unistar wars
DESCRIPTION
Unisystem Star warsTRANSCRIPT
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
1 Star Wars, Chapter 1 v04-Introduction Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Section 1: All Players
Chapter 1: Introduction
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
2 Star Wars, Chapter 1 v04-Introduction Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
Star Wars, created by George Lucas, has captured
the imagination and attention of thousands if not
millions. Some fans love it at face value, enjoying the
epic struggle of the small forces of good fighting monolithic evil. Some fans love the special effects:
psychics wielding swords made of energy, laser guns,
rocket packs, and intense battles in space. And we pay
tribute to the things we love. The smallest children pick
up toys and dolls and replay their favorite parts of the
movies. Writers pick up a pen or start up a computer
and create original stories within the Star Wars galaxy.
And thanks to the evolution of technology, the most
cinematically inspired of us make actual videos and
clips that offer tribute to our favorite elements of Star
Wars. This work is a rich synthesis of all those
approaches, though probably with significantly fewer
cameras than the actors and fewer toys and costumes
than the children. Instead, this is a Role Playing Game.
Imagine a combination of a book, improvisational
theatre, and straight forward make believe. We seek to
create an exciting story worthy of retelling, to decide
what our characters do as we choose, and we do this in
a fantastic world of make believe.
The point of the game, at its core, is to have fun. It
would be pretentious and presumptuous to tell you what
fun is. Some of us might enjoy the competitive aspects of playing the game—perhaps we have the most fun by
having the most powerful character or maybe it’s not
about what happens within the game but outside where
we try to have the best descriptions or best ideas for the
approval of our fellows. Others might prefer working
together to craft a story worthy of retellings, even if it
happens to be a shaggy dog tale, as so many RPGers are
fond of telling. Still others, the writer included, have a
unique preference in that they take the most joy from
living the adventurous Star Wars life within the setting
as experienced vicariously through the game—often times, the story or competition takes a back seat to
simply having a world that makes sense.
However, this is a game and games have rules.
Because this game is indeed a game of make-believe,
these rules have provided you with the way to avoid the
“I hit you,” “No you didn’t!” arguments. The rules
provide the limits and much definition for the character
you choose to create, as well as the opportunity to
grow. They also provide guidelines to determine
precisely what your character can accomplish. But,
enough of the rules, there is plenty more space devoted to them in this book.
The classic movies, Episodes IV through VI, are an
epic tale of clear good against clear evil. The bungling
nature of the bad guys in a 70s movie notwithstanding,
it has all the elements of a simple story seen thousands
of times across human history. A young good guy faces
down a powerful authoritative bad guy and takes him
down through determination, spunk, and a generous
helping of luck. However, adding a clear understanding
of Episodes I through III paints a new picture, making the story one of the descent into corruption and ultimate
redemption thereby showing a greater tapestry than the
simple black and white heroism of the classic story.
The game presented in this book attempts to cover
the mechanical aspects of both perspectives. One can
run an epic adventure of clear black and white
opposition—yes, you can even play the bad guys but
that’s not generally advised. One could also run a more
personal game, telling the story of a small group of
people living in a huge galaxy of surprisingly cozy
dimensions.
Summary of Chapters Chapter One: Introduction provides a brief
overview of this book, the perspective of the writer, and
the conventions used within this volume.
Chapter Two: Setting offers a glimpse of the Star
Wars galaxy and the planets within it. You’ll see what
the writer thinks of the mechanics of the galaxy, the
worlds in it, and the peoples populating it.
Chapter Three: Roles illustrates the rules that will
define your character, your role, within the stories you
and your friends create. Chapter Four: Tools defines a great many toys
available in the Star Wars universe including
lightsabers, blasters, and battle armor. Although not an
exhaustive description of every single item available to
people in the Star Wars galaxy, it does present a healthy
cross section of useful items that players and characters
would love to toy with.
Chapter Five: Rules is a single chapter that covers
the core of Unisystem and how it is used for running
and playing Star Wars games. Although this text is
devoted to Star Wars, the rules of Unisystem are so
amazingly versatile that practically any game can be run using them.
Chapter Six: Organizations informs the reader of
some of the more powerful groups of the Star Wars
galaxy, the Jedi being prime among them, though other
organizations get some treatment. This section should
be read on a need-to-know basis. Fanboys aside, it’s not
really appropriate for your character to know as much
about Star Wars as you do, and it helps if you honestly
don’t know.
Chapter Seven: Inhumans offers a thorough list
of the other species in the Star Wars galaxy that are appropriate for adventurous characters. This section
should be read on a need-to-know basis, the briefest
information about the various player-suggested species
are in the Quality section.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
3 Star Wars, Chapter 1 v04-Introduction Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter Eight: Powers describes the features of
Star Wars that brings it beyond the realm of the
mundane and well into the realm of the fantastic. The
Force gets an overhaul that stays true to Unisystem and
a certain cinematic versatility. Further, this section
describes the special powers available to droids (like C-3PO and HK-47), cyborgs (like General Grievous), and
powered armor (like that worn by Jango and Boba Fett).
This section is especially important to keep on a need-
to-know basis. Characters that don’t have Force Powers
really shouldn’t know much about the Force, and the
technical nature of the artificial powers isn’t
appropriate to anybody that’s not a gear head.
Chapter Nine: Chronicler has tips, pointers, and
ideas to assist Chroniclers in making fun and engaging
games. This section is not needed for players, only for
Chroniclers.
Chapter Ten: Bestiary details a small selection of choice Star Wars critters and inhumans not appropriate
for players, namely Hutts.
Appendix provides a very brief set of guidelines
for character generation, a glossary of terms, and a
decent index for quick reference.
{include Unisystem conventions, female for odd
chapters, male for even chapters}
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
4 Star Wars, Chapter 2 v01-Setting Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 2: Setting
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
5 Star Wars, Chapter 2 v01-Setting Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
George Lucas, the man responsible for conceiving
of Star Wars, made several simplistic worlds to
populate his galaxy. In fact, they are altogether too
simple. Entire forest worlds, city worlds, and desert worlds are not exactly believable. So, instead, it helps
to think of the galaxy itself as a world, and the worlds
in the galaxy as regions or locales in a world.
One can liken Tatooine to the Sahara Desert (in the
real world), and Coruscant to one of the major
population centers, like Beijing or London. In this way,
one can begin to see that the Star Wars galaxy is
actually a lot smaller than a real galaxy. Of course,
instead of highways and airplanes to travel between
regions, the Star Wars universe utilizes hyperdrive to
travel between planets.
[insert galactic borders]
[insert specific planet descriptions, and their lifespans]
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
6 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 3: Roles
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
7 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
Characters in the Star Wars galaxy, or at least in
the movies and books, are larger than life. Yet, at the
same time, the allure of the original trilogy – Episodes
IV through VI – was the simple struggle between good
and evil and the growth of the main character. To
mimic the scope of the movies, it behooves Players and Chroniclers to set up epic characters to partake in epic
struggles. However, the Star Wars universe can be far
more complex and of a smaller and more intimate scale.
Chroniclers and Players are encouraged to decide
what type of game they’re aiming for and build
characters accordingly. An epic struggle for the fate of
the galaxy calls for larger than life characters, often in
pitched battle against top enemies and hordes of
underlings. A game about the survival of a few young
Jedi and their friends during the Imperial Era requires a
different approach to characters. Fortunately, the rules
support both approaches. This chapter is aimed at making characters for
Players and Chroniclers alike. It provides four character
types, one of which is not entirely appropriate for
Players, and a means to expand the power of the basic
models.
Building a Character
Players seeking to create a Star Wars character
should have some familiarity with the setting. Star
Wars is a very versatile setting, rich with opportunities
to roleplay a myriad of options. The Chronicler needs to
decide what the game is supposed to be. Playing Jedi
during the Imperial era can be a dark and gritty game of
survival against unfair odds. Just as easily, that same
game could be an epic struggle for the Cast to do their
part to help the Rebel Alliance achieve ultimate victory.
Chroniclers needs to be clear about this and players
should think hard on what type of character they wish to play, and how well that character should fit into the
game.
It is the Chronicler’s responsibility to inform the
players of a specific starting location and the main
themes of the game she seeks to run. A game
concerning the survival of a crack team of Imperial
Officers behind enemy lines should not include an
Echani duelist and a Twi’lek dancer. In some cases, the
Chronicler may drastically limit options, like the crack
team of Imperial Officers being restricted to humans
with military training and the skills and qualities to suit that history. However, even with such tight restrictions,
players should not believe that they are being forced to
play copies of one another. Even within a certain
organization like the Imperial Army or the Jedi Order,
there is plenty of variety and options for a player to
create a unique and memorable character.
Character creation in Unisystem allows for a great
degree of flexibility and freedom, making the
preconception of a character all the more important to
drive choices during character creation. Still, the
staggering number of options may dumbfound some
players, and, for them, plenty of Chronicler assistance and a few pre-generated characters and concepts are
needed.
Elements of Characters The three elements of a character in Unisystem are
concept, organization, and type. The personality
concept gives the player ideas on the behavior and
thought processes of the Cast Member, as well as
guidelines for actually building and advancing her that
reflect said personality. The organization to which the
Cast Member belongs offers additional roleplaying and
character building guidelines, as well as providing in-game social benefits or drawbacks. Lastly, the character
type is the meat of the mechanical game aspect,
providing the points to actually cement personality and
organization, as well as further defining the character.
Taken together, these three elements make a complete
Cast Member in Unisystem—if even one of these
elements is missing, the character fails to actually be a
Cast Member.
Archetypes & Concepts
A character archetype is a ready-to-play character
complete with a personality. All that it needs is a name
and a player to jump right into the action. Players are
welcome to fine-tune the points of the archetype they
choose, allowing an even more distinctive character.
However, archetypes also help a player lacking
inspiration by jogging her imagination. Lastly, they can
also be used by the Chronicler as “stock” Supporting Cast, in case she needs some numbers quick.
A personality concept is a step back from a
character archetype; it is a particular personality type
with character building suggestions and pertinent
questions that help a player’s imagination to fill out the
character. It is useful if a player feels uncomfortable
with simply grabbing an archetype and merely needs a
bit of guidance to make a fun and believable character.
Actual Archetypes are provided in Chapter 6:
Organizations.
[reference Armageddon pg 40, WitchCraft pg 41]
Sample Character Concepts
Avenger
Daredevil
Fanatic
Forsaken
Fugitive
Reluctant Hero
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
8 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Scoundrel
Seeker of Knowledge
Student
Survivor
Wanderer
Warrior Weird One
[reference WitchCraft. Pg 41~49]
Organizations
In many cultures it is customary for a people to
identify themselves with a greater group of similar
people for safety, education, and companionship. These organizations are varied, some teach the secrets of the
Force while others are entirely mundane.
Being part of an organization is useful as it helps
inform decisions about character creation as well as
anchoring the character in the setting. The organizations
listed below are fairly open ended, allowing a generous
amount of individuality while still keeping a measure of
consistency between members. The descriptions are
brief and only include the most general information that
makes them appropriate for a group of “heroes.” A
more exhaustive description, as well as several more organizations, is presented in Chapter 6:
Organizations.
Jedi Order Description: The Jedi Order is an organization of
Force Sensitive people. They try to be the peacekeepers
and mediators of the galaxy, though they and their
rivals, the Sith, enter into vicious, galaxy changing
conflicts throughout history.
Attributes: High Per and Dex, usually high Will.
Qualities and Drawbacks: Honorable 2, Severe
Obligation (Jedi Order) Skills: Martial Arts and all sorts of investigatory
and social skills
Powers: The Jedi become the galaxy’s foremost
Force-using tradition, focusing mostly on the Light
Side.
