STARSHIPS • 21
OUR WORRIES ARE OVER... In game terms, the differences between hyperdrives are the
hyperdrive multipliers, and their compatibility; any hyperdrive
When characters install replacement systems, they’ll can be installed in any freighter with the room for the upgrade,
probably breathe a sigh of relief (especially if they’re used but depending on brand and type, it may be more difficult to
to modified systems giving them problems). And, in gener install.
al, they’ll have nothing to worry about.
It is possible to remove the back-up hyperdrive from a space
But... Technology isn’t perfect. And there is always the transport and sell it, thereby gaining additional cargo capacity
chance that when a new system is put into a ship, maybe and a bit of extra cash (however, any hyperdrive with a multipli
the mechanics didn’t quite get everything right. Or the er of ×5 or more isn’t worth that much). Of course, the passen
characters bought a faulty system. Machines break, com gers and crew of the freighter are in a very bad situation if the
puters have glitches, and parts from one manufacturer (or main drive conks out in transit...
model line) may not be compatible with parts from anoth
er. As a gamemaster, don’t rely on this possibility to make ×1/2 Hyperdrives
your adventures more interesting, but don’t neglect it This type of drive is not commercially available for freighters
either.
— they must be custom built (and are extremely prone to fail
BAFFLED DRIVE ure). Some stolen models cost as much as 90,000 credits on the
black market — if they can be found at all. These hyperdrives are
Model: Rendili StarDrive WhisperThrust very illegal.
Type: Baffled realspace drive
Scale: Starfighter The installation cost is around 15,000 credits, with the aver
Cost: 100,000 minimum on the black market age unit weighing in around 20 tons. A typical custom hyper
Weight: 20 metric tons; extra tank: 2 metric tons drive job can cost between 50,000 and 90,000 credits,
Availability: 4, X depending on the quality of the parts, the cost of the hyperdrive
Game Notes: The Whisper is a highly illegal baffled realspace drive being modified, and the quality of work. Finding a mechanic
who’s willing to build such a drive is another matter entirely.
used on stealthy military starships. The Whisper allows a ship to
move in space while running silent at a base speed of 2. Cautious ×1 Hyperdrives
movement is no more detectable than drifting; Cruise movement This level of hyperdrive is probably the fastest type of star
adds +5 to the sensor operator’s roll; High Speed adds +10; All-Out
movement adds +15. A WhisperThrust engine has a limited storage drive that the average ship will have, unless the owner is fortu
capacity for the necessary gases to move: enough to move 100 nate enough to locate a military hyperdrive (and can afford the
spacial units. An extra or replacement tank costs 7,000 credits. enormous cost of installing it). They are legal, but customs offi
Synthesizing the necessary fuel requires 120 liters of spin-sealed cials will probably make life difficult on anyone with a ship that
tibanna gas and 2 kilos of high-grade hyperbarides and a standard fast (“Why do you need something that fast... if I didn’t know
power generator. The fuel refining process takes roughly three better, I’d say you were probably a smuggler...”).
standard days.
Operating a vessel rated for this speed without the proper
REPLACEMENT HYPERDRIVES documentation (and the 5,000 credit permit) is punishable
under law, and penalties include stiff fines and possible suspen
There are many different brands and types of hyperdrives sion of the operator’s flight license.
that characters can choose to install in their vessels. Here are
some examples. ×1 HYPERDRIVE
Model: SoroSuub Griffyn-XTG Lightspeed Unit
Type: Commercial hyperdrive
Cost: 15,000 plus installation costs
Weight: 18 metric tons
Availability: F
Game Notes: Any non-SoroSuub vessels attempting to install this
type of drive suffer an increase of one difficulty level during the
attempt.
×2 Hyperdrives
This is arguably the most common speed hyperdrive found
aboard starships. It is reliable, cheap (comparative1y)and is fast
enough to get a ship from point A to point B within a reason
able time.
×2 HYPERDRIVE
Model: Corellian Avatar-10
Type: Commercial propulsion system
Cost: 10,000 plus installation costs
Weight: 15 metric tons
Availability: 2
Game Notes: Space transports repair rolls to install an Avatar-10
receive a +1D bonus.
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21 • STARSHIPS
×3, ×4, and ×5 Hyperdrives WEAPONRY
At this level, the costs for hyperdrives decrease drastically;
Most of the weapons below require a fee and an Imperial or
generally. those who can afford it use this class of drive for a Republic permit to operate legally. The usual cost of the fee is
backup rather than a main drive. Any ship that relies on a ×3 or 30 percent of the purchase price.
slower hyperdrive for main propulsion is risking great delays in
traveling their shipping routes. To get a permit through normal channels, the player charac
ter must apply at an Imperial or Republic Space Control office.
×3 HYPERDRIVE He makes an opposed con or bureaucracy roll, his skill against
the damage code of the weapon (modified by local circum
Model: Incom Horizon-Hopper Light Stardrive stances and the character’s clean record — or lack thereof).
Type: Commercial propulsion system
Cost: 7,000 plus installation costs Success indicates that the captain has been granted permis
Weight: 12 metric tons sion to equip the ship with the indicated weapon type. A sepa
Availability: 2 rate roll must be made for each weapon mounted on his ship.
Bribery can, of course, modify the difficulty of acquiring the
×4 HYPERDRIVE permit.
Model: Rendili StarDrive’s ATX-5 Blaster cannon: A relatively weak blaster, usually mounted
Type: Commercial propulsion system on lightly armed vessels.
Cost: 4,000 plus installation costs
Weight: 10 metric tons Laser cannon and heavy laser cannon: A stronger version of
Availability: 1 the blaster cannon.
×5 HYPERDRIVE Turbolaser: A heavy ship-mounted laser, usually mounted
only on larger ships. A turbolaser can fire only every other com
Model: Sienar Fleet Systems Lifesaver 1000 Reserve Hyperdrive bat round (simply because it has been jury-rigged to ship). It is
Type: Commercial propulsion system usually illegal to have a turbolaser mounted on a private vessel.
Cost: 2,500 plus installation costs
Weight: 8 metric tons Ion cannon: An ion cannon does not destroy an enemy ves
Availability: 1 sel; rather it temporarily disables its electronics. Make a normal
Game Notes: The Lifesaver 100 is only recommended as a backup attack roll, but instead of inflicting damage, the opponent’s
equipment is ionized.
hyperdrive and must be overhauled after each use.
Proton torpedoes: A missile containing a proton-scattering
SHIELDS energy warhead. Torpedoes have no appreciable weight.
Shields are essential to protect your ship’s integrity in a fight. Concussion missiles: These missiles contain an armor-pierc
The shields listed below combine the powers of both particle ing warhead and a compact energy pack that detonates upon
and ray/energy shields, and thus are equally effective against impact. Missiles have no appreciable weight.
both lasers and missiles. Shields are almost impossible to
improve beyond their initial strength. The “Weapon Summary” chart has some sample starship
weapons.
DEFLECTOR SHIELDS
Model: Standard Deflector Shields Linked Weapons
Type: Particle & ray/energy shields Most weapons are designed to be fired individually, from the
Scale: Starfighter
Shield Code Cost Weight (in tons) captain’s or weapons officer’s station. Up to three identical
1D 4,000 6 weapons can be linked to fire at the same target simultaneously.
2D 10,000 8
3D 20,000 10
WEAPON SUMMARY Fire Dam.** Cost Weight
Weapon Control 1D 1,000 (in tons)
Taim & Bak Kd-3 Light Blaster Cannon 2D 1,500
Kuat Vonak Light Laser Cannon 1D 5D 3,000 1
Arakyd Tomral Heavy Laser Cannon 2D 7D 9,000 2
lncom W-34t Turbolaser* 2D 2D 1,000 4
Comar f-2 Light Ion Cannon 3D 3D 1,500 5
Comar f-4 Medium Ion Cannon 1D 4D 3,000 0.5
Comar f-9 Heavy Ion Cannon 2D 9D 2,500 1
Arakyd Hi-fex Proton Torpedo Launcher (includes 12-torpedo rack) 4D — 800 2
Replacement Torpedo 2D 8D 3,500 2
Arakyd Morne-3 Concussion Missile Launcher (includes 10-missile rack) — — 500 —
Replacement Missile 1D 3
— —
* This weapon is illegal.
** Damage is starfighter-scale
450 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
STARSHIPS • 21
The computer linkage for this operation costs around 100 credits In game terms, sensor decoys are easily detectable. However,
per weapon. they add a die modifier (+1D, +2D, etc.) to the difficulty of the
enemy sensor operator to determine which is the decoy and
For a weapon link to have any useful value, the weapons which is the real ship.
must have identical damage codes. Linking two weapons adds
+1D to the damage code, while linking three weapons adds +2D SENSOR DECOYS
to the damage code.
Model: Corellian Trickster Decoys
Example: The owner of a tramp freighter wishes to Type: Starship countermeasures system
link two light laser cannons, each with a damage code Cost: 2,000 credits plus installation costs
of 2D. By linking them together, their new damage is Weight: 2 metric tons
3D. If he linked a third light laser cannon to the pair, Availability: F
the weapon’s new damage would be 4D. Game Notes: Trickster Drones add +2D to the difficulty to determine
Similarly, if a weapon can be fired from two different loca which sensor reading is the ship and which is the decoy. Possession
tions, say, the weapon mount and the pilot’s station, the addi of this type of countermeasure requires official certification.
tional linkage costs 100 credits per weapon. This is considered a
+1 modification on the mishap charts. Cloaking Device
To date, there is no working cloaking device known in Imperi
COMPUTERS AND SENSORS
al space. The discovery of a working cloaking shield would be
The necessity of sensor apparatus is obvious to most star-pi worth hundreds of millions of credits for the sentient lucky
lots; without proper navigational data, it is easy to wind up enough to find or construct one. Of course, for that kind of
smashing into an asteroid, sun, other spaceship, and so on. money, just about every major crimelord, smuggler, bounty
Space may be big, but in a number of areas, space is extremely hunter, government and scientist would kill to obtain it.
crowded.
MISCELLANEOUS
The various sensors listed below are all described earlier in
this chapter. Note that many of the sensors below have no Equipping the cargo hold to hold an X-wing fighter, self-de
appreciable weight. struct mechanisms, space-mine ejectors, false beacons or
transponders, detachable sections... there is always a chance
Electro-Photo Receptors (EPR’s): 300 credits. that players will come up with modifications that have not been
anticipated by the gamemaster. Gamemasters should decide the
Full Spectrum Transceivers (FST’s): 500 credits. costs and the weight of such modifications, using the examples
below as a guide. A simple rule of thumb: if it is technically
Dedicated Energy Receptors (DER’s): 600 credits. complex, it costs a bundle.
Life-Form Indicators (LFl’s): 800 credits What follows are some unusual systems characters can pur
chase.
Sensor Jammer
A special signal generator that floods an area with static Fuel Converters
Fuel converters allow the captain to avoid the expense of
which blinds all sensors, but broadcasts the general location of
the ship doing the jamming. Costs begin at 1,500 credits and the paying refueling or power cell replacement fees. Instead, the
systems weigh at least 1 ton. They normally add to the difficulty captain can buy certain materials (normally waste material) in
to identify a ship, but make it easier to detect a ship (see the bulk and put it into the fuel converter.
sensors rules).
SENSOR JAMMING HARDWARE
Model: Fabritech NightBlind 472
Type: Sensor jamming device
Cost: 4,000 credits plus installation costs
Weight: I metric ton
Availability: X
Game Notes: +1D to identify, but −2D to
detect.
Sensor Decoys
A sensor decoy sends out electromagnet
ic and holo signals exactly identical to the
ship. They can be ejected with a pre-pro
grammed course and normally have a maxi
mum sublight speed of 5. They are relatively
effective at distance, but easily seen
through when enemy sensors are set on
focus mode. Sensor decoys can only be used
once (their engines burn out after use).
! 451THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
21 • STARSHIPS
Solid Fuel Converter Automatic Cargo Jettisoning
Converts virtually any matter into fuel cell power. A ship can A wonderful way to avoid an official fine, as well as a quick
refuel on bulky, low energy materials — oxygen, water, plastics, way to get in trouble with your loan shark. This device will jetti
cellulose (wood), waste — or heavy metals and other high ener son whatever portion of your cargo you wish, whether it be in
gy materials. The ship will be able to halve its “restocking” fee at the secret compartment or in the main bay. Can be triggered by
starports, but the captain will have to personally arrange for either a dead-man switch or by command from the ship’s com
fuel supplies elsewhere. puter.
Cost: 8,000 credits. Weight: 5 tons. Cost: 1,000 credits. Weight: 1 ton.
Scoops Passenger Conversion
Some ships (scouts, especially) are equipped with scoops, To carry additional passengers, cargo hold space must be
allowing them to dip into a planet’s atmosphere or seas to steal converted to passenger space.
natural resources with which to recharge their power cells. Cost: 400 credits per additional passenger capacity. Weight:
Cost: 15,000 credits. Weight: 15 tons. 10 tons per person.
Solar Converters A cheaper way to go is to put in a primitive life support sys
Ships may also be equipped with solar converters: huge, tem and have the passengers sleep on the floor. This costs 30
credits per person and weighs only one ton per person. It is,
molecule-thick solar-absorbent sails. however, quite illegal.
In-system, these will recharge a ship’s systems in about 15
Refrigeration Equipment
days, while out-system it takes about 60 days to fully recharge Certain special cargoes require precise temperature control.
the ship’s power cells. Cost: 100 credits per ton converted. Weight: 1 ton per 20
Cost: 12,000 credits. Weight: 10 tons. tons converted.
Tractor Beam Replacement Navigation Computer
A beam capable of pulling a smaller vessel closer to the Cost: 2,000 credits.
freighter (if the freighter is smaller, it is drawn toward the other Escape Equipment
ship instead). See page Space Travel & Combat for details. Fire Enough escape pods for each crewmember and passenger on
control is 2D, damage is 2D.
board a ship is required by Imperial law (military vessels are, of
Cost: 8,000 credits. Weight: 15 tons. course, exempt from this rule). A standard freighter-sized escape
pod seats eight passengers and has food and oxygen for two
Secret Cargo Compartments weeks.
Up to three people can fit in each ton of space in a secret
Cost: 1,200 credits. Weight: 5 tons.
compartment (secret compartments require a lot of space to
even attempt to conceal). Environmental Converters
With this device installed, the captain is able to provide com
If more than 20 percent of a ship’s cargo space is taken up by
secret compartments, customs officials are likely to become sus fortable environs for many different species throughout the
picious merely on grounds of simple mathematics: “You’re trying ship, or in one cabin or the cargo hold.
to tell me that a ship this size has capacity for only 60 tons of
cargo? What kind of fool do you take me for, smuggler?” Cost: 4,000 credits. Weight: 4 tons.
The cost for secret compartments depends upon how secret
they are. There are three grades of compartments:
Concealed. Requires a Difficult Perception/search roll to
locate; a scanner will detect it immediately.
Cost: 200 credits per ton of cargo to be
hidden. Weight: 5 tons from cargo capaci
ty for 1 ton of cargo space.
Hidden. Requires a Very Difficult Per
ception/search roll to locate with the
naked eye; a scanner will find it on a Mod
erate Perception/search roll.
Cost: 400credits per ton of cargo to be
hidden. Weight: 5 tons of cargo capacity
for 1 ton of cargo space.
Scanner Resistant. Requires a Very Dif
ficult Perception/ search roll to locate,
does not show up on scanners at all.
Cost: 1,000 credits per ton of cargo to
be hidden. Weight: 5 tons of cargo capaci
ty for 1 ton of cargo space.
452 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 CHAPTER TWENTY-TWO
PLANETS
Many are the worlds on which drama and danger can be
found... here you’ll learn about a handful, but your journeys
will lead to many other strange and exotic places.
PLANETS THE STAR WARS WAY
The Star Wars universe is an exciting place to live and work. Sure, there are places
where nothing much happens, but players aren’t going to tarry in them! No, the name of
the game is adventure, and the worlds that you are going to want to emphasize in your
adventures are the vibrant, exotic ones where something interesting and dangerous is
bound to happen.
World design is an important part of establishing setting, because most adventures take
place on planetary locations — from sprawling urban jungles and wild badlands to deep
underwater canyons. Taking some time to make your worlds interesting and unique can
yield great rewards in gameplay.
It isn’t necessary to get all of the exact scientific details down when you are designing
your worlds, by the way. Sure, make sure water flows downhill, and that gravity works, but
don’t worry too much about getting the geology, biology, and astronomy just so. Under the
right circumstances, almost anything can conceivably exist. You should focus on creating
the world — and let someone else worry about exactly how everything works.
MAKING YOUR WORLDS MEMORABLE
In world design, it is important to give your worlds individuality
and a character all their own. If you do not give the players a
unique “handle” on each world (a way for them to categorize a
world in their minds, e.g. the place where people harvest giant
mushrooms and ride around on giant bugs), the worlds will
gradually blend together into a hazy morass of basic types: the
desert world, the Imperial city world, the big polluted CSA fac
tory world, and so on.
Worlds are sort of like gamemaster characters that way. Just
as you give your supporting characters some distinguish
ing characteristics which separate them from the
other gamemaster characters, try to make each world
a distinct place with its own feel and flavor.
A simple way you can give each world a unique charac
ter is to give it some exotic attributes. Exotic
planets appeal to the players’ sense of
escapism and curiosity — and remind them
that the Star Wars universe isn’t like the one
they know.
Look to the movies for your models.
Tatooine, meant to be a backwater world
where nothing much happens, is still an
exotic location to us, filled with interesting
alien societies, a water-based economy, and a futuristic
yet run-down city. Bespin is a gas giant which fea
tures a great majestic city floating in the upper levels
of its vibrant and beautiful atmosphere.
! 453THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
EXOTIC ELEMENTS • Flowers are prominently displayed everywhere imaginable.
Making a world exotic can be as simple as tweaking some • People preserve their dead relatives in a clear resin, and place
geological features. Place a world in a binary or trinary star sys them in the yard to ward off evil.
tem, or give it an atmosphere so dangerous that humans have to
wear filter masks to walk outside. You might set an adventure As you can see, some examples are more far out than others.
on a young world subject to constant earthquakes and volcanic But all of them help establish the character and uniqueness of
activity, or on an ancient, arid planet orbiting a huge red star. the world.
But you can get more fancy than that if you like.
THUMBNAIL
Often, you can get away with establishing a single interesting WORLD CREATION
focus to a world, and spin everything else off from that. There
isn’t anything particularly special about the forests of Endor, You won’t always need a fully fleshed out world for the char
after all. But the dramatic focal points — the stark Imperial acters to visit. Sometimes, you only need a world to serve as a
landing pad and shield generator dish, and the partially com backdrop for a scene or two, and then the characters are off on
pleted Death Star hanging in the sky — effectively establish other adventures. Maybe you need a setting where the charac
Endor as a unique location. ters can pick up their contact, or maybe the characters need a
place to get their spaceship repaired. In cases like these, you can
You can focus on culture, society, and people to establish use the “thumbnail” method of creating planets.
character. Maybe the locals wear many layers of scarves and
feathers, and only those dressed likewise may conduct business. The thumbnail method is a “quick and dirty” way of creating
Or perhaps the citizens are language purists, and treat everyone planets — use it when you won’t be spending a lot of time on a
who does not use their peculiar inverted word order like unedu world. There aren’t any particular stats or rules associated with
cated idiots. the thumbnail method. Your basic goal is to develop the world
just enough to serve the demands of your adventure, and flesh
Some more examples: it out just enough to give the characters a taste of the character
of the world. The thumbnail method is more an extension of
• Those who do not cover their faces are shunned and regarded adventure design than campaign design, since you are using it
with disgust. to serve the needs of a specific adventure rather than the needs
of the overall campaign.
• All non-citizens must wear caps to distinguish themselves
from the privileged locals, who are accorded more privileges. There are only a few steps in thumbnail world creation:
• Only females (of all species) can speak in public. • Determine the function of the planet: Not necessarily what
role the planet has in intergalactic trade, but what role it plays
• Wearing the color orange is reserved for the exalted class (this in your plot. Is it where the characters are to meet someone?
one is fun to pull on Rebel pilots). Witness something? Get into a fight? Pick up a hard-to-find
engine part? Analyzing what the planet needs to provide to
• No one may openly display a weapon. advance the plot gives you the information you need to move to
the next step.
Obviously, these examples will impact the characters’ lives in
some major or minor way. This isn’t all bad. The players are sure • Develop adventure locations: You don’t need to develop an
to remember the world where only females can speak in public entire global economy and political system if the characters are
if their characters landed there for badly needed repairs — and only going to land in a provincial border town, spend the night,
there are no female crew members! And making each world and leave the next morning. Develop the areas you know the
memorable and distinct is, after all, the whole point. characters will visit, and focus on developing a unique feel for
those locations. Good visual images are important here.
