Star Wars Unisystem
THE FORCE
Description: The Jedi Order has been the bastion of justice in the Old
Republic. Working closely with the Office of the Supreme Chancellor, the Jedi
Order has an active role in maintaning order in th galaxy.
Attributes: Most Jedis will have good mental attributes, with those who
become Knights also being good at physical ones.
Skills: Scholarly and Combat skills have great importance. All Jedis
will have at least two levels in Scholar (Jedi) and Martial Arts (Lightsaber).
Knights and Masters will also have Craft (Lightsaber).
Qualities and Drawbacks: All Jedi are Force-Sensitive and have an Obligation
to the Order. The vast majority has at least one level of Honorable. Fast Reaction
Time, Situational Awareness and Hard to Kill are not uncommon in Knights.
Metaphysics: Force Skills and Powers are the province of the Jedi.
Special Abilities: Granting Jedi characters bonuses for belonging to
the Jedi Order seems unfair, since other characters do not have other organizations
to join. So you can either create new organizations, or simply assume that having
access to teachers and research material is the special ability provided by
the Jedi Order. An ability that no Jedi character in the Empire Era would take
for granted.
Common Professions: Although Knights and Masters are the more well-known
members of the Order, Jedi activities are far more diverse. There are Jedi researchers,
counselors, healers, investigators and teachers, to name a few.
Roleplaying Jedis: This is a complex topic. For a long time, most players
believed that Jedis were a sort of paladin, even though Luke's actions in ROTJ
don't back this up completely. Qui-Gon and Obi-Wan's behavior in Episode I are
even more confusing. Hopefully, the next two movies will give us a better understanding
of the Jedis. The d20 Core book (p.154) has an interesting analysis of Jedi
behavior. Until we can be sure though, I would suggest Jedi characters act with
common sense. A good compromise might be a cross between a samurai and a fantasy
paladin, without the elitist outlook of the former and the narrow-mindedness
of the latter.
Organization: The Jedi Order is commanded by the Jedi Council, composed
of the wisest Jedi Masters in the Order. Below the Council Masters, are the
other Masters and, below them, the Knights. Under the tutelages of the Knights,
are the Padawans. The Order also has Jedis who didn't take the Knight path and
serve it in other capacities, such as researchers. Attaining the rank of Knights
and Master requires meeting certain prerequisites:
Lightsabers are more than just the preferred
weapons of the Jedi Knights. They are foci through which Jedis can connect to
the Force to reach a deeper level of attunement. This also enhances their combat
prowess, but a Jedi will only draw his lightsaber when all other avenues of
conflict resolution have failed. The link between the lightsaber and the Jedi
is so strong that losing the former will result in a -1 penalty to all Force
rolls until a new blade is built or acquired. It is no wonder then why building
your own lightsaber is one of the requirements for obtaining the rank of Jedi
Knight.
To build a lightsaber, the Jedi must have all
the necessary parts: a power cell, a handgrip, an activation plate, a safety,
a belt ring (optional), a blade length adjuster (optional), an emitter matrix,
a recharge socket, a lens assembly, a focusing crystal, and a power conduit.
Lightsaber handgrips are 24 to 30 centimeters long, with the blade length varying
from 1 to 1.5 meters. The focusing crystal determines the lethality of the blade.
Jedis use mostly Adegan crystals, which include the following:
Crystal
|
Damage
|
Kathracite
|
D6 x 2 (6)
|
Relacite
|
D6 x 3 (9)
|
Danite
|
D6 x 4 (12)
|
Mephite
|
D6 x 5 (15)
|
Pontite
|
D6 x 6 (18)
|
Constructing the lightsaber takes a minimum of
one month of work and a Craft (Lightsaber) + Intelligence roll with a -4 penalty.
Each extra month spent building the lightsaber grants +2 to the check (to a
maximum bonus of +6 for 3 extra months). More esoteric lightsaber construction
rules can be found in the d20 Core book (p.153). Another good source is the
Net.Guide
to Lightsaber Construction.
To wield a lightsaber, a character needs the Martial
Arts (Lightsaber) skill. The Force Power Lightsaber
Combat is the reason Jedis seem to have supernatural prowess with this
weapon.