Special Abilities: They may increase any single
Force Skill or Power by one level. Jedi get further
special bonuses the higher in rank they go within the
Jedi order.
Common Professions: As a rule, a Jedi is strictly a
Jedi. They are forbidden from becoming anything else, though that doesn’t prevent them from developing a
wide range of skills on their own.
Roleplaying the Jedi: I know more than you but
I’m going to try to be nice about it.
Freelancers Description: Freelancers are not an actual
organization, but a category of people who depend
mostly on themselves or a small group of fellows. They
often travel around looking for work, even that of
questionable legality and high risk if the pay is right.
Attributes: High Per and either Int or Dex (to
avoid or get out of trouble)
Qualities and Drawbacks: There is a lot of
variety amongst adventurous freelancers, but a large portion has drawbacks like Fear of Commitment and
qualities like Jack of All Trades.
Skills: They tend to have a variety of skills that
follow a similar scheme: skills that will get them into
trouble and then the skills that get them back out.
Powers: As a rule, freelancers are fairly
inconsistent about having any sort of powers. The more
successful warriors among them may acquire Powered
Armor, the less successful may end up with Cyberware.
Special Abilities: Good Luck 2.
Common Professions: They don’t usually get jobs
that keep them in one place for too long. Many of them work as gamblers, mercenaries, bounty hunters, or
smugglers.
Roleplaying the Freelancers: Han Solo, Lando
Calrissian, and Jango and Boba Fett are good examples.
Character Types There are four character types: Norms, Mundanes,
Powered, and Droids. Norms are merely normal people
and are often relegated to Supporting Cast, and more
often than not, they do not even really need to be built
using this system. Mundanes, despite their name, are
actually exceptional specimens of their species.
Powered are those characters that are exceptional
through cybernetics or talents in the Force. Lastly,
Droids are droids, mostly sentient robots.
None of the characters built using these point totals
should have any skill or skill-based power starting with more than 3 ranks and a specialization without
Chronicler approval
Norm A Norm is a normal person of the given species.
They are not exceptional in any way, and are easily
90% of the entire galactic population. Norms run the
gamut from most spectators in the pod-racing arenas to
the volunteer security forces of Naboo. By and large,
Norms must focus their learning in a particular field to
be any good at it. A Norm gets 12 points to buy Attributes, 3 points
to buy Qualities, and 20 points to buy Skills. Norms
may not start with the Force Sensitive or Cyberware
qualities.
Mundane Mundanes are actually exceptional members of
their species and compose the majority of the known
Cast from the movies. Mundanes often find themselves
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
9 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
in positions of power and responsibility, ranging from
bounty hunters (like Jango and Boba Fett) to multi-
talented space scoundrels (like Han Solo and Lando
Calrissian). All of the Clonetroopers are clones of
Jango Fett and are also Mundanes.
A Mundane gets 20 points to buy Attributes, 5 points to buy Qualities, and 25 points to buy Skills.
Mundanes may not start with Force Sensitive or
Cyberware qualities.
Powered Powered are the characters with supernatural
powers or artificial augmentations. The entire Jedi
population is Powered, as are cyborgs like General
Grievous. Those characters that are Force Sensitive are
more often than not adopted by the Jedi Order and find
themselves in positions of power and responsibility
similar to Mundanes. Cyborgs like General Grievous are exceptionally rare in the Star Wars universe but are
almost a match for the Force Users.
A Powered gets 15 points to buy Attributes, 5
points to buy Qualities, 25 points to buy Skills, and 5
points to buy Powers. Powered must start with Force
Sensitive or Cyberware qualities.
Droids Droids are machines with complex Artificial
Intelligence programming. In the Star Wars galaxy,
droids are considered property and play the role fairly well. They, like norms, focus on a particular field and
generally perform well, though they are consistently
believed to be unable to think creatively (R2-D2 is an
obvious exception).
A Droid gets 15 points to buy Attributes, 5 points
to buy Qualities, 20 points to buy Skills, and 10 points
to buy Powers. Droids must start with the Droid quality,
but may never get Force Sensitive.
Advanced Characters Not all games need start at the above point
allotments. In many cases, Players and Chroniclers might want to start their games with more powerful
characters. To reflect increasing power levels, a
Chronicler assigns additional character points in 15
point increments—1 of these points is used to buy
Attributes (up to 30 Attribute points), 14 are spent like
the points that are gained from taking Drawbacks.
Nature Bonus: This increase represents characters
that start inherently more powerful than other
characters. This is not the province of training, more of
natural talent. Wookiees, many droids, and even
innately powerful individuals like Yoda and Anakin Skywalker would have points assigned in this manner.
The points gained with this category are spent only on
Qualities (but not Training Qualities), Powers (but not
Force Skills), and as Drawback points to improve
Attributes.
Nurture Increment: This increase represents pre-
game character growth. This is not innate talent; it is
more indicative of life experience and training. The
points gained with this category are not to be spent on Racial Qualities or other qualities that must be acquired
at character generation. Furthermore, increase the
maximum skill level of a starting character by one
(starting at 3) for every Nurture Increment.
[reference and compare to Character Type in
WitchCraft, pg 50~51]
Qualities and Drawbacks There are three broad categories of Qualities.
Mundane Qualities are available to all characters and
are purchased with Quality points. Training Qualities
are available to all characters that meet the
prerequisites, but can be purchased with any
combination of Skill and Quality points. Lastly,
Powered/Supernatural Qualities are mostly available
only to Powered characters and are purchased with any
combination of Powered and Quality points.
Characters cannot gain more than 10 points from Drawbacks, no matter how many Drawbacks they opt
to take—increase this limit by 5 points for every 50
points beyond 100 that the character starts with (the
characters normally start with only 50 points).
[reference WitchCraft, pg 71~72]
Mundane Qualities This is a list of Mundane Qualities specific to the
Star Wars setting. Practically all the qualities presented
in other Unisystem books are available in the Star Wars
setting.
[reference WitchCraft, pg 72~83; Conspiracy X, pg 62~80]
Bothan 2-pt Racial Quality
Bothans are a species of anthropomorphs
characterized by fur and their cultural preference for
knowledge and influence. The average bothan stands
approximately 4’11” and weigh as much as a human of
similar size. Though they are morphologically similar
to humans their facial structures run the gamut from a
canine-feline-equine hybrid to that of a “furry human.” The bothan homeworld is called Bothawui, and their
native language is Bothese, where the written form is
Botha.
Cerean 2-pt Racial Quality
The Cereans come from a purposefully low-tech
society on the planet Cerea in the Mid Rim. The
average member of cerean species is 6’6” tall and is
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
10 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
characterized by her tall, tapered head. She is, in most
other respects, physiologically very similar to a human,
with the noted exception that cereans have larger brains
and two hearts. Cerean males have shorter lifespans
than females, living only 75% of a normal human or
female cerean lifespan.
Lightsaber 2- to 6-pt Social Quality
Prerequisites: Craft (lightsaber) 1+
You have created a lightsaber, combining very rare
crystals with advanced technology to create the weapon
that is most often associated with the Jedi Order. The
cost for this quality is value of the crystal in the
lightsaber: Kathracite-2, Relecite-3, Danite-4, Mephite-
5, and Pontite-6. Owning a lightstaff costs 1 extra
character point beyond the base price, as does owning a
matched pair of lightsabers. Pontite is an ultra rare form of the crystal that is
used in a lightsaber and should not be purchased during
character creation.
Ship [reference All Tomorrow’s Zombies, pg ?]
Training Qualities This is a list of Training Qualities available in the
Star Wars setting. The qualities relevant to a Star Wars
game are presented here. Of note is that the Jedi lightsaber forms have 3
levels, Padawan, Knight, and Master grades: only the
difference needs to be paid to acquire the next level if a
previous grade has already been purchased.
Expanded Training 1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
Having learned the basics of your martial art, you
choose to study in the more expanded techniques
associated with the style. This is not creating a new
martial art, but instead exploring the esoteric techniques that are taught to the students driven to learn beyond the
basic lessons and techniques.
Some martial arts have expanded repertoires that
more thoroughly define them. This expanded set of
moves is often alternate weapons training or highly
specialized techniques. Sometimes, these expanded
moves are defined, and in that case, this quality grants
access to one category of such moves. If the expanded
moves are not already defined, this quality grants
access to at up to 5 new techniques that are justifiably
associated with the existing martial art. These new techniques are added to your supplemental techniques
list.
Focused Training
1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
You spent some extra time training and drilling a
specific supplemental technique in order to raise your
mastery of it to the best of your ability.
Choose a supplemental technique, that technique is now treated as a core technique. Tasks that fall within
the purview of that technique are performed with full
Martial Arts skill ranks. This quality cannot be taken
more than once per Martial Arts rank per martial arts
style.
Form I: Shii-Cho: The Determination Form 1-, 4-, or 9-pt Physical Training Quality
Shii-Cho is an ancient form developed by the early
Jedi from existing sword styles to combat the
proliferation of blaster weapons. It is characterized by
simplicity in form and footwork, with sweeping swings and wide steps that are easy to learn. Further, in
keeping with the Jedi ideals, Shii-Cho also focuses
heavily on disarming an opponent rather than fatally
wounding him. Unfortunately, the strength of this
form’s simplicity cannot match the finesse and focused
power of the other dueling forms, Makashi and Djem
So.
Padawan Grade (1-pt) Prerequisites: Martial Arts
(lightsaber) 1; Sense 1, Prescience
You get the following benefits and penalties: +1 to
all Parry Tasks, a further +2 to Parry Tasks against ranged weapons, and +2 to Disarm Tasks (or attacks
against the arms or attacking limbs of the opponent).
These bonuses only apply against a number of
opponents equal to your Perception score. You also get
a -2 penalty as the defender against a feint.
Knight Grade (4-pt) Prerequisites: Padawan
Grade Form I; Martial Arts (lightsaber) 3; Sense 2,
Control 1, Prescience, Telekinesis
You get the following benefits and penalties: +1 to
all Parry Tasks, a further +2 to Parry Tasks against
ranged weapons, +2 to Disarm Tasks (or attacks
against the attacking limbs of the opponent), +1 to Initiative, and your Multiple Action Penalty is reduced
to -1. You also get a -2 penalty as the defender against
a feint.
Form II: Makashi: The Contention Form
Padawan Grade 1-, 4-, or 9-pt Physical Training Quality
The Contention Form was developed strictly as a
lightsaber on lightsaber dueling style. It relies heavily
on finesse and extreme focus at all times. The footwork
is fairly linear with movement back and forth, combined with short thrusts and cuts using the wrist
and hand rather than the full arm. Defenses are based
on evasion and elegant parries. Makashi is favored for
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
11 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
duelists and lightsaber fencers, but is only studied when
Jedi are in eras where such combat can be expected.
Padawan Grade (1-pt) Prerequisites: Dexterity 3,
Willpower 3; Martial Arts (lightsaber) 3
You get the following benefits and penalties:
against one single foe, you get +2 to melee Strike Tasks, +2 to melee Dodge or Parry Tasks, +2 to
opposed combat Tasks/Tests (as in trips, takedowns,
disarms, feints, grapples, etc.). Against all other foes,
you get -1 to all Strike Tasks, -1 to all Dodge and Parry
Tasks, and -1 to all opposed combat Tasks/Tests (as in
trips, takedowns, disarms, feints, grapples, etc.).
Against all opponents, you deal half as much damage
as you roll and get -2 to all Strength-based combat
Tasks/Tests, but your Multiple Action Penalty is
reduced to -1.