But there is no need to get into the characters’ faces to
establish world character. Societal and cultural examples tend to • Establish first impressions: What characters might notice
do that, but you can get more into physical aspects of places right away: that the spaceport is on a giant seashell; that the air
and things, which provide atmosphere without impacting the smells of sulfur (or can’t be breathed without a mask); that the
characters’ lives unduly. And remember to hit that “wow” button star bathes the entire landscape in a blue light; that there are
occasionally! lots of palm trees and dusky brown penguin-like animals about;
and so on. Again, these aspects of the world will likely be local
Some “place” examples: to the specific area the characters are visiting; the penguins, for
example, might not live in other areas of their world.
• Structures that are out of the ordinary — maybe people live
and work in the discarded shells of giant insects, or in great hol • Develop global aspects: Summarize a few exotic elements
lowed-out cacti, or in living buildings. which apply to the world in general. You can use this step to
include interesting ideas you haven’t yet developed, such as cul
• Settings unique to the world, like the dramatic singing spires tural mores and traditions, and unique geological features.
of the Cathedral of Winds on Vortex, or the great Ithorian ships
which cruise over the jungles of Ithor.
• Underwater cities.
Some “thing” examples:
• Doors dilate open and shut.
• Droids are plated with strong ceramics instead of metals and
plastics.
454 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
CAPSULE WORLD CREATION weighted toward generating advanced or colonized planets. The
civilizations of the Star Wars universe have been spacefaring for
You won’t always just want a world for a walk-on appear so many centuries that most advanced civilizations (and a lot of
ance. Often, the world you intend to create will be visited many primitive ones as well) have been discovered and assimilated
times, or serve as a base of operations. If you are running a into galactic culture.
campaign, you will likely want to develop a number of detailed
planets that the characters will frequent. • There are isolated sections of the galaxy that offer undiscov
ered civilizations and other challenges, and they can also be
The capsule world creation method is more structured and generated with this system. They can exist for whatever reason:
formal than the thumbnail method, and focuses more on the they are far out on the end of a spiral arm; or, they are difficult
statistics of the world (we call it the capsule method because it to get to because they are surrounded by gas clouds, near rogue
conforms to the capsule format the roleplaying game uses to planets or subjected to huge ion storms.
portray planets). You are, essentially, starting with the thumbnail
method, and taking it a few steps further. • Only the system’s planet of prime importance is fleshed out
here. Other worlds can be developed independently, but virtually
The gamemaster can use the die charts found in this chapter everything of interest and value is on the prime world.
to randomly generate worlds from scratch. Alternately, the
gamemaster can use this rules section as a merely inspirational • This system results in “finished concept” worlds, and doesn’t
tool, using the descriptions and ideas herein as a baseline from spend much time explaining how a particular planet got a cer
which a comprehensive, detailed world emerges. The second tain way; it just is. An explanation of the culture and history
method takes more time and consideration, but is also more sat takes a few minutes to formulate, but the results are worth it.
isfying.
• Completely random rolls on these charts may generate seem
If randomly generating the world, the gamemaster will need ingly contradictory results. The gamemaster always has the
several six-sided dice, a pencil, and some paper to keep a log for option of ignoring results that are unsuitable. However, knowing
the planet. It is also advisable to have a notebook set aside to the diversity to be found in the Star Wars galaxy, virtually any
record the ideas that come to mind. result is explainable.
Keeping it Space Opera • This system generalizes the type of terrain found on the plan
When dealing with a science fiction roleplaying game, it’s ets. While few worlds have uniform terrain everywhere, this sys
tem gives one or two dominant terrain types so the gamemaster
very easy to spend too much time designing one planet. Alter can quickly sum up the planet.
all, from our own experience, our home world is incredibly intri
cate and immensely interesting and the Star Wars galaxy has • Optional modifiers listed after some results are just that:
millions of stars with worlds equally diverse and fantastic. optional. The gamemaster has every right to fudge die rolls (or
just arbitrarily decide upon a result). This system is only a tool
However, the nature of Star Wars necessitates hopping to for the gamemaster to create fun worlds; the gamemaster need
two, three, four or even more new planets in the course of an not be subservient to a series of charts. All modifiers are cumu
adventure. This system is designed to help gamemasters gener lative.
ate the most important and interesting details of a new planet,
and makes a number of assumptions: • If an incompatible condition result is rolled, discard it and
select a compatible result.
• The gamemaster will only want to send players to interesting
planets and systems. The odds of this game system are heavily
! 455THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
PLANET FUNCTION D6% Result
11
Since Star Wars is space opera, and leans heavily toward 12 Abandoned Colony
action and strong story telling, the most important aspect Academic
to players is what can be found or explored on the planet. 13
The following results give some indication as to what types Optional Modifiers: +1 Starport, +1 Tech Level
of industries and activities are common on a particular 14-21 Administrative/Government
planet. For greater diversity, the gamemaster may roll on
this chart multiple times. 22 Optional Modifiers: +1 Starport, +1 Tech Level
23 Agriculture
To determine the planet function, roll two six sided dice.
Read each number separately (this is a six-sided percentile 24 Incompatible Conditions: Asteroid Belt, Artificial
system; do not add them together for a total). This gener 25-26 Planet Type; Barren Terrain
ates totals between 11 and 66. It is best to use two differ
ent color dice (say, red and blue), reading one color die 31 Colony
before the other. For example, if you’re reading the red die 32-33 Disaster
first, and you roll a “3” on the red die and a “2” on the blue
die, your roll is a “32” (Homeworld planet). 34 Optional Modifiers: −3 Starport (if recent calamity),
35-41 −2 Tech Level; +3 Atmosphere
11: Abandoned Colony. This is a planet that was settled by Entertainment
another planet, a company or some other wealthy institu 42 Exploration
tion. Then, for some reason, the colony was left behind: the Optional Modifiers: −2 Starport, −2 Tech Level
homeworld could have been struck by plague or war, or the 43-46 Hidden Base
company could have run out of money. The planet might
have been evacuated (only leaving ruins), or supply ships 51-55 Homeworld
just never arrived, in which case the colonists were on their 56
own: they may have devolved into barbarism and anarchy. 61 Luxury Goods
Manufacturing/Processing
12: Academic. Educational institutions are what is most 62-63
important to the economy of this planet. Academic worlds 64-66 Optional Modifiers: Mid Tech Planets: +2 Starport;
typically have many universities and colleges, which may be +2 Tech Level. High Tech Planets: +3 Starport; +4
private, corporate or state run. Tech Level
Military
Options for low tech level worlds are varied: the univer Optional Modifiers: +3 Starport; +2 Tech Level
sity was purposefully established to remove students from Mining
the temptations of modern comforts. Or, the natives may Optional Modifiers: +2 Starport; +1 Tech Level
have had some contact with free-traders, and have com Natural Resources
mitted all of their efforts to unlocking the secrets of mod
ern technology. Research
Service
This result doesn’t necessarily mean academic work towards a
degree. Trade schools, institutions dedicated to unlocking the Optional Modifiers: + 1 Starport; +2 Tech Level
secrets of the Force (these will always be well hidden since the Subsistence
Emperor has made it a priority to kill Force users), and survival Trade
schools are possible options.
Optional Modifiers: +3 Starport; +2 Tech Level
13: Administrative/Government. This world is bureaucracy at
its largest. The main industry is the orderly (or at least managed) 22: Colony. This planet has been established and sponsored by
operation of a government, business, or other large institution. another, more developed planet or corporation. Colonies are
Imperial sector capitals often qualify for this designation, but generally dependent upon the sponsor for supplies, and typically
the homeworlds of major, galaxy-spanning corporations and are subservient to its dictates. Colony worlds aren’t independent
institutions such as BoSS (Bureaus of Ships and Services) may entities, although there may be a separatist movement. Colony
also be considered administrative in nature. Low tech level plan planets generally produce goods only for consumption by the
ets could also be administrative, especially if the economy is sponsor, and thus are often prevented from developing a self-
directed entirely by the government. sufficient economy or acquiring significant wealth. Many
colonies are devoted to agriculture and mining.
Optional Modifiers: + 1 Starport; +1 Tech Level
23: Disaster. Disaster planets have gone through cataclysmic
14-21: Agriculture. This planet is dedicated to the production changes that have dramatically altered the world’s history. The
of food. The types of products can include grains, vegetables, event could have been a war that used atomic weapons, a
fruits, meats, vitamins, dietary supplements, and water. Many plague, an industrial accident, a collision with a large stellar
ocean planets also rely on agriculture, through fishing or algae body (such as an asteroid) or a dramatic change in the nature of
and vitamin farms. the system’s star (such as when stars balloon into red giants,
incinerating all of the inner planets and drastically changing the
Incompatible Conditions: Asteroid Belt, Artificial Planet climate of the surviving worlds).
Type; Barren Terrain
The disaster could have occurred just a few years ago (gener
ally making the world very dangerous), or it could have hap
pened decades or eons ago (in which case the danger from the
actual disaster may have passed, but the aftermath could be
devastating).
456 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
Optional Modifiers: (If recent calamity) −3 Starport; −2 Tech 32-33: Homeworld. This result means the planet is a homeworld
Level; +3 Atmosphere for an established alien species. It could be Calamari (home of
the Mon Calamari and the Quarren), Sullust (home of the Sul
24: Entertainment. This planet’s business is show business. lustans), or one of thousands of other homeworlds throughout
Holovids, musical groups and the businesses that distribute their the galaxy. Most of these planets have modern starports, a
works to the general public are dominant here. Some planets sophisticated trader network and a high level of technology.
specialize in sporting events (such as swoop races), amusement Almost all homeworlds of atomic tech level or higher have
parks, gambling or tourism. already been subdued by the Empire unless the characters are in
unexplored regions of space.
25-26: Exploration. This planet, and the whole system for that
matter, has seldom been visited, until now, when the characters 34: Luxury Goods. The planet produces luxury goods, such as
have arrived. Exploration planets tend to have primitive tech liquor, finished gemstones (such as the Garnib crystals), spices,
nology levels (if there are even sentient species). There are few art or other goods. This planet may be self-sufficient, or may be
urban areas, with the emphasis on dangerous wilderness. Lost devoted exclusively to producing the luxury good (which would
artifacts from past ages may be on these planets, or there may requiring importing everything else).
simply be wandering tribes of aliens who are eager to trade.
These planets may be rich in natural resources. 35-41: Manufacturing/Processing. The inhabitants of this
planet devote most of their time to manufacturing goods. The
There may be some hint of galactic civilization in these sys goods generally fit into three distinct categories: low tech, mid
tems, or on the planet in question perhaps a secretive trader has tech, and high tech. These goods may be for consumption by the
retired here, or fugitives may be hiding from the Empire. These planet’s own residents, or they may be for export to other plan
locales are excellent for hidden bases, or if near important trade ets. They may be finished items, which are shipped directly to
routes, may be a convenient stopover for independent traders. markets, or the planet may be an intermediary step, whereby
the planet takes in raw materials from one planet, and then pro
Optional Modifiers: −2 Starport; −2 Tech Level cesses the material so that it can be used in the production of a
finished good, which is manufactured someplace else.
31: Hidden Base. There is a base on this planet that someone
wants to keep a secret. This immediately sets up a conflict for Low Tech: Low tech items are simple manufactured goods,
the characters, since that someone will probably hunt them such as handiwork, native crafts, furniture, basic medicines and
down to prevent anyone else from finding out about the base. woven cloth. The goods may be mass produced in factories, or
may be made individually by skilled craftsmen.
Alliance and pirate bases are logical choices. Other options
may include the Imperial military or corporate interests (possibly Mid Tech: More complex items are produced on this planet.
a weapons or biological engineering research facility). Wealthy Textiles, mechanical weaponry (projectile weapons), pharmaceu
individuals may have a private hideaway. ticals, paper goods, vehicles, and primitive versions of high
! 457THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
tech goods, such as computers and plastics, can be manufac locations. Sector capitals, planets that produce many different
tured on these planets. Assembly line factories are frequently products and planets with wealthy populations are often trade
necessary to produce these goods. planets.
High Tech: Modern computers, blaster weapons, super-hard Optional Modifiers: +3 Starport; +2 Tech Level
plastics and alloys like transparisteel, polymers, chemicals, bio-
engineered life forms, advanced bio-immune medicines, cyber GOVERNMENT
netics, medical equipment, droids, vehicles and starships are all
considered high tech goods. High tech goods almost always Government is the means by which a society determines
require advanced manufacturing methods. what is permissible and what is forbidden. Governments can
regulate business or corporate behavior, or even eliminate enti
Optional Modifiers: Mid tech Planets: +2 Starport; +2 Tech ties such as businesses. They can severely curb a citizen’s rights,
Level. High tech Planets: +3 Starport; +4 Tech Level or be very permissive.
42: Military. This planet is an important Imperial military facili The following results determine what type of government has
ty. It has one or several large bases. Sector capitals, planets near been established on this planet, but it is up to the gamemaster
strategic trade routes, Imperial ship yards, and weapons manu to determine what the government in question believes in —
facturing planets have huge military bases. these categories simply detail by what means the government
operates. If the gamemaster wishes to generate more variety,
Optional Modifiers: +3 Starport; +2 Tech Level roll on this chart multiple times to determine secondary govern
ments or to determine a strong influence within the prime sys
43-46: Mining. Mining planets depend upon the minerals and tem of government.
metals locked beneath the ground. These planets truly drive the
Imperial economy, because without the raw materials there One thing to remember is that most planets in the galaxy
would be no starships or vehicles. Blaster gases are also mined, during the Rebellion Era are under the firm control of the
but are taken from gas giants (such as the Tibanna gas mine on Empire. This chart assumes that the planet is under Imperial
Bespin). control (with the notable exception of the Rebel Alliance result),
although many primitive planets (feudal or stone tech levels)
Optional Modifiers: +2 Starport; +1 Tech Level have been left alone simply because they offer too few
resources or tax revenues to be worth the effort.
51-55: Natural Resources. These planets utilize naturally
occurring resources such as wood (for logging), animal skins, Most Imperial planets have been allowed to retain their tra
and glaciers (“harvested” for fresh water). Other products that ditional form of government, but all Imperial worlds have troops
could be harvested are raw materials for medicines and pharma and equipment deployed to help the local population remember
ceuticals, and may be either plant or animal derived. This cate who is in control of the situation. Many, but not all, planets
gory differs from agriculture because the products aren’t food. have Imperial governors who act as liaison between the Empire
and the planetary government. On some worlds, the governor
56: Research. These planets are used for scientific and academic has assumed control (an action well within his or her authority).
research. The world may have abundant resources, but the par Particularly troublesome worlds are often subdued by Imperial
ticular company or university may have an exclusive charter and military crackdowns.
is allowed to decide who develops the planet. Research may be
for purely scientific or academic knowledge, but other planets To determine the government type, use the six-sided per
are studied for new chemical compounds with practical applica centile system. This generates totals between 11 and 66. It is
tions. best to use two different color dice, reading one color die before
the other. For example, if you’re reading the red die first, and
61: Service. Service planets tend to have a multi-classed social
system and great wealth. The exclusive higher classes have con D6% Result
trol over the wealth and resources, and the lower classes provide
services and goods to the wealthier individuals. Service planets 11 Alliance/Federation
tend toward direct sale to consumers, or may be devoted to 12 Anarchy
banking, legal services, medical services, or financial markets. 13-16 Competing States
21-22 Corporate Owned
Optional Modifiers: +1 Starport; +2 Tech Level 23-24 Dictatorship
25 Family
62-63: Subsistence. A planet with a subsistence economy is 26-31 Feudalism
working hard just to survive. There is little to send to other 32 Guild/Professional Organizations
worlds to generate income, and if the planet has to import 33-42 Imperial Governor
many goods, the debt could be staggering. Another option is a 43-45 Military
planet that depended upon one product which has lost a great 46-52 Monarchy
deal of Its value, and as a result, unemployment and poverty 53 Organized Crime
have grown dramatically in recent times. 54 Participatory Democracy
55 Rebel Alliance
64-66: Trade. Trade planets tend to be the most active and 56 Representative Democracy
exciting planets in the Star Wars galaxy. They are blessed with 61 Ruler by Selection/Rite
being on a good trade route, and as a result, everyone stops here 62 Theocracy
to sell goods, make deals and purchase goods for resale at other 63-66 Tribal
458 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
and you roll a “5” on the red die and a “6” on the blue die, your These guilds may also control certain portions of the govern
roll is a “56” (Representative Democracy). ment, and subtly direct the kind of legislation and decisions that
are made.
11: Alliance/Federation. Several different groups (tribes,
nation-states, corporations or whatever else — you decide) have 33-42: Imperial Governor. This is a planet where the designated
formed an alliance. The degree of cooperation and the vitality of Imperial governor has taken control, either due to civil unrest,
the alliance differs from situation to situation. Typical purposes sheer ego, or belief that the previous government was inept,
for alliance include an improved economy, mutual defense, or disloyal or unresponsive.
the arrival of a situation so compelling that the different groups
can put aside their problems to accomplish “a greater good.” 43-45: Military. Military planets are controlled by either the
Betrayal is always a possibility, especially if there are other com Imperial military or a local military organization. They tend to
peting alliances. have governments which perpetuate only the military structure,
ignoring the needs and desires of the civilian populations —
12: Anarchy. Anarchists stand for the individual and his or her martial law is a way of life. Harsh, brutal crackdowns can occur
rights above all else, including government. Anarchist govern with only minor provocation. Civil rights take a low priority
ments could conceivably be quite elaborate, but would exist when compared to accomplishing government goals.
only to insure that each individual has complete freedom.
46-52: Monarchy. A type of government where absolute
Anarchism is commonly perceived as a lack of law and order, authority is granted to one individual, often called a king or
and on many planets, that is indeed the truth. queen. The leadership position is normally granted by heredity.
Planets may have patriarchal (only male rulers) or matriarchal
13-16: Competing States. Several nation-states, tribes or cor (only female rulers) societies.
porations are actively competing for control of the planet. The
intensity and type of competition varies, and can range from 53: Organized Crime. A planetary or galaxy-wide criminal orga
economic competition to open war. nization has established a government loyal to the criminal
leaders. Organized crime planets are typically run so that only
21-22: Corporate Owned. This planet is owned by a corpora those who are unswervingly loyal to the criminal organization
tion, trade guild or other large business interest. Most of these receive advancement and promotions; opponents are simply
planets produce goods for use or resale by the parent corpora eliminated.
tion. Other corporate planets are for the pleasure and relaxation
of the executives and employees — in essence, giant recreation Organized crime may also covertly control a government by
planets. Residents are almost always employees of the corpora bribing or blackmailing officials, or threatening their families.
tion, and have strict guidelines and rules to follow, such as hav These governments are typically oppressive.
ing to pay rent on corporate housing, or being required to
purchase goods only from corporate retailers. 54: Participatory Democracy. Citizens vote directly on Impor
tant issues (some advanced planets have citizens vote on virtu
The corporation is allowed to do whatever it likes (with the ally every proposed bill).
agreement of the Empire, of course). Conditions on planets are
widely variable, from harsh and repressive to agreeable and 55: Rebel Alliance. A government that supports the Rebel
comfortable. Alliance and its objectives. Few planets can risk openly support
ing the Alliance (Alderaan is a painful example of what happens
Optional Modifiers: +3 Spaceport; +2 Tech Level to openly rebellious worlds), but several planets secretly shuttle
funds to Rebellion coffers, or offer safe passage for Rebel
23-24: Dictatorship. Dictatorships are commanded by a single agents, supplies and weaponry. Hidden Rebel safe worlds also
individual, such as a charismatic military officer, or an insane qualify for this designation.
politician who will execute anyone. Dictatorships are almost
always repressive and intolerant of divergent political, philo 56: Representative Democracy. Planets with a representative
sophical and social views. democracy have citizens choose officials, who are then charged
with representing the “public interest.” These type of govern
25: Family. The most important social organization on the plan ments can experience radical shifts in goals and policy if the
et is the family. There are a variety of possible scenarios, includ population is unsatisfied with performance and threatens to
ing a pre-tribal state, where families have little or no remove the representatives from office.
technology and constantly engage in warfare with each other.
At higher tech levels, a small group of elite families could con 61: Ruler by Selection/Rite. The ruler is chosen by a series of
trol the government, either overtly or through behind the trials, physical, mental or both. While these governments are
scenes manipulation of the government in power. often found on more primitive planets, advanced civilizations
may use complex testing methods to determine who is most fit
26-31: Feudalism. A multi-structured social system, in which to govern a planet, nation or locality.
important officials (nobles or royalty) are entrusted with a spe
cific area of land. They must manage the territory, provide tax 62: Theocracy. A government run by a religious organization.
revenues to higher-level officials and make sure that the com Typically, the citizens are required to participate in certain reli
mands of these higher-level officials are carried out. gious rites and profess faith in the tenets of the religion. Theoc
racies may be highly tolerant of divergent views, but some are
32: Guild/Professional Organizations. The planet is controlled also quite repressive.
by a guild dedicated to the advancement of a particular occupa
tion or philosophy. Many trade planets are run by trade guilds.