Drama points (from Cinematic Unisystem) with a new name, Force points work the same way. All Drama point uses are applicable in a Star Wars campaign, even Righteous Fury (but beware the Dark Side). Force points can be bought with experience points at a rate of 2-to-1 for regular characters, and 1-to-1 for those with the Force-Sensitive Quality. The way in which the Force point is spent also influences what happens to it:
Neutral Uses (Force Point doesn't come back)
Heroic Uses (Force Point returns at the end of the adventure)
Heroic Uses at Dramatically Appropriate Moments (Force Point returns and the character earns another one)
Evil Uses (Force Point doesn't come back and character earns double Dark Side points; see Dark Side section below)
Spending a Force point to commit evil acts is the only way a non-Force-user character can gain Dark Side points. Force-sensitive characters, on the other hand, are not so lucky and can rack up Dark Side points in several ways.
If you prefer the old Force point rule, you can find it here, together with the XP Optional rule.
FORCE SKILLS (by C.J. Carella, modified by Fred Furtado)
All common Force powers are part of one of the Three Skills (also known as the Three Devotions): they are Control, Sense and Alter. Control affects the Jedis own body; through this power he can heal himself, resist pain, and defend himself in a number of ways. Sense allows the Jedi to enhance his senses, both physical and supernatural, to catch glimpses of the future and to perform such superhuman feats as deflecting bullets and energy blasts with his light saber. Alter allows the Jedi to affect the world around him, from manipulating weak minds to moving objects through telekinesis.
Light/Dark Side Points
All Force abilities require energy to work. Even the most powerful Jedis have a finite capacity to tap the Force, and they must rest and medidate after frequent uses of the Force to regain their strength. In game terms, all Force-Sensitive characters have a base Light, or Dark, Side Pool equal to the sum of their Willpower, Perception and Intelligence, doubled. To activate a Force power, the character needs to spend 1 Light/Dark Side point. Extra Light/Dark Side points can be used to provide bonuses to Force powers-related rolls, granting a +2 per extra point spent. The maximum amount of points that can be spent in this way per roll is equal to the character's Willpower.
DARK SIDE (by C.J. Carella, modified by Fred Furtado)
Using the Force is
not without risk. The power, if wielded carelessly or for evil purposes, may
eventually consume the character and make him a slave to the Dark Side, to the
negative energy that feeds on pain and suffering. To turn to the Dark Side means
to lose all emotional connection to the rest of the world, to abandon love and
empathy, to turn into something that makes a serial killer look like a model
of human brotherhood. Once in a while, a very strong-willed Force wielder may
manage to break free from the pull of the Dark Side, but those are rarities
and they often relapse back into evil.
In game terms, a Force-user who abuses his power
or commits evil acts will gain Dark Side points. Whenever a point of Dark Side
is gained, it subtracts from the characters regular Light Side Pool. If
a character's Dark Side tally is over half of his pool, he is tainted. If all
of a characters Light Side pool is converted into Dark Side points, the
character has Fallen; he loses all capacity for empathy or care, and will see
all human beings as nothing more than gamepieces, to be used, destroyed or discarded.
Described below are some circumstances and events
that will result in a Force-Sensitive character gaining (and losing) Dark Side
Points:
Calling on the Dark Side
The Dark Side is not better, but is easier, quicker
and more seductive. Characters who are angry, afraid, desperate or otherwise
out of balance, and have not been consumed by the Dark Side yet, may call on
it, even if they are not Force-Sensitive.
Calling on the Dark Side earns the character D4
Dark Side points on the spot, even if the attempt is not successful. To call
it, the character must make a Simple Perception Test. Force-Sensitive characters
have +4 to the attempt and can use Perception + Control if they want. If the
actions intended will not bring harm or pain to another being, the characters
have a -4 penalty to the roll. On a successful roll, the character receives
a Force Point, in addition to the ones he has, which must be used immediately.
Note that if he uses this Force Point to commit an evil act, he will receive
double Dark Side points for it, like if he was using a regular Force Point.
This is in addition to the D4 Dark Side points he earned for calling on the
Dark Side.
Characters who do not believe in the existence
of the Force, like most Imperial troops and officers, cannot call on the Dark
Side.
FORCE POWERS (by C.J. Carella, modified by Fred Furtado)
Automatic Force Powers
All Force-Sensitive characters have the following automatic abilities:
Jedi Powers
Each of the different
powers listed below is a manifestation of the Force. Most Force-users know only
one or two of these powers; only people like the Jedi and a few other secret
groups know all the Three Skills and a good selection of these abilities. The
ones listed below are just a sampling. More will be added in the future.