Knight Grade (4-pt) Prerequisites: Dexterity 3,
Willpower 3; Padawan Grade Form II, Situational Awareness; Martial Arts (lightsaber) 5; Sense 1,
Prescience
You get the following benefits and penalties:
against a number of specified foes equal to your
Perception score, you get +2 to melee Strike Tasks, a
further +1 to feint tasks, +3 to melee Dodge and Parry
Tasks, +2 to opposed combat Tasks/Tests (as in trips,
takedowns, disarms, feints, grapples, etc.). Against all
other foes, you get -1 to all Strike Tasks, -1 to all Dodge
and Parry Tasks, and -1 to all opposed combat
Tasks/Tests (as in trips, takedowns, disarms, feints, grapples, etc.). Against all opponents, you deal half as
much damage as you roll and get -2 to all Strength-
based combat Tasks/Tests, but your Multiple Action
Penalty is reduced to -1 and you get +2 to Initiative.
Form III: Soresu: The Resilience Form
Padawan Grade 1-, 4-, or 9-pt Physical Training Quality
Soresu is referred to as the Jedi ideal as it focuses
entirely on defense to outlast an opponent while
keeping other options open. There is a conservation of
motion associated with this style, keeping the Jedi’s actions close to his body so as to expose as little as
possible to attack and to conserve energy. Furthermore,
a Soresu student embraces the flow of the Force,
allowing it to guide his defense and seek out
weaknesses in the opponent’s offense. Unfortunately,
while masters of this style tend to be nearly invincible,
they are also left wanting when opposing an enemy of
enough skill to not leave herself open.
Padawan Grade (1-pt) Prerequisites: Constitution
3, Perception 3; Martial Arts (lightsaber) 1; Sense 1,
Prescience You get the following benefits and penalties:
against a number of specified foes equal to your
Perception score, you get +2 to Dodge and Parry
Tasks, a further +3 to Parry Tasks against ranged
attacks, +1 to opposed combat Tasks/Tests (as in trips,
takedowns, disarms, feints, grapples, etc.). You also get
-2 to melee and thrown weapon Strike Tasks.
Knight Grade (4-pt) Prerequisites: Constitution 3,
Perception 3; Padawan Grade Form III, Resistance
(fatigue) 2; Martial Arts (lightsaber) 4; Control 2, Sense 3, Prescience, Telekinesis
You get the following benefits and penalties: +3 to
Dodge and Parry Tasks, a further +5 to Parry Tasks
against ranged attacks, +1 to opposed combat
Tasks/Tests (as in trips, takedowns, disarms, feints,
grapples, etc.), a further +2 to opposed combat
Tasks/Tests as the defender (as in trips, takedowns,
disarms, feints, grapples, etc.). You also get -2 to melee
and thrown weapon Strike Tasks.
9-pt Prerequisites: Constitution 4, Perception 3;
Knight Grade Form III, Resistance (fatigue) 3; Martial
Arts (lightsaber) 6; Sense 5, Control 4, Prescience, Telekinesis
You get the following benefits and penalties: +5 to
Dodge and Parry Tasks, a further +5 to Parry Tasks
against ranged attacks, +2 to opposed combat
Tasks/Tests (as in trips, takedowns, disarms, feints,
grapples, etc.), a further +3 to opposed combat
Tasks/Tests as the defender (as in trips, takedowns,
disarms, feints, grapples, etc.). You also get -2 to melee
and thrown weapon Strike Tasks and your Multiple
Action Penalty is reduced to -1.
Form IV: Ataru: The Aggression Form
Padawan Grade 1-, 4-, or 9-pt Physical Training Quality
By utilizing the full extent their Force abilities, an
Ataru practitioner becomes an acrobatic dancer beyond
anything humanly possible. The style involves
extremely acrobatic flips, spins, and jumps as well as
aggressive swings and lunges, all of which flow into
and from one another so that the Jedi seems to never
stop moving. The elements of this form make it
effective against one opponent and when under attack
from ranged weapons. The form is very demanding of both the natural abilities and Force abilities of the
practitioner.
Padawan Grade (1-pt) Prerequisites: Dexterity 4,
Perception 3; Acrobatics 3, Martial Arts 3; Control 2,
Telekinesis
You get the following benefits and penalties: +1 to
the damage Multiplier for your melee attacks, +1 to
Strength based combat Tasks/Tests, +1 to Dodge Tasks,
+1 to Initiative, you may attempt a Dodge task against
incoming ranged attacks as if they were melee attacks
(you are automatically “dancing” and get no penalty for it).
Knight Grade (4-pt) Prerequisites: Dexterity 4,
Perception 3; Acrobatics 5, Martial Arts 5; Control 4,
Telekinesis
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
12 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
You get the following benefits and penalties: +1 to
Strike Tasks, +1 to the damage Multiplier for your
melee attacks, +1 to Strength based combat
Tasks/Tests, +1 to Dodge Tasks, +1 to Initiative, you
may attempt a Dodge task against incoming ranged
attacks as if they were melee attacks (you are automatically “dancing” and get no penalty for it).
Your Multiple Action Penalty is reduced to -1.
Form V: Shien/Djem So: The Perseverance Form
Padawan Grade 1-, 4-, or 9-pt Physical Training Quality
This form was developed by Soresu masters who
were displeased with the lack of offensive capability
from their chosen form. It matured into two variants
due to separate demands but maintains very similar
style: powerful saber techniques and controlled and
aggressive footwork with the aim to press the assault and dominate the battle especially when outnumbered.
The classical form, Shien, was developed to combat
multiple blaster wielding opponents whereas the sister
form, Djem So, is a melee combat style focusing on
overpowering lightsaber opponents. In either case, this
style demands strength and precision and is effective
against many opponents, but a single skilled opponent
has a solid chance of getting past a Form V
practitioner’s defenses.
Padawan Grade (1-pt) Prerequisites: Strength 3,
Perception 3, Martial Arts (any style with lightsaber training) 1; for Djem-So: Control 1, Telekinesis; for
Shien: Sense 1, Prescience
You get the following benefits and penalties: +1 to
all Parry Tasks, +1 to Strength based combat
Tasks/Tests, +1 to the damage Multiplier for your
melee attacks. For Djem So, you get Riposte
(lightsaber) as a secondary move while using this form.
For Shien, you get Ballistic Reflection (lightsaber) as a
secondary move while using this form. For 1 additional
point, you may claim the benefits of both Djem So and
Shien simultaneously.
Knight Grade (4-pt) Prerequisites: Strength 4, Perception 3, Martial Arts (any style ; Padawan Grade
Form V; for Djem So: Control 3, Telekinesis; for Shien:
Sense 3, Prescience
You get the following benefits and penalties: +1 to
melee strike Tasks, +2 to all Parry Tasks, +2 to
Strength based combat Tasks/Tests, +1 to opposed
combat Tasks/Tests as the aggressor (as in trips,
takedowns, disarms, feints, grapples, etc.), +2 to the
damage Multiplier for your melee attacks. For Djem
So, you get Riposte (lightsaber) as a primary move
while using this form. For Shien, you get Ballistic Reflection (lightsaber) as a primary move while using
this form. For 2 additional points, you may claim the
benefits of both Djem So and Shien simultaneously.
Form VII: Juyo/Vapaad: The Ferocity Form
Padawan Grade 1-, 4-, or 9-pt Physical Training Quality
Juyo is viewed as the most demanding and brutal
form of lightsaber combat. It has open techniques but
purposefully lacks the flowing aspect of Ataru, instead seeming like a mismatched set of specific techniques.
Combining the broken steps of this form with the
ferocity of attack it espouses makes it wildly
unpredictable. Juyo demands much of the practitioner
in terms of emotion, control, and use of the Force to
make an unstoppable opponent. However, this
passionate approach wears on a Jedi’s calm, requiring
supreme willpower and self restraint to avoid falling
headlong into the Dark Side. A related style, invented
by Jedi Master Mace Windu is called Vapaad, but only
a few Jedi ever mastered it and all but Master Windu
slipped into the Dark Side. Padawan Grade (1-pt) Prerequisites: Dexterity 3,
Perception 3, Willpower 4; Martial Arts 3, Trance 1;
Control 2, Sense 2, Prescience, Telekinesis, Telepathy 2
You get the following benefits and penalties:
against a number of specified opponents equal to your
Sense level within range of your Telepathy Power, you
get +2 to melee Strike Tasks, +2 to melee Dodge and
Parry Tasks, +2 to opposed combat Tasks/Tests (as in
trips, takedowns, disarms, feints, grapples, etc.). You
get +2 to Parry Tasks against ranged attacks, and +1
to Initiative. Every time you assume this form, you gain 1 Dark Side point. Furthermore, for every time
increment equal to your Willpower in Turns spent in
this form and engaging in combat, you gain 1 Dark
Side point.
Knight Grade (4-pt) Prerequisites: Dexterity 3,
Perception 3, Willpower 4; Padawan Grade Forms I,
II, III, IV, and V; Martial Arts 5, Trance 3; Control 4,
Sense 5, Prescience, Telekinesis, Telepathy 2
You get the following benefits and penalties:
against a number of specified opponents equal to your
Sense level within range of your Telepathy Power, you
get +2 to melee Strike Tasks, +2 to melee Dodge and Parry Tasks, +2 to opposed combat Tasks/Tests (as in
trips, takedowns, disarms, feints, grapples, etc.). You
get +1 to all Strike Tasks, +1 to all Dodge and Parry
Tasks, +2 to Parry Tasks against ranged attacks, +2 to
Initiative, +1 to the damage Multiplier for your melee
attacks, +1 to Strength based combat Tasks/Tests. You
can reflect blaster bolts with extreme control: the Strike
Task result for the blaster reflect equals your Parry
Task result, less the attacker’s Strike Task. Every time
you assume this form, you gain 1 Dark Side point.
Furthermore, for every time increment equal to your Willpower in Turns spent in this form and engaging in
combat, you gain 1 Dark Side point.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
13 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Jedi Combat Training 1-pt Physical Training Quality
Prerequisites: You must acquire Martial Arts (Jedi) 1
at the same time you take this quality.
You have been trained for combat by the Jedi
Order. They tutored you in the art of using a lightsaber in its most basic style, as well as trained you to focus on
certain aspects of combat in an attempt to help you
learn.
You learn Form I: Shii-Cho (1-pt).
Jedi Martial Arts has the following core moves:
Disarm, Hand Weapon (lightsaber), and Kick.
Jedi Martial Arts has the following supplemental
moves: Back Strike (lightsaber), Breakfall, Close Strike
(lightsaber), Disarm, Double Strike (lightsaber), Grab,
Sucker Punch, and Roll With Blow.
Jedi Martial Arts has the following expanded
techniques: Back Strike (lightstaff), Double Strike (lightstaff), and Hand Weapon (lightstaff).
Secret Training 3-pt Metaphysical Training Quality
Prerequisites: Martial Arts 5 ranks, special
Some of the most unique masters learn to integrate
techniques and powers that no others can match. These
masters have mastered their chosen style and
supernatural techniques to the degree that they are fit to
be combined into a cohesive whole. When the master
completes his secret training, he emerges a new and wholly dangerous opponent capable of combining
physical and metaphysical techniques into one fluid
whole.
The martial artist must possess 5 ranks in the
relevant style, as well as 5 ranks in a Force skill.
The martial artist selects up to 5 specific
applications within the realm of that Force skill, with
specificity befitting the martial arts techniques. Add
these applications to your supplemental techniques list;
they will be used as if they were martial arts
techniques.
By way of example, a master with 5 levels in Alter wishing to integrate Telekinesis into his martial art
style would select 5 specific applications on par with
martial arts techniques. For instance, the applications
would be: a hard TK shove to throw them back from
him, a lifting effect to free the opponent from the
ground, a focused TK grip to pin a subject against a
wall, a technique that attempts to throw them to the
floor, and a last technique the technique to combine his
TK Strength with his personal Strength, and the
technique to use his TK strength to improve his speed.