! 459THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
63-66: Tribal. Tribal governments seldom control more than a SEASONAL CHANGES
small portion of the planet. Tribes are groups of many families
who have banded together for mutual survival, or who share The seasons on a planet are caused by the amount of
common beliefs. Tribes are often precursors to city-states and axial tilt. If the planet’s axis of rotation is perfectly “verti
nation-state governments, but many highly advanced and cal” (perpendicular to the plane of its orbit) there are no
sophisticated tribal governments are found on planets through seasons, and the temperature is constant year round.
out the Star Wars universe. Tribes can be nomadic, depending However, there will still be temperature changes due to
almost entirely upon hunting and foraging for food, or they can weather.
settle, which indicates the development of agriculture.
However, if the axial tilt isn’t “vertical,” the planet
PLANET TYPE experiences seasons. The greater the degree of tilt, the
more extreme the seasonal change. Planets with a high
The following table determines the basic type of world that degree of tilt experience extreme seasons. One side of the
the civilization in question has developed on. Roll 2D and find planet will have brutally cold winters, with continual
the results below. darkness. At the same time, the opposite side of the planet
will experience a sweltering summer and continual sun
2D Result light, with temperatures well above boiling. As the planet
2-9 Terrestrial circles the sun, there will be a brief period of moderation,
10 Satellite (Normally gas giant) and then the side of the world that was previously locked
11 Asteroid Belt in the grip of winter is now exposed to searing sunlight
and the side that was experiencing a deadly summer is
Optional Modifiers: −2 Population (initial roll only) now exposed to the cold and dark of space. As the planet
Incompatible Conditions: Agriculture, Homeworld swings back around the sun, there again is a brief moder
ate period, before the planet returns to the seasons origi
Planet Function nally described.
12 Artificial
TIDE LOCK
Optional Modifiers: −2 Population (initial roll only)
Tide locked planets are trapped with one half of the
2-9: Terrestrial. The planet is a typical ball of rock and metals planet continuously facing the sun and the other facing
orbiting a sun. Most terrestrial planets have atmospheres, and out into space. They cannot rotate, and thus there is no
many have developed life. Move on to the “Terrain” section day/night cycle. These planets are almost always uninhab
below. itable, but there are exceptions (some planets have a hab
itable zone on the boundary of the night and day sides). If
10: Satellite (Normally Gas Giant). This world is a moon orbit a planet is tide locked, ignore the effects of axial tilt.
ing a gas giant (much like Yavin IV as seen in Star War: A New
Hope). Since there is a civilization here, it probably has a breath the toxins out of the city). Since artificial planets require a regu
able atmosphere and supports life, or there were important lated environment, read the “Regulated Environments” sidebar
resources too valuable to pass up. Move on to the “Terrain” sec and then skip to the section labeled “Starport.” Artificial settle
tion below. Satellites are almost always tide-locked to the gas ments require a tech level of information or space.
giants they orbit.
Optional Modifiers: −2 Population (initial roll only)
11 : Asteroid Belt. Asteroid belts are either the remnants of
planets shattered by collisions with large stellar bodies or merely TERRAIN
portions of stellar material that never coalesced into a planet.
Settled asteroid belts are often rich in minerals and metals, and The gamemaster must determine the dominant terrain for
their small size prevents them from supporting an atmosphere. the planet. There can be many different types of terrain on a
Most asteroid belt civilizations are either subterranean or have planet, but the dominant terrain is the one that the characters
sealed and probably domed buildings built on the surface. Since will interact with most often. Diverse planets may have several
asteroids are naturally airless, civilizations require regulated major terrain types. Additionally, the planet’s terrain may be a
environments. Read the sidebar labeled “Regulated Environ combination of types (such as mountainous forest).
ments” and then move ahead to the section labeled “Starport.”
Asteroid belt settlements required a tech level of atomic, infor While these classifications provide basic information as to
mation or space to be established (if the settlement was aban the terrain types, the gamemaster must customize them to
doned, the civilization may have devolved and lost tech levels). match the unique nature of the planet. Each terrain entry has a
listing of compatible conditions, which is where these terrain
Optional Modifiers: −2 Population (initial roll only) types are most likely to be found. Some terrain types also have
Incompatible Conditions: Agriculture, Homeworld Planet incompatible conditions, where they will seldom be found. If a
Function quality isn’t listed (such as a Moderate Hydrosphere, for exam
ple), the conditions are neither particularly favorable for the
12: Artificial. Artificial results indicate orbiting space stations
domed cities built on planets with toxic atmospheres,and great
floating complexes built in gas giants. All artificial settlements
need some means of sustaining themselves (such as huge repul
sor engines to keep Cloud City aloft, or sealed domes to keep
460 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
terrain, nor do they preclude the existence of the terrain type. If PLANETS • 22
the gamemaster rolls incompatible terrain results, he may opt to
discard the results, or reason through a really unusual situation ELLIPTICAL ORBITS
that allows this result. To determine the terrain type, roll on the
six-sided percentile system. Some planets orbit their star in unusual orbits, with
one part of the orbit coming much closer to the sun than
D6% Result the rest of the orbit. These elliptic orbits account for huge
11 seasonal variations, and the lengths of seasons are not
Barren equal. In extreme situations, the planet is locked in a
12-13 Compatible Conditions: Arid, Dry Hydrosphere deadly cold winter for years at a time, but as it swoops in
14 Incompatible Conditions: Moist, Saturated close to the star, the planet quickly thaws and life returns,
Hydrosphere all within the span of a few weeks.
15-16 Optional Modifiers: −2 Population (initial roll
21-24 only); +3 Atmosphere PLANETARY WEATHER
25-26 Cave Meteorology is one of the most difficult of the sciences
Optional Modifiers: +2 Atmosphere; −2 to understand, simply because there are so many factors
31-32 Population (initial roll only) involved in determining the weather of a plane. Weather
is defined as any type of wind or precipitation, whether is
33-34 Crater Field in the form of rain, sleet, ice, ice shards, or something
35-41 Desert even more exotic.
42-44 Compatible Conditions: Arid, Dry Hydrosphere In general, weather fronts are created by the spin of
Incompatible Conditions: Moist, Saturated the planet and the mixture of different temperature air
45-46 Hydrosphere masses (such as when cool air from a great water body
51-52 Forest collides with warm air from the interior of a continent).
53-61 Compatible Conditions: Moderate, Moist Weather can be amplified by the presence of satellites, an
62-63 Hydrosphere; Hot, Temperate, Cool Temperature unusual planetary orbit (such as elliptical), local geo
64-66 Incompatible Conditions: Arid Hydrosphere; graphic conditions (there tends to be more rain when a
Frigid, Searing Temperature weather front hits a mountain chain, since the clouds
Glacier must lose moisture in order to rise above them) and the
Compatible Conditions: Moist, Saturated effects of galactic civilization (climate control is used on
Hydrosphere; Cool, Frigid Temperature many advanced planets).
Incompatible Conditions: Arid, Dry Hydrosphere;
Searing, Hot, Temperate Temperature Precipitation might be measured in centimeters per
Jungle year, or even meters per day, depending upon the amount
Compatible Conditions: Moderate, Moist, of moisture in the air and climate. The strength of winds
Saturated Hydrosphere; Searing, Hot, Temperate might be barely noticeable, or so strong that buildings
Temperature must be securely anchored or they will be blown over.
Incompatible Conditions: Arid, Dry Hydrosphere;
Cool, Frigid Temperature The scope of this work doesn’t allow for detailed
Mountain weather mechanics, but with all of the options available
Incompatible Conditions: Saturated Hydrosphere to gamemasters, the sky’s the limit.
Ocean
Compatible Conditions: Moderate, Moist, REGULATED ENVIRONMENTS
Saturated Hydrosphere
Incompatible Conditions: Arid, Dry Hydrosphere Space stations, asteroid belt cities, domed cities and
Optional Modifiers: −1 Population (initial roll other artificial environments are called regulated environ
only) ments. It is assumed that these environments are set for
Plain the most comfortable conditions for the species that built
Compatible Conditions: Dry, Moderate, Moist the environment, or in the case of Humans, a temperate
Hydrosphere; Hot, Temperate, Cool Temperature temperature, Standard gravity, and a day/night cycle hov
Incompatible Conditions: Arid, Saturated ering abound 20-25 standard hours.
Hydrosphere; Searing, Frigid Temperature
Plateau However, should there be a catastrophic disaster, the
Incompatible Conditions: Saturated Hydrosphere natural environment may come rushing into the facility,
Urban or things such as oxygen re-processors or repulsor grav
Optional Modifiers: +1 Population (initial roll generators may fail. If the regulated environment is a
only) domed city or a construct within a gas giant, the immense
Wetlands gravitational forces and atmospheric pressures may cause
Incompatible Conditions: Arid, Dry Hydrosphere; the facility to collapse. Filters could fail, releasing all kinds
Frigid, Searing Temperature of toxins into the environment. While accidents should be
Volcanic rare, the potential for disaster is enormous.
Incompatible Conditions: Type I atmospheres
Optional Modifiers: −2 Population (initial roll
only); +3 Atmosphere
Special Terrain
! 461THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
11: Barren. Barren planets are typically Arid, possibly with hos portion of the local year. The ground can be moist or dry. They
tile atmospheres. The ground is extremely hard, dry and is hos are excellent incubators for life, from plants to insects and larg
tile to most forms of life. There may be large rocks on the er carnivorous animals. They require ample water, but can be
surface or embedded in the rock hard ground. Minerals and warm or cool.
metals may be found. Barren planets are predisposed to
unbreathable atmospheres. Compatible Conditions: Moderate, Moist, Saturated Hydro
sphere; Searing, Hot, Temperate Temperature
Compatible Conditions: Arid, Dry Hydrosphere
Incompatible Conditions: Moist, Saturated Hydrosphere Incompatible Conditions: Arid, Dry Hydrosphere; Cool, Frigid
Optional Modifiers: −2 Population (initial roll only); +3 Temperature.
Atmosphere
33-34: Mountain. Mountainous planets have been (or still are)
12-13: Cave. The planet is dominated by an immense network home to a great deal of geologic activity. The mountains can
of caves running throughout the crust. These caves are often range from small hills (under a kilometer tall) to huge peaks sev
caused by volcanic activity, and if the activity is ongoing, areas eral kilometers tall. Depending upon the planet’s atmosphere,
can quickly become dangerous as lava and toxic gases return to plant life, and soil, mountain areas can support a variety of
fill the caves they created. Cave planets almost always have Type plant forms from trees to grasses or various lichens. Peaks of
11 atmospheres. mountains on temperate and cold planets may be snow capped.
Snow capped mountains can be quite dangerous because of
Optional Modifiers: +2 Atmosphere; −2 Population (initial avalanches.
roll only)
Incompatible Conditions: Saturated Hydrosphere
14: Crater Field. Crater fields can occur in virtually any other
type of terrain, and they are the result of continuous impacts 35-41: Ocean. Ocean planets are dominated by huge bodies of
from meteorites, resulting in huge cratered areas on the planet. water or other liquid. The oceans can be very deep, or merely
The impacts could have ended millions of years ago, or they may large and shallow, depending upon whether or not geologic
still be ongoing. Large enough meteors could cause significant activity has created great mountainous regions (islands are
climate changes on a planet by throwing huge clouds of soil often the peaks of small mountains that emanate from the
into the air or causing earthquakes. Planets with light gravities ocean’s floor). These planets may be searing to frigid, although
are favorable for crater fields. frigid oceans will most often be covered by huge glacial sheets
of ice.
Incompatible Conditions: Thick atmospheres
Compatible Conditions: Moderate, Moist, Saturated Hydro
15-16: Desert. Deserts are typically found on dry and arid plan sphere
ets, and support only a minimum of life due to a lack of mois
ture. Deserts can be found in any temperature zone. Warm Incompatible Conditions: Arid, Dry Hydrosphere
desert areas can be very dangerous because travelers can easily Optional Modifiers: −1 Population (initial roll only)
become dehydrated (an exposure suit will prevent dehydration).
42-44: Plain. Plains areas are simply huge, flat expanses of life,
Compatible Conditions: Arid, Dry Hydrosphere typically supporting grasses and bushes as primary forms of
Incompatible Conditions: Moist, Saturated Hydrosphere plant life. Grasslands can be found in virtually any hydrosphere
and temperature range, but they are most common in tropical
21-24: Forest. Forests occur most commonly in temperate and temperate dry regions. Very cold, dry grasslands are often
zones, but they can also occur in very cold or warm areas. If called tundra, and very warm, dry grasslands are often called
they receive a great deal of precipitation in tropical areas, they savannas.
are called rain forests. Forests may be active year round, or may
be seasonal (most of the plants go into hibernation during cool Compatible Conditions: Dry, Moderate, Moist Hydrosphere;
er seasons). They generally receive ample rainfall. Hot, Temperate, Cool Temperature
Compatible Conditions: Moderate, Moist Hydrosphere; Hot, Incompatible Conditions: Arid, Saturated Hydrosphere; Sear
Temperate, Cool Temperature ing, Frigid Temperature
Incompatible Conditions: Arid Hydrosphere; Frigid, Searing 45-46: Plateau. Plateaus are large sections of mostly flatland
Temperature that are elevated above other portions of nearby land. They typ
ically occur in the interior of continents. On a plateau, virtually
25-26: Glacier. Glaciers are huge, frozen sheets of ice that can any type of terrain can be found.
be several kilometers thick. Icebergs are chunks of glaciers that
have been broken off and now float in oceans. Glaciers grind Incompatible Conditions: Saturated Hydrosphere
the land beneath them, constantly reforming it. Glaciers can
occur on land, or above ocean. 51-52: Urban. This result means that most of the planet is cov
ered by artificial constructions, typically huge city sprawls. This
Compatible Conditions: Moist, Saturated Hydrosphere; Cool, is indicative of a very high population, and most so-called urban
Frigid Temperature planets concentrate on trade, manufacturing or administration.
Agriculture can sometimes be conducted in huge hydroponics
Incompatible Conditions: Arid, Dry Hydrosphere; Searing, factories, or beneath the surface if the plants don’t require sun
Hot, Temperate Temperature light (typical of mosses and fungi). Urban terrains can be layered
on top of most other terrain conditions, such as plateaus, moun
31-32: Jungle. Jungles are any area overgrown by plant life, and tains, and plains. In addition to habitable cities, urban results
often include low-lying wetlands that support many forms of may indicate huge factories and relining facilities.
plant and animal life. They are often warm at least a substantial
462 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
Aside from buildings, many urban settings will have extensive region). The “true” temperature of an area can be altered by
cultivated areas for agriculture. This classification can include local geographic features. Seasonal changes also greatly alter
any developed area that isn’t wilderness. temperature (see “Seasonal Changes” sidebar). Some planets are
trapped in what is called tide lock (see “Tide Lock” sidebar). Still
Optional Modifiers: +1 Population (initial roll only) other planets have elliptical orbits (see “Elliptical Orbits”
sidebar).
53-61 Wetlands. Wetlands are moist low-lying wet areas, and
play a vital role in most ecosystems. They can take the form of All of these possible combinations give the gamemaster a
ponds, marshes, or swamps, and support bushes, trees, grasses great deal of diversity and choice when designing the planet.
and many different forms of life. These special results are not incorporated into the random tables
so that the gamemaster can choose exactly which effects are
Incompatible Conditions: Arid, Dry Hyrdosphere; Frigid, most useful. Roll 2D to determine the average temperature.
Searing Temperature
2D Result
62-63: Volcanic. Volcanoes and lava pools cover the planet, 2 Searing
indicating a very high level of geologic activity. Volcanic planets 3-4 Hot
often have high levels of ash and toxic gases in the atmosphere, 5-9 Temperate
and the lava, of course, is very dangerous. However, these plan 10-11 Cool
ets often have high quality metals in their crust. Volcanic plan 12 Frigid
ets often have hazardous atmospheres.
2: Searing. Searing planets average 60 degrees Celsius or more,
Incompatible Conditions: Type I atmospheres and are hostile to most life forms, although standing bodies of
Optional Modifiers: −2 Population (initial roll only); +3 water are possible as long as the average temperature isn’t near
Atmosphere the boiling point (100 degrees Celsius). Most civilizations will
tend to cluster near the more moderate polar regions or under
64-66: Special Terrain. These are unusual terrains that demon ground.
strate the incredible versatility of the Star Wars universe. These
terrain types can also explain seemingly contradictory terrain 3-4: Hot. Hot planets average between 30 and 56 degrees Cel
rolls. What follows are some examples: sius, and while generally uncomfortable, are not nearly as hos
tile as searing planets.
• Crystal forests and fields. The crystals may be immensely valu
able, or merely scenic. They may also be a hazard if they magni 5-9: Temperate. Temperate planets average between −5 and 29
fy incoming sunlight, possibly blinding careless travelers. degrees Celsius, and are in the most comfortable temperature
bands for Humans and other life forms.
• Planets with ammonia oceans, where the land masses are
actually rock-solid ice fields. This type of condition requires very 10-11: Cool. Cool planets average between −20 and −4 degrees
low temperatures and often has a Type IV atmosphere. Celsius. Most cool planets do not support a huge number of life
forms, but life can still adapt to planetary conditions. Plant life
• Underground forests, found in great subterranean caverns. The may be common if it contains compounds that prevents vital
trees and bushes derive most of their energy from the geother water-based fluids from freezing.
mal energy released by the interior of the planet.
12: Frigid. Frigid planets average −21 degrees Celsius or less,
• Huge canyons cover the planet. and are often inhospitable. If the hydrosphere is Temperate,
Moist, or Saturated, the planet may be covered with ice glaciers.
• A planet where most of the water is trapped on high plateaus,
and the lowest sections of the planet are actually parched GRAVITY
deserts.
Star Wars: The Roleplaying Game uses four classifications to
• Planets like Kashyyyk, with several distinct “bio-levels,” where indicate the gravity of a world. As indicated before, most regu
the type of creature and its behaviors is distinctly different lated environments will have a gravity of Standard.
based on the altitude. This can be accomplished through use of
mountains, huge trees, or even planets where there are many 2D Result
lighter than air gases and many flying and gliding creatures 2 Zero Gravity
have internal bladders for constant lift. 3-4 Light
• Planets that are covered with toxic and radioactive pools. They 5-11 Optional Modifiers: +2 Atmosphere
may have been mining planets that were just tapped out and 12 Standard
converted to waste dumps. Whole new lifeforms (and hardy Heavy
ones at that) could evolve in these conditions.
Optional Modifiers: +2 Atmosphere
• A planet with an unusual substance that mixes with water,
turning into a jellied goo at temperatures up to 80 degrees Cel 2: Zero Gravity. Asteroids, comets and other very small stellar
sius. In warmer seasons, there are huge flowing oceans of the bodies have effectively zero gravity, which also eliminates the
muck, while in winter, the goo hardens, expands and covers possibility of an atmosphere (barring the use of technology,
much of the planet (much like a hot-weather glacier). such as energy screens). Space stations that lose power may also
TEMPERATURE
This classification represents the average temperature on the
planet’s surface. Most planets have several varying temperature
bands, from the coldest (polar regions) to warmest (equatorial
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22 • PLANETS
lose their repulsorgrav generators, effectively throwing the 12: Heavy. Heavy gravity planets have a much stronger pull
whole station into a zero gravity situation. than normal, the effects of which can be merely inconvenient or
crippling. Planets with very heavy gravity may make a person’s
In zero gravity, things and beings float unless thrust is some body so heavy that they cannot move. There are few planets
how provided. On the other hand, once something begins mov with heavy gravity, and most of them are just barely beyond the
ing, it doesn’t stop until something else stops it (such as a Standard gravity classification. On these “barely heavy” gravity
collision with a wall). The applies for vertical, horizontal and planets, even walking counts as an action (it is not “free move
even twisting movement since there truly is no “up” or “down.” ment”).
