Star Wars Unisystem
LITE
This page contains notes for using Unisystem Lite (Ulite) in a Star Wars game. Ulite seems more appropriate for such a cinematic setting. Although I thought about this before, the contributions of the members of RPG.net and the Eden Studios Discussion Boards were extremely helpful. Check out the specific threads if you want.
All PCs are Hero types in Star Wars. Droid characters might qualify as White Hats.
Force
5-point/level Quality
The character has a stronger connection to the
Force, the mystical force that touches all reality. Force-using 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 (this works exactly like Psychic Visions, from the Buffy
RPG). Other Force wielders will be able to sense their presence, and may seek
them out, for good or ill. A character with this Quality add its level to rolls
when using Powers like Telekinesis and Farseeing. Force level also influences
other Powers, such as Lightsaber Combat.
This Quality allows characters to buy new Force
points with experience points at a 1-to-1 rate. However, full Force users area
always in danger of being seduced by the Dark Side and can gain Dark Side points
for evil actions, not just for spending Froce points in an evil way.
Force-Sensitive [Optional]
1-point Quality
This Quality can be used by those players who
don't want their characters to start as Force users, but want the possibility
of them developing it later in the campaign. GMs can use it in racial packages
to denote species with "potential for the Force". This Quality includes
the "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"
of the Force Quality.
One advantage of this Quality is that characters
are not considered full Force users and, as such, do not have the same restrictions
on actions as the full-fleged wielders.
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 Imperial 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.
Holocron [Optional]
Variable Quality
This quality works exactly like the Occult Library
one from the Buffy RPG. However, instead of giving access to spells, it has
several Force powers recorded. Obviously, this Quality only makes sense if you
are not using the "Everybody knows everything" option of the Force.
At the Impressive and Amazing levels, the character also receives bonuses to
rolls involving Jedis or Siths.
Jedi
5-point Quality
You are a member of the Jedi Order or has been
trained in its traditions. You are one of the peacekeepers of the galaxy, a
tradition that strecthes ack in time for millenia. Since your early years you
have been educated in the ways of the Force, from farseeing to lightsaber taining.
You have also received extensive physical and mental training, making you a
top specimen of your species.
Without additional charge or value, Jedis gain
+1 to Dexterity and Willpower, to a maximum level of their race; Fast Reaction
Time or Situational Awareness (pick one); +2 skill levels to Acrobatics and
Wild Card (Lightsaber); and a 3-point Obligation to the Order.
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. Han Solo's debt to Jabba would probably
be worth 5 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.
Cereans
3-point Species Attributes: -1 STR, +1 INT Qualities: Fast Reaction Time, Hard to Kill 1 Languages: Basic and Cerean |
Chagrians
5-point Species Attributes: -1 STR, +1 INT Qualities: Breathe air & water, Horns (3 x STR stab), Resistance (Radiation) 2 Languages: Basic and Chagri |
Gamorreans
3-point Species Attributes: +2 STR, +2 CON, -2 INT, -2 PER Drawbacks: Mental Problems (Droid hatred) -1 Skills: +2 Martial Arts, +2 Melee Languages: Basic and Gamorrean |
Ithorian
2-point Species Attributes: -1 DEX, +1 WILL Skills: +2 on Nature-related Tasks Languages: Basic and Ithorese |
Mon Calamari
4-point Species Attributes: -1 STR, -1 CON Qualities: Breathe air & water, Moisty Environment (+1 Dexterity, Perception and Willpower Tasks and Tests) Drawbacks: Dry Environment (-1 Dexterity, Perception and Willpower Tasks and Tests) Skills: +2 Art Languages: Basic and Calamarian |
Rodians
3-point Species Attributes: +1 DEX Skills: +2 on Tracking Tasks Languages: Basic and Rodese |
Sullustans
7-point Species Qualities: Acute Senses (Vision & Hearing) (includes low-light vision) Skills: +1 on astrogation Tasks Languages: Basic and Sullustese |
Trandoshans
6-point Species Attributes: +2 STR, -1 DEX, +1 CON Qualities: AV 2, Infravision Drawbacks: Hard to Kill 1 Languages: Basic and Dosh |
Twileks
3-point Species Attributes: +1 PER Qualities: Resistance (Disease & Poison) 1 Languages: Basic, Ryl and Lekku |
Wookiees
7-point Species Attributes: +3 STR, -1 DEX, +3 CON, -1 PER Qualities: Berserker Rage (+2 Str and -2 to all other Tests and Tasks; Difficult Willpower to snap out of it, close friends give +3), Claws (+2 on climbing Tasks; slash damage in hand to hand, but Wookiees who use them in a fight will be considered dishonorable) Drawbacks: Honorable (Friends & Wookiees) -1 Languages: Basic and Shyriiwook |
Except for Occultism, all the skills listed in the Buffy RPG are applicable, even though some had to be renamed for flavor. Below you will find the list for the seeting with a brief explanation of the new skills introduced.