These applications are treated as supplemental techniques and when used as such, follow all the rules
for supplemental techniques. Furthermore, all of these
techniques should be performed at melee or, at best,
spear range. Beyond that is strictly in the realm of Alter
and Telekinesis.
Special Training 2-pt Physical Training Quality
Prerequisites: Martial Arts 5 ranks, skill to be integrated at 5 ranks
You take the time to supplement the martial arts
style you know with other skills and techniques that
you’ve mastered.
Select a mundane combat skill with at least 5
ranks, redefine it with existing or newly developed
martial arts techniques (up to 4 individual techniques).
These new techniques are added to your supplemental
techniques list.
As an example, a character with a sword fighting
style can integrate up to 4 techniques derived from
Guns (small arms), like Shoot, Pistol Whip, and Draw. Teaching this modified style is done as normal, though
the teacher can specifically choose to not share specific
techniques.
Powered Qualities This is a list of Powered Qualities specific to the
Star Wars setting. Practically all the qualities presented
in other Unisystem books are available in the Star Wars
setting.
[reference WitchCraft, pg 84~88; Age should be
forbidden, most others are inappropriate]
Attuned Lightsaber 2-pt Powered Quality
Prerequisites: Lightsaber quality, Force Sensitive,
Sense 1
You have handcrafted a lightsaber and selected
your own crystal as guided by your connection to the
Force. The lightsaber you created is specially attuned to
you, inexplicably making it follow your will. You get a
+2 to all Tasks or Tests performed with your attuned
lightsaber.
In the rare case where you lose your lightsaber, or have it destroyed, you can re-attune yourself to a new
saber at the cost of permanently sacrificing 2 Force
Points or spending 1 experience point.
It costs 6 experience points to get this quality after
character creation. This quality replaces specialization
within the Hand Weapon (lightsaber or lightstaff) skill
or Martial Art Move.
Cybernetic Interface Port (CIP) 2-pt Powered Quality
Prerequisites: None, Mundanes may buy this as a Quality
You have a port that connects your brain or
datacore directly to computer systems. This lets you use
computers at the speed of thought as well as allowing
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
14 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
you access to any virtual reality programs, like the
Matrix. On rare occasions, this feature is also made
wireless, in which case you can access anything that
allows wireless access—more frequently, a store
bought module can be connected to the port that offers
wireless capability. You can plug into CIP equipment, including most
computers, ships, and some weapons. You get a +2
bonus to all Tasks/Tests associated with software or
direct manipulation of hardware via software (like
System Operations (weapons) while on a large ship).
For wireless systems, you must be within 10 yards of
the receiver, and you can actually have people hack into
your mind or track your location due to your wireless
signal. In some cases, accessing certain systems or
performing certain actions requires having a CIP, in
which case you do not get the +2 bonus.
Cyberware 0-pt Powered Quality
Prerequisites: Adversary 2 OR Extreme Obligation
(corporation OR government) OR Resources +1
You have undergone heavy physical modifications
that integrate machinery and computer systems into
your organic body.
You may use Powered points as if they were
drawback points to increase your Attributes and, given
proper surgical procedure and software, you can
increase your attributes with XP until you reach your racial maximums. Electricity/ion damage is applied in
full to your Life Points and Power Capacity. You
consume 1 Power for every 2 hours of active wakeful
activity or 8 hours of dormant activity (similar to drug
induced sleep). You also have a Powercore built into
your system, it has a regenerating Power Capacity of
10.
It should be noted that, as this quality is presented,
the cybernetic parts are inconspicuous and might
require some sort of intensive investigation to figure
out, or are too subtle to be immediately apparent, or
simply commonly accepted and not particularly unattractive. Chroniclers are within their rights to
demand that characters with many Cyberware parts
actually take negative Appearance or other drawbacks.
Droid 4-pt Powered Racial Quality
You are an artificially created, sentient,
anthropomorphic machine.
As a machine, you never tire; you have no
Endurance score, nor are you affected by nonlethal
attacks. In fact, although you register damage, you do not feel pain. As a synthetic sentience, you do not have
an Essence Pool, are restricted to those Powers specific
to Droids, and are affected by supernatural powers as if
you were an inanimate object. Normally, droid
programming does not include fear or any other
emotion—duplicating the Emotionless drawback and
Nerves of Steel quality—though this does not mean that
you lack programming to ensure your own survival. For
no additional cost, you can actually have the full suite
of human emotions and not come with Emotionless and Nerves of Steel.
The inorganic nature of your body renders it
amazingly resilient to sustaining damage as compared
to most organics. Damage Type Multipliers are
drastically different when applied to your “Life Points”:
plasma, electricity/ion and large scale energy damage
like fire or acid deal x2, slashing, blunt trauma or
explosive shells deal x1, piercing, concussion, and
energy deals 1/10th damage to your Damage Capacity.
Electricity/ion damage also applies against your Power
capacity. Your death threshold is -30, and you make
Survival Tests normally, but you are not rendered unconscious until you fail the Test, in which case you
are also destroyed.
You come with the Photographic Memory quality
as part of being a Robot. You may use Powered points
as if they were drawback points to increase your
Attributes and, given additional software and hardware
upgrades, you can increase your attributes with XP until
you reach your racial maximums (12 for each, except
Dexterity, which is limited to 8). You consume 1 Power
for every 2 hours of active wakeful activity or 8 hours
of dormant activity (similar to drug induced sleep), and it costs 2 Power to reactivate after going offline. You
come with 15 Power Capacity as per getting one level
in Battery Power.
Force Mastery 1-pt per level until level 5, then 3-pt per level thereafter
Powered Quality
Prerequisites: Force Sensitive
Some people are trained to use the Force within
them. Those that master the Force in this way have a
greater range of possibility for using their Force
Powers. Along with the ability to use one’s own personal Force, you also recover your own personal
Force at incredible rates.
You may “channel” up to your level in Force
Mastery from your Force in a single Turn. You may use
this energy to defend yourself (see Force Defense) or
improve the effects of your Force Powers (see Force
and Force Powers). You also recover lost or spent Force
at a rate of your Force Mastery level per minute.
Note: Force Sensitive characters that embrace the
Dark Side automatically gain Force Mastery at 3 times
their Willpower. However, they may not take any levels in this quality—meaning that they can only increase
their Force Mastery by directly increasing their
Willpower. Those that “fell” to the Dark Side lose
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
15 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
access to this quality as gained during their Light Side
career.
[reference and compare to Essence Channeling in
WitchCraft, pg 86]
Force Sensitive 5-pt Powered Quality
The Force is an ephemeral energy that binds and
flows through all of reality. In a way, it is like a placid
lake with invisible currents underneath the still surface.
When things happen that affect the Force, like
influential actions, powerful feelings, and the use of
Force powers, they cause a ripple. You are one of the
rare people, approximately one-tenth of a percent, in the
entire galaxy that is sensitive to the Force. Thanks to
your sensitivity, you are acutely aware of the constant
battle between the Light and Dark Sides and can learn
to manipulate the Force in miraculous ways. Most people that are sensitive to the Force are adopted into
the Jedi Order and taught in their millennia old
traditions.
You can sense Force-rich areas and creatures or the
use of Force Powers with a Perception and Sense Task
(no penalty if you do not have Sense) much like hearing
some faint noise. You can also learn to manipulate the
Force by taking levels in the Force Skills and Powers.
[reference and compare to Gift in WitchCraft, pg 86]
Good Luck 1-pt/level Powered Quality
Good Luck is bought in levels, each level being
worth one point. Good Luck is used to represent those
lucky breaks characters get and often need to survive
the otherwise overwhelming odds they face. Good Luck
points are used in the manners listed below, and XP can
be spent in the same manner—if the Chronicler is using
XP types, the Nonspecific or “freebie” XP is spent first,
then the other XP types can be spent in any order the
player chooses.
Good Luck points usually are refilled between
sessions, but Chroniclers may find it appropriate to refill the pool during a long gaming session.
Chroniclers may also find that it becomes a practical
habit to give out XP for good roleplaying on the spot
since it can be used like Good Luck points and it serves
as a prompt reward for desirable behavior.
One point grants up to a +/- 2 modifier to Task or
Test. This modifier is increased to +/-3 if used before
the die is rolled. Multiple points can be spent in this
manner on a single Task or Test roll.
One point reduces incoming damage by half or
1d10x1, whichever is greater. Each additional point spent in this manner automatically defaults to
increasing the multiplier of the d10 roll.
Two points allow for a direct manipulation of a d10
roll. The actual die roll can be changed by 1 point in
any direction, so a natural 1 can be changed to a 2, or a
roll of 9 can be changed to 10. Spending three points
before the roll allows the change to be up to 2 points.
Four points allow for a re-roll of any set of dice.
The second result must be accepted. If the points are
spent before the roll, the player chooses which result to accept.
Eight points allows for a miraculous event. Almost
anything lies within the domain of this application; each
miraculous event should be tailored to the occasion and
verified with the GM.
One or more points allows a player to glean a hint
from the DM, or subtly alter the course of events in his
favor. More points allow for more overt hints and
alterations.
Of note is that all of these effects are specific to the
character under the control of the player using them. In
order to apply these effects to other characters, the player must expend twice the listed amount.
[reference and compare to Good Luck in WitchCraft,
pg 86; Bad Luck remains unchanged]
Increased Force Pool 1-pt/level Powered Quality
Prerequisites: Force Sensitive
[reference Increased Essence Pool in WitchCraft, pg
87]
Powered Armor Variable Powered Quality
Prerequisites: Adversary 2 OR Extreme Obligation
(corporation OR government) OR Resources +1;
Mundanes can buy this quality
You own a suit of armor with advanced integrated
systems that not only serve to defend you, but actually
supplement your abilities while also rendering it easier
to wear. Certain technology levels inform certain
changes to this quality: lower tech levels may require
that all features of the Powered Armor are purchased as
a single package while higher tech levels may actually
create entirely modular and incredibly versatile suits of armor.
The base cost of this quality is 1 pt. As part of this
quality, you select a suit of armor. Increase the value of
this quality by 1 point for every 10 pts of average AV
(round up if the ones digit is 6 or more). Reduce the
encumbrance stage of your armor by one step while it is
active (certain armors automatically impose
encumbrance, decrease that level by one step), they
keep the same encumbrance as normal while dormant,
or increase the encumbrance stage by one step if
offline. The suit comes with an integrated battery that provides you with 15 Power Capacity as if from a
single level of Battery Power. You consume 1 Power
for every 3 hours in the active state or 8 hours of low-
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
16 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
power state (provides you with no benefits), bringing
the suit back online costs 1 Power.
It is important to note that the features of the armor
are included and those features that can easily be
purchased are not actually worth any character points
(beyond those required to get enough Resources to purchase them). The Powers that you acquire as part of
the Powered Armor are state-of-the-art and integrated
to function at top efficiency with the suit.
Skills This is a short list of skills relevant to and modified
for Star Wars. The skills presented in other Unisystem books are mostly available to Star Wars characters, and
certain Skills, like Occult Knowledge, are translated to
the Star Wars universe. A complete list of existing and
available skills is presented later.
Guns (type), Regular Combat The array of weapons in the Star Wars galaxy
offers a great many alternate “projectiles.” However,
the important point about the weapons is the way they
are wielded. A rifle that fires blaster bolts, bullets, or
ion pulses is used the same in all cases. The same is true of a handgun or even automatic turret.