Characters in zero gravity can float up to five meters per Gamemasters can use the following optional modifiers for
round and have no control over direction unless they have slightly heavier gravity planets: −1D to all Strength and Dexteri
something to push off against, in which case they float 10 ty actions (except for resisting damage). Characters must make a
meters. Increase the difficulty of all Dexterity or Strength checks minimum of a Moderate stamina check after every minute of
by 2 (excluding checks to resist damage). Combined actions are heavy exertion, although checks may be made more difficult or
not possible. Characters attempting full dodges will smash into frequent at the gamemaster’s discretion. Characters who fail
any object in their path (taking 3D stun damage). Each dodge these stamina checks must rest for a double the amount of time
counts as two actions. Characters will be able to control their they were active or suffer a −3D penalty to all actions except
direction of flight by firing blasters or projectile weapons as a resisting damage in combat. Additionally, when the character
means of propulsion, but this requires a Moderate Mechanical suffers damage from collisions or falling, increase the damage
roll to control direction. Similarly, characters who fire weapons by a minimum of 1D.
in combat will be pushed away unless they are braced against a
wall. Optional Modifiers: +2 Atmosphere
3-4: Light. Planets with light gravity allow characters to lift ATMOSPHERE
heavier objects, but also throws off physical coordination. They
also allow easier movement. There are few inhabited planets Most stellar bodies of significant size have atmospheres
with light gravity. (some planets have had their atmospheres ripped away by a
near pass with a rogue planet or some similar cataclysm). Gas
In very light gravities, the gamemaster may want to use the giant atmospheres are often composed of methane, ammonia,
following optional modifiers: +1D bonus to all Strength actions and various hydrocarbons (Type IV), although a very small num
(except for resisting damage); −1D penalty for all Dexterity ber of gas giants have been discovered with a breathable atmos
actions. phere within a limited biozone (Bespin being the prime
example). Imperial bureaucrats use a very simple classification
Optional Modifiers: +2 Atmosphere system for atmospheres. Most ship sensors can determine the
type of atmosphere with sensors. However, sensors are not per
5-11: Standard. Standard gravity is that which is most common fect, and may miss trace elements that can be harmful to the
on Imperial worlds, and therefore most comfortable for most ship’s inhabitants, so the results of a sensor scan should never
species. Standard gravity includes several gradients of true grav be taken at face value.
itational pull, but is placed within this convenient grouping.
To randomly determine a planet’s atmosphere, roll 2D and
check the result below.
464 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
2D Result ponents that make it a different compound. More exotic options
2 None include huge lava lakes (on planets with plenty of geologic
3-9 Type I (breathable) activity), or deadly ammonia seas (on extremely cold planets).
10 Type II (breath mask suggested) Roll 2D.
11 Type III (breath mask required)
12 Type IV (environment suit required) 2D Result
2 Arid
2: None. This planet has no appreciable atmosphere and a space 3-4 Dry
suit is required simply to survive on the world. Planets without 5-9 Moderate
an atmosphere typically have much greater temperature varia 10-11 Moist
tions because there is no atmosphere to disperse solar energy 12 Saturated
(on the sun side) or retain heat (on the night side). Characters
exposed to the vacuum of space suffer 4D damage the first 2: Arid. The planet is 85-100 percent covered by land. The planet
round of exposure, and increase the damage by +2D for each has very little or no standing liquid, and there probably is very
additional round in the vacuum. little moisture in the atmosphere. There may be large lakes and
seas, but there are no great oceans. Much of the planet will
3-9: Type I (Breathable). A Type I atmosphere has a proper mix probably be desert.
ture of oxygen, nitrogen and other gases so that Humans and
comparable species can breath it unassisted. These atmospheres 3-4: Dry. The planet is 50-84 percent covered by land. The plan
may have contaminants that over the long term have a detri et has some standing liquid, and the land is probably a mixture
mental effect. Planets with a Type I atmosphere will have life or of desert, dry plains, tundra, or other terrain types not requiring
at least had life recently. a great deal of water.
10: Type II (Breath Mask Suggested). Type II atmospheres can 5-9: Moderate. The planet is 15-49 percent covered by land. The
support life without use of a breath mask, but either due to too planet has large oceans and probably a well developed river net
much or too little atmospheric pressure or oxygen, or unusual work, especially if the planet has large hills and mountains.
gases or contaminants, it is recommended that a breath mask be There are probably many different terrain types.
worn. Without a breath mask, detrimental effects, such as
slowed reactions, reduced brain activity, poisoning, or a myriad 10-11: Moist. The planet is only 5-14 percent covered by land.
of other effects can begin to occur within just a few hours of Most of the planet is covered by water or another liquid, and
exposure. Many alien species can comfortably breathe Type II the few land masses that do exist are wet. Bogs and swamps are
atmospheres without having to resort to breath masks. common.
Planets with a Type II atmosphere will have life or at least 12: Saturated. The planet is only 0-4 percent covered by land.
had life recently. Land only takes the form of islands, which may again be bogs,
or swamps. Oceans dominate the terrain.
11: Type III (Breath Mask Required). Type III atmospheres are
unbreathable without a breath mask, again due to a number of LENGTH OF DAY
possible characteristics. The atmosphere could be highly poi
sonous, or simply not have enough oxygen to breathe. Charac The length of day for most terrestrial planets not subjected
ters without breath masks can begin to suffer detrimental to tide lock or another extreme condition is in the range of 18
effects immediately. A small number of alien species (and cer to 36 standard hours. Even though tide-locked planets do not
tainly native creatures) will be able to breath these atmospheres have days, it is useful to determine what a likely day length
unaided. would be so that the length of the local year can be determined.
To determine this total, roll 1D:
Type III atmosphere planets frequently support life.
1D Result (in standard hours)
12: Type IV (Environment Suit Required). Type IV atmospheres 1-2 Roll 2D and add 10
are not only poisonous, but they are so reactive that they will 3-4 Roll 1D and add 20
cause injury to persons who are exposed to it. Environment suits, 5 Roll 1D and add 25
space suits or life-support equipment is required to venture 6 Roll 1D and add 30
through the atmosphere, or characters will suffer burns and
other grievous injuries. If the planet is Frigid, a thermal suit may Satellite planets may have days several dozen hours long (as
be necessary. These atmospheres may also be flammable or long as it takes the satellite to orbit the gas giant). The local
highly explosive. The gamemaster must customize the effects of year depends upon the orbit of the gas giant and may be several
the hostile atmosphere. standard years long.
HYDROSPHERE LENGTH OF YEAR
The hydrosphere represents the amount of moisture on or A simple die roll will generate a suitable total since so many
near the surface of the planet. Water is not necessarily the only different factors are responsible for the determining the orbital
liquid that can be found. The water may have a high concentra radius and speed of the planet. The total can be increased or
tion of another substance that makes it unfit for consumption, decreased by a few days to make the total unique compared
or the liquid might merely be water-based, but have other com-
! 465THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
to other planets. To determine this total, roll 2D of different col 9-11: Stellar Class. This type of starport can dock and service
ors. Read the results below and the total of the two numbers almost any class of ship. There are probably several shipyards in
equals the length of year in local days: the immediate area, and they can handle major repairs and
modifications. There is almost always an Imperial Customs office
First Die (1D) on site.
Multiply the number ×15
12: Imperial/Republic Class. Modern and luxurious ports with
Second Die (1D) complete storage and maintenance facilities, and a large num
1 75 local days ber of landing fields and docks. A complete menu of services
2 150 local days and luxuries are available for the ship and its crew. Important
3-4 225 local days merchants have offices at the starport. The shipyards are capa
5 300 local days ble of rapid repairs and modifications. The Imperial Customs
6 375 local days office is well staffed.
SENTIENT SPECIES POPULATION
The gamemaster should determine what alien species are on This figure represents the total sentient population on a par
the planet in large quantities. Humans are among the most ticular planet. For random determination, roll 1D and use the
diverse species in the galaxy and can be found almost every chart below.
where, but other species such as Devaronians, Duros, Gamorre
ans, Ithorians, Rodians, Sullustans, and Twi’leks are also known 1D Basic Population Range
to colonize and reside on many different planets. If the planet is 1 Population is 1-999
similar to a species’s preferred climate, or there is plenty of work 2-3 Population is in the thousands
to be found, other species may be encountered as well. The 4-5 Population is in the millions
planet may have a native sentient species, designated by an (N) 6 Population is in the billions
on this line of the planet log. (Now, roll for within that range if the population is in single
numbers, tens, or hundreds for that category.)
Gamemasters must take a few moments to design the native
sentient species, bearing in mind the kind of environment the 1D Result
species evolved in. He should decide their biology, culture, histo 1-2 Population is in singles (1-9)
ry, how galactic civilization changed their society, what common 3-4 Population is in tens (10-90)
occupations they have and what their personalities are like. 5-6 Population is in hundreds (100-900)
(For exact numbers, roll 1D to determine if number is between 1-5
STARPORT or 6-9. Determine to two significant figures.)
The Imperial Space Ministry has five different classifications 1D Result
for starports. For random determination of the starport, roll 2D
and find the result on the chart below. 1-3 Number is between 1-5 (roll 1D, ignoring 6)
Number is between 6-9 (roll 1D, ignoring 5 and
2D Result 4-6 6, and add five)
2 Landing field
3-5 Limited services It is recommended that the gamemaster not allow popula
6-8 Standard class tions over 100 billion. Any population over 10 billion is very
9-11 Stellar class likely to be an urban terrain planet, with a standard class or bet
12 Imperial/Republic class ter starport and an industrial level or higher tech level.
2: Landing Field. There may be a flat space on the ground for Example: The gamemaster wants to randomly
ships to land. There is no control tower (there may not even be determine the population of a planet. He rolls 1D get
other starships on the planet). Fueling and repair services are ting a result of “3” (the population will be in the thou
probably unavailable at any price. sands).
3-5: Limited Services. This is typically a simple landing field, but A second die roll yields a result of “5” (the popula
there is at least a control tower to prevent collisions between tion is in the hundreds of thousands).
ships in the planet’s airspace. There may be maintenance sheds
for rent. There may be fuel for sale, but other important supplies To determine the exact number, the gamemaster
are unavailable. must first roll the first significant figure. A roll of “1”
tells him the number is between 1 and 5, and a second
6-8: Standard Class. The starport is fully-staffed and equipped. roll of “3” tells him the first number is 3, for a first
Restocking services are available, and there is a small shipyard number of 300,000.
for minor repairs and modifications. Prices for repairs and modi
fications can be up to double normal prices, and take twice as To determine the second significant figure, a roll of
long to accomplish. “5” tells him the number is between 6 and 10. To get
the specific number, he rolls 1D and adds five, ignoring
a 5 or 6. He rolls a “1”, and by adding 5, gets a total of
6. This makes the planet’s population 360,000.
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TECH LEVEL MAJOR IMPORTS AND EXPORTS
The level of technological achievement is important in deter This should be chosen by the gamemaster only after consid
mining what goods the planet can manufacture, as well as what ering the government, tech level and planet function as a
they are likely to be interested in purchasing. Few planets fit whole. The gamemaster must decide what the planet produces
directly into one of these classifications. for its own consumption, what it ships to other planets and
what it must purchase from other planets. The whole galactic
This classification system, utilized by Imperial bureaucrats, economy is built upon the fact that most planets specialize in
represents the typical level of technology to be found on the producing certain goods and must import goods from other
planet, but there may be areas where individuals have developed planets for survival.
or somehow acquired more advanced technology. Planets with
no sentient inhabitants are considered Stone level by default. Imperial bureaucrats group goods within eight general cate
Roll 2D. gories. Within these categories, planets may export or import
only a few products. The categories are: low, mid, or high tech
2D Result nology, metals, minerals, luxury goods, foodstuffs and medicinal
2 Stone goods
3 Feudal
4 Industrial SYSTEM/STAR NAME
5 Atomic
6-7 Information Generally, the system and the star are named after the most
8-12 Hyperspace important planet of the system.
2: Stone. Stone level civilizations have loosely-knit cultures and STAR TYPE
the basic social unit is likely to be the tribe. The society makes
and uses stone tools and may have developed primitive agricul The gamemaster should determine the type of star for the
ture. These people do not understand the concept of money, so system. White, yellow-white, yellow, orange, and red stars could
trade will be by barter. There is no transportation network. conceivably support habitable planets (yellow and orange are
most likely). White dwarfs (which were once red giants) may
3: Feudal. Feudal planets have a more complex social structure have once supported habitable planets, but they were burned
and have begun to produce primitive manufactured goods. They when the star became a red giant. Binary stars can support hab
have learned primitive mining and ore-processing techniques. itable planets, and although rare, this is not impossible, as
Transportation is normally by ship or caravan. Tatooine shows. This is possible if the stars are close enough to
each other so that the planet orbits both stars, or the stars are
4: Industrial. Industrial planets are beginning to understand so far apart that the planet can orbit around only one of the
mass production, and have established more complex political stars (this will almost always be the case). Trinary stars could
and social structures. Windmills, waterwheels, wood or coal fur also support habitable planets, but this is even less likely.
naces will be used to generate energy. These planets typically
want to acquire knowledge to help improve their technology. OTHER PLANETS
Motorized transportation, projectile weapons and the begin
nings of mass communication are common. The gamemaster, at his option, can elect to detail the rest of
the system. This is a matter of choosing the types of planets and
5: Atomic. Atomic planets have advanced, large-scale produc their names, and provided you don’t start explaining the
tion of goods. They will be very interested in new technologies. detailed astrophysics of the system, odds are likely no one will
More advanced alloys and plastics become available. Space trav complain. In general, terrestrial planets will occupy the inner
el is in its infancy. Established industries, such as transportation, orbits of the system. Next will be the gas giants, possibly fol
communications, medicine, and business, quickly progress and lowed by frozen rock planets.
grow.
Gas giants will be the only planets capable of supporting
6-7: Information. Sophisticated communications, such as com habitable satellites. Most satellites for terrestrial planets will be
puters and satellites, become readily available. Industry becomes little more than hunks of frozen rock and ice, although they
more efficient, mechanization is very common, and the precur could be a large “companion” satellite. Gamemasters can list
sors of droids appear. Energy weapons are beginning to be dis other planets on the Planet Log. Moons of particular importance
covered, in-system space travel is common and colony ships to can be listed after the planet they orbit (in the text, listed
other planets are a distinct possibility. Repulsorlift may be moons are italicized.).
developed. Natural resources may become scarce.
DESIGNING LIFEFORMS
8-12: Space. This is the stage of most planets within galactic
civilization, and is characterized by hyperspace travel, droids, One of the final steps in designing a planet is deciding the
blasters, and highly efficient industry. Planets at this level are lifeforms that inhabit it. However, for game purposes the
often integrated into the galactic economy, and produce many gamemaster will never need to completely define the biosphere.
goods for export, but also import many goods. When designing lifeforms, it is most important to remember the
relationship the lifeform will have with other organisms in its
environment. The following general concepts should help you
develop interesting and unusual lifeforms.
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22 • PLANETS
Life “good versus evil” for such creatures; they only understand
Animals are life forms that must secure food already orga “beneficial to me” and “harmful to me.”
nized into organic (carbon-based) substances. In other words, Sentient organisms are the highest state of intelligence
they generally cannot derive their sustenance from sunlight or known in the Star Wars galaxy. The organism has the ability to
soil, but rather must hunt down plants and other animals. imagine, dream, divine the consequences of events based on
past experiences and gauge the probability of future success
Plants are lifeforms that manufacture their own food from given previously acquired knowledge. Emotions can be tem
inorganic substances. Often they draw energy from sunlight and pered, instilled, altered. The culture of such beings can define
nutrients from soil; in nutrient poor environments they may things like good and evil in esoteric ways. These creatures can
consume other plants and animals. invent new things, create and test theories, or develop artificial
worlds with no basis in real experience. True sentience is rare.
Bacteria are single-celled life forms. They can be both useful
and harmful to other life forms. The Details
Within this framework, virtually every social relationship
Viruses are pure genetic material wrapped in a protein coat
ing. When a virus is introduced to a new life form, it replaces between any form of life can be defined. Once the situations are
the host’s genetic material and starts replicating itself, spreading defined, the gamemaster can define how the lifeform moves,
throughout the host. any unusual attacks or defenses, the lifeform’s social structure
and needs, and other factors.
Relationships
Commensal relationships are ones in which one organism SAMPLE PLANETS
coexists with another. The first organism derives some benefit Here are some sample worlds to get you started. These plan
from its coexistence, while the second organism is neither ets represent a variety of world types.
harmed nor benefits from the relationship.
Alderaan
Parasitic relationships are ones in which one organism coex The peaceful, idyllic world of Alderaan was destroyed in an
ists with another. The first organism derives some benefit from
the relationship, while the second organism is harmed, but not instant by the planet-shattering laser of the Death Star, the
killed, by the relationship. greatest atrocity of a Galactic Civil War that offered no short
age. The demonstration was meant to cow the Empire’s restive
Predator relationships are ones where the first organism ben worlds and keep them in line, but the Death Star was destroyed
efits from the second organism, but also kills it, meaning that just days later, and Alderaan became a rallying cry for individu
the predator must continually hunt down new forms of prey. als, systems, and species now determined to resist the New
Order.
Symbiotic relationships are ones in which two organisms
coexist, and both of them benefit from their association with Human colonists came to Alderaan before the founding of
the other organism. the Republic and discovered a verdant world abandoned by an
insect species, the Killiks. A founding member of the Republic,
Intelligence Alderaan became a symbol of human culture at its best, with
Non-intelligent organisms are controlled by their genetic cities built to coexist with nature, and renowned universities.
People across the galaxy enjoyed Alderaanian cuisine, spiced
code and the nature of their environment. They are merely reac wines, and exhibitions of Alderaanian dance, theater, music, and
tive. poetry. Three useful Alderaanian animal species — thrantas,
grazers, and nerfs — also spread throughout the galaxy.
Physical reflex organisms respond to external stimuli in vari
able ways. This is not a cognitive process, however, but a pattern Alderaan formally adopted pacifism after the horrors of the
of innate and learned response to external stimuli. For example, Clone Wars, ridding itself of all major weaponry. Cynics noted
these creatures back away from hot objects after they are that this seemingly idealistic move made it easier for the planet
burned. They cannot learn in advance that “hot is bad,” for
example.
Emotional reflex organisms can feel content, sad, and other
emotions on a rudimentary level. They do not literally think “I
am sad,” but instead respond with behavior modification when
things are going well or poorly. These
creatures can challenge for a mate,
battle for territory, “feel” hungry, or
get angry when they haven’t eaten.
Associative thought organisms can
associate one occurrence or action
with another one. This allows for
learned behaviors. For example, a
hungry animal can chose to wait to
hunt until nightfall because it has
learned to associate nightfall with
better chances of success when hunt
ing. These creatures can feel loyalty,
hurt, angry, loss, remorse, or happiness
to the same levels as more intelligent
creatures, but cannot grasp ephemeral
ideas like love and war. There is no
468 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
and its respected leader, Bail Organa, to actively oppose the New attention of the powerful Mining Guild and imperil Figg’s prof
Order in the Senate — all in the name of the finest traditions of its. To deflect the guild’s attention, Figg turned his mining
the Republic, of course. Alderaan finally crossed the line colony into a graceful, cosmopolitan resort, with the Tibanna
between opposition and treason when Bail’s successor, his operations hidden away. Soon the lie became the truth: Tourism
adopted daughter Leia Organa, was caught receiving secret alone made Cloud City profitable. The city’s gambit failed when
transmissions from Rebels above the planet Toprawa. Leia was Boba Fett followed the Millennium Falcon there, leading to a
interrogated and her homeworld destroyed by the Death Star visit from Darth Vader. Vader left behind a garrison, and stability
before her eyes. wasn’t restored until after the Battle of Endor. Under the New
Republic, control of the city was given to local Ugnaught lead
The Death Star’s superlaser left behind an asteroid field called ers, fulfilling a deal made by Lando Calrissian during his days as
the Graveyard, orbited by the remains of Alderaan’s moon. Many administrator.
Alderaanian exiles now visit the Graveyard to pay their respects
to those murdered by the Empire, a ritual known as the Return Bespin’s Life Zone is home to clouds of phosphorescent algae
ing. The planet’s sister world, Delaya, survived the destruction and colossal invertebrates known as beldons, which some scien
and is the system’s sole inhabited world Delaya is an agricultural tists chink produce Tibanna gas. The beldons are preyed upon by
planet with light industry and no particular claim on galactic sharp-toothed predators called velkers. Rawwks are bat-like
importance. scavengers that have claimed abandoned prospecting stations
for their roosts. Finally, a herd of Alderaanian thrantas calls
ALDERAAN Bespin home; their riders perform vertiginous “sky rodeos” for
tourists. Besides Cloud City, visitors sometimes tour Tibannopolis,
Type: Terrestrial a repulsorlift city abandoned during the Clone Wars, and the
Temperature: Temperate Ugnaught Surface, a floating platform designed to mimic condi
Atmosphere: Type I (breathable) tions on the Ugnaughts’ homeworld of Gentes.
