Star Wars Unisystem
CHARACTERS
Attribute Points: Characters start with 16 points in attributes. Racial
bonuses and penalties are assigned after attributes have been calculated.
Quality Points: 10 points, and up to 10 points in Drawbacks.
Base Skill Points: (Intelligence x 3) + (Age/6 -- Max 8 for 48 yrs.)
+ 5
Metaphysics/Racial Points: 20 points. Character with no metaphysics or racial
points, or who spend less than 20 points can put in the balance into Qualities
or Skills.
Other new Qualities can be found at the New Qualities/Drawbacks of the official WitchCraft website.
Force-Sensitive (by C.J. Carella, modified
by Fred Furtado)
10-point Supernatural Power
The character has a connection to the Force, the
mystical force that touches all reality. A Force-Sensitive character has a Light/Dark
Side Pool equal to twice the sum of their Intelligence, Perception and Willpower,
and he can use Light/Dark Side points to power his Force Powers. He can buy
Force points at a 1-to-1 rate with experience points.
Force-Sensitive characters, even without training,
are very sensitive to the flows of Essence and the Force; they are often plagued
by visions, strange hunches and flashbacks of the distant past. Other Force
wielders will be able to sense their presence, and may seek them out, for good
or ill.
Gadgets (by C.J. Carella)
1 point per 1,000 credits of value.
This quality can be used instead of Resources
to purchase equipment (no more than 1 level of Resources is allowed in these
games, anyway), especially rare and hard to find equipment like Federation equipment
or illegal/advanced weapon systems. Phasers and tricorders are two pieces of
equipment that non-Starfleet characters should pay points for the privilege
of having them.
Note: Characters start with 1,000 credits automatically.
New Drawbacks can be found at New Qualities/Drawbacks of the official WitchCraft website. Below, you will find one of the more pertinent of these new Drawbacks.
Indebted (by Colin Chapman)
Variable Social Drawback
This Drawback indicates that the character owes
someone something, and will be called upon to repay that debt sometime, bit
by bit, or all at once. The value of this Drawback depends on what the character
owes, and to whom. For example, owing a local loan shark $5,000 if the character
has no Resources levels, might be worth 2 points, whereas owing a malevolent
Demon your life might be worth 10 points. If the character fails to repay her
debt, the individual owed attempts to gain recompense by one means or another.
Even if the debt is repaid (at least in the mind of the character), the lender
may seek to extract more . . .
These write-ups were based on both D6 and d20
stats, although I gave preference to the former. As always, my interpretation
was also taken into account. Nevertheless, I'm not sure any write-up, even official
ones are precise, since they are usually based on one individual who doesn't
get a lot of screen time like Greedo (A Rodian) in the first Star Wars movie.
The following write-ups list Qualities, Drawbacks
and Skills; Attribute modifiers are only listed for those that deviate from
the human norm. These write-ups have been modified a bit, If you want the old
versions, they are here.
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CEREANS
2-point Species
Personality: Cereans
are calm, peaceful and rational.
Appearance: Humanoids with elongated craniums. Height varies between 1.7
and 2.1 meters.
Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo
Homeworld: Cerea
Racial Abilities and Drawbacks:
CHAGRIANS
8-point Species
Personality:
Socially developed and cosmopolitan.
Appearance: Chagrians have thick blue skin and four horns extending from
their heads. The uppermost pair is used to intimidate others, while the lower
pair is
typically ornamental. Height varies between 1.8 and 2.3 meters.
Example Names: Mas Amedda, Dul Baturra.
Homeworld: Champala
Racial Abilities and Drawbacks:
GAMORREANS
5-point Species
Personality:
Brutish and violent.
Appearance: Swine-looking, stocky humanoids with green skin. Height varies
between 1.3 and 1.6 meters.
Example Names:
Homeworld: Gamorr
Racial Abilities and Drawbacks:
ITHORIAN
2-point Species
Personality:
Calm, peaceful, tranquil and gentle.
Appearance: Humanoids with long neck sthat curl forward and end in dome-shaped
heads. They have two mouths. Height varies between 1.8 and 2.3 meters.