The Guns skill is divided into 6 categories: small
arms, long arms, heavy arms, automatic small arms,
automatic long arms, and automatic heavy arms. Small
arms are pistols or small automatics that fire pistol
caliber projectiles. Long arms are rifles and require 2
hands to use, especially if they are capable of automatic
or burst fire. Heavy weapons include vehicular
weapons, extremely large man-portable weapons, and
ordnance weapons like rocket and grenade launchers.
The basic category covers single and semi-automatic
fire, whereas the automatic category covers full-auto and burst fire.
[reference and compare to Guns in WitchCraft, pg 93]
Martial Arts, Special Combat Learning a sophisticated fighting style that is more
than simply street-fighting and ad hoc attack and
defense attempts is represented by the Martial Arts
skill. The nature of martial arts, making an artistic and
effective combat style, often includes philosophical
elements as well. When learning a given style, the
character must take the associated prerequisite quality and the first level in the Martial Arts skill at the same
time. The prerequisite quality informs the options
available from the particular style. It provides a base
martial arts stance quality, three core techniques, a
collection of other supplemental techniques, and a list
of other stances that the style supports.
A martial arts stance is the basic collection of
footwork, mobility, and combat philosophy not easily
represented simply with a list of moves. It is
represented with a Physical Training Quality that gives
a collection of modifiers to various aspects of combat
including specific combat maneuvers, general attack
and defense, and even initiative. A character can
assume any stance he knows during any of his actions,
but can only use the martial arts techniques with an associated style while in that stance.
The martial arts techniques are exactly that,
specific techniques taught to help focus the efforts of
the martial artist to achieve the goals he has. Unlike a
generic skill like Brawling, a martial artist focuses on
specific moves instead of merely doing whatever might
work. Due to this focus, martial artists using trained
techniques generally prove to be more effective than a
similarly built brawler trying the same ones.
Core techniques are those martial arts techniques
that the student focused on as primary elements of
training. These are usually the most basic and oft practiced techniques and are reliable fall-back
measures. As such, tasks that are within the purview of
these techniques are resolved with the full Martial Arts
skill ranks.
Supplemental techniques are those martial arts
techniques that belong to the martial art in question but
were not the primary focus of training. They are often
esoteric or rarely applied techniques and are simply not
as practiced and memorized as core moves. As such,
tasks that are within the purview of supplemental
techniques are resolved as if the character had only half the Martial Arts skill ranks (round down).
Example: Mari Jeb is a Jedi guardian in the early
Old Republic that specializes in the study of martial
arts. She has 4 ranks in Martial Arts (Jedi), 3 ranks in
Martial Arts (Echani), and even studied enough to get 2
ranks in Martial Arts (Mandalorian military). She
learned the Jedi style first, all the way up to 4 ranks and
paid the Special skill cost. Then she started exploring
other martial arts, specifically the Echani and
Mandalorian styles, which she would purchase as if
they were Regular skills up until they reached 4
ranks— she only got 3 and 2, respectively. Mari opted to continue studying the Echani style, bringing it up to
4 ranks, still at the cost of a Regular skill. Now, her Jedi
and Echani styles are of equal level, whichever she
wants to improve first at this point would be improved
as a Special skill and the other would be improved as a
Regular skill.
[reference and compare to WitchCraft, pg 95; ideally
reference Conspiracy X, pg 165~168; weapon based
techniques are borrowed and extrapolated from
SunlessNick from the Eden Studios message boards.]
Medicine, Special Medical Medical science is mostly left to the precise hands
of droids and not only covers biology, diagnosis, and
treatment but also the science and art of cybernetic
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It is not meant to infringe upon any of their exclusive rights.
17 Star Wars, Chapter 3 v23-Roles, nci Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
prosthesis. However, due to the varying nature of the
sentient species in the Star Wars galaxy, it is assumed
that the character focuses her Medicine skill on her own
race with a minor understanding of similar animals: a
human would focus on human medicine but have a
passable knowledge of similar mammalian bipeds but wouldn’t have the any real knowledge of how to treat a
Kel Dor or Trandoshan. Treating a member of the
relevant species is done normally with the appropriate
Task, treating a member of a species similar to the one
you focused on is done at a -2 to -4 penalty depending
on how close the species is, and treating a member of a
species well outside your study area is treated as an
unskilled attempt, carries a -6 to -10 penalty and the
doctor cannot get more than 2 Success levels, no matter
how high she rolls.
The use of this skill assumes the very basic of
doctors’ kits—a suture kit, scalpel, bandages, maybe forceps, and hopefully some sort of antiseptic. The
myriad of technological tools available to doctors in
most Star Wars worlds would offer either a bonus to the
relevant Tasks such as from a medkit or directly
increases/multiplies the damage healed from a single
treatment (synthflesh for a cut) or long term care (bacta
or kolto tanks can practically resurrect critically injured
people in weeks if not a couple days).
Note that this approach makes the Medicine skill
something of a type based Special skill. To clarify and
balance this effect, the highest ranking Medicine skill is purchased and improved as a Special skill and all others
are purchased and improved as Regular skills.
Improving a Medicine skill to such a point that it will
become the highest is also done as if the style in
question were a Special skill.
Example: Rena Kor is a devoted human doctor on
Coruscant and loves knowledge. She focused on human
medicine first, bringing it to 5 ranks in order to get
accredited. She also studied Kel Dor medicine up to 3
ranks. Human medicine was purchased as a Special
skill, but Kel Dor medicine was purchased as a Regular
skill because it was the second field she pursued. After an accident on the Kel Dor homeworld, she traveled
down to treat refugees there. After some experiences,
she could improve either Kel Dor or Human Medicine,
but Kel Dor Medicine would be improved as a Regular
skill until it reached 5 ranks and Human Medicine
would be improved as a Special skill as long as the
improvement would keep it higher ranked than Kel Dor
Medicine.
[reference and compare to Medicine in WitchCraft, pg
96]
Piloting (type), Regular Vehicle This skill is divided into three categories: Small,
Medium, and Large. It covers the handling of the vessel
in a 3-dimensional environment as well as all systems
immediately pertinent to that function: most close range
sensor systems, small scale navigation, as well as some
minor diagnostics. It also covers knowledge of various
different ships within a given type.
Small ships require 1 crew member and somewhere
between 0 and 4 support personnel or passengers or a small amount of cargo space (less than a cubic ton).
This covers starfighters like TIE Fighters and X-Wings,
as well as small transport and courier ships. Most
systems included in these ships are simple enough to
not require the Systems Operations skills.
Medium ships require 2 or more crew members
and somewhere between 0 to 5 support personnel to be
considered fully manned and operational. These ships
also usually have a volume of no more than 1000 cubic
tons. Ships like the Millenium Falcon and Ebon Hawk
are Medium ships. Most systems included in these ships
are fairly simple, but most ships require at least one person with an appropriate Systems Operations skill.
Large ships require 4 or more crew members and
over 5 support personnel to be considered basically
operational and often have well over 1000 cubic tons of
volume. Capital class vessels, battleships of any sort,
Death Stars, and Star Destroyers are all considered
Large ships. The crew members must have Systems
Operations in various fields to properly inform the pilot
how to move and also include a captain to direct the
pilot’s actions.
[reference and compare to Piloting in WitchCraft, pg 96]
Systems Operations (type), Regular Vehicle This skill pertains to the operation of large systems
within ships and stations such as RADAR, sonar,
communications, navigation, and even weapon systems.
Most ships that can be piloted with the Pilot (small)
skill don’t require System Operations of any type.
[reference and compare to Conspiracy X, pg 111]
Powers Powers are purchased from the selections presented
in the Powers chapter using Powered points. This
includes Force Skills and Powers, as well as
Cybernetic, Droid, and Powered Armor Powers and
Vulnerabilities.
The Force There are three Force Skills that govern the use of
Force Powers: Alter, Control, and Sense. Each level in
one of these Force Skills costs 2 Powered points until
level 5, each level thereafter costs 5 Powered points.
Each level in one of these Force Skills also increases
your personal Force by 1.
There are eight Force Powers that represent the 8
facets of effects that can be created with the Force:
Clairvoyance, Energy Control, Heal, Kill, Mind Trick,
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It is not meant to infringe upon any of their exclusive rights.
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Prescience, Telekinesis, and Telepathy. Each level in
one of these Force Powers costs 3 Powered points, the
cost does not increase after level 5. Each level in one of
these Force Powers also increases your personal Force
by 1.
Cyborgs, Droids, and Powered Armor There are a variety of aspects that can be purchased
for these artificially augmented characters. Each Power
or Vulnerability is valuated depending on its power or
severity and costs or credits the listed amount in
Powered points, respectively. However, the total cost of
Cybernetic and/or Powered Armor and all Powers
cannot be reduced below half through the acquisition of
Vulnerabilities, without specific Chronicler approval.
Details This step could also be considered the first step, as
it is an important and vital way in which to breathe life
into your character. You should take some time to
describe your character and her mannerisms, taking into
account all of her rules information. Things that are
immediately apparent should be pointed out in this
section, including height, eye, hair and skin color, as well as race, gender, age and apparent age.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
19 Star Wars, Chapter 4 v13-Tools Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 4: Tools
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
20 Star Wars, Chapter 4 v13-Tools Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
The universe of Star Wars is full of strange and
fantastic technological marvels, lightsabers being prime
among them. Characters in the Star Wars universe
should have access to these fun and often destructive devices, as well as the opportunities to put them to use.
At the same time, having access to anything and
everything at a whim is not entirely appropriate for a
role-playing game, or even believable in most cases. As
such, players should purchase gear based on the credits
assigned them by their Resources quality level (often 0,
which is worth 15,000 credits). Note that this allotment
is meant to cover all of their property, including
vehicular transport (but not space ships) as well as
weapons and armor (but not lightsabers, powered
armor, or cybernetic parts). As part of the feel of a “space opera,” what Star
Wars can be considered, new technology is not
something that should be taking the forefront of the
game. Epic exceptions, like Death Stars, are not
unknown, and yet still serve more as a backdrop, color,
or setting for a more personal and epic adventure. Gear
that is unique to the Star Wars universe is presented
here.
All equipment, including weapons, has basic
information. The most basic of which is the
encumbrance value. Weapons have damage ratings,
damage type, range, charge usage, capacity, credit value, etc.
Encumbrance Value (EV): The item’s
weight/bulk set into one value, the first listed value is
the weight in pounds, the second listed value is the
weight in kilograms.
Range: The ranges for ranged weapons are
expressed in 5 values measured in yards (meters):
point-blank, short, medium, long, and extreme.
Reach: The range at which a melee weapon can be
used. Reach 0 is up close and personal, appropriate for
bites, knees or shivs. Reach 4 is on par with pikes and whips. The other 3 grades are evenly spread between 0
and 4. Damage: The damage die and Multiplier are
presented here for all weapons.
Capacity/Charge Usage: The amount of uses
available to that weapon, either measured in bullets,
bolts or other physical measure (a number or range) or
the amount of energy consumed from a power pack (a
percentage).
Cost: The value, in credits, of the item, given an
appropriate availability. This can be considered the
Galactic Republic average.
Gear {insert miscellaneous gear like plasma torches and
med kits}
Melee Weapons Tool users of every sort find it distressingly easy to
figure out ways to inflict physical damage on others.
Melee weapons are definitely personal weapons, as one
must actually engage a foe while close enough to look him in the face. As such, there are certain cultures/races
that relish these tools, namely Mandalorians,
Gamorreans, and the Sand People of Tatooine.
Two-Handed Weapons: Wielding a weapon in
two hands offers more power and a bit more control to
the wielder; often times, one must use two hands to
wield a weapon. In all cases, using both hands to wield
a weapon increases the Multiplier of the weapon by 1.