Hydrosphere: Moderate
Gravity: Standard BESPIN
Terrain: Forests, planes, grasslands
Length of Day: 24 standard hours Type: Gas giant
Length of Year: 364 local days Temperature: Temperate (in the Life Zone)
Sapient Species: Human, others Atmosphere: Type I (breathable) in the Life Zone)
Starport: Imperial/Republic class Hydrosphere: Moist (in the Life Zone)
Population: 2 billion Gravity: Standard (in the Life Zone)
Planet Function: Homeworld, academic Terrain: Gas giant
Government: Democracy Length of Day: 12 standard hours
Tech Level: Space Length of Year: 10,220 local days
Major Exports: Wine, art, luxury goods Sapient Species: Human, Ugnaughts
Major Imports: Manufactured goods, electronics Starport: Standard
Population: 6 billion
Bespin Planet Function: Tibanna gas mining, gambling resort
Gas giants are rarely worth the expense of colonization, but Government: Guild
Tech Level: Space
Bespin is an exception: Its rose-colored clouds contain a fortune Major Exports: Tibanna gas, tourism, cloud cars
in valuable Tibanna gas. That’s led to the creation of many float Major Imports: Foodstuffs, mid tech, high tech
ing communities in the “Life Zone,” a band of breathable atmos
phere thirty kilometers deep. Bizarre floating, flying, and Corellia
drifting creatures native to the planet now share this area with Corellia has given rise to a people famous for their sentimen
repulsorlift cities that arc home to humans, Lutrillians, and
Ugnaughts, as well as numerous tourists. The most famous such tality and notorious for their recklessness. “Corellia for Corel
settlement is Cloud City, a floating pleasure palace and Tibanna lians” is their philosophy, and the system has a history of
mine. attempted secession.
Cloud City was built by Ecclessis Figg, the eccentric “Master The enigmatic Celestials are believed to have assembled the
Trader of the Outer Javin,” purportedly as a facility to collect Corellian system from preexisting planets, using a combination
Tibanna for hyperdrive coolant. In reality, Figg was spin-sealing of buried repulsors and the hyperspace engine Centerpoint Sta
this gas for use in blasters — an operation that would attract the tion. Around the star Corell, their arrangement took shape —
first Corellia, then Drall, then the double worlds of
Talus and Tralus (orbiting each other with Center
point Station suspended between them), and
finally Selonia. Drall and Selonia appear to have
had native species of their own, while Corellia’s
Humans may have been transplanted by the Celes
tials.
By 30,000 BBY, the Corellian system had
become part of the Rakatan Infinite Empire. The
Corellians later built hyperspace cannons to link
their system to Coruscant and Duro, and by
25,000 BBY they had perfected the modern hyper
drive.
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Corellia kept its surface largely rural by moving starship con Urbanization continued at a furious pace. Soon, no point on
struction facilities into space. The capital city of Coronet the surface remained free from construction, save for the peaks
became an eclectic bazaar for off-duty spacers and bargain of the Manarai Mountains. High above, weather satellites and
hunters, while other cities traded on the natural beauty of orbital mirrors simulated a springtime climate; deep below, the
Corellia’s beaches, mountain peaks, and crystal swamps. dark undercity became a haven for cannibalistic mutants.
Unique districts emerged, from the shops of Glitannai Esplanade
In 312 BBY, King Berethron e Solo abolished Corellia’s monar to the smoky factories of The Works. The Legislative District
chy. In time, control of Corellia fell to a Diktat, whose duties housed senators from across the galaxy, with its nexus the
included maximizing Corellia’s footprint in shipbuilding and mushroom dome of the Galactic Senate Chamber.
interstellar trade During the Emperor’s reign Corellia answered
to an Imperial Moff, but local power remained concentrated in Coruscant’s high profile made it a target. Over the millennia,
the Diktat. After the Battle of Endor, the rival Grand Admirals Coruscant became a focal point for the Tionese Wars, the
Pitta and Grunger each claimed the Corellian system and anni Alsakan Conflicts, the Duinuogwuin Contention, the Great Droid
hilated each other in their war. Revolution, and the Great Sith War. The Jedi Order relocated to
Coruscant following Ossus’s devastation in 3,996 BBY, while the
Corellia eventually became a nominal member of the New Treaty of Coruscant in 3653 BBY forged a peace between the
Republic, though its (Coruscant-appointed) governor-general Republic and a revived Sith Empire.
held little real power. By 16 ABY, anti–New Republic sentiment
swelled sufficiently to trigger the Corellian Insurrection, an act By the time of the Clone Wars, Coruscant had become a sym
of secession orchestrated by Thrackan Sal-Solo and the Triad bol of excess and decay, and Dooku’s assault on the planet led to
government of Sacorria. Sal-Solo used Centerpoint Station as an all-out clash between the Separatist and Republic navies.
his pocket superweapon, destroying distant stars with its repul Coruscant became the Imperial throneworld after the inaugura
sor blasts. tion of Emperor Palpatine, even receiving an official name
change to Imperial Center.
The crisis ended with Sal-Solo in custody, but the shrewd
leader climbed back to power by the time of the Yuuzhan Vong The New Republic captured Coruscant after the Battle of
invasion. Discredited for collaborating with the invader-friendly Endor, their reign interrupted by a brief seizure of the world by
Peace Brigade, Sal-Solo reinvented himself a third time. In 40 the reborn Palpatine in 10 ABY. When the Yuuzhan Vong took
ABY he acted as Corellia’s Head of State during the second Coruscant in 27 ABY, they blanketed the cityscape in vines and
Corellian Insurrection, pushing the system into a civil war with moss in an attempt to terraform the planet into the image of
the Galactic Alliance. their ancestral homeworld Yuuzhan’tar.
CORELLIA CORUSCANT
Type: Terrestrial Type: Terrestrial
Temperature: Temperate Temperature: Temperate
Atmosphere: Type I (Breathable) Atmosphere: Type I (breathable)
Hydrosphere: Moderate Hydrosphere: Moderate
Gravity: Standard Gravity: Standard
Terrain: Urban, Oceans, Plains, Hills Terrain: Urban
Length of Day: 25 standard hours Length of Day: 24 standard hours
Length of Year: 329 local days Length of Year: 368 local days
Sapient Species: Human, Selonian, Drall, others Sapient Species: Humans (N), various aliens
Starport: 1 Imperial Class, 3 Stellar Class, 4 Standard Class Starport: Imperial class
Population: 3 billion Population: 650 billion
Planet Function: Trade & Administrative/Government Planet Function: Government, administrative
Government: Governor-General Government: Imperial bureaucracy
Tech Level: Space Tech Level: Space
Major Exports: Foodstuffs, Medicinal Goods & Starships Major Exports: None
Major Imports: High Technology Major Imports: Foodstuffs, medicinal goods
Coruscant Dagobah
Although Coruscant is not the literal center of the galaxy, in It has been described as a “slimy mudhole,” and indeed
terms of its political, economic, and cultural influence (not to Dagobah’s most notable features — steamy humidity, stinging
mention its galactic coordinates of 0-0-0), it might as well be. insects, and boot-sucking sogginess — are qualities that most
humans hate. It is fortunate for humans that so few of them
In prehistory, Coruscant served as a battleground between have ever been there.
the Taungs and the human tribes of the Battalions of Zhell. The
withdrawal of the Taungs to Roon left humans in sole possession Dagobah sits in the Sluis sector not far from the Rimma
of the world, and urbanization soon followed. The megalopolis Trade Route, but the planet is reachable only via obscure hyper
that would one day become Galactic City is said to have already space traces. In fact, for much of its history Dagobah didn’t
stood layer upon layer as early as 90,000 BBY. appear on star charts at all. This curious lack of cartographic
permanence caused Dagobah to be scouted on more than one
The Rakata of the Infinite Empire assumed ownership of Cor occasion, often ending with unpleasant consequences for the
uscant circa 30,000 BBY, providing technical clues that allowed explorers. One Alderaanian expedition saw all its members eaten
the Coruscantis to build sleeper ships and colonize habitable by local wildlife; another failed mission prior to the Clone Wars
worlds over the course of decades. Eventually the Infinite found its stranded scouts forced to resort to cannibalism.
Empire crumbled. Due to Coruscant’s position at the head of
several hyperspace routes, it became the capital of the emerging
Galactic Republic.
470 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
Permanent settlements have never taken root on Dagobah, Endor (Forrest Moon)
but the planet is rich in living things. Its swampy surface is per The Forest Moon of Endor is a small green
petually pitched in shadow beneath a dense tree canopy. Its eat-
or-be-eaten ecosystem ranges between microscopic schools of sphere, the second of nine moons orbiting a sil
silverfish and colossal, vacuum-feeding swamp slugs. The ver-banded gas giant known to its native Ewoks
planet’s more notable life-forms include sharp-clawed dragon as Tana. (Reports that the gas giant vanished in a
snakes, airborne bogwings, and gnarltrees — spider-like hunters cataclysm are false, and have become known as
that calcify into immobile root systems as they enter the second the “Endor Moon Hoax.”) The Forest Moon has
phase of their lives. lighter-than-standard gravity and an ecosystem
bursting with life, including three native sentient
Dagobah is perhaps best known as the place of exile for Jedi species. The Forest Moon is also home to cast
Master Yoda following his failure to kill Emperor Palpatine in 19 aways: Local space is plagued by hyperspace
BBY. Yoda chose the location after noting it was one of thir anomalies that have wrecked starships from near
ty-eight systems apparently dropped from the Jedi Archives. For by Sanyassa and Zorbia, as well as transports
over two decades the Jedi Master lived in a simple mud hut, belonging to starhoppers hailing from far-off
shielded from the Emperor’s attention by a dark side cave — the ports.
residual energy left by a Dark Jedi from nearby Bpfassh — that
counterbalanced Yoda’s light-side signature. Yoda trained Luke The Ewoks, the Forest Moon’s most famous res
Skywalker in 3 ABY, but the Jedi Master died less than a year idents, are meter-high, ursine omnivores who
later at the age of nine hundred. dwell in giant trees. Their technology is primitive,
but the Ewoks are sound engineers and cunning
An effort to use Dagobah’s isolated yet strategic location to warriors, as a legion of Imperial troops discovered
shelter a military intelligence outpost after the Battle of Endor during the Battle of Endor. In the time of the New Republic, a
met a swift end, and no attempts at settlement have been made few Ewoks have sought their fortunes elsewhere in the galaxy,
since. Instead, Dagobah has become a place of pilgrimage for serving as starship gunners and learning (somewhat squeaky)
students of the new Jedi Order, who use the dark side cave to Basic. The peaceable Yuzzum dwell on the plains and the forest
trigger Force-inspired vision quests. floor, and are known for their long legs, highly developed vocal
cords, and keen ears. They make superb singers, and some —
DAGOBAH including the Max Rebo Band’s Joh Yowza — have made careers
for themselves with bands. The Gorax are often considered leg
Type: Terrestrial ends, but they exist. Fortunately, these vicious, semi-sentient
Temperature: Hot giants are quite rare.
Atmosphere: Type I (Breathable) Visited only by castaways, fugitives, and pilgrims before the
Hydrosphere: Moist Battle of Endor, the Forest Moon was home to Alliance forces
Gravity: Standard for a time: after Emperor Palpatine died on the second Death
Terrain: Swamp, Bogs, Jungles Star overhead. Nagai invaders chased the Rebels off the moon,
Length of Day: 23 standard hours but they were followed by traders, intelligence agents, miners,
Length of Year: 341 local days souvenir hunters, and even tour groups. Endor was so remote,
Sapient Species: none however, that interest proved fleeting; fifteen years after the
Starport: none Alliance’s great victory, only one small trading post connected
Population: none the Forest Moon with the rest of the galaxy.
Planet Function: Unexplored
Government: none ENDOR’S MOON
Tech Level: none
Major Exports: none Type: Terrestrial
Major Imports: none Temperature: Temperate
Atmosphere: Type I (Breathable)
Hydrosphere: Moderate
Gravity: 85% Standard
Terrain: Forests, Savannas, Mountains
Length of Day: 18 standard hours
Length of Year: 402 local days
Sapient Species: Ewoks, Yuzzum, Dulok, and others
Starport: Limited Services (Landing port, seasonally staffed)
Population: 10 million
Planet Function: Homeworld, Trade
Government: Tribal (New Republic allied, non-participating member)
Tech Level: Stone
Major Exports: Foodstuffs, Medicinal Goods
Major Imports: none
Geonosis
A hellish world scoured by radiation, Geonosis was first
explored when its nearest neighbor, Tatooine, was settled by
miners some four millennia before the Battle of Yavin. The
Geonosians were fascinated by the outsiders’ technology, and
! 471THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
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the hives proved adept at solving prob Kamino
lems and finding efficiencies in devices’
function and production. The Given Kamino’s role in starting the Clone Wars and aiding the
Geonosians began making labor droids rise of Emperor Palpatine, it’s safe to say that no planet with
In their own image, and these droids such a low profile has ever wielded such massive influence.
became known as cheap, simple, and
reliable models. Technically, Kamino isn’t part of the galaxy. It circles a star
high above the galactic disk, loosely grouped with other fringe
But contacts between the Republic stars at the lower periphery of the Ri-shi Maze. Kamino was
and Arkanis sector proved fleeting, once largely landlocked, with eels and cetaceans choking its
Tatooine was abandoned and the narrow oceans and sleek-skinned mammals inhabiting the
Geonosians’ advances copied by corpo marshes of the low-lying continents. From this stock arose the
rations closer to the Core. And contact Kaminoans, long-necked humanoids exhibiting effortless grace
with outsiders caused a deep rift among on land and in water. The Kaminoans developed their planet’s
the hives, a rift that soon exploded into coasts, their triumph being the parapet city of Derem.
savage warfare.
Circa 19,000 BBY abrupt climatic change melted Kamino’s
As Geonosis dissolved into conflict, it was abandoned and all glacial reserves. Within two centuries every landmass sat
but forgotten until the Republic’s final centuries. The hive wars beneath hundreds of meters of seawater, including Derem and
had finally ebbed, and scouts and traders once again made ten architectural treasures such as the Clock Spires of Harai Nova.
tative contact with the Geonosians. The hives eventually struck
a distribution deal with the Baktoid Armor Workshop, returning The Kaminoans lived on. Technology allowed them to move
their droids to the galactic market. into water-shedding stilt cities, and the science of genetics per
mitted the preservation of many drowned species through con
The Sith Lord Darth Sidious thought the Geonosians’ skills trolled cloning. Genetic engineering soon shaped the Kaminoans
were wasted on labor droids. He engineered the rise of the themselves, as their pursuit of perfection resulted in near uni
Geonosian rebel Poggle the Lesser, then used the planet’s Trade formity of thought, appearance, and mannerism.
Federation connections to create an army of battle droids for his
own schemes — as well as early plans for what would become Ambitious parties from the Republic sought out Kamino as
the Death Star. In 22 BBY Geonosis was the site of a fateful early as 4500 BBY. Kaminoan cloning proved far superior to the
meeting between Count Dooku and the leaders of the nascent common Lurrian techniques, and the laboratories of Tipoca City
Confederacy of Independent Systems. That was soon followed by soon filled orders both local (the shovel-handed miners of Sub
the opening battle of the Clone Wars, joined when the Jedi Mas terrel) and distant (the blind berserkers of the Unknown
ter Yoda led a clone army from Kamino to Geonosis in time to Regions’ Leech Legion). The Kaminoans also stocked their own
rescue Obi-Wan Kenobi, Anakin Skywalker, Padmé Amidala — pond, modifying Naboo’s soaring aiwhas to withstand Kamino’s
and the Jedi Knights who’d been sent to rescue them. crashing surf
The Republic occupied Geonosis, loath to let its droid In 32 BBY Jedi Master Sifo-Dyas hired the Kaminoans to
foundries fall back into Separatist hands. The Empire kept a build a clone army for the Republic, though Darth Sidious guid
tight grip on e system, nationalizing its output and forbidding ed the project to completion. Sidious even arranged the planet’s
corporate contacts with the hives. (Geonosian scientists contin deletion from stellar databases to ensure the project’s secrecy.
ued to assist with the Death Star project and other Imperial war The vat-grown army lent its name to the Clone Wars from 22 to
efforts.) The New Republic allowed the Geonosians to work as 19 BBY, during which time Kamino came under attack from both
subcontractors once again, but maintained a right of refusal on the Separatists and the Mandalorians.
all projects.
The end of the war saw Kamino transformed into a fortified
GEONOSIS Imperial possession, dedicated to expanding the stormtrooper
corps. In 12 BBY a clone uprising — orchestrated by disgruntled
Type: Terrestrial Kaminoan clonemasters — met a swift end at the hands of the
Temperature: Hot 501st Legion.
Hydrosphere: Arid
Atmosphere: Type I (breathable) The collapse of the Empire in 4 ABY triggered an economic
Gravity: 90% standard collapse on Kamino, as more than two decades of clone produc
Terrain: Rocks, desert, mountains tion came to an end. The world continues to survive on smaller
Length of Day: 30 standard hours contracts, often for warlords and gangsters.
Length of Year: 256 standard days
Sapient Species: Geonosian
Spaceport: Limited services
Population: 390 Million
Tech Level: Space
Planet Function: Homeworld / Manufacturing
Government: Hive Council
Major imports: Raw materials (Metals, Minerals)
Major exports: Droids, High-Tech Weapons, Starfighters
472 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
PLANETS • 22
KAMINO separated by geography, the two societies had their own inter
nal wars — a clash between Gungan bosses in 3000 BBY led to
Type: Terrestrial the establishment of the ruling city of Otoh Gunga, while
Temperature: Temperate Naboo’s “Time of Suffering” circa 1000-800 BBY ended with the
Atmosphere: Type I (Breathable) inauguration of the planetary capital, Theed.
Hydrosphere: 100% Saturated
Gravity: Standard The planet governed its own affairs with an elected monarch,
Terrain: Aquatic (saturated hydrosphere) and spoke for the Chommell sector with a representative to the
Length of Day: 27 Standard Hours Galactic. Senate. In 32 BBY Queen Padmé Amidala (who suc
Length of Year: 463 Local Days ceeded King Veruna) and Senator Palpatine held the respective
Sapient Species: Kaminoan, Aiwha, Human & Sullustan positions. Palpatine, in his guise as the Sith Lord Darth Sidious,
Starport: Imperial Class arranged for a Trade Federation blockade and invasion of Naboo.
Population: 1 Billion The Jedi quelled the threat, but the incident vaulted Palpatine to
Planet Function: Homeworld the office of Supreme Chancellor, allowing him to orchestrate
Government: Ruling Council the Clone Wars and the rise of the Empire.
Tech Level: Space
Major Exports: Clones, Covert technology, Military weapons and Amidala became Naboo’s Senator in 24 BBY, with the throne
filled by Queen Jamillia, then Queen Apailana. Suspected of har
hardware and fish boring Jedi fugitives after the Clone Wars, Apailana became a
Major Imports: Droids and Foodstuffs martyr for the local resistance when the 501st Stormtrooper
Legion assassinated her. Naboo also housed Emperor Palpatine’s
Naboo private retreat, and Amidala’s former chief of security, Panaka,
Naboo, in the heart of the Mid Rim’s Chommell sector, was became Moff of the Chommell sector. But underground resis
tance to the Empire remained lively, and the planet erupted in
the site of a pivotal battle to shape galactic rule, as well as the celebration following the news of Palpatine’s death.
homeworld of such diverse personages as Emperor Palpatine and
Jar Jar Binks. NABOO
The planet is a world of peculiar geology. It lacks a molten Type: Terrestrial
core, instead possessing a honeycombed interior surging with Temperature: Temperate
luminous locap plasma. Wide, shallow seas (the domain of sando Atmosphere: Type I (breathable)
aqua monsters and other giants) and soggy swamps separate Hydrosphere: Moderate
flat plains of nola grass and scattered points of elevation, Gravity: Standard
including the Gallo Mountains. Terrain: Forest, plain, swamp
Length of day: 26 standard hours
The amphibious Gungans evolved on Naboo, creating a tribal, Length of year: 312 local days
militaristic society to defend against bursa, a species of semi- Sapient Species: Humans, Gungans
sentient quadrupeds. The Gungans are also believed to have Starport: Stellar
clashed with Naboo’s first colonists — mysterious visitors who Population: 1.2 billion humans, Unknown number of Gungans
vacated the world more than five millennia ago and left only Planet Function: Cultural Center, Homeworld
stone statues to mark their passing. Government: Democracy/Monarchy(humans), tribal (Gungans)
Tech Level: Space
Humans arrived next, aboard a trio of colony ships from Griz Major Exports: Art
mallt. After some initial hostility, the humans and Gungans Major Imports: High technology
entered an uneasy truce, with the Gungans retreating to their
underwater bubble cities and the newcomers (thereafter known
as the Naboo) colonizing the green continental hearts. Though
! 473THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
22 • PLANETS
Tatooine Yavin 4
Avast yellow globe baking in the heat of its twin suns, Yavin 4 is a jungle moon in an unremarkable system far from
Tatooine was mistaken for a star by early explorers of the Outer busy space lanes. Yet if the Force has a will, Yavin 4 must be one
Rim — and in the scorching heat of high noon, locals joke that of its favorite fulcrums. Several events on or near Yavin 4 have
those explorers weren’t so wrong. Life on Tatooine is a study in shaken the galaxy: a climactic battle between the Jedi and the
perseverance, but despite the inhospitable conditions, there is Sith; the Rebel raid that destroyed the first Death Star; the
life here. Jawas, hooded rodent-like scavengers, scour Tatooine’s birthplace of a new Jedi Order to support the reborn Republic;
wastes for scrap they can salvage. Primitive desert warriors and the founding of a heresy that would one day help derail the
called Tusken Raiders wander the desert, abiding by ancient trib Yuuzhan Vong invasion.
al traditions. Herds of eopies root for buried lichen, rock warts
hunt for prey, and an unlucky traveler may hear the booming If not for its history, Yavin 4 would be of interest chiefly for
cries of the semi-legendary krayt dragon. And there are more its abundance of life. The moon is covered with Massassi trees,
recent arrivals: humans, Hutts, and all manner of spacefaring which feature huge crowns and upsweeping branches. These
species. great trees support climbing ferns and nebula orchids, and their
bark and leaves create thick mulch that nourishes blueleaf
Despite what bored young moisture farmers might tell you, shrubs. Woolamanders, whisper birds, suntan’s, anglers, piranha-
Tatooine is fairly well known in the galaxy. The system sits at a beetles, and runyips live here, along with strange creatures
juncture of hyperspace routes: The Triellus Trade Route connects descended from ancient Sith experiments.
