbols are caincelled by Failure Y symbols; if


there are any Success '# syrmb~ left. the check succeeds.
SYMBOLS AND DICE

ra;l
~
Triumph@ symbols count as Success'# symbols and may also
be spent to trigger a powerrul positive consequence.
Ability Proficiency Difficulty
~ Advantage O symbols indicate a positive side effect or conse· Die . Oie O Die +


quence, even on a failed check. They cancel and are cancelled
by Threat@ symbols.

Failure Y symbols cancel Success 'ff symbols. If there are

©
~
enough Failure Y symbols ·to cancel all the Success '# syrn·
Challenge Boost
bols, the check is a railure.
me e Die O
Despair @ symbols count as Failure Y symbols (they cancel

®U:.~
Success '# symbols) and may also be spent to trigger a power-
ful negative consequence.

Threat @ symbols indicate a negative side effect or conse-


,8
0
0 •

1~ ~( quence. even on a successful check. They cancel and are can - Setback Force
celled by Advantage O symbols. Die • Die O

SKILL CHECKS: DIFFICULTY


When a character attempts a skill check. th GM should determine the difficulty or the check. The difficulty of combat checks and
opposed checks has already been discusse . but GMs must also use their best judr,ement to determine the diffi culty of ordinary skill
checks
··-··----~------!----------

Difficulty Level Dice Example


Ro11lmi!. wrth the outcome rarely 111 question Usually nor rolled •mless the GM wi;tte-;
Sun pie to kn 1iw the possible magnitude of '>111 cess. 'Jr with one or more Setback dite • to
rndic~'" rhe poss1bilrty or complirawms.

F.a·;y
• P1ck1111::J p11111111vc lock.1.eml111f~ to 11111101 cu1s a11c l l>rU1w:;. l111d111n loorl ;11 1d shelte1 '"'
i1h1;h plm1l'l. sho0Li11g a rnrgc1 a1 sl1<Jrl 1;mgc.

••
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Avcr;11~c tcmper<.ne plillli!l. shoonne a vurf>t 11 111e<:11um ranee. 1ry1111~ to ~trike a target with a
mclr!e ilttttrf; wi1rlc engaged

llilftf
••• Pirf-.1~c • • 11111pli1 atl'<J 11.x:k. ~<'llm.1: br<il11:h I.Jones or o;utur1111: l;rrp,c '.Wuncls. hn<irnr, food
·Ind >11•!ltC1 'lll ;J rllP,{l"d pl;JilPI ,111,011111> ill. a l<Jr{lCI. ;Jl lr>11fl 1:111gc.

Dm111ti11g
•••• Pick1ngill1 exceptionally snphistrtal<'cl l<irk, performinr, st11gc1y or fll<lfLing implant'.;.
f111d1nn roorl arlll st1clLN 011a b;11 rcn d1";e1t planet. shoot1nP, nt ;11;11gct m ex11eme 1angl.!

I riruwt:1bl1'
••••• P1c:krnv, a lrifk w1l11110 ui111p1cir<!Jl',1l>lr• 1111•1 iv1111sm. r. 10111111{" rir'w 1>11<Jy. finrJ1n~ loo< I
;ind <;1i1·l11.•1 1)11 ·1 pl;inel w1rhr111l .i lllC lliF1t..IP <1tn1<>;pirrr<'

• ADVENTURE BODI<
STAR WARS ROLEPLAYINC

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