Acrobatics |
Computers |
Influence |
Medic [Doctor] |
Piloting |
Wild Card |
Art |
Crime |
Knowledge |
Melee [Getting Medieval] |
Repair [Mr. Fix-It] |
Wild Card (Lightsaber) |
Athletics [Sports] |
Driving |
Languages |
Notice |
Riding |
|
Blasters [Gun Fu] |
Gunnery |
Martial Arts [Kung Fu] |
Operations |
Science |
Blasters
This skill allows the character to fire any type
of point-and-click weapons. It covers mainly blasters, but also includes chemical
slugthrowers. Blasters + Dexterity are used to fire the weapon. Aiming Tasks
use Blasters + Perception, with each Success Level adding +1 to skill level
for the next shot at the aimed target.
Driving
The skill to control planetbound vehicles, including
wheeled and tracked ones, repulsorcraft and walkers. Most Driving Tasks use
Dexterity.
Gunnery
This skill covers the use of heavy weaponry. Anything
heavier than a light repeating blaster falls under the domain of the Gunnery
skill. These include ground, orbital and starship weapons. Dexterity + Gunnery
is used for most ground and starship weapons. Intelligence + Gunnery is used
for orbital weapons and some starship weapons.
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).
Piloting
This skill covers the control of starships. These
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.
In the Star Wars universe, the advent of repulsorcraft
has put most air and watercraft under the domain of the Driving skill. However,
in certain primitive planets, you can still find the Piloting skill being used
for them.
Riding
The skill to ride animals and animal-driven vehicles.
These include Tatooine's bantha and dewback, and Hoth's tauntaun.
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 Repair 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.
Wild Card (Lightsaber)
The elegant weapon used by the Jedi Knights requires
great dedication to master. As such, its use is covered by a Wild Card skill
and not Melee. During the Old and the New Republic Eras, it is easy to find
a teacher, as long as you belong to the Jedi Order. 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 does not achieve at least one Success Level , he must make another
roll. If he fails again, he has hit himself and should take damage accordingly.
Common sense should be applied here. Turning on a lightsaber and using it to
cut something -- say, a tauntaun's belly (like Hand Solo did in TESB)
-- does not require a roll and is not subject to this rule. Combat uses Dexterity
+ Wild Card (Lightsaber).
Crafting or repairing a lightsaber is the province
of this skill too. Intelligence + Wild Card (Lightsaber) is used to design a
lightsaber. Dexterity + Wild Card (Lightsaber) is used to 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.
Maneuvers
The following existing Maneuvers are applicable
to lightsabers: Decapitation, Disarm, Feint, Melee Weapon, Parry, Through the
Heart and Throw Weapon (but increase the penalty to -3). There are also a few
new Maneuvers that are specific to lightsabers:
EQUIPMENT
You can use the ones described in Full
Unisystem rules. For weapons and armors, use the averages. In the case
of lightsabers, the damage is equal to: 3 x (5+Force Quality level).
FORCE
Unlike the Full
Unisystem rules, which used three skills (Control, Sense and Alter)
to measure a character's proficiency in manipulating the Force, the Lite rules
use just the Force Quality. Its level indicates how attuned the character is
and how easily he can accomplish feats with the Powers.
There three ways a GM can grant access
to Force Powers. He should pick one for his campaign:
Force Points
Drama points 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 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 a Dark Side point; see Dark Side section below)
Remember that using a Force point for evil is the only way a character without the Force Quality can earn Dark Side points. Force users , on the other hand, will gain them in various situations, even if they don't use a Force Point.
Dark Side
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. When the number of points gained
is equal to the character;'s Willpower, he receives a Mental Drawback (given
by the GM), usually Cruel, but it can be anything else. Every time the number
of Dark Side points reaches a new multiple of Willpower (Will x 2, Will x 3
etc.), a new Drawback, or a stronger version of an existing one, is gained.
This progression should mirror the fall of the character. When the number of
points a character possesses is greater than his Willpower x 5, he 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. He now earns
Force points by doing the exact opposite of characters who are still in the
Light Side.
Described below are some circumstances and events
that will result in a Force user 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 wielders.
Calling on the Dark Side earns the character 2
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 users have +4 to
the attempt and can use Perception + Force 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, which
must be used immediately. Note that if he uses this Force Point to commit an
evil act, he will receive Dark Side points for it, like if he was using a regular
Force point. This is in addition to the 2 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, or have Fallen already
cannot call on the Dark Side.
Powers
Use the ones listed in the Full
Unisystem rules, substituting any mention of Control, Sense and Alter
for the Force Quality. Alternatively, you can use the spell creation system from the Buffy RPG to design the powers available in your campaign.
Coming soon.
Back to the Star Wars Unisystem Page
Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.
Last Update: 3-Dec-04