Hutt Space with a sizable chunk of the Outer Rim, while a loop
of the Corellian Run sees traffic running to and from the Core Yavin 4 was first settled by the Sith Lord Naga Sadow and his
Worlds. Space battles were common over Tatooine long before minions, among them the Sith warriors known as the Massassi.
the planet’s settlement, and today Tatooine’s spaceports contin At the end of the Sith War, the Jedi chased the renegade Exar
ue to thrive. Kun to Yavin 4 and burned off much of its jungle cover in an
orbital bombardment, later reversing some of the damage by
Settlers have tried to make Tatooine their home numerous establishing a subterranean terraforming station. The Jedi also
times, with the first recorded settlements dating to 4200 BBY. expunged all record of the moon — then beyond the galactic
That attempt and many others failed; current civilization on frontier — in an effort to end its evil legacy. Hyperspace scouts
Tatooine dates back to 700 BBY, when the B’omarr monks made from the Hydian Way rediscovered the system, which was the
a home in the planet’s desolation. Around 100 BBY miners site of a brief rush on Corusca stones found in the depths of the
arrived Their efforts failed; most of the few who remained gas giant Yavin. During the Galactic Civil War, Rebels abandon
became moisture farmers. Around 65 BBY the Hutts — who’d ing Dantooine established a new base in the abandoned Great
long been a presence on the planet — took over Tatooine, seeing Temple of the Massassi. They were tracked there by the Death
it as a useful point for transferring smuggled goods between the Star, but Luke Skywalker destroyed the battle station with a
Corellian Run and the Triellus. The Hutts ruled the planet (in fact well-placed shot from his X-wing starfighter.
if not in name on those rare occasions when the Empire decided
to assert itself) until the death of Jabba the Hutt shortly before Yavin 4 was soon abandoned It remained little-visited for
the Battle of Endor. Various crime lords squabbled over Tatooine more than a decade, until Skywalker returned to establish a Jedi
for a generation after Jabba’s demise, but their ambitions were academy on the jungle moon. The academy endured for more
scuttled when the Hutts returned after the Yuuzhan Vong dev than ten years. Then the Yuuzhan Vong established it as a colony
astated parts of Hutt Space. for their Shaper caste. While trapped on Yavin 4, the Jedi Anakin
Solo helped redeem a Yuuzhan Vong Shamed One, inadvertently
TATOOINE giving rise to a Jeedai cult that would one day undermine the
invaders’ beliefs.
Type: Terrestrial
Temperature: Hot YAVIN 4
Atmosphere: Type I (breathable)
Hydrosphere: Dry Type: Terrestrial Satellite (Moon)
Gravity: Standard Temperature: Hot
Terrain: Desert Atmosphere: Type I (breathable)
Length of Day: 23 standard hours Hydrosphere: Moist
Length of Year: 304 local days Gravity: Standard
Sapient Species: Humans, Jawas, Tusken Raiders Terrain: Jungle, mountain, swamp
Starport: Standard class Length of Day: 24 standard hours
Population: 80,000 (Estimated) Length of Year: 13.2 standard years
Planet Function: Smuggling, trade, subsistence Starport: Landing Field
Government: Imperial Governor Planet Function: Abandoned hidden base (formerly Headquarter of
Tech Level: Space
Major Exports: Various smuggled cargoes (munitions, security the Rebels year 0 BBY)
Government: None
devices, spice), minerals (salt, sand products) Sapient Species: Massassi (extinct millenias ago)
Major Imports: Mid-technology, high-technology: metals, foodstuffs, Population: no permanent population
Tech Level: none
chemicals Major Exports: none
Major Imports: none
474 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
CHARACTER
TEMPLATE
• ALIEN STUDENT OF THE FORCE •
Character Name:
Type: Alien Student of the Force
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+1 PERCEPTION 2D+1
Brawling parry Bargain
Dodge Command
Melee parry Investigation
Running Persuasion
Search
Sneak
KNOWLEDGE 3D+1 STRENGTH 3D Equipment: One statuette, amulet or other trinket of
Alien species Climbing/jumping obscure mystical import, 250 credits
Cultures Lifting
Languages Stamina Background: In its long and peaceful history, your species
Survival Swimming has learned much about the universe and the nature of exis
Willpower tence. You yourself have contributed but little to this knowl
edge, but you have meditated long and hard on reality, and
MECHANICAL 2D TECHNICAL 2D especially on that quality that some call the Force. You have
Beast riding First aid some small degree of what humans call Jedi powers.
Space transports Security Your species prefers its solitary existence, and has never seen
reason to have commerce with the rest of the galaxy. But you
SPECIAL ABILITIES Move: 10 have decided to leave your native planet.
Control 1D, sense 1D, alter 1D. Force Sensitive? Yes
You may select three Force Perhaps you seek the true Jedi, hoping to learn more about
powers. Force Points: 2 the Force from them. Perhaps you are simply curious. Perhaps
Dark Side Points: the Empire has committed atrocities on your planet.
Character Points:
Choose any of these motivations, or invent another, but
WOUND STATUS clear your motivation with your gamemaster if you make up
your own.
Stunned ☐
Wounded ☐ ☐ Note: You may choose whatever appearance you wish. Your
Incapacitated ☐ species is rarely encountered in the galaxy, so your appearance
Mortally Wounded ☐ is not commonly known or identified. However, strange-looking
aliens are common enough that your appearance is rarely
remarked upon.
Personality: Think of yourself as a mystic, one of a tradition
different from that followed by the Jedi, but of a similar nature.
Like Yoda, Obi-Wan Kenobi or the fully-trained Luke Skywalker,
you are calm, a little humble, and treat every living being with
respect.
Objectives: To further your knowledge of the Force and to
find a great teacher to further enlighten you.
A Quote: “I am a servant of the light and of the life which
infuses it.”
Connection With Characters: You might agree to accept a
brash pilot or another character as a student. You might be
eager to learn from a failed Jedi, minor Jedi or young Jedi. You
might have befriended a laconic scout, smuggler, or gambler in
your travels.
CHARACTER
TEMPLATE
• ARMCHAIR HISTORIAN •
Character Name:
Type: Armchair Historian
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D PERCEPTION 3D+2
Dodge Command
Running Investigation
Persuasion
Search
KNOWLEDGE 4D STRENGTH 2D+2 Equipment: Rebel uniform, blaster pistol (4D), comlink,
Bureaucracy Stamina 1,000 credits.
Intimidation
Law enforcement Swimming Background: You were a petty bureaucrat in a minor depart
Planetary systems ment of your planet’s government until the planet was occu
Scholar pied by Imperial (or Separatist) forces, a typical post might have
Tactics been the Repulsor Vehicles Department. The Imperials purged
the planetary government of anyone whose loyalty was tainted
MECHANICAL 2D+2 TECHNICAL 2D — including you, although you can’t imagine why. You barely
Computer prgm./repair got warning in time to flee.
Astrogation Droid prgm.
Droid repair You’re a military hobbyist. You’ve never seen action, but
Repulsorlift operation First aid you’ve read everything on military history you could get your
Security hands on, you’ve viewed all the popular holos on military
Space transports affairs, and you’ve followed naval procurement policies closely.
In your daydreams, you’ve always seen yourself as a leader of
SPECIAL ABILITIES Move: 10 soldiers — a major contrast to the mundane dreariness of life in
None. Force Sensitive? an overgrown bureaucracy. You’re not particularly excited about
the Rebellion — it doesn’t look to you like they’ve got much of
Force Points: a chance — but, well, any port in a storm.
Dark Side Points:
Character Points: Personality: Dry, a little dull. Although deficient in weapons
skills, you’re likely to keep your head under fire, and may even
WOUND STATUS tually become a useful soldier.
Stunned ☐ Objectives: You are floundering, wavering between your
Wounded ☐ ☐ desire to be a leader and your fear of failure. You want to earn
Incapacitated ☐ a place of leadership in the Alliance.
Mortally Wounded ☐
A Quote: “If Kreuge had only swept farther with the right
wing at Salvara instead of turning when he did, the whole his
tory of the Tenuutta Skirmishes would be different!”
Connection With Characters: You might have been a citizen
of any noble’s or senatorial’s planet. You might have suspended
a brash pilot’s landspeeder license. You might have known an
outlaw’s family. You have a real love/hate relationship with any
military individual, such as a merc or retired captain: you
admire the person for his or her expertise, but you are sure you
know more about military strategy and can do better.
CHARACTER
TEMPLATE
• ARROGANT NOBLE •
Character Name:
Type: Arrogant Noble
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+1 PERCEPTION 4D
Blaster Command
Dodge Gambling
Melee combat Hide
Melee parry Investigation
Persuasion
Search
KNOWLEDGE 3D+1 STRENGTH 2D+2 Equipment: Several changes of clothing in the latest styles,
Bureaucracy Brawling hold-out blaster (3D), one melee weapon of choice, personal
Cultures landspeeder, 2,000 credits
Intimidation Climbing/jumping
Languages Swimming Background: That scum Palpatine. How he became Emperor
Planetary systems is beyond you. Why, the man’s an upstart! The idea that Palpa
tine should be your sovereign is completely intolerable. Every
MECHANICAL 2D+2 TECHNICAL 2D one in your family shares your loathing for the power-hungry
Computer prgm./repair swine. You joined the Rebellion as soon as you had the chance.
Beast riding Droid prgrm.
Droid repair There are some drawbacks to the Rebellion, of course. All
Repulsorlift operation First aid this “democracy” chit-chat is quite tiresome. It’s really rather
Security annoying to have all these aliens and members of the lower
orders as your equals in the Rebellion’s military hierarchy.
SPECIAL ABILITIES Move: 10 Still, you must steel yourself to the task — it is the duty of
None. Force Sensitive? your lineage and all that. It is unfortunate, though, that
you’ll miss out on this year’s social season in the Core
Force Points: Worlds.
Dark Side Points:
Character Points: Personality: Gracious with those who acknowledge them
selves as your inferiors; slightly to insufferably arrogant with
WOUND STATUS anyone else. You follow a strict moral code — always to honor
debts; always to fight fair; never to let anyone impugn your
Stunned ☐ honor. You have no patience with commercial motives and can
Wounded ☐ ☐ not, yourself, be bothered to keep track of money or expendi
Incapacitated ☐ tures.
Mortally Wounded ☐
Objectives: To restore yourself to your rightful place of hon
or and respect. There is all that blather about the fight for
democracy, but it will pass in good time.
A Quote: “My good man — I realize that cloaks of that cut
are fashionable this season, but there is such a thing as too
much.”
Connection With Characters: Another senatorial — a rela
tion, a long-time political ally (or enemy) — now united in hos
tility to the Empire. A loyal retainer might be your servant. You
might know a retired captain by reputation.
CHARACTER
TEMPLATE
• BOUNTY HUNTER •
Character Name:
Type: Bounty Hunter
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 4D PERCEPTION 3D
Blaster Bargain
Dodge Con
Melee combat Forgery
Melee parry Hide
Thrown weapons Persuasion
Vehicle blasters Search
Sneak
KNOWLEDGE 2D+2 STRENGTH 3D+2 Equipment: Heavy blaster pistol (5D), hold-out blaster (3D),
Intimidation Brawling blaster pistol (4D), thermal detonator (10D), 2 knives (STR+1D),
Law enforcement Climbing/jumping protective vest (+2 energy, +1D physical to torso), jet pack, two
Planetary systems Lifting medpacs, 1,000 credits
Streetwise Stamina
Survival Swimming Background: Blaster for hire. That’s you. You’re still young at
this game, but you’ve killed 23 people. The galaxy stinks but
MECHANICAL 2D+2 TECHNICAL 2D you’ve gotta make a living.
Armor repair
Beast riding Blaster repair Some say you’ve got no morals at all. That’s not true. You
Demolitions live by a strict code. A contract is a contract, that’s all. You do
Jet pack operation First aid your job. When someone hires you, you keep up your side of the
Security bargain — no matter what it takes. Sometimes what it takes
Repulsorlift operation isn’t pretty — but if you were squeamish, you wouldn’t be in
this line of work.
Sensors
The Empire hired you. You did the job. A good man died. You
Space transports fulfilled your side of the deal.
Swoop operation The Empire didn’t. You could have taken them to court — but
they own the courts. They laughed at you.
SPECIAL ABILITIES Move: 10
None. Force Sensitive? No But not for long. Usually you work for a thousand a day. Plus
expenses. But this time, it’s personal.
Force Points:
Dark Side Points: You’ve got a contract. With the Rebellion. For the duration.
Character Points: Your pay is a credit a day.
WOUND STATUS And you fulfill your contracts.
Stunned ☐ Personality: You don’t talk much. When you do, you mean
Wounded ☐ ☐ what you say. You’re dangerous. You’re dependable. You’re
Incapacitated ☐ smart. You don’t like being conned. If people play straight with
Mortally Wounded ☐ you, you play straight with them.
Objectives: To get even with the Empire. You don’t care
much for the Rebellion... at least you say you don’t care. But
now you have a cause worth fighting for.
A Quote: “Don’t try it buddy. I’ll only tell you once.”
Connection With Characters: Anyone could have hired you
in the past — or perhaps you’re employed by another character
at the moment. You could have met any of the other “fringe”
characters — smuggler, gambler, or pirate, for example — while
attempting to apprehend them at one point.
CHARACTER
TEMPLATE
• BRASH PILOT •
Character Name:
Type: Brash Pilot
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D PERCEPTION 3D
Blaster Command
Brawling parry Con
Dodge Gambling
Melee combat Persuasion
Vehicle blasters Search
Sneak
KNOWLEDGE 2D STRENGTH 3D
Intimidation Brawling
Planetary systems Equipment: Blaster pistol (4D), Rebel uniform, medpac, vac
Streetwise Stamina uum suit, 1,000 credits
Survival Swimming
Value Background: You thought you’d never get off that hick
Willpower planet! Ever since you were a kid, you’ve read about starships
and generals and heroic battles. Ever since you can remember,
MECHANICAL 4D TECHNICAL 3D you’ve wanted to be a fighter pilot. Your parents wanted you to
Astrogation Blaster repair be a farmer (or a lawyer, or a doctor, or a miner — who cares
Communications Droid repair which?). But the Imperial Naval Academy has been your goal
Repulsorlift operation Repulsorlift repair since the first time you heard of it!
Sensors
Space transports Starfighter repair Well, with this war on, it doesn’t look like you’ll ever get to
Starfighter piloting the Academy — nor do you want to. When the Empire occupied
Starship gunnery your planet, everything fell to pieces. Friends and neighbors are
dead. But you’ve got your chance to be a pilot! Sometimes
SPECIAL ABILITIES Move: 10 things look pretty grim for the Rebellion — but you’ve got a
None. Force Sensitive? hunch that your story is just beginning!
Force Points: Personality: Enthusiastic, loyal, energetic and committed.
Dark Side Points: You tend to get overly-excited on a regular basis. You also tend
Character Points: to brag when sometimes you’d be better off keeping your opin
ions to yourself.
WOUND STATUS
Objectives: You want to be the best pilot in the Alliance!
Stunned ☐ You dream about someday topping that Skywalker kid — all he
Wounded ☐ ☐ did was get a lucky shot! You know you could have made that
Incapacitated ☐ shot without a targeting computer ... blindfolded!
Mortally Wounded ☐
A Quote: “Heck, that flying wasn’t so fancy! Back home, I
used to outmaneuver XP-38s with my old Mobquet landspeed
er!”
Connection With Characters: A senatorial or retired Imperial
captain might have sponsored you for the Naval Academy.
Almost anyone might be a brother or sister.
CHARACTER
TEMPLATE
• EWOK •
Character Name:
Type: Ewok
Gender/Species: /Ewok
Weight:
Age: Height:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 4D
Bows Bargain
Brawling parry Con
Dodge Hide
Melee combat Search
Melee parry Sneak
Thrown weapons
KNOWLEDGE 2D STRENGTH 3D
Languages Climbing/jumping
Survival Stamina Equipment: Spear (STR+1D), leather backpack, a collection
of shiny objects.
Willpower Swimming
Background: You used to live on Endor, the “Forest Moon.”
MECHANICAL 2D+2 TECHNICAL 2D+2 Then, one day, a big shiny spaceship landed. You investigated. It
Beast riding was filled with fascinating, shiny things and good things to eat.
Demolition All of a sudden, everything shook. You didn’t realize it then, but
Glider the ship had taken off, and you couldn’t go home.
First aid
At first, you were frightened. When you learned you couldn’t
Primitive construction go home, you were sad. But then you made friends with the
humans on the ship. They were from something called the
SPECIAL ABILITIES Move: 7 Rebellion, and they fight bad people called the Empire. Humans
Force Sensitive? seem to find Ewoks cute. This is very useful; you’ve never had
Skill Bonus: +2D for every 1D any problems finding food or shelter.
placed in hide, search, sneak. Force Points:
Dark Side Points: You’ve picked up a little bit of the human language. You
Skill Limits: May not place skill Character Points: don’t really understand the strange machines they use, but
dice in vehicle, starship or repair you’ve become a little more comfortable with them. Life out
skills. WOUND STATUS here in the galaxy is endlessly fascinating and fun. You’ve
decided to stay with your Rebel friends and help them out.
Smell: +1D to search when Stunned ☐
tracking by scent. Wounded ☐ ☐ Personality: You like humans. You like good things to eat.
Incapacitated ☐ You like playing with shiny things. You’re cheerful, inquisitive
Mortally Wounded ☐ and have a habit of getting yourself — and sometimes your
companions — into more trouble than you (or they) can handle.
Objectives: To find an endless supply of fun things to play
with. To help your human friends even though they seem to be
a bit odd.
A Quote: “Kaiya! Gyeesh?”
Connection With Characters: Choose any other player char
acter you like; you’ve adopted him or her as your mentor. You fol
low that person around and try to get them to play with you. If
your mentor consistently ignores you, you can switch to another
character later on.
CHARACTER
TEMPLATE
• FAILED JEDI •
Character Name:
Type: Failed Jedi
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+2 PERCEPTION 3D+1
Blaster Bargain
Dodge Command
Lightsaber Investigation
Running Persuasion
Search
Sneak
KNOWLEDGE 3D+1 STRENGTH 2D+2
Alien species Brawling
Intimidation Climbing/jumping Equipment: Lightsaber (5D), robes, bottle of liquor, 250
Languages Stamina credits.
Planetary systems Swimming
Survival Background: A long, long time ago, back in the days of the
Willpower Old Republic, you were an aspiring Jedi. Sure, you remember
Skywalker and Kenobi and all that crew. But you failed. You
MECHANICAL 2D TECHNICAL 2D couldn’t hack it. The dark side kept calling, and things never
Astrogation Computer prgm./repair worked quite the way you wanted them to. You turned to drink,
Beast riding Droid prgm. and things went downhill from there. Then, the Empire came,
Repulsorlift operation Droid repair and suddenly it wasn’t healthy to be a Jedi, or even to know
Space transports anything about them.
Starship shields First aid
You spent a lot of years drinking heavily. It’s not very pleas
SPECIAL ABILITIES Move: 10 ant to remember.
Control 1D, sense 1D. You may Force Sensitive? Yes
select two Force powers. Now, you’ve got one more chance. You’ve got a kid who
Force Points: 2 wants to learn about the Force. You’re not sure you can teach
Dark Side Points: 1 him much, but you can try... try to do something worthwhile
Character Points: before you die.