Powers listed as "Required" are prerequisites
of a given power. You cannot buy that power without buying the prerequisite
first.
Attempting an action while keeping a Power up,
counts as an extra action and incurs the normal cumulative -2 penalty, unless
the action is directly related to the Power, like attacking and defending with
a lightsaber while having Lightsaber Combat up, or making Perception Tests and
Tasks with Magnify Senses.
Control Powers
Optionally, the GM may allow certain Control powers, like Enhance Speed and Super Leap, to work automatically with the expenditure of etra Ligh/Sark Side points. For example, if a haracter needs to jump over a 15-meter chasm, he spends 3 points and automatically succeed. If desired, the GM may impose a limit on the amount of points spent equal to the character's Control level.
Name |
Attr |
Effect |
Absorb/Dissipate Energy |
Will |
Decreases sun and normal fire damage (1 SL), radiation (3 to 5 SL) and fire and energy damage at 3 points/SL |
Accelerate Healing |
Con |
Heals Con Life Points/minute for Success Level minutes; Once every hour |
Battlemind | Con | +1/SL for combat, -2 to all other rolls |
Concentration |
Will |
+2/SL for Task he was concentrating on |
Control Disease/Poison |
Con |
Cures diseases and poisons; minor = 1 SL, terminal = 10+ SL |
Control Pain |
Will |
Success will prevent being stunned or knocked unconscious |
Enhance Ability |
Con |
+1 Str or Dex Tests or Tasks/Success Level for 1 min |
Enhance Speed |
Con |
Increases Speed by 5 mph/SL for 1 turn |
Force Defense |
Will |
+1/SL to resist Force powers |
Hibernation Trance |
Con |
Reduces metabolism: 2 days/SL in dry climates, 1 week/SL in wet climates |
Projective Telepathy |
Will |
Sends a few words or a sentence; Range Table |
Rage | Con | +4 Str, +10 LP/SL, -2 to defense |
Reduce Injury |
Will |
Reduces D4 (2) damage points/SL |
Super Leap |
Str |
Adds 5 meters/SL to broad jump distance, half that for high jumps |
Absorb/Dissipate Energy
This power allows the Force-wielder to absorb
or dissipate energy, from excessive sunlight to radiation, heat or even direct
energy discharges. This requires a Willpower and Control roll. With one success
level, the character can stand up to the harshest sunlight with no ill effect,
or run through a normal fire without taking any damage. Radiation requires three
to five success levels. Fire and energy damage can also be dissipated at the
rate of 3 points of damage per success level (this is applied before armor or
damage modifiers).
Accelerate Healing
On a successful Constitution and Controll roll,
the character will regain 1 Life Point per Constitution level every minute,
for 1 minute per success level. So, for example, if Jesus Jedi, with a Con 3,
got five success levels on his roll, he would regain 3 Life Points per minute
for five minutes, for a total of 15 Life Points. This power can be used once
every hour. For immediate healing, see Reduce Injury, below.
Battlemind
Converted by Mike Bentley
With this power you attune yourself to the Force and the battle raging around you. For each success level you gain a +1 to all attack rolls while this power is kept up. Keeping this power up incurs a -2 to all rolls.
Concentration
This power allows the Jedi to totally immerse
himself in the task at hand, using the Force to focus his skills to supernatural
levels. On a successful Willpower and Control roll, the character will get a
bonus equal to +2 per success level on the roll, on the one action he was concentrating
on. The action in question must be performed on the next turn, or the bonuses
will be lost.
Control Disease/Poison
A Force-Sensitive character with this power can
cleanse his body from any disease or poison in his body. The strength of the
disease and potion determine how many successes are necessary, ranging from
minor diseases (one success level for a mild cold) to terminal ones (requiring
10 or more successes).
Control Pain
On a successful Willpower plus Control roll,
the character will not be stunned or knocked unconscious even if hit by stun
blasts, or reduced below 0 points.
Enhance Ability
This power allows the Jedi to enhance his performance
at certain non-combat tasks (like driving, climbing etc.) where strength and
coordination are an important factor. This is a peculiar power, because Jedis
can learn it as an expression of any of the three Force skills. On a successful
Constitution and Control roll, the character enhances his physical reactions
and receives a +1 bonus per Success Level for Strength or Dexterity Tests or
Tasks. This lasts 1 minute.
