Star Wars Unisystem
OLD
Attribute |
Modifier |
Min/Max |
Strength |
-1 |
1-5 |
Intelligence |
+1 |
2-7 |
Secondary Attribute |
Formula |
Common Range |
Life Points |
(Str + Con) x 4 +30 |
38-78 |
Endurance Points |
(Str+Con+Will) x 3 +25 |
34-79 |
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
5-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:
Attribute |
Modifier |
Min/Max |
Strength |
+2 |
3-8 |
Constitution |
+2 |
3-8 |
Intelligence |
-2 |
1-4 |
Perception |
-2 |
1-4 |
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:
Attribute |
Modifier |
Min/Max |
Dexterity |
-1 |
1-5 |
Willpower |
+1 |
2-7 |
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:
Attribute |
Modifier |
Min/Max |
Strength |
-1 |
1-5 |
Constitution |
-1 |
1-5 |
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:
Attribute |
Modifier |
Min/Max |
Dexterity |
+1 |
2-7 |
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:
Attribute |
Modifier |
Min/Max |
Strength |
+2 |
3-8 |
Dexterity |
-1 |
1-5 |
Constitution |
+1 |
2-7 |
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:
Attribute |
Modifier |
Min/Max |
Perception |
+1 |
2 - 7 |
Secondary Attribute |
Formula |
Common Range |
Life Points |
(Str + Con) x 4 + 5 |
13 - 53 |
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 and green.
Example Names: Mas Amedda, Dul Baturra.
Homeworld: Ryloth
Racial Abilities and Drawbacks:
Attribute |
Modifier |
Min/Max |
Strength |
+3 |
4 - 9 |
Dexterity |
-1 |
1 - 5 |
Constitution |
+3 |
4 - 9 |
Perception |
-1 |
1 - 5 |
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:
Double-Bladed Lightsaber: Damage: By lightsaber. This Move represents specialized training in the proper use of a double-bladed lightsaber. Without this Move, none of the special benefits of the double-bladed lightsaber may be used and the character has -3 penalty to use any Basic or Special Move with a double-bladed lightsaber. If the character has this Move, Basic Moves are used at its rating other Special Moves will be used at their rating-3 or the Double-Bladed Lightsaber rating, whichever is greater (but never higher than the Special Moves own rating). For example: if the character has Double-Bladed Lightsaber 4, Counterstrike 3, Disarm 5 and Shove 8, he would Counterstrike with a rating of 3, Disarm with 4 and Shove with 5. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. Possession of this Move allows a Jedi wielding a double-bladed lightsaber to gain a +3 bonus to all parry rolls made when both lightsaber blades are extended
The Force permeates everything and everyone in
galaxy. Thus, anyone, not just Force-Sensitive characters, can tap into its
power. Non-Force-Sensitive users will not be aware they are tapping the Force.
They will attribute it to luck, fate or other similar abstract entity.
This ability to use the Force is represented
by Force points. All starting characters begin with 1 Force Point and can have
a maximum of 5 (Force-Sensitive start with 2, with no upper limit). Force Points
that exceed the limit for non-Force-Sensitive will automatically be traded for
Experience Points at a 1-to-3 rate (Experience Points earned this way cannot
be used for advancement). Force Points cannot be otherwise traded for Experience
Points.
The use of a Force-Point must be declared at
the beginning of the Turn and the character cannot use Experience Points in
that same Turn. When a character uses a Force Point, all his Attribute, Skill,
and pertinent Quality ratings are doubled for that Turn. Used Force Points are
gone, unless they were used in a heroic way. In that case, they come back at
the end of the adventure. If the characters uses the Force Point heroically
and in a dramatically appropriate point of the adventure, he not only recovers
the Force Point, but also earns another one. Using a Force Point to do something
evil (or good, for Dark Side characters) earns the character Dark Side points,
and it also doesn't come back at the end of the adventure. Below are some examples
of each situation:
Characters already consumed
by the Dark Side only gain new Force Points for doing evil things at dramatically
appropriate moments (like killing millions of innocent people). Any other use
of the Force Point spends it, without chance of recover.
Remember that using a Force Point for evil is
the only way a non-Force-Sensitive character can earn Dark Side points. Force-Sensitive
characters, on the other hand, will gain them in various situations, even if
they don't use a Force Point.
Experience Points (XP) [Optional]
Experience Points (XP) are a less powerful manifestation
of the Force, but more plentiful than Force Points. Usually, XP are used for
character advancement: raising his Attributes and skills. They can also be used
to get a temporary boost to one's Tests or Tasks.
The character cannot use XP in the same Turn they
used a Force Point or Called on The Dark Side. Unlike Force Points, XP can be
used after a character rolls. However, he must spend them before another character
makes his roll. Every XP spent gives a +2 bonus to the roll.
Characters can only spend XP to influence their
own actions. The maximum number of XP a character can spend depends on the type
of action being influenced:
Force-senitive characters cannot use XP to influence Force Powers' rolls, unless its a defensive roll (non-Force-sensitive characters can do that too). However, Light'Dark Side points can be used as XP in that situation.
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 makes a Perception + Sense Task. A successful roll allows
the Jedi to add his Sense skill rating to his Martial Arts (Lightsaber) skill
and add or subtract his Control skill rating to the damage multiplier of his
lightsaber. If the Jedi is stunned, knocked unconscious or deactivate his lightsaber,
this power will turn off, requiring him to turn it on again with a Task roll
and the spending of a Light/Dark Side point.
To parry blaster bolts, the character must succeed
at a Perception + Sense Task, earning at least as much Success Levels as the
attacker. Parried blaster bolts can be redirected with a Dexterity + Control
Task at -2, plus range modifiers using the range limits of the weapon that fired
the shot.
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Last Update: 18-Dec-04