Example Names: Fandomar, Momaw, Oraltor, Trangle
Homeworld: Ithor
Racial Abilities and Drawbacks:
KIFFAR
4-point Species
Personality:
Appearance: Near-humans with some variation in facial skin patterns and
psychometric ability. They have two mouths. Height varies between 1.8 and 2.3
meters.
Example Names: Quinlan Vos
Homeworld: Kiffu and Kiffex
Racial Abilities and Drawbacks:
MON CALAMARI
5-point Species
Personality: Creative, quiet and inquisitive
Appearance: Humanoids with high-domed heads, large eyes, and smooth, mottled
skin. They smell of salt and sea. Height varies between 1.3 and 1.8 meter.
Example Names: Ackbar, Bant, Ibtsam
Homeworld: Calamari
Racial Abilities and Drawbacks:
RODIANS
5-point Species
Personality:
Violent, tenacious and dedicated.
Appearance: Humanoid with multifaceted eyes, a tapered snout, and a deep
green skin. Height varies between 1.5 and 1.7 meter.
Example Names: Andoorni, Beedo, Doda, Greedo, Greeata, Kelko, Navik, Wald.
Homeworld: Rodia
Racial Abilities and Drawbacks:
SULLUSTANS
7-point Species
Personality:
Pragmatic, pleasant and fond of practical jokes.
Appearance: Humanoids with large round eyes, big ears, and jowls. Height
varies between 1.3 and 1.8 meter.
Example Names: Aril Nunb, Dllr Nep, Nien nunb, Sian Tevv, Syub Snunb.
Homeworld: Sullust
Racial Abilities and Drawbacks:
TRANDOSHANS
7-point Species
Personality: Violent,
brutal and driven, but can show compassion and mercy.
Appearance: Reptilian humanoids with scaly hides. Height varies between
1.5 and 2.1 meters.
Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk.
Homeworld: Trandosha (or Dosha)
Racial Abilities and Drawbacks:
TWILEKS
7-point Species
Personality:
Cunning, charismatic and profit-oriented
Appearance: Humanoid with with long, tapered, headtails. Height varies between
1.6 and 2.1 meters. Skin tones include shades of blue, white, red and green.
Example Names: Bib Fortuna, Mas Amedda, Dul Baturra, Aayla Secura
Homeworld: Ryloth
Racial Abilities and Drawbacks:
WOOKIES
9-point Species
Personality:
Honorable, rash and short-tempered.
Appearance: Large arboreal humanoids covered in thick fur. Height varies
between 2 and 2.3 meters.
Example Names: Chewbacca, Gorwooken, Groznik, Lowbacca, Ralrra, Rorworr,
Salporin
Homeworld: Kashyyyk
Racial Abilities and Drawbacks:
Skill are pretty much the same, so I'll list here only the exceptions.
Astrogation
This is the skill used for plotting a course through
hyperspace. A safe course requires 12 Turns (1 min) and at least 1 Success Level
in an Intelligence + Astrogation Task. Note that lack of a nav computer or an
astromech droid will make this Task extremely difficult. Other modifiers to
the roll can be found in the Starship
section. All astrogators learn basic navigation, so this skill can also
be used to chart a couse in normal space (with a +3 bonus to the roll).
Blaster (Type)
This skill allows the character to fire any one
type of blaster weapons. Common Types include Pistols, Rifle (includes carbines)
and Repeating. If taken for one Type, the character can use other Blaster Types
at -2 pelalty to all Tasks. Optional Specialties cover specific models like
DL-18 and DL-44. Blaster + Dexterity are used to fire the weapon. Aiming Tasks
use Blaster + Perception, with each Success Level adding +1 to skill level for
the next shot at the aimed target.
Computer Programming
In the Star Wars setting, this skill also applies
to Droid programming and can be chosen as an optional Specialty.
Craft (Lightsaber)
This is a very rare Type of the Craft skill that
allows the character to design, build and repair a lightsaber. Even during the
days of the Old Republic, only Jedis were known to possess it. Because of that,
it is not treated as a Specialization of the Craft (Weaponsmith) skill. Intelligence
+ Craft (Lightsaber) is used to design a lightsaber. Dexterity + Craft (Lightsaber)
is used build, modify or repair a lightsaber.
Note that building a lightsaber is, usually, a
lenghty and difficult process, starting with the acquisition of the materials.
More information on it can be found in The
Force section.