Enhance Speed
This power allows the Jedi to increase his speed.
On a successful Constitution and Control roll, the character will increase his
Speed by 5 mph per Success Level. This lasts 1 Turn.
Force Defense
Converted by Mike Bentley
The user wraps herself in the Force to protect against Force-based
attacks. For each success level in a Willpower + Control roll, the user adds
1 to any roll to resist a Force power. This bonus lasts for 5 rounds.
Hibernation Trance
This power allows the Jedi to place himself in
a state of deep trance, slowing all body functions significantly. On a successful
Constitution + Control Task, the Jedi can hibernate for 2 days per Success Level
in a dry climate, and 1 week per Success Level in a wet climate. The circumstances
that will make the character awake must be specified before entering the trance,
either an amout of time or specific stimuli (noise, being touched etc). During
the hibernation trance the Jedi appears dead to anyone who doesnt conduct
testing or cannot sense the Force within him.
Projective Telepathy
Required Power: Receptive Telepathy
This enables the character to send a mental message to another. Only a few words
or a sentence can be communicated per attempt. The maximum range is based on
the success level of the roll and uses the Range Table above.
Rage
Converted by Mike Bentley
You give into the Dark Side of the force and let it flow through you. You become aggressive and violent. On a successful roll you also gain a +4 to Strength (Can go above Racial Max), +10 Life Points per Success level, but you also suffer a -2 to any defense rolls due to the aggressive nature of your attacks. It lasts for a number of turns equal to double your success levels. Use of this power automatically gains you 2 Dark Side points.
At the end of this power you are exhausted and suffer a -2 to Str, Dex and Con (including an effective drop in Life Points and this can drop you below 0) for a duration equal to double the success levels of the initial roll.
Reduce Injury
Required Power: Control Pain
By using this power, the Jedi can alter chance to reduce an injurys gravity.
On a successul Willpower plus Control roll on the same turn that an injury was
suffered, the Force-wielder will subtract 1D4 points per success level from
the damage inflicted on him. This is subtracted from the total damage inflicted,
after armor and modifiers are taken into account. If the wound would have killed
or risked killing the character before the diminishment, the character will
suffer some permanent crippling damage, such as a lost limb and eye.
Super Leap
This power allows the Jedi to increase his jumping
distance by using a telekinetic "springboard". Every success level
in a Strength + Control Task adds 5 meters to the characters broad jump
distance and half that to his high jump distance.
Sense Powers
Beings with supernatural powers may hide their presence (a resisted roll); Force wielders can hide themselves with a Control and Willpower roll.
Name |
Attr |
Effect |
Detect Life |
Per |
Detects sentient beings 5 m/SL; up for 1 FP/5 min; 5+ SL = recognize and sense Force |
Enhance Ability |
Per |
+1 Str or Dex Tests or Tasks/Success Level for 1 min |
Farseeing |
Per |
See images from events or places; clarity is a result of Success Levels; -2 present, -4 past; -6 future |
Fear |
Will |
Target makes a Fear Check with -2/SL |
Force Pilot |
Per |
+2/SL to pilot Tasks for 5 Turns |
Instinctive Astrogation |
Per |
+2/SL bonus for Astrogation Task only to compensate for lack of nav computer |
Life Sense |
Per |
Searches for a specific person; Range Table |
Lightsaber Combat |
Per |
Can add Sense to Martial Arts (Lightsaber) and parry missiles, including blasters |
Magnify Senses |
Will |
+3/Success Level to one sense; 5 min duration |
Receptive Telepathy |
Will |
Read surface thoughts and, with 5+ SLs, memories. |
Sense Force |
Per |
Locates Places of Power, presence of Force-users etc. |
Detect Life
This power allows the Force wielder to detect
live sentient beings who might otherwise remain hidden. When the power is activated,
on a successful Perception and Sense roll, the character can detect any sentient
being within 5 yards per success level. The power may be kept "up"
by spending 1 Light/Dark point every 5 minutes after using it. If the roll achieves
five success levels or more, the character will not only detect the sentients,
but will recognize them if hes met them, and he will also sense if the
sentients are Force-Sensitive or have other supernatural powers (although not
exactly the nature of those powers).