Slashing/Stabbing Weapons: Edged and pointed
weapons have a knack for cutting or piercing valuable
parts of an organic body. Edged weapons cut through
muscle, bone, organs, and blood vessels while pointed weapons pierce valuable internal organs. Damage that
makes it past the armor of an organic target is doubled
to reflect this.
Lightsabers: Lightsabers combine the destructive
power of lasers with that of slashing/stabbing weapons.
The crystal of a lightsaber determines the efficacy of
the laser aspect: they have AP and a bonus to the
Multiplier equal to the crystal value. The combination
of laser and slashing/stabbing damage makes it so that
damage that gets past the armor of an organic target is
tripled. Vibroweapons: All vibroweapons are
characterized by high frequency vibration generators,
powerful alloy blades, and specially cushioned handles.
The cyclic motion of the vibration generators duplicates
the effects of a jackhammer and a chainsaw
simultaneously, as well as making the weapon
dangerous simply to touch. The blades used in the
construction of a vibroweapon are necessarily of
excellent craftsmanship and get a +1 bonus to the
damage die. The vibration of an active vibroweapon
affords it AP 2 and increases the damage multiplier by
1. They are otherwise just slashing/stabbing weapons and double the damage that gets past the armor of an
organic target.
Cortosis Weave: Weapons designed for use
against lightsabers need some form of reinforcement,
and the super-rare fibrous crystal, Cortosis, is capable
of withstanding the lightsaber’s incredible destructive
power. When properly used in weapon construction, the
cortosis fibers are worked into the otherwise normal
weapon, rendering it able to withstand the fleeting
contact with a lightsaber involved in swordplay.
Nevertheless, cortosis is not completely invulnerable, and prolonged contact will even burn through a treated
weapon.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
21 Star Wars, Chapter 4 v13-Tools Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Force Pike: A force pike is a light ceremonial
weapon used either like a short spear or a fencing foil.
It has nothing to do with the Force, but it is a
deceptively powerful weapon – the head is an
electrically charged vibroblade. When set to stun, a
blow from the force pike forces a Difficult Constitution
Test (or Constitution and Control), failure stuns (paralyzes) the target for as long as the weapon stays in
contact with them, and an additional D6 Turns
thereafter (droids that fail this test actually power down
immediately, those that have the Vulcan Treatment get
a Simple Constitution Test). Getting hit multiple times
without a chance to recuperate increases the likelihood
of failure, every strike beyond the first without a 10 –
Constitution minute break (minimum 1 minute) applies
a cumulative -2 penalty to the Constitution Test.
However, if the weapon is set to lethal, every blow
from the force pike deals an additional D6x5(15) points
of electric damage as well as the above stunning effect. Each strike from a force pike consumes 5% of its power
pack.
Lightsaber/Lightstaff: The Adegan crystals most
commonly used in the construction of the lightsaber are
valued as such: Kathracite-2, Relecite-3, Danite-4,
Mephite-5, and Pontite-6. Continued exposure to a
lightsaber with intent to destroy something deals
lightsaber damage every second of application. Using a
lightsaber without proficiency defaults to Hand Weapon
(swords, clubs, or fencing) with a -4 penalty. Using a
lightstaff without proficiency defaults to Hand Weapon (staff) with a -6 penalty. If an unskilled user should get
a 5 or worse on his Strike or Parry Task, then he has hit
himself with the lightsaber (do not include his Dexterity
in the Multiplier).
Stun Baton: Stun batons are electrically charged
weapons used often for riot control. In addition to the
damage simply from getting hit by a really hard stick,
the victim is forced to make a Difficult Constitution
Test (or Constitution and Control), failure stuns
(paralyzes) the target for as long as the weapon stays in
contact with them, and an additional D6 Turns
thereafter. A user can opt to just poke someone with the
electrodes so as to get the stun effect without the bone
breaking aspect of clubbing someone. Getting hit
multiple times without time to recuperate increases the likelihood of failure, every strike beyond the first
without a 10 – Constitution minute break (minimum 1
minute) applies a cumulative -2 penalty to the
Constitution Test.
Vibroweapons: Vibroaxes are generally used for
industrial applications, but particularly brutish types
enjoy using them on people and property. Vibroblades
are dagger (D4+1) to machete (D6+1) length and often
are used as tools as well as for self defense.
Vibroswords are roughly a meter long and come in two
traditional forms – longsword (point of percussion) and
scimitar (slicing)—the only real difference between these weapons is the fighting style.
Ranged Weapons There are a fair amount of ranged weapons in the
Star Wars universe, and they are often very effective.
For the most part, they are guns that use various means
to ruin the day of the target. The advantage of ranged
weapons is clearly that the wielder need not be next to
the target and be in a position to feel the same kind of
hurt.
Energy: All weapons that use this damage type are called blasters. This damage is actually laser based, the
action of nearly instantly vaporizing the hit location and
burning straight through. This is akin to being stabbed,
except for the part that the wound is automatically
open. And, even though the laser does not corkscrew,
ricochet or shatter as it passes through the body, the
vaporizing action is disturbingly akin to having an
Weapon (skill) Damage Type Reach EV Cost One-Handed Only Weapons Elbow (Brawling) D4x(S-1) Nonlethal 0 — — Head-butt (Brawling) D4xS Nonlethal 0 — — Kick (Brawling) D4x(S+1) Nonlethal 1 — — Knee (Brawling) D4xS Nonlethal 0 — — Punch (Brawling) D4xS Nonlethal 1 — —
Stun Baton (Club) D6xS, see text Blunt 1 4/2 One- or Two-Handed Weapons Force Pike (Fencing or Spear) (D6+1)x(S+1), see text Slashing or Stabbing 2~3 3/2 Lightsaber (Lightsaber) D8x(D+Crystal) Lightsaber 1~3 2/1 Special Vibroblade (Knife) (D4+1)x(S+1) Slashing or Stabbing 0~1 1/1 Vibrosword (Sword) (D8+1)x(S+1) Slashing or Stabbing 1~2 3/2
Two-Handed Only Weapons Lightstaff (Lightstaff) D8x(D+Crystal+1) Lightsaber 1~2 2/1 Special Vibroaxe (Axe) (D8+1)x(S+2) Slashing 2 6/3
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It is not meant to infringe upon any of their exclusive rights.
22 Star Wars, Chapter 4 v13-Tools Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
explosion on the target’s insides. To reflect the
destructive ability of blasters and thusly lasers, these
weapons have AP 2 and all damage that gets past an
organic target’s armor is doubled.
Concussion: The weapons that use focused blasts
of sound or some other form of “raw” kinetic energy have a penchant for knocking people flying as well as
transferring energy very efficiently. However, they are
not particularly destructive to organics. To reflect this,
concussion weapons have AP 2, but only against
armors that are not completely sealed (armored flight
suits and most Powered Armors are sealed), but the
damage that gets past the armor is not modified. These
weapons do not function in a vacuum.
Ion: The weapons that use this type are meant for
use against droids and electronic systems. They fire
streams of highly energized (electrical) particles that
prove to be hugely detrimental to electronic systems. The nature of these particles also makes them effective
at transferring their destructive energy across
conductive media (AP 2), even better through metal
armors (AP 5). Organics hit by an ion weapon risk
temporary paralysis whereas electronic devices risk
destruction at worst, or complete but recoverable
disruption, detailed below. The DTM of the weapon
varies by target: entirely organic targets get DTM x1,
but the damage is entirely non-lethal; cybernetic targets get DTM x1 to Life Points, x2 to Power Capacity; and
robots get DTM x2 to Life Points and Power Capacity.
Plasma: Plasma is the unstable and highly
energetic state of superheated gas and is only used in
one weapon across the galaxy, the Wookiee Bowcaster.
The plasma itself behaves like an unpredictable liquid
that “dissolves” whatever it strikes, though it actually
vaporizes and melts the substance in question. Although
plasma is very effective against all manner of materials
with AP 3 and DTM x3, the energetic state makes
plasma ineffective against energy fields (AP 1/3, DTM
x1/3) and less effective against energized surfaces (AP 1, DTM x1).
Blaster Cannon: These guns are heavy and are
usually placed on tripods but special counterweights
can be attached to make them easier to wield.
Characters of Strength 6 or greater do not need the
counterweights. Also, blaster cannons are charged with
four energy packs, which drain equally (2% per pack). Blaster cannons fire in 5-shot bursts or autofire mode
only.
Blasters: The listed values are industry standard,
there are many variations of the weapons listed above.
Disruptor Rifle: These guns ignore energy and ray
shields of all types. They can also be charged up (which
takes an entire Turn and consumes 20% of the power
pack). Charging up the shot doubles the damage
Multiplier and increases the DTM to x5. If this damage
is enough to kill/destroy the target (taking them to -10 LP or 0 DC), then they are disintegrated. Furthermore,
attempting to parry a disruptor beam is a risky
proposition: a cortosis weapon risks destruction and a
lightsaber risks shorting out (roll a D10, if it results in a
Weapon (skill) Damage Type Range Ammo ROF EV Cost
Small Arms Blaster Pistol D6x4 Energy 4/15/30/100/200+ .5% S 2/1 750 Blaster Pistol, heavy D6x6 Energy 4/15/30/100/200+ 3% S 2/1 1300 Concussion Gun D10x5 Concussion 5/13/40/65/100 5% 1 4/2 Ion Gun, light D4x4 Ion 10/30/50/100/200 3% 1 2/1 Automatic Small Arms Repeater, light D6x5 Energy 3/30/60/200/500+ 1% 5, A 10/5 600
Long Arms Blaster Rifle, hunting D8x5 Energy 15/75/250/1200/5000+ 4% 1 8/4 700 Blaster Rifle, sporting D6x5 Energy 10/50/150/600/2000+ 3% S 8/4 1200 Concussion Rifle D10x5 Concussion 10/26/80/130/200 8% 1 8/4 Disruptor Rifle D10x6 Energy 15/75/250/1200/5000+ 10% 1 10/5 2200 Ion Gun, heavy D4x6 Ion 10/30/50/100/200 5% 1 8/4 Bowcaster D10x6 Plasma 7/40/65/150/250 10~15 1 14/7
Automatic Long Arms Blaster Rifle, military issue D8x5 Energy 10/50/150/600/2000+ 2% S, 3 8/4 1600 Automatic Heavy Arms Blaster Cannon D10x8 Energy 10/50/150/600/2000+ 8% 5, A 22/11
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
23 Star Wars, Chapter 4 v13-Tools Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
1, the cortosis weapon is destroyed or the lightsaber is
shorted out for 10 minutes which can be further reduced
with an Intelligence and Craft (lightsaber) Task), this
effect is automatic if it was a charged shot.
Bowcaster: A character must take an action and
make a Simple Strength Test at -6 to ready a bowcaster for firing. This must be done each time the gun is fired.
This is the traditional weapon of the Wookiees, so it is
little wonder that it is so difficult to use. A character that gets 4+ SL in this Strength Test may fire in the
same action.
Armor Just as technology develops brave new means to
cause injury to life and limb, so too does it develop
ways to safeguard the combatants. The defense
technology evolved to meet the challenges of nasty new
weapons and the armor and protective measures
presented below are characteristic of the Star Wars
universe.
Battle Armor: Battle armor is composed of a
series of plates staged on a padded jumpsuit. The
lightest form is composed of a clamshell, helmet,
bracers and greaves. The heaviest form is comparable
to archaic full plate. Battle armor is fully sealed and
equipped with basic environment controls (mostly air
filters and cool fabrics). Of special note is that battle
armor is the most common incarnation of Powered
Armor.
Flight Suits: These suits include life support systems for hostile environments. Although the lighter
design is not vacuum safe, the heavier armored flight
suits can support the wearer for 12 hours in hard
vacuum or any other hostile environment. In fact, both
are even slightly radiation proofed (100 rems).