Driving (Type)
The skill to control planetbound vehicles. Each
Type requires a separate Driving skill. Most Driving Tasks use Dexterity. Types
and optional Specialties include Tracked (Combat, Exploration), Wheeled
(Bike, Car, Truck), Repulsor (Air, Bike, Land, Pod, Swoop) and Walker (Two-Legged,
Four-Legged).
Gunnery (Type)
This skill covers the use of heavy weaponry. Anything
heavier than a light repeating blaster falls under the domain of the Gunnery
skill. Types include Ground, Orbital and Starship. Dexterity + Gunnery is used
for most Ground and Starship weapons. Intelligence + Gunnery is used for Orbital
weapons and some Starship weapons. Optional Specialties cover specific weapons
like Heavy Repeating Blaster, Orbital Ion Cannon and Turbolasers.
Languages
The many languages in this setting can be handled
as usual. However, there are some instances of languages that can be understood,
but not spoken, unless you are a native, like Shyriwook (the Wookie's language)
and Binary (the chirping and whistling language of astromech droids). In these
cases, the character can buy skill levels at half-price. So, spending 1 point
in Shyriwook will give you 2 levels, more than enough to understand it, but
you will not be able to speak it.
Alternatively, to simulate the linguistical knack
of most of the Star Wars characters, the Chronicler can use one master Language
skill. The rating of this skill represents the character's familiarity with
the different languages. The higher the rating, the more languages he nows.
Martial Arts (Lightsaber)
The elegant weapon used by the Jedi Knights requires
great dedication to master. As such, its use is covered by the Martial Arts
skill and not Hand Weapons. During the Old and the New Republic Eras, it is
easy to find a teacher, as long as you belong to the Jedi Orders. During the
Empire Era, the difficulty rises significantly. Unskilled use is possible, but
not recommended due to the dangerous nature of this weapon. If after rolling
for the Task, the character (possessing the skill or not) does not score a single
Success Level, he has hit himself and should roll for damage accordingly.
Like other Martial Arts, Basic Moves are automatically
at the Martial Arts skill level and every point that you have in the skill gives
you three points to spend in Special Moves. No Combat Move can have a higher
rating than the Martial Arts skill.
Basic Moves: Parry and Strike.
Special Moves: Counterstrike, Disarm, Quick Draw, Shove, Throw Lightsaber,
Whirlwind Attack.
Counterstrike: Damage: By lightsaber. As Counterpunch (Mystery
Codex, p.50).
Disarm: Damage: None. As Disarm (Mystery Codex, p.50).
Parry: Damage: None.
Quick Draw: Damage: By lightsaber. This Move lets you draw your weapon and
attack in one fluid movement. By rolling a Dex + Quick Draw Task, the character
draws his weapon and attacks in the same action. The Quick Draw Task replaces
the Attack task. Depending on circunstances, the Chronicler may allow surprise
bonuses to the Task. This Move can also be used to draw your weapon in order
to defend from an attack. Again, the Quick Draw Task replaces the parry.
Strike: Damage: By lightsaber.
Shove: Damage: None. As Shove (Mystery Codex, p.51).
Throw Lightsaber: Damage: By lightsaber. You can throw your lightsaber at
an opponent without incurring in any improvised weapons penalty. The range is
3/5/8/10 and the lightsaber does not return to you. For that, you need the Telekinesis
power.
Whirlwind Attack: Damage: By lightsaber. This Move lets you make one attack
against each opponent within 2 meters of your position within your action. You
still have the -2 cumulative modifier for each extra attack and the total penalty
must be applied to each attack. For example: If Mace Windu, who has this Move
at 8, is battling 3 criminals and decides to finish them quickly so he can catch
their boss, he can attack all of them in the same action by taking a -4 penalty
for each one of the three attacks.
Martial Arts (Double-lightsaber)
Prerequisite: Martial Arts (Lightsaber) of at least the same level
Some Jedi are not content in mastering a single
lightsaber. These few martial artists study further, pursuing the skill of wielding
two lightsabers at the same time or of mastering the double-lightsaber. This
is a difficult proposition because in order to train in a two-weapon style,
you must first be proficient with the single weapon form. In order words, to
buy Martial Arts (Double-lightsaber), a character must first have Martial Arts
(Lightsaber). The former can never have a higher level than the later. Using
this skill grants an extra combat action , at no penalty, that can be used for
attack or defense. Note that without Ambidexterity, the character will incur
a -3 modifier for his off-hand.