WOUND STATUS Personality: Cynical, foul-mouthed and pessimistic — but
with a heart of gold.
Stunned ☐
Wounded ☐ ☐ Objectives: To make up for your past mistakes by teaching a
Incapacitated ☐ kid about the Force... and perhaps somehow redeem yourself in
Mortally Wounded ☐ the process.
A Quote: “Kids. Gah. Kids. You wanna learn how to use the
Force? Listen when I talk to you. (Wheeze). Blasted kids. Where’s
the whiskey?”
Connection With Characters: Choose another player charac
ter as your student (by mutual agreement).
CHARACTER
TEMPLATE
• GAMBLER •
Character Name:
Type: Gambler
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 4D
Blaster Bargain
Brawling parry Con
Dodge Forgery
Melee combat Gambling
Melee parry Persuasion
KNOWLEDGE 3D STRENGTH 2D+2 Equipment: Deck of sabacc cards, hold-out blaster(3D), one
Alien species Brawling week’s worth of expensive clothes, 1,000 credits, datapad with
Bureaucracy Lifting rules for over 2,000 games of chance.
Business
Languages Stamina Background: The galaxy is your oyster. You can go any
Streetwise where, do anything. You’re never down and out permanently —
Value all you have to do is find a (fairly) honest game of chance,, and
there’s gambling everywhere. Money comes and money goes,
MECHANICAL 2D+1 TECHNICAL 2D+1 but the game goes on.
Droid prgm.
Astrogation Droid Repair Love ’em and leave ’em, that’s your philosophy. You’ve never
seen any point in settling down... not when there’s a starship
Repulsorlift operation First Aid leaving in an hour, a gambling table in the lounge and new
Repulsorlift repair worlds to explore at the other end of the journey.
Space transports
It’s a good life. There’s always something new to do, always
Starship gunnery another game, always a fine meal or a top-notch wine. You’ve
seen the cream of society and the dregs of the galaxy, and
SPECIAL ABILITIES Move: 10 you’re comfortable with both.
None. Force Sensitive?
How’d you get mixed up with the Rebellion? Well, it’s more
Force Points: that you got mixed up with the Empire. A little misunderstand
Dark Side Points: ing and presto! You’re wanted on a few planets. (Okay, okay...
Character Points: more than a few.) It’s tough to handle.
WOUND STATUS The Rebellion looks pretty hopeless right now, but it’s always
got a chance... hey, you’re a gambler, right? Sometimes it pays
Stunned ☐ to play the long odds.
Wounded ☐ ☐
Incapacitated ☐ Personality: Charming, unfailingly polite, insouciant, and
Mortally Wounded ☐ insecure. You do extremely well with members of the opposite
sex. Everybody either loves you or hates you ... but absolutely
no one trusts you.
Objectives: To have a really good time wherever you’re
going. To set up someone for the big score, the con of a life
time. And if your schemes inconvenience the Empire, well, so
much the better.
A Quote: “It’s a sure thing. Can’t lose. Trust me. Hey, why are
you all looking at me like that?”
Connection With Characters: You’ve kicked around the gal
axy a lot, and could have become friends with — or swindled —
any one of the other characters.
CHARACTER
TEMPLATE
• KID •
Character Name:
Type: Kid
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 3D+2
Blaster Bargain
Dodge Con
Melee Combat Hide
Melee parry Search
Missile weapons Sneak
Pick pocket
KNOWLEDGE 2D+2 STRENGTH 2D+1
Languages Climbing/jumping
Equipment: Two bottles of fizzyglug, one packet of candy, a
Streetwise Stamina small stone, length of string, a small animal (dead or alive —
Survival Swimming your choice), 25 credits, a smile that people can’t refuse.
MECHANICAL 3D TECHNICAL 2D+2 Background: You’re a youngster, anywhere from eight to 16
Droid programming years old. You’ve got a big brother or sister in the Rebellion, or
Beast riding Droid repair maybe you’re an orphan who’s been semi-adopted by another
First aid character. You never let anyone leave you behind. Whenever
Ground vehicle operation danger is greatest, you charge the enemy and butt them with
Repulsorlift repair your head, or bite them in the leg, or beat them with your arms.
Repulsorlift operation Your a regular little hellion whom no one can discipline. The
bad guys never take you seriously, which is why you get away
SPECIAL ABILITIES Move: 8 with so much.
None. Force Sensitive?
Somehow you ended up in space, tromping around with the
Force Points: Rebellion or some smuggler with a heart of gold. It is certainly
Dark Side Points: a fun life, and you couldn’t ask for anything more — fighting
Character Points: stormtroopers, saving people from the Empire, putting crawly
insects inside some bounty hunter’s armor... you know, some of
WOUND STATUS these folks have absolutely no sense of humor!
Stunned ☐ Personality: You can be constantly cheerful, always siding
Wounded ☐ ☐ with the underdog. You’re completely loyal to one other char
Incapacitated ☐ acter (you choose which) and tag along with him.
Mortally Wounded ☐
Objectives: To find cool things to do and to stop the
Empire... and whatever else crosses your mind as fun, interesting
and more than a little likely to get you into trouble.
A Quote: “Oh, boy! A fight! Let’s get ’em, guys!”
Connection With Characters: Choose another player charac
ter as your older sibling/adopted parent/idol/whatever. You
don’t have to get the other player’s permission. In fact, if he or
she is annoyed, that’s entirely appropriate.
CHARACTER
TEMPLATE
• LACONIC SCOUT •
Character Name:
Type: Laconic Scout
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+2 PERCEPTION 2D
Blaster Bargain
Brawling parry Con
Dodge Hide
Melee combat Search
Melee parry Sneak
KNOWLEDGE 4D STRENGTH 3D Equipment: Two medpacs, blaster pistol (4D), backpack, one
Alien species Brawling week’s concentrated rations, knife (STR+1D), 1000 credits
Bureaucracy Climbing/jumping
Cultures Stamina Background: Never talked much. Never seen much reason
Languages Swimming to. Fact is, most of the time you don’t have anyone to talk to.
Planetary systems You’re out under the high, wide skies of a virgin planet, pitting
Survival yourself against the wilderness. After you come the settlers, the
Value big corporations and the traders — civilization. But you’re the
one to open planets. You find out what the dangers are and
MECHANICAL 3D TECHNICAL 3D+1 deal with them. You find out how to survive the strange weath
Astrogation er, the dangerous beasts and the rugged terrain of a whole new
Beast riding Computer prgm./repair world.
Repulsorlift operation
Space transports First aid You’d be doing that still. But they won’t let you. The Empire
Starship gunnery has cut back on exploration; says it’s too expensive. You know
Starship shields Repulsorlift repair the truth, though; freedom is part of the frontier. You can’t
control people when they can always up and move. If, say, one
Security wanted to impose tyranny on a galaxy, there’s only one way to
do it; stop them from upping and moving. Close the frontier.
Space transports repair
The Emperor wants to destroy your livelihood. He doesn’t
SPECIAL ABILITIES Move: 10 leave you with any alternative but joining the Rebellion, does
None. Force Sensitive? he? You’ll be an asset, you hand, and you know how to survive
— in comfort — anywhere. Need to set up a base on, say, an ice
Force Points: planet? You know how.
Dark Side Points:
Character Points: Personality: You’re laconic. Close-mouthed. You have a
strong sense of humor, which shows through frequently. You’re
WOUND STATUS tough. Proud of your abilities. You take a perverse delight in
tormenting “greenies.”
Stunned ☐
Wounded ☐ ☐ Objectives: To blaze trails and open worlds from here to the
Incapacitated ☐ end of space.
Mortally Wounded ☐
A Quote: “You call these bugs? Back on Danos V, they got
sting-insects the size of a house.”
Connection With Characters: Anyone from a recently-set
tled planet (like a brash pilot) might know you as the scout who
opened his or her world for settlement. You might have met
and made friends with any of the fringe characters — gambler,
merc, smuggler, pirate, or bounty hunter, for example.
CHARACTER
TEMPLATE
• LOYAL RETAINER •
Character Name:
Type: Loyal Retainer
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D PERCEPTION 3D
Blaster Bargain
Brawling parry Con
Dodge Hide
Melee combat Search
Melee parry Sneak
KNOWLEDGE 2D+2 STRENGTH 3D+1 Equipment: Several changes of clothing for just about any
Bureaucracy Brawling occasion, hold-out blaster (3D), comlink, 1000 credits.
Cultures Climbing/jumping
Languages Lifting Background: For centuries, your family has served the royal
Planetary systems Stamina house of your planet. The royal family has been good to your
Streetwise Swimming people. The planet has achieved prosperity, peace and plenty
Value under their wise and beneficent rule.
MECHANICAL 3D TECHNICAL 3D Yet evil has fallen upon the galaxy; an evil man has usurped
Astrogation Computer prgm./repair the throne of the once mighty Republic, and both peace and
Repulsorlift operation Droid programming the nobility are endangered. Your liege has chosen to join the
Space transports First aid Rebellion. Your whole planet may suffer for that choice, yet you
Starship gunnery Repulsorlift repair know it is the correct one — and you know your planet’s cit
Starship shields Security izines will loyally stand with their leaders when the shooting
Space transports repair begins.
SPECIAL ABILITIES Move: 10 Personality: Hard-headed, sensible about money matters,
None. Force Sensitive? loyal unto death, and sometimes a bit overprotective. Your loy
alty is to your lord, not to the Rebellion. Your part valet, part
Force Points: bodyguard; if your lord asks, you obey.
Dark Side Points:
Character Points: Objectives: To serve your lord to the best of your abilities,
no matter what demands may be put upon you.
WOUND STATUS
A Quote: “Certainly, m’lord. Yes, m’lord. As you say, m’lord.
Stunned ☐
Wounded ☐ ☐ Connection With Characters: Ask the gamemaster for the
Incapacitated ☐ name of the family to which you are loyal and their title
Mortally Wounded ☐ (“Demesne” and “Lord” are just examples). If another player
character is a noble, you may be his or her personal servant.
Otherwise you are on detached duty, under orders from your
lord to serve the Rebellion.
CHARACTER
TEMPLATE
• MERC •
Character Name:
Type: Merc
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 2D+1
Blaster Command
Brawling parry Con Equipment: Uniform of your unit, blaster rifle (5D), melee
Dodge Gambling weapon of your choice, comlink, backpack, protective helmet
(+1D physical, +1 energy), 2000 credits
Grenade Hide
Melee combat Search Background: The Company meant everything to you. You
Melee parry Sneak joined up as a kid, raw off the farm, eager to find the cama
Vehicle blasters raderie you’d only known from vidshows. It was everything
you’d thought it would be. Some called them mercenaries, but
KNOWLEDGE 2D+2 STRENGTH 3D+2 they were your only friends.
Alien species Brawling
Languages Climbing/jumping You fought with the Company through two grueling battles,
Planetary systems Stamina surviving more by luck than by skill. You became a full-fledged
Streetwise Swimming member of the finest body of men and women in the galaxy.
Survival Someday, you hoped to be everything that they were.
MECHANICAL 2D+2 TECHNICAL 3D Then came the battle. The Empire hired you to defend a base
Computer prgm./repair and told you there’d be reinforcements if there was trouble.
Beast riding Demolitions
Then the Rebels came. You fought desperately. Again and
Ground vehicle operation First aid again the call went out for reinforcements. They never came.
Security
Repulsorlift operation Later, you learned you’d been betrayed. The Imperials never
planned to rescue you. Mercenaries were expendable. Your unit
Starship gunnery was considered too dangerous to run around loose. So they told
you that another company of mercs was a group of Rebels. They
Walker operation gave the same orders to the other squad — that your company
was a Rebel unit. And you cut each other to ribbons.
SPECIAL ABILITIES Move: 10
None. Force Sensitive? So many friends gone. So much lost forever. Your whole
future — destroyed. This time, you won’t fight for pay. This time,
Force Points: you’ll fight for revenge.
Dark Side Points:
Character Points: Personality: Inclined to depression and nostalgia for lost
comrades. You’re an individualist (the Company taught you
WOUND STATUS that), but you work smoothly as part of an organization (the
Company taught you that, too).
Stunned ☐
Wounded ☐ ☐ Objectives: You’re too busy dwelling on getting even with
Incapacitated ☐ the Empire to think about what you want out of life.
Mortally Wounded ☐
A Quote: “Sergeant Harbon told me something about a time
like this on Ferton.”
Connection With Characters: You might have been hired by
the family of any senatorial or noble. You might have helped
occupy any other character’s homeworld or been hired by a
smuggler or bounty hunter.
CHARACTER
TEMPLATE
• MINOR JEDI •
Character Name:
Type: Minor Jedi
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D PERCEPTION 3D+1
Blaster Bargain
Brawling parry Con
Dodge Gambling
Grenade Hide
Melee combat Sneak
Melee parry
KNOWLEDGE 3D+2 STRENGTH 2D+2
Cultures Brawling
Languages Equipment: Lightsaber (5D), 1,000 credits.
Planetary systems Climbing/jumping
Streetwise Stamina Background: You’d like to call yourself a Jedi Knight, but
Survival you’re not. The flame of that great order has gone out of the
galaxy. You received a little training at the hands of one of the
MECHANICAL 2D TECHNICAL 2D+1 last of the Jedi, one of the less powerful of that order, before he
Astrogation was betrayed and executed by the Empire.
Repulsorlift operation Computer prgm./repair
Space transports Since then, you’ve lived the life of a fugitive. At times, you
Starship gunnery Droid prgm. are convinced the Empire, and Darth Vader in particular, is
Starship shields hunting you fiercely. At other times, you’re convinced the
Droid repair Empire’s decided you aren’t worth the trouble. In a way, not
being hunted would be as bad as being hunted — because that
First aid would mean the Empire has such contempt for your abilities
that it doesn’t think finding you is important.
SPECIAL ABILITIES Move: 10
Control 1D. You may select one Force Sensitive? Yes Still, you have the fondest memories of your master. And
Force power. there’s still a chance, no matter how slim, that the Rebellion
Force Points: 2 can overthrow the Emperor and his minion Vader. You’ll work to
Dark Side Points: help that happen, and you hope that one day you can help
Character Points: reestablish the Jedi Knights and pass on the little knowledge
you possess.
WOUND STATUS
Personality: Tired, a little cynical, but still completely faith
Stunned ☐ ful to the Jedi Code. You’re a little paranoid about being pur
Wounded ☐ ☐ sued by the Empire.
Incapacitated ☐
Mortally Wounded ☐ Objectives: To help re-establish the Jedi Knights and defeat
Vader and the Emperor.
A Quote: “Scoff if you like, but it’s true. The Force surrounds
us, holds us, and binds everything together.”
Connection With Characters: You’re happy to serve the
Rebellion in any capacity. You’d gladly accept a brash pilot or
another character as a student. You’d be eager to learn from
the failed Jedi. You could easily have become friends with any
of the player characters.
CHARACTER
TEMPLATE
• MON CALAMARI •
Character Name:
Type: Mon Calamari
Gender/Species: /Mon Calamari
Weight:
Age: Height:
Physical Description:
DEXTERITY 3D+1 PERCEPTION 2D+1
Blaster Bargain
Brawling parry Command Equipment: Blaster pistol (4D), comlink, uniform, 1,000 cred
Dodge Con its
Grenade Gambling Background: It was the Empire that taught your people, the
Melee combat Hide Mon Calamari, the meaning of war. Your people are peaceful
Melee parry Search and gentle; you shared your homeworld of Calamari with the
Vehicle blasters Sneak Quarren for millennia. Over the centuries, you gradually built a
technological civilization and a high culture. Exploration of
KNOWLEDGE 3D+1 STRENGTH 3D nearby stars was well underway — and then the Empire came.
Alien species Brawling
Bureaucracy Climbing/jumping The Imperials saw only an undefended prize — an advanced
Cultures Lifting world that could be forced to feed the Imperial war machine.
Languages Stamina They invaded and enslaved your people. At first, you did not
Planetary systems Swimming understand what had been done. The idea of slavery was
Streetwise incomprehensible. You tried to appease the invaders, but noth
Survival ing worked. Eventually, the Mon Calamari began to fight back
Value — and when they did, the Empire reacted with incredible feroci
ty. Whole cities were obliterated.
MECHANICAL 2D+1 TECHNICAL 3D+2
Then, virtually the whole Mon Calamari people rose as one
Astrogation Computer prgm./repair and destroyed the occupiers. The war industries the Empire had
forced its slave laborers to build are now used for another pur
Beast riding Demolitions pose — to fuel the Rebellion.
Repulsorlift operation Droid programming You were on Calamari when the Empire came; you helped
when the uprising succeeded. Now, you are part of the Cala
Space transports Droid repair marian armed forces, a part of the Rebel Alliance against the
Empire. You work well with aliens (including humans), and are
Starship gunnery Repulsorlift repair frequently assigned to fight with small, irregular groups of free
dom-fighters.
Starship shields Security
Personality: Generally, Calamari are gentle, reasonable, and
Space transports repair soft-spoken, but there is much variety among them.
SPECIAL ABILITIES Move: 9 Objectives: To free other enslaved worlds from the grip of
Force Sensitive? the Empire and to help prove that all species and peoples can
Moist Environments: In moist live together in peace.
environments, +1D to all Dex, Per Force Points:
and Str attribute and skill checks. Dark Side Points: A Quote: “Our people have a saying: do not dive before test
Character Points: ing the depths.”
Dry Environments: In dry envi
ronments, Mon Calamari seem WOUND STATUS Connection With Characters: You could have seen action
depressed and withdrawn. They with any of the other characters. A gambler, smuggler or other
suffer a −1D penalty to all Dex, Stunned ☐ marginal operator might have visited your planet before or dur
Per and Str attribute and skill Wounded ☐ ☐ ing the Imperial occupation.
checks. Incapacitated ☐
Mortally Wounded ☐
Aquatic: Mon Calamari can
breath both air and water.
CHARACTER
TEMPLATE
• OLD SENATORIAL •
Character Name:
Type: Old Senatorial
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D PERCEPTION 4D
Blaster Bargain
Dodge Command
Melee combat Gambling
Melee parry Search
KNOWLEDGE 4D STRENGTH 2D
Alien species Brawling
Bureaucracy Equipment: Hold-out Blaster (3D), Spartan Clothing, Com
Cultures Climbing/jumping link, 2000 Credits.
Languages Stamina
Planetary systems Background: You’re getting too old — too old — for this
Value nonsense. You’ve been a Senator for more years than you care
to count; you’ve gotten white-haired and dried up in that time.
MECHANICAL 3D TECHNICAL 2D It seems like your struggle with Palpatine and his henchmen has
Astrogation Computer prgm./repair gone on forever. A never-ending struggle for the very soul of
Beast riding the Senate and the galaxy, a struggle which consumed the years
Repulsorlift operation Droid programming of youth like butterflies in a flame.
Space transports
Starship shields First aid You’ll not give up yet! The fight has passed beyond the Sen
ate chamber into the hard vacuum of space. You can’t fly a
SPECIAL ABILITIES Move: 10 starship or fire a laser cannon, but determination, an under
None. Force Sensitive? standing of your adversaries, and an ability to command still
counts for something. Still, still...you yearn for the old days, for
Force Points: men like Talon, Kenobi, and (heaven help us) Skywalker. There
Dark Side Points: were giants in those days...
Character Points:
Personality: You’re no-nonsense, brisk, brusque and capable.
WOUND STATUS You can talk you way past a barricade and have stormtroopers
saluting the “August Senator” in no time. Your stamina isn’t
Stunned ☐ what it used to be, and you have no stomach for violence — but
Wounded ☐ ☐ you never display weakness.
Incapacitated ☐
Mortally Wounded ☐ Objectives: To re-establish the republic as it was in it’s glory
years before Palpatine.
A Quote: “And snap to it, young man!”
Connection With Characters: You may know the Retired
Captain or other Senatorials or Nobles socially and politically.
You may know the Bounty Hunter or Merc as former employees.
Practically any character might come from the planet you rep
resented as Senator.
CHARACTER
TEMPLATE
• OUTLAW •
Character Name:
Type: Outlaw
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 4D PERCEPTION 2D
Archaic weapons Bargain
Blaster Con
Dodge Hide
Grenade Search
Melee combat Sneak
Melee parry
Vehicle blasters
KNOWLEDGE 3D STRENGTH 3D+1 Equipment: Heavy blaster pistol (5D), 1,000 credits.
Alien species Brawling
Bureaucracy Lifting Background: Your family was wiped out during a raid — by
Planetary systems Stamina the Imperials, by criminals, by pirates, you’re not sure. But the
Streetwise Swimming weight of evidence points to some seriously evil folks.
Survival
Value And those folks are going to pay. You swore to your family
that you’d make them pay.