Combat Suits: The combat suits are the generic
armor purchased for use by practically all military,
paramilitary, and even mercenary forces. The lightest of
them is merely a vest and a blast helmet, whereas the
serious combat jumpsuits include pockets and fairly
uniform full body protection. Of special note is the Jedi
Warmaster armor, unique to this armor is the
incorporation of a cortosis treatment (as per the Power,
and it costs character points to acquire Jedi Warmaster
armor).
Powered Armor: This is the top of the line battle
armors used by the most wealthy and serious
combatants. Owning a suit is a Powered Quality, but the character is then free to purchase modifications
befitting droids without actually becoming cybernetic.
The most well known suit of powered armor is Stormtrooper armor—this comes with the same
protections as medium battle armor, weak
environmental resistance (+2 to environment forced
Tests), imbedded comlinks, a heads-up display that
includes life support and weapon charge readout, as
well as low-light filters. Secondary augmentations
assist the wearer in his movements, making the armor
seem significantly lighter than it actually is. Power cells
imbedded in the armor allow for two days of
uninterrupted function.
Vehicles Transportation is a big deal in any setting, from
tauntauns and banthas to speeders and swoop bikes.
This section presents a small cross section of generic
vehicles. Later in this same section are the guidelines to
develop custom ships, as well as a few samples of
standard ships.
{insert vehicles here}
Ships {insert ship rules here} {insert sample ships here}
Armor AV EV Cost Battle Armor, light D8x4+14 (30) Medium Expensive
Battle Armor, heavy D10x4+30 (50) Heavy Preposterous
Battle Armor, medium D10x4+20 (40) Medium Very Expensive
Blast Vest D6x2+14 (20) Light Cheap
Combat Jumpsuit D8x3+13 (25) Medium Moderate
Flight Suit, regular D6x3+6 (15) Light Moderate Flight Suit, armored D8x3+13 (25) Medium Expensive
Jedi Warmaster Armor D6x2+9(15), see text None Priceless
Stormtrooper Armor D10x4+25 (45) Light (Heavy w/o power) Preposterous
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
24 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 5: Rules
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
25 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction As a game using the Unisystem, the rules are the
same as in All Flesh Must Be Eaten, Armageddon, and
WitchCraft and are compatible with those games. The
rules presented in this chapter are expand upon existing
rules and add some complexity that may or may not be desired. As usual, Chroniclers are welcome to do away
with portions that they are uncomfortable or displeased
with.
The Outcome Table [reference WitchCraft, pg 128~129, apply additions detailed below]
Opposed Tasks and Tests have the difference
between the character’s roll and her opponent’s roll
compared to the second range to determine actual
Success Level. Opposed Tasks and Tests won by the
passive character (the one who is resisting the action) have 1 plus the difference between her roll and her
opponent’s roll compared to the second range to
determine Success Levels. Remember, ties are usually
won by the passive or defending character.
Combat [reference WitchCraft, pg 132~138; material presented in this section is meant to precisely delineate steps]
Intentions The first step in running a combat is determining
the intentions of the combatants. Players must declare
what they want their characters to do, and the
Chronicler must also determine what the Supporting
Cast will attempt. However, the order in which these
intentions are declared is relevant. Fast acting and fast
witted characters have an advantage in combat, they
have the ability to make decisions faster than and in response to slower characters. As such, the order in
which intentions are declared is determined by adding a
character’s Dexterity and Intelligence together,
including any Initiative modifiers from Qualities,
Drawbacks, or circumstances. The character with the
lowest value declares first. Ties are not broken; Players
and the Chronicler must decide what the Cast is going
to do, then declare, though not necessarily
simultaneously. Characters with Fast Reaction Time
automatically declare last, though if more than one
character has that Quality, they determine the order of declaration relative to each other.
Once this order is determined, the Players and
Chronicler declare their actions. The Chronicler
determines whether an action or set of actions can be
performed in one Turn. She may also deign to remind
players of any risks or advantageous circumstances of
which the character would be aware. Chroniclers should
not be so merciless as to allow a Player’s ignorant and
dangerous decision “stand” if the character really
should know better, nor should she be so meddling that
she tries to coach every little action.
[compare to Intentions and Initiative in WitchCraft, pg
133; note the marked difference in detail and approach]
Performance This stage lumps together the resolution of Tasks
and Tests, the repercussions of those actions, and the
timing with which they are executed.
The first step in determining what happens is
figuring out who goes first. Generally, the person with
the highest Dexterity and other relevant Initiative
modifiers acts first. However, certain actions may
viably delay the actual performance of the intended
action. For instance, one character trying to throw a knife at another throwing a bolas at her is likely to
make her attack first, even if the bolas thrower is
otherwise slightly faster. Occasionally, an Opposed
Simple Dexterity Test may be used to determine who
actually executes their action first.
[reference and compare to Performance in WitchCraft,
pg 134~136]
Multiple Actions A character that wishes to perform many things
within the span of a single Turn will have an
Modifications to the Outcome Table +0~+2: First Level (Adequate) Combat: Decrease the damage roll by two before applying the Multiplier. If this would reduce the damage roll
to below 1, stop at 1 and apply the rest of the penalty to the Multiplier.
+3~+4: Second Level (Decent) Combat: Decrease the damage roll by one before applying the Multiplier. If this would reduce the damage roll
to below 1, apply the penalty to the Multiplier.
+5~+6: Third Level (Good)
+7~+8: Fourth Level (Very Good)
+9~+12: Fifth Level (Excellent)
21-23; +13~+15: Sixth Level (Extraordinary)
24+; +16 or higher; Further Levels (Mind-boggling): For every +3 to the total above 21 or +13, increase the
Success Level by one.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
26 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
increasingly difficult time succeeding. In general, a
character is allotted one action every turn; in melee
combat, a character is allotted one active action (such as
an attack) and one defensive action. Every action
beyond the first allotment accrues a cumulative –2
penalty. Secondly, if a character should take more than 3 active actions (actions which she initiated, rather than
defensive actions), this penalty carries over onto the
next Turn until she pauses to collect herself, which
takes one Turn.
Another important thing to note is that even the
fastest characters can’t complete everything they
planned before someone slower even gets to initiate
their actions. As such, if a character wants to act
multiple times, the Chronicler must decide how many
actions fit into one instant—drawing a weapon while
running at a target can be done in the same instant, but
loading a gun and pistol whipping someone nearby cannot. To simulate this simultaneity, each character
attempts a single action before the next character in
initiative, once each character has completed one
action, the second actions in a single Turn are attempted
in the same order; each of these sets is called a Phase.
[reference and compare to Multiple Actions in
WitchCraft, pg 134; note the new Phase element]
Melee Combat Melee combat involves fighting within physical
reach of your opponent, likely with swords and fists. In melee combat, the characters with the higher Initiative
strike first. All characters may also attempt defensive
actions, usually to parry an incoming attack or simply
try to duck and weave to avoid it entirely.
Characters engaging in melee combat are allotted
one active action with which they may actively perform
an action that the Chronicler deems should take a
certain measure of attention. Such actions include
attacking or wrestling an opponent, as well as drawing
weapons, picking up important objects, and a multitude
of other actions like strapping on a shield or putting on
a helmet. Characters are also allotted one defensive action with which they may defend against or resist the
actions of another character. This action is usually
limited to parry and dodge attempts, though certain
abilities and special training bring up other options.
In the event of a tie between a melee Strike Task
and a Parry Task, a Weapon Lock has occurred. The
attacker and defender are locked together and unable to
break free without leaving an easy opening. When a
Weapon Lock occurs, the lock continues until the next
of the two character’s actions come up (often giving
allies an opportunity to get involved). To resolve the Weapon Lock, both characters must engage in an
Opposed Task between Strength and the relevant Skill
(the skill the attacker used and the skill the defender
used, with all the modifiers used to that attack and
defense when the tie resulted.) The victor of that
Opposed Test may break initiative order and take an
immediate action; if that action is an attack, the Strike
Task gets a bonus equal to the Success Levels on the
Opposed Task. Should the Opposed Task be a tie, the
lock continues. The Chronicler is entitled to determine the intentions of both sides before having the Opposed
Task, in this way giving consequences fitting the
chosen actions of both parties, depending on their
respective successes.
[reference and compare to Close Combat in
WitchCraft, pg 134~135; Conspiracy X, pg 163~165]
[insert melee combat example]
Ranged Combat Ranged combat is combat involving thrown or
launched weapons, usually with bows and javelins, but
some thaumaturgic effects are ranged in nature. The available options are greatly reduced in ranged combat,
generally the characters involved are restricted to
entirely defensive or offensive strategies. Characters are
allotted one action, they may use this action to make
attacks or try to dodge or take cover from attacks, but
not both.
Characters with the Acrobatics skill may attempt to
“dance,” all actions take a -2 penalty, but she may
attempt Dexterity and Acrobatics Tasks to avoid ranged
and melee attacks and also take active actions.
However, she still gets only one action. Characters with the Martial Arts skill can attempt to “parry” ranged
attacks that they can see with a Dexterity and Martial
Arts Task, thrown weapons have a -2 penalty, visible
projectiles like arrows have a -6 penalty, and faster-
than-the-eye weapons like ballistics and blasters have a
-10 penalty and requires a minimum roll on the D10 of
9. In this case, the character is assumed to be engaged
in melee combat and treats ranged attacks directed
against him as if they were melee attacks. Also, it
should be noted that the result against the projectile
depends on the martial art; a sword style would likely
destroy or deflect it, while an open or circular style might actually catch it.
[reference and compare to Ranged Combat in
WitchCraft 135~137; reference and compare to Shoot
and Dodge in “Cinematic Combat Rules” sidebar,
Armageddon, pg 132]
[insert ranged combat example]
Shield Use Shields are used both offensively and defensively
in combat. They can be used to deflect melee and
ranged attacks with equal efficacy. They can also be used to feint or even attack (some shields even have
spikes or blades to facilitate these uses). For defensive
applications, a Dexterity and Shield Use Task modified
by shield type is used as the Defensive Task. For
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It is not meant to infringe upon any of their exclusive rights.
27 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
offensive applications, a Dexterity and Shield Use Task
without shield type modifier is used to attack (damage
is based on shield size and augmentations).
Using a shield to parry a ranged attack allows the
defender to continue to take active actions. Using a
shield to attack counts as an active action, but does not change the defensive applications.
[reference and compare to Dungeons & Zombies, pg ?]
Larger and Smaller Opponents Generally, the rules of Unisystem assume human
sized opponents. This works fantastically until we think
of the interactions of a human-scale longsword wielded
against a 50 ft long dragon; or when that same dragon’s
fangs are taken to the hapless human. Obviously, there
is a discrepancy, and these size rules attempt to mitigate
those.
The size value impacts several aspects of the creature.
For creatures larger than humans, double the size
value and apply it as a penalty to Stealth and
Surveillance tasks that involve physically concealing
oneself. For creatures smaller than humans, double the
size value and apply it as a bonus to Stealth and
Surveillance tasks that involve physically concealing
oneself. Certain circumstances can mitigate these
values.
The difference, plus 1, between the sizes of two
creatures is applied as a multiplier to damage before armor or weapon type modifiers for the larger creature
and as a divisor for the smaller creature. So, there is a
nasty squish factor when really big things are whaling
on really small things.
Double the difference between the sizes of two
creatures is applied as a penalty to the smaller
creature’s Parry Tasks. The difference between the
sizes is also applied as a penalty to the smaller
creature’s tasks to break a Weapon Lock.