Basic Moves: Same as Martial Arts (Lightsaber).
Special Moves: Same as Martial Arts (Lightsaber).
Note: This skill substitutes the Double-Bladed
Lightsaber Special Move. This system can be extended to the Hand Weapons
skill by creating the Two-weapon one, also a Regular skill.
Mechanic (Type) (by C.J. Carella)
This is the ability to repair engines and devices.
The character must specialize in a specific type (multiple types can be learned).
Common types include: Ship Systems, Cybernetics/Droids, Repulsorcraft, Land
Vehicles and Atmospheric Aircraft. Using Mechanic on an unfamiliar vehicle or
device type is at a penalty of -1 to -6, depending on the difference between
the systems.
Piloting (Type)
This skill covers the control of starships. Each
type requires a different Piloting skill. Types include Starfighters, Space
Transports and Capital Ships. Dexterity + Piloting is used for Starfighters
and small Space Transports. Intelligence + Piloting is used for large Space
Transports and Capital Ships. Optional Specialties include specific models
like X-Wing, YT-1300 and Imperial Star Destroyer.
In the Star Wars universe, the advent of repulsorcraft
has put most air and watercraft under the domain of the Driving (Repulsor) skill.
However, in certain primitive planets you can still find the Piloting skill
being used for them.
Riding (Type)
The skill to ride animals and animal-driven vehicles.
Each different animal or vehicle requires a different Riding Type. Some Types
are Bantha, Dewback and Tauntaun.
Scholar (Type)
This skill represents theoretical knowledge about
any one subject. Each subject is a different Type and can include such diverse
fields as activities (Humidity Farming, Podracing, Politics, etc), cultures
(Jedi, Wookie, etc), people (Queen Amidala, The Emperor, etc) and places (Endor,
Mos Eisley, Outer Rim etc). Optional Specialties cover specific aspects of each
Type like Podracing Rules, Jedi History, Queen Amidalas Ceremonial Garbs
and Mos Eisleys Cantina. Intelligence + Scholar is used most of the time,
but Perception and even Willpower may be used in certain circumstances, like
trying to spot or identify something or someone covered by the Type, or resisting
some Smooth Talk attempts backed by the use of the Scholar skill.
Note that the broader the field covered by the
Type, the more difficult it will be to recall specific information. Penalties
can range from -1 to -10, depending on the scale of the information required
in relation to the scope of the Type. For example, someone with the Scholar
(Outer Rim) would have -8 on his roll to recall the name of a junkyard owner
on Mos Eisley. Also, remember that this skill only grants theoretical knowledge.
So, even though someone with Scholar (Podracing) may be able, with a Perception
+ Scholar Task, to find out why his pod is malfunctioning, he will not be able
to fix it. For that, he will need the Mechanic (Repulsorcraft) skill.
This skill replaces both the Humanities and Science
skills.
Systems Operations (by C.J. Carella)
This is a catch-all skill for the numerous starship
systems one needs to operate while running a vessel, from monitoring life support
to checking on available power. With this skill, the character can run most
basic ship functions, although any major problems will require Mechanics (Ship
Systems) or Engineering (Starships) rolls. Trying to use this skill in an unfamiliar
ship is at -1; on a ship of an unfamiliar civilization at -2, and of a different
technological level at -2 per TR level difference. Otional Specialtis cover
specific systems, like Communications and Sensors.
Skill Name |
Category |
Type |
Astrogation |
Vehicle |
R |
Blaster (Type) |
Combat |
R |
Computer Programming |
Scholastic |
R |
Craft (Lightsaber) |
Scholastic |
R |
Driving (Type)1 |
Vehicle |
R |
Gunnery (Type)2 |
Combat |
R |
Martial Arts (Lightsaber) |
Combat |
S |
Mechanic (Type)3 |
Vehicle |
R |
Piloting (Type)4 |
Vehicle |
R |
Riding (Type)5 |
Vehicle |
R |
Scholar (Type)6 |
Scholastic |
R |
Systems Operations |
Vehicle |
R |
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Last Update: 18-Dec-04