MECHANICAL 2D+2 TECHNICAL 3D
Computer prgm./repair Gathering what few weapons you possessed, you hopped the
Astrogation Demolitions first transport off-planet, searching for the elusive killers that
ruined your life. You’ve spent the intervening time honing your
Beast riding First aid skills and preparing for the day when you face those responsible
Security for the deaths of your loved ones. And only you are going to
Repulsorlift operation walk away.
Space transports Personality: You’re deadly, dangerous and driven. You have
no fear and no pity; you have nothing to live for and no reason
Starship gunnery not to risk your life. As far as you’re concerned, no one will miss
you when you’re gone, but when you go, you sure as blazes
Starship shields aren’t going alone.
SPECIAL ABILITIES Move: 10 Objectives: Revenge — pure, simple and ugly — but revenge
None. Force Sensitive? nonetheless.
Force Points: A Quote: “They made only one mistake. They didn’t finish
Dark Side Points: the job.”
Character Points:
Connection With Characters: You’ve hooked up with the
WOUND STATUS other characters because you think they can bring you closer to
the people who killed you family. Along the way, you’ve come
Stunned ☐ to care about them (as much as you are still capable of caring).
Wounded ☐ ☐ If there’s any emotion you can still feel, it’s parental love.
Incapacitated ☐ Younger characters (kids or brash pilots, for example) may be
Mortally Wounded ☐ adopted as surrogate children. You may feel a bleak kinship
with similarly driven characters like a merc or bounty hunter; in
time it might ripen into true trust and affection.
CHARACTER
TEMPLATE
• PIRATE •
Character Name:
Type: Pirate
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 3D
Blaster Bargain
Blaster artillery Command
Brawling parry Con
Dodge Forgery
Grenade Gambling
Melee combat
Equipment: Flashy clothes, lots of rings and things, blaster
KNOWLEDGE 2D STRENGTH 2D+2 pistol (4D), saber (STR+1D+1), comlink, vacuum suit, 2,000 cred
Business Brawling its
Intimidation
Languages Stamina Background: You were just a kid when you were offered a
Streetwise position aboard a Starship; you jumped at the chance. Finally, a
Value way off the hick planet where you grew up! You realized the
ship was a little disreputable, but you hadn’t realized you were
MECHANICAL 3D+2 TECHNICAL 3D hooking up with the genuine article — desperate, grizzled
Armor repair pirates thirsting for gold and the blood of innocents. “Arrr,
Astrogation Blaster repair matey” indeed.
Demolition
Capital ship gunnery Droid repair Well, it isn’t quite like that, actually; pirates are not much
Security like the vidshow stereotype. No one actually says, “Arrr, matey.”
Repulsorlift operation Certainly no one wears an eyepatch or a plastic leg. And you’ve
never known a pirate who made anyone “walk the airlock.”
Space transports After all, the point of piracy is to make a profit, not cause
bloodshed. Atrocities might make a captured ship’s crew resist.
Starship gunnery
Imperial oppression has driven most of the small traders out
Starship shields of business. Independent spacers don’t have many options:
bankruptcy, retirement or... piracy.
SPECIAL ABILITIES Move: 10
None. Force Sensitive? The Empire creates pirates — and then destroys them. Most
of your shipmates are in the spice mines of Kessel now. You
Force Points: barely escaped by the skin of your teeth. You plan to avenge
Dark Side Points: them, somehow. You hope that one day you’ll be the captain of
Character Points: your own ship — a privateer in the service of the Rebellion.
WOUND STATUS Personality: You wear colorful clothes and enjoy the notori
ety of being a pirate. You like to laugh and carouse in a cheer
Stunned ☐ fully amoral way. You’re not exactly what people would call a
Wounded ☐ ☐ role model... but you never volunteered for that job.
Incapacitated ☐
Mortally Wounded ☐ Objectives: To make a profit first and foremost, but under
mining the Empire suits you just fine.
A Quote: “Arr, matey. Make ’em walk the airlock. (Chuckle.)
Seriously now, just give me your valuables.”
Connection With Characters: You might once have raided
the ship of any of the other characters. A retired Imperial cap
tain or bounty hunter might once have pursued you. A smug
gler might have out-run you. “You might be related to a brash
pilot or kid — or you might be the black sheep of a senatorial’s
family.
CHARACTER
TEMPLATE
• PROTOCOL DROID •
Character Name:
Type: Protocol Droid
Model: 3PO Human-Cyborg Relations Droid
Age: Height: 1.7 meters Weight:
Physical Description:
DEXTERITY 1D PERCEPTION 1D
Brawling parry Bargain
Dodge Investigation
Melee parry Persuasion
Running Search
KNOWLEDGE 3D STRENGTH 1D Equipment: Comlink, datapad
Alien species Stamina
Bureaucracy Background: You still can’t understand humans. They are
Cultures very illogical, and seem to want to be exposed to danger. None
Languages theless, you continue on, despite the thankless nature of your
Planetary systems task. Your most recent owner is flamboyant and temperamental,
but treats you like a real person.
MECHANICAL 1D TECHNICAL 1D
Astrogation Computer prgm./repair Personality: You are very proper, concerned with doing
Communications Droid programming things the “right” way. You have a persecution complex and
Repulsorlift operation tend to think that people are making fun of you. Humans get
Sensors Droid repair upset with you, even if you are just following your program
Starship shields First aid ming.
Objectives: To serve your master faithfully and loyally.
A Quote: “Mistress, they believe that you are some sort of...
deity. Oh my!”
Connection With Characters: You are probably owned by
the wealthiest player character, or are on loan from an acquain
tance or employer.
SPECIAL ABILITIES Move: 7
Skills: You start with 17D to allo Force Sensitive?
cate to skills, but may not place
more than 2D in any one skill. Force Points:
Dark Side Points:
Life Preservation Programming: Character Points:
Your programming prevents you
from injuring a sentient being, WOUND STATUS
even in self-defense.
Stunned ☐
Wounded ☐ ☐
Incapacitated ☐
Mortally Wounded ☐
CHARACTER
TEMPLATE
• QUIXOTIC JEDI •
Character Name:
Type: Quixotic Jedi
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 3D
Blaster Bargain
Dodge Con
Melee combat Persuasion
Melee parry Sneak
Running
KNOWLEDGE 2D+1 STRENGTH 3D Equipment: Old dueling sword (STR+1D+1), makeshift armor
Planetary systems Brawling (+1 physical), 1,000 credits
Climbing/jumping
Survival Stamina Background: You claim to be a Jedi. Actually, you’re not.
Swimming You’ve read all about the exploits of the great Jedi Knights but
you don’t quite realize they no longer exist. If truth be told,
MECHANICAL 2D+2 TECHNICAL 2D+1 you’re a little crazy. You’ve learned of the atrocities of the
Beast riding Armor repair Empire and of Darth Vader, and have decided to leave your
comfortable existence and venture forth into the galaxy on a
First aid great quest to restore the Jedi. You’ve read as much as you can
about the Jedi training methods and their powers, and you’ve
SPECIAL ABILITIES Move: 10 tried to train yourself as best you can.
Sense 1D. You may select one Force Force Sensitive? Yes
power. You are a somewhat laughable figure, with your rusty, nicked
Force Points: 2 old dueling sword. You wear “armor” cobbled together from
Dark Side Points: various pieces of junk that somehow manage to provide a mod
Character Points: icum of protection.
WOUND STATUS Everyone thinks you’re crazy (and they are basically right).
They think the Jedi were legendary, that it’s all a bunch of
Stunned ☐ hokey pseudo-religious nonsense.
Wounded ☐ ☐
Incapacitated ☐ But sometimes — just sometimes — you can feel the Force.
Mortally Wounded ☐ Sometimes — when you’re in great danger or when things are
breaking your way — you swear you can use Jedi powers.
You try to right individual injustices whenever you come
across them. You’re basically a good fellow, so who cares if your
a little touched?
Personality: Elaborately courteous, unfailingly cheerful, and
(as your friends put it) “basically out of your ever-loving mind.”
You come up with complex, harebrained schemes which invari
ably fail. You adhere to the Jedi Code as well as any reali
ty-challenged crackpot can.
Objectives: To right the great wrongs of the galaxy, no mat
ter the odds, until your dying breath.
A Quote: “I feel a ... disturbance in the Force. No, really. I
swear l feel one this time. Guys? Guys? Where’re you going?”
Connection With Characters: A failed Jedi might become a
close friend and give you a few pointers. A smuggler or pirate
might keep you around for amusement value.
CHARACTER
TEMPLATE
• RETIRED CAPTAIN •
Character Name:
Type: Retired Captain
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+2 PERCEPTION 3D+1
Blaster Command
Grenade Con
Melee combat Hide
Vehicle blasters Search
KNOWLEDGE 3D STRENGTH 2D+1 Equipment: Blaster pistol (4D), Imperial Navy Uniform
Alien species Brawling 3D (slightly out of date), 2000 Credits.
Bureaucracy
Cultures Stamina Background: You gave you life to the service, and gave it
Languages gladly. The Navy was your job, your life, and your passion. You
Planetary systems 3D+2 TECHNICAL rose through its ranks, from enlisted trooper to petty officer to
Streetwise Demolitions command of a starship. You saw action several times and were
Tactics First aid highly decorated, but you remember the times of peace better
Value than the times of war — the riotous shore leaves, the dangers of
Security galactic exploration.
MECHANICAL
Astrogation It was a sad day when you retired, but you were glad, in a
Beast riding way. Your spouse had suffered during your frequent absences;
Space transports and your children grew up strangers. It was a shock to discover
Starship shields upon your retirement how people thought of the Empire; some
thing had gone very wrong, and you hadn’t noticed. Things
SPECIAL ABILITIES Move: 10 have gone from bad to worse and now, you hear, that madman
None. Force Sensitive? Vader is running things. You wouldn’t like to be under his com
mand. Your spouse is dead now, and you’re getting bored. You
Force Points: can only sit and read in your garden for so long. You’ve got a
Dark Side Points: 1 few years left, and you’d like to do something worthwhile —
Character Points: maybe something to fight the monster the Empire has become.
Maybe the Rebellion can find a use for this old soldier.
WOUND STATUS
Personality: Soft-spoken, intelligent in command, you’re
Stunned ☐ knowledgeable about antiquated military equipment, somewhat
Wounded ☐ ☐ less so about modern weapon systems. You cannot abide low
Incapacitated ☐ efficiency or needless waste (particularly in regards to those
Mortally Wounded ☐ under your command: you do not consider your troops expend
able).
Objectives: To restore the Navy’s image of respectability and
honor. To use the Rebellion as a means of instilling in young
people a sense of moral patriotism that is sadly lacking in the
Emperor’s New Order.
A Quote: “Orders of the day gentlemen!”
Connection With Characters: You may have seen action with
a merc, or have sponsored a brash pilot for the Naval Academy.
You may know any noble or senatorial by reputation or socially.
You may be irritated by an armchair historian.
CHARACTER
TEMPLATE
• SMUGGLER •
Character Name:
Type: Smuggler
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+1 PERCEPTION 3D
Blaster Bargain 3D
Brawling parry Con
Dodge Gambling
Grenade Hide
Vehicle blasters Search
Sneak
KNOWLEDGE 2D+1 STRENGTH Equipment: Stock YT-1300 light freighter (see the “Star
Alien species Brawling ships” chapter), heavy blaster pistol (5D), comlink, 2,000 credits,
Languages 25,000 credits owed to a crime boss.
Planetary systems Stamina
Streetwise Swimming Background: Your parents called it “gallivanting around the
Value galaxy,” but as far as you’re concerned there’s no better life
than a free-trader’s. Traveling as your fancy takes you, trading a
MECHANICAL 3D+2 TECHNICAL 2D+2 little here and a little there, looking for a sharp deal, bargaining
and selling... new worlds to see, always a new planet at the end
Astrogation Computer prgm./repair of the journey.
Repulsorlift operation First aid That’s how it’s supposed to be, anyway. But... the Empire is
more and more restrictive by the day. Goods that used to be
Space transports Repulsorlift repair legal are now contraband. Even contraband is harder and harder
to come by. Customs inspectors are like bloodhounds. Bribes
Starship gunnery Security have become your major expense. You keep on dreaming of
making one big killing and getting out... but you don’t want to
Starship shields Space transports repair get out. To you, your ship is home, transportation, and freedom,
all in one package. The idea of losing it kills you.
SPECIAL ABILITIES Move: 10
None. Force Sensitive? But you may very well lose it. To keep on operating, you had
to borrow money from a mobster, a real slimeball crime king.
Force Points: You’re pretty deep in debt now, and they keep on making nasty
Dark Side Points: jokes about breaking your kneecaps. Curse the Empire, anyway!
Character Points: It’s their laws and their corruption that brought this all about.
WOUND STATUS Personality: You’re tough, smart, good-looking and cynical.
You’re a fine pilot, and a good at business. Mostly you want to
Stunned ☐ hit it big and be left alone by scum, both criminal and official.
Wounded ☐ ☐
Incapacitated ☐ Objectives: To pay off your ship... then you can take on the
Mortally Wounded ☐ cargoes you want to.
A Quote: “I don’t have the money with me.”
Connection With Characters: You need at least one other
person to run your ship, a partner. This could be an alien stu
dent of the Force, brash pilot, gambler, merc, minor Jedi, Mon
Calamari, Wookiee, or anyone with decent mechanical skills.
You could have encountered virtually any of the other charac
ters in the course of your frequently shady business dealings.
CHARACTER
TEMPLATE
• TONGUE-TIED ENGINEER •
Character Name:
Type: Tongue-Tied Engineer
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+1 PERCEPTION 2D+1
Blaster Bargain
Dodge Command
Melee combat Gambling
Melee parry Search
KNOWLEDGE 4D STRENGTH 2D+2 Equipment: Pocket Computer, tool kit, R5 Unit (all stats 1D
Languages Climbing/jumping except: computer programming/repair 4D, space transports
Planetary systems Lifting repair 4D. Same equipment as standard R2 unit. Move: 5), 1000
Streetwise credits
Value Stamina
Background: You carry a pocket computer at all times. Your
MECHANICAL 2D+2 TECHNICAL 4D clothes always look bulky and awkward. You’re clumsy and drop
Capital ship repair things a lot. The idea of shooting a blaster at someone makes
Astrogation Computer prgm./repair you distinctly nervous. You have difficulty holding a conversa
Droid programming tion — any conversation — unless its about math, machines or
Repulsorlift operation Droid repair computers. You find it easier to deal with Droids than with
Repulsorlift repair humans — droids are predictable and stable. People don’t pay
Space transports Security much attention to you — until something needs to be fixed, or
Space transport repair they need to know something, or they someone to break into a
Starship gunnery computer. You can do any of that in nothing flat.
Starship shields Personality: Clumsy, awkward, painfully shy, but with a flair
for technology.
SPECIAL ABILITIES Move: 10
None. Force Sensitive? Objectives: To do your job well and hopefully get along with
everyone... even if you get really nervous when dealing with
Force Points: people.
Dark Side Points:
Character Points: A Quote: “The integral over the surface rho with respect to v
is, umm, let’s see, del cross negative B, plus the partial deriva
WOUND STATUS tive of... oh, just pass me the hydrospanners, would you?”
Stunned ☐ Connection With Characters: You might be related to the
Wounded ☐ ☐ Brash Pilot or Kid. A Smuggler, Merc, Laconic Scout, or Outlaw
Incapacitated ☐ might have taken you in tow. You can have fallen (secretly and
Mortally Wounded ☐ inarticulately) in love with any of the younger and more glam
orous characters (Young Senatorial, Smuggler, Brash Pilot, Gam
bler). One of the characters with Force powers might have
decided to train you.
CHARACTER
TEMPLATE
• TOUGH NATIVE •
Character Name:
Type: Tough Native
Gender/Species:
Age: Height: Weight:
Physical Description:
DEXTERITY 3D+2 PERCEPTION 3D+2
Archaic weapons Con
Bows Search
Dodge Sneak
Firearms
Melee combat
Melee parry
Running
KNOWLEDGE 2D STRENGTH 4D Equipment: Sword (damage code is Strength+1D+1), Black-
Cultures Brawling powder pistol, Powder Horn, Extravagant Clothing, 500 Credits.
Climbing/jumping
Intimidation Lifting Background: Your native planet was settled a thousand
Survival Stamina years ago by shipwrecked spacers. It lost contact with the gal
Swimming axy, and its technology regressed. Only a few years ago, your
planet was rediscovered by free traders — smugglers, actually.
MECHANICAL 2D+1 TECHNICAL 2D+1 You’re a little dazzled by all these starships and rayguns and
First aid such — you’re much more at home with honest technologies
Beast riding that normal human beings can understand, like sailing ships,
Security rifles, zeppelins and gas lamps.
Ground vehicle operation
You grew up as an honest farmer’s child, taught to fear the
SPECIAL ABILITIES Move: 10 deity, love your parents, and serve your monarch. You joined the
None. Force Sensitive? Queen’s Own Grenadiers as a youth, and saw a little action on
one campaign. Your Queen sent you (and others of her servants)
Force Points: to find out more about the galaxy and what contact with it
Dark Side Points: might mean. You send her reports weekly — but you’re increas
Character Points: ingly worried. The Empire would crush your planet like an
insect. Joining the Rebellion may be your planet’s only hope.
WOUND STATUS
Personality: Loyal to your Queen; pious; and more than a
Stunned ☐ little flamboyant. You get into fights frequently, which you
Wounded ☐ ☐ enjoy, and also enjoy drinking others under the table.
Incapacitated ☐
Mortally Wounded ☐ Objectives: To help your Queen make the best decision pos
sible for the fate of your planet.
A Quote: “En garde!”
Connection With Characters: A Smuggler or Pirate might
have visited your planet, or transported you from it. Any noble
or senatorial might have visited it on a diplomatic mission. You
might have met any of the lowlife characters (Gambler, Bounty
Hunter, Smuggler, Pirate, etc) in a bar. The Laconic Scout might
have discovered your planet. You might be nobility on your
planet, and the Loyal Retainer yours.
CHARACTER
TEMPLATE
• WOOKIEE •
Character Name:
Type: Wookiee
Gender/Species: /Wookiee
Age: Height: Weight:
Physical Description:
DEXTERITY 2D+2 PERCEPTION 2D
Bowcaster Bargain
Brawling parry Command
Dodge Search
Melee combat Sneak
Melee parry
Vehicle blasters Equipment: Bowcaster (4D), 250 credits.
KNOWLEDGE 2D STRENGTH 5D Background: You’re one of the biggest and strongest aliens
Alien species Brawling in the galaxy. Most people fear and respect you and tend to
Cultures Climbing/jumping give you a wide berth... except for those Imperial stormtroopers,
Languages Lifting who are known to lose limbs if they get too close.
Streetwise Stamina
Survival Personality: You’re extremely loyal to your comrades. You
get frustrated sometimes and bang things. Since you don’t real
MECHANICAL 3D TECHNICAL 3D+1 ize the full extent of your strength, this can be a problem.
Astrogation Someday you’d like to return to your home planet and your
Beast riding Droid prgm. mate, but until the Imperials are forced off your homeworld of
Kashyyyk you’ll stick with your friends.
Space transports Droid repair
Starship shields Objectives: To free your homeworld. To help the Rebels elim
First aid inate the Empire so you and your people need not fear slavers’
collars.
Space transports repair
A Quote: “Roooarrgh ur roo.” (Translation: “I have a bad
Starship weapon repair feeling about this.”) Note: The player should be able to do a
good impersonation of a Wookiee — sounding like Chewbacca is
SPECIAL ABILITIES Move: 10 pretty important to successfully playing this character. Next, see
Berserker Rage: If a Wookiee Force Sensitive? if any of the characters speaks Wookiee — if you have a close
becomes enraged, +2D to friendship with one of the other characters, such as a smuggler,
Strength for brawling damage. Force Points: they can probably understand you pretty well. A protocol droid
−2D to all non-Strength attribute Dark Side Points: will almost always be able to understand you. If no one around
and skill checks. Must make a Character Points: speaks Wookiee, the characters will have to make language rolls
Moderate Perception total to to understand you (the easier the idea or concept, the lower the
calm down (only −1D penalty to WOUND STATUS language difficulty). To say something, growl and have each
Perception for this check) character roll to see if they understand you. If they succeed, tell
Stunned ☐ them what your character just said; if they fail, growl some
Climbing Claws: +2D to climbing Wounded ☐ ☐ more and play charades.
while using claws. Incapacitated ☐
Mortally Wounded ☐ Connection With Characters: You might be a loyal compan
ion of a smuggler, a trader or scout. You might have adventured
with any fellow Rebel, particularly a Mon Calamari. You tend
not to think too highly of bounty hunters, meres, or retired
Imperials... but they’re amusing when you threaten them.