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• 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.
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.
ADVENTURE BOOK
..sTAR WARS RDLEPLAYINC
•
THE ADVENTURE BEGINS
STRAIN
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.
• 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.
••
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.
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.
RECOVERING STRAIN
• ADVENTURE BOOK
..sTAR WARS' ROLEPLAYINC
OPPOSED CHECll<S
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.
••
CHALLENGE DICE Et THE
DESPAIR ~ SYMBOL
••
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
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.
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
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 •
•
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
•
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.
••
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.
••
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.
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.
"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."
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
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.
©
~
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.
1~ ~( quence. even on a successful check. They cancel and are can - Setback Force
celled by Advantage O symbols. Die • Die O
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.
••
Piel mr, ;1typical lock. stilthin1i up a sm;ill wound. fmdinr, fO()d ;inrl shclrnr on 11
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