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