Enhance Ability
This power allows the Jedi to enhance his performance
at certain non-combat tasks (like driving, climbing etc.) where strength and
coordination are an important factor. This is a peculiar power, because Jedis
can learn it as an expression of any of the three Force skills. On a successful
Perception and Sense roll, the character can foresee the immediate future and
adjust his actions accordingly, gaining a +1 bonus per Success Level for Strength
or Dexterity Tests or Tasks. This lasts 1 minute.
Farseeing
This power lets you see images from events or
places that may have happened, are happening or will happen. The number of Success
Levels in a Perception + Sense Task determines the clarity of the vision (use
the Range and Relationship Tables below; another option is using the Mindtime
and Mindview Strength Tables in WitchCraft, pp. 234 and 236). The timeframe
of the wanted vision apply penalties to the roll: present -2, past -4 and future
-6.
Fear
Converted by Mike Bentley
You
manipulate the Force to learn what the subject fears most and project it back
on them. The subject has to make a Fear Check at -2 per success level in a Willpower
+ Sense Task. Use of this power automatically gives a dark side point.
Force Pilot
Converted by Mike Bentley
This user of this power uses the force to assist them in piloting a starfighter
or space transport-sized ship. Each success level in a Perception + Sense rolls
adds 2 to any piloting roll for 5 Turns.
Instinctive Astrogation
This power allows the Jedi to use the Force to
navigate in hyperspace. By making a Perception + Sense Task, the character can
add +2 per Success Level as bonuses to his Astrogation Task,, but only to compensate
for the lack of a nav computer.
Life Sense
Required Power: Detect Life
This power can be used to search for a specific
person. The maximum range of the search depends on the success level. The character
may perform an extended task and accumulate enough success levels to perform
the task through multiple rolls. If the target is located, the searcher will
sense the general physical and emotional state of the subject (injured or healthy,
sad or happy, and so on). This power makes use of the Range and Relationship
Tables below.
Lightsaber Combat
This power lets the Jedi to establish a powerful
link with his weapon, allowing him to increase his ability with it and its damage.
The link is so deep that the Jedi can use the lightsaber to parry attacks that
he foresees and would otherwise be unblockable, like blaster fire. To activate
this power, the Jedi spends a Light/Dark point (optionally, the GM may require
a Perception + Sense Task). The Jedi adds his Sense skill rating to his Martial
Arts (Lightsaber) skill and adds, or subtracts from, his Control skill rating
to the damage multiplier of his lightsaber. If the Jedi is wounded, stunned,
knocked unconscious or deactivates his lightsaber, this power will turn off,
requiring him to turn it on again by spending another Light/Dark Side point.
To parry blaster bolts, the character must succeed
at a parry action (adding his Sense level), scoring an equal or higher roll
than his attacker. Parried blaster bolts can be redirected with a Martail Arts
(Lightsaber) roll (plus Sense) at -2, plus range modifiers using the range limits
of the weapon that fired the shot. Alternatively, the GM may require a minimum
Success Level to allow redirection, say, 5, or that the character scores at
least double the successes of the attack in his parry. If the Jedi scores less
successes than that, he just parried the shot.
This power has been modified. If you prefer the
older version, it's here.
Magnify Senses
This power allows the Jedi to increase the effectiveness
of her normal senses. This requires three turns of concentration and a Willpower
and Sense roll. Each success level in the roll gives a +3 bonus to any one sense
of the characters choosing. The bonuses will work for five minutes.
Receptive Telepathy
Required Power: Life Sense
A Force-wielder with this power can read the surface thoughts of the target.
If the Jedi accumulates more than five successes, he can read go beyond the
surface thoughts and actually search through the targets memory for any
information up to 24 hours old.
Sense Force
This power will give the character an overview
of the flows of Force and Essence in an area, and will locate Places of Power,
the presence (but not the exact location) of powerful Force-users or supernatural
beings, and other Essence-related information, such as a feeling for the general
state of the area (the Jedi will sense if the inhabitants of a place are mired
in despair or terror, for example).
Alter Powers
Name |
Attr |
Effect |
||
Accelerate Anothers Healing |
Con |
Same as Control power, but affect others. |
||
Affect Mind |
Will |
Success levels to alter someones mind |
||
Control Anothers Disease/Poison |
Con |
Same as Control power, but affects others |
||
Control Anothers Pain |
Will |
Same as Control power, but affects others |
||
Enhance Ability |
Will |
+1 Str or Dex Tests or Tasks/Success Level for 1 min | ||
Force Lightning |
Dex |
Attack Lightning causes D6 x 4 (12) damage, ignores AV, can Dodge, target must make Will Test or lose half of damage in Force points |
||
Force Wave |
Will |
Resisted Dex Test, success=half damage, failure=knockback 2m, falls ground, D4(2) x Success Level damage (10m) |
||
Illusion | Will |
Creates illusions | ||
Injure/Kill |
Will |
Resisted Will Test, failure=D8(4) x Success level damage; ignores AV, Touch |
||
Telekinesis |
Will |
STR = 2 x SL |
||
Telekinetic Kill |
Will |
Resisted Will Test, failure=D8(4) x Success level damage; ignores AV |
Accelerate Anothers Healing
Works as the Control power of the same name,
but affects others.
Affect Mind
This power affects the minds of the target or
targets, making them amenable to suggestions, illusions or even careful editing
of recent memories. The more complex the suggestion, the more successes the
action takes. For example, making a person do something he might do on his own
would require one success level; making somebody do something unexpected would
take two or three success levels. Completely altering a persons opinion
or actions ("These are not the droids youre looking for") requires
one success level per Willpower level of the target, or four, whichever is more.
Mundanes resist with a Difficult Willpower Test, Gifted characters or all types
resist with a Simple Willpower Test, or Control + Willpower in the case of Force-Sensitive..
Control Anothers Pain
See the Control power above.
Control Anothers
Disease/Poison
See the Control power above.
Enhance Ability
This power allows
the Jedi to enhance his performance at certain non-combat tasks (like driving,
climbing etc.) where strength and coordination are an important factor. This
is a peculiar power, because Jedis can learn it as an expression of any of the
three Force skills. On a successful Willpower and Alter roll, the character
subtly manipulates the environment and receives a +1 bonus per Success Level
for Strength or Dexterity Tests or Tasks. This lasts 1 minute.
Force Wave
Required Power: Telekinesis
This power allows a Jedi to create
a wave of telekinetic energy which spreads outward from his or her hand, knocking
opponents to the ground. This differs from telekinesis in that there
is no attempt at controlling the targets, and more than one being or item can
be affected by it at once. The character makes a Willpower + Alter Task resisted
by a Dexterity Test. If the character wins, the targets are knocked back 2 meters,
fall to the ground and take D4 (2) x Success Levels bash damage. The range on
this power is 10 meters, and it affects any beings along a single arc in combat
(front, right, left, rear, etc.)
Illusion
Converted by Mike Bentley
This power creates an illusion that can be used to distract, trick or injure. If it is used to injure someone it gains the user an automatic Dark Side point. While the illusion itself can not cause harm, it can cause someone to make a harmful (possible fatal) mistake. Disbelieving the illusion requires a Will+Will roll minus success levels vs the users Alter+Will roll.
Injure/Kill
Required Power: Life Sense
By touching the character and making a Willpower
plus Alter roll, the character can injure or even kill his target. The damage
inflicted is D8 (4) times the success level of the roll. Armor does not protect,
but characters with the right supernatural powers may resist this attack.
Note: Using this power except under the most extreme circumstances will
automatically gain the character Dark Side points.
Telekinesis
The power to use the Force to move objects. The
character gains a temporaty telekinetic strength of 2 times the success level
of the roll, for 1 minute (an extended task may be performed to increase this
telekinetic strength). Objects lifted in this manner can be moved at up to 10
yards/meters per turn (this can speeded up by "burning" success levels).
Telekinetic Kill
Required Power: Telekinesis
This power works exactly like Injure/Kill, but at a range. Use the Range Table.
Note: Using this power except under the most extreme circumstances will
automatically gain the character Dark Side points.
Range Table
User and target are: |
Modifier |
Touching |
|
Line of Sight |
-2 |
Not in line of sight, but within 1000 km |
-4 |
Same planet, but more than 1,000 km away |
-6 |
Same star system, but not on the same planet |
-8 |
Not in the same star system |
-10 |
User and target are: |
Modifier |
Close relatives (married, siblings, parent and child, etc) |
|
Friends |
-2 |
Acquaintances |
-4 |
Met once or never met, but know each other by reputation |
-6 |
Complete strangers |
-8 |
Complete strangers and not of the same species |
-10 |
Back to the Star Wars Unisystem Page
Well, enjoy it! And if you want, you can drop me a line or leave a comment at the PatchComm.
Last Update: 24-Feb-07