[reference and compare to Terra Primate, pg ?; that
text only includes a Strike Task modifier]
[insert examples] [insert notes to Chroniclers that indicate how to make
damage and AV of large creatures balanced between
each other]
Martial Arts A martial art is a sophisticated system of physical,
mental, and combat training. The classic martial arts of
a society are often heavily stylized and incorporate
philosophical elements. The martial arts rules of
Unisystem are meant to represent the wide array of martial arts ranging from the brutal self-defense styles
like Krav Maga to competitive styles like Tae Kwon Do
to deadly battlefield martial arts like Jiu Jitsu.
To learn the Martial Art skill, the character must
train with someone who knows it. In addition to the
basic elements of combat, the character undergoes
physical and mental conditioning. Further, the
techniques of a given martial art often require specific
footwork. For example, where Greco-Roman wrestling
finds being flat on one’s back an abominable position,
Brazilian Jiu Jitsu welcomes it as a prime position.
Similarly, other styles require different footwork and body usage and this is represented with Training
Qualities.
In order to learn a Martial Art style, the character
must purchase the relevant Training Quality at the same
time she buys the first level of the Martial Art skill. The
Training Quality gives one starting form and a selection
of core and supplemental moves. This same procedure
is followed when a character wants to learn a new
Martial Art style, but the new Martial Art is purchased
as a Regular skill.
[reference and compare Martial Arts in Conspiracy X, pg 165~168; the point system is used, but not
presented]
Martial Arts Techniques The following is a list of specific martial arts
techniques that are purchased using the Combat Move
points gained from taking levels in Martial Arts. The
techniques listed below are modified versions of
existing techniques or new techniques taken from other
sources.
Combat Moves with the “(type)” designator refer to a weapon based move—you must select a type of
weapon to use with that move.
Specializing in a Martial Art is reflected by a certain
collection of moves to which the specialization might
apply, usually kicks, grapples, punches, or specific
weapon moves (i.e. sword moves or staff moves).
Back Strike (type): With your chosen weapon, your
combat arc expands to cover 360°, allowing you to attack and parry attacks from outside of your
comfortable 120° arc. Parry and Strike Tasks applied to opponents who
are not within a 120° arc in front of you use Dexterity and Back Strike (type) Tasks. Damage: as Strength –1.
Size Value
(relative to humans)
Size Category
(Example Creature) +4 Monstrous (Godzilla)
+3 Vast (Krayt Dragon)
+2 Huge (Rancor)
+1 Large (Horse)
+0 Human (Human) -1 Small (Jawa)
-2 Petite (housecat)
-3 Tiny (hamster)
-4 Minute (beetle)
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It is not meant to infringe upon any of their exclusive rights.
28 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Close Strike (type): You’ve learned to leverage
your chosen weapons to effectively combat foes well
within your normal threatening area.
You may use your chosen weapons when opponents
are closer than they should be, requiring some
Chronicler discretion. Damage: as Strength –1. Double Strike (type): You strike swiftly with two
devastatingly quick and nearly simultaneous attacks.
A double strike counts as two actions, one active and
one defensive. Both attacks must be resolved with
Dexterity and Double Strike (type) Tasks and both
attacks happen within a single phase. Damage: As
Strength.
Draw-Cut (one-hand slashing type): You draw
your weapon and strike in one fluid and lightning fast
attack, twisting the sword during the slash thus adding
torque to already devastating cutting power.
You may draw a weapon and attack in the same phase. If you succeed at an Intelligence and Draw-Cut
Task opposed by your target’s Simple Perception Test
or Perception and Martial Arts Task, he may not
attempt a defensive action against this attack. On a
failed Strike Task, you must succeed at a Dexterity and
Martial Arts Task or become off balance. If you roll a 1
on your Strike Task, you must succeed at a Dexterity
and Martial Arts Task or fall prone. Damage: as
Strength +2.
Flip: You acrobatically leap to your feet even when
flat on your back. This move can be done using Acrobatics and
Dexterity Tasks.
Hand Weapon (Type): Your extensive martial arts
training with a particular type of weapon allows you to
make expert attacks that surpass those with more
mundane training.
Strike Tasks are made using this Combat Move add
damage benefits from Martial Arts levels. Damage: As
Strength.
Low Strike (type): You use your weapon to sweep
your opponent’s legs out from under him, or to simply
hamstring him. You may attempt a Strike Task to either trip your
opponent or attack his legs (or tail if he has one)
without penalty. Damage: D6(3) for trip, as Strength for
leg attack.
Prescient Defense (Secret Technique: Prescience): You take advantage of your prescience in order to
execute superb defensive maneuvers with seemingly
superhuman speed. This technique is specifically
designed to defend the user against ranged attacks,
allowing the martial artist to parry incoming attacks by
taking advantage of their prescient abilities. This is a defensive technique, you treat ranged
attacks as melee attacks, be it semi-automatic, burst
fire, or automatic fire. Your Parry Task includes all of
the following: Dexterity, Martial Arts, Prescience Art
(Sense), and Prescience Strength levels, a +5 bonus
and the penalty associated with the speed of the weapon
(-2 for thrown weapons, -6 for projectiles like arrows,
and -10 for faster than perceivable weapons like bullets
and lasers). Further, when defending against attacks
that you cannot see, like bullets, lasers, and invisible opponents, you do not need to roll a minimum of 9 on
the die roll to succeed. Damage: None.
Riposte (type): You turn from defense to offense
instantly, launching a quick counterattack while your
opponent is still extended from their own attack.
After a successful parry attempt, you may react with
a Dexterity and Riposte Task with a bonus equal to
your parry attempt’s Success Levels. Damage: as
Strength.
Snap Kick: You strike with a deceptively quick and
light kick with little ill effect.
You may attempt two snap kicks in a single phase before accruing multiple action penalties. On two
consecutive failed Strike Tasks, you must succeed at a
Dexterity and Martial Arts Task or become off balance.
If you roll a 1 on your Strike Task, you must succeed at
a Dexterity and Martial Arts Task or fall prone.
Damage: D4(2) x Strength.
Spin Strike (type): A spinning wind up before
striking with your weapon allows you to gather extra
energy for an especially damaging attack.
On a failed Strike Task, you must succeed at a
Dexterity and Martial Arts Task or become off balance. If you roll a 1 on your Strike Task, you must succeed at
a Dexterity and Martial Arts Task or fall prone.
Damage: As Strength +1.
Suplex: You grab onto your target and slam him
headfirst into the ground. This move is performed in
many different ways, but the effects are the same.
After a successful Grab, a successful Resisted Task
using your Strength and Suplex Task opposed by your
target’s Dexterity and Martial Arts Task allows you to
lift your opponent and slam his head into the ground.
You are both rendered prone. Damage: D6(3) x
Strength, doubled because of the location. Weapon Grapple: You use your weapon as
leverage in order to painfully pin your opponent.
As an active action, or after a successful Dodge or
parry Task, a successful Resisted Task using your
Dexterity and Weapon Grapple Task opposed by your
target’s Dexterity and Dodge or Dexterity and Martial
Arts Task allows you to damage your opponent’s arm
and render it useless as long as you maintain the lock.
The opponent can break free with a successful Resisted
Task using a Difficult Strength Test or Strength and
Martial Arts or Dexterity and Escapism Task opposed by your Strength and Weapon Grapple Task. Damage:
1 x (Strength +1).
Experience
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It is not meant to infringe upon any of their exclusive rights.
29 Star Wars, Chapter 5 v10-Rules Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
The table below presents the modified values for
character improvement costs and assumes that the
Chronicler is using the option categorized XP system. If
the Chronicler is not, then there is no need to be
concerned with the XP type requirements listed as all
XP is considered Non-Specific, which can be spent freely in any category.
[reference and compare to Character Improvement
Table in WitchCraft, pg 158]
Character Improvement Table Improvement Cost; XP type (C is Combat, M is Metaphysics, NC is Non-Combat, NS is Non-Specific)
Attribute Triple the value of the next level, minimum 9; C for physical, M for mental, NC for any
Good Luck 3 per level, NS only
Force Mastery 2 per level until level 5, 5 per level thereafter; M
Improved Force Pool 1 per 2 Force; M
Force Sensitive 10, in-game justification; M
Remove Drawback Double the original value, in-game justification; NS only
Force Powers 6 for level 1, 6 per level thereafter; M
Force Skills 5 for level 1, 5 per level until level 5, 8 per level therafter; M
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It is not meant to infringe upon any of their exclusive rights.
30 Star Wars, Chapter 6 v05-Organizations Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Section 2: Classified Information
Chapter 6: Organizations
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
31 Star Wars, Chapter 6 v05-Organizations Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Organizations
In the Star Wars universe, there are a great many
organizations, some obvious, like the Jedi and Sith, and
some significantly less so, like the Dathomere Witches
and the ARC Troopers. This section describes the most
well known organizations in Star Wars, as well as
giving a few samples of the members and what it takes to be considered part of that organization.
Jedi Order “There is no emotion, there is peace.
“There is no ignorance, there is knowledge.
“There is no passion, there is serenity.
“There is no chaos, there is harmony.
“There is no death, there is the Force”
—Jedi Code
The first and best known organization of Star Wars
is the Jedi Order. This secular organization of philosophers and mystics is present in almost every
source material for the Star Wars universe. They are
characterized by a Zen-like existential philosophy that
heavily promotes mental calm and control as well as
their unique weapon, the lightsaber. They often find
themselves in positions of considerable power and
influence due to their elite training and supernatural
abilities.
The Jedi Order is divided into four primary ranks.
Children that are learning the basics of Jedi philosophy
are called Younglings. Youths that have learned the basics of being a Jedi become apprentices to older and
more experienced Jedi, these youths are called
Padawans. The rank and file members of the Jedi order
are trouble shooters and spend much of their time
solving problems at the behest of the Order and
Republic, these ranking members are called Knights.
The top members of the Jedi Order have proven their
mastery over themselves and the Force by bringing a
Padawan to Knighthood and are known as Masters.
Jedi Youngling When a child is first identified as being sensitive to
the Force—tests are performed regularly within the
Republic—the Order requests the official adoption of
the child to be trained as a Jedi, which is actually a
prestigious boon to the family. Most children are taken
at around 4 years of age, before they can be
permanently influenced by the “unsophisticated” ideas
and behaviors of the mundane population. The
younglings are separated from their families and
contact is generally forbidden because the influence of
family on even the best trained children can be
dangerously powerful. Prerequisite Quality: Force Sensitive (5)
Restrictions: No Physical Disabilities, Impaired
Senses, or Mental Drawbacks worth 2 or more points
without Chronicler approval; you cannot have more
Dark Side points than you have Light Side points.
Benefits: Get a level in a single Force Power,
usually Telekinesis, Prescience, or Telepathy.
Jedi Padawan After years of training and education, usually
before age 13 for humans, a Youngling is selected to
become the apprentice of a Knight or Master and gains
the rank of Padawan. These young Jedi go on to learn
personal lessons about applying the Jedi code to secular
life. At this time, the Padawan is expected to be able to
create his own lightsaber, given the proper tools, and
also chooses a particular path within the Jedi Order:
Guardians are the soldiers of the Order, where the
Consulars are the diplomats. Prerequisite Qualities: Force Sensitive (5),
Honorable 2 (-2), Extreme Obligation (Jedi) (-2), Jedi
Combat Training (1), Status (Jedi Padawan) +1 (1)
Prerequisite Skills: Acrobatics* 2, Craft
(lightsaber) 1, Force Knowledge* 1, Humanities
(Philosophy [Jedi]) 3, Martial Arts* (Jedi) 2, Trance* 1,
at least three other skills with at least 2 ranks each (1
rank in the case of Special skills). Special skills are
marked with an asterisk.
Prerequisite Metaphysics: 1 level in each of Alter,
Control, and Sense; Prescience 1. Restrictions: No Physical Disabilities, Impaired
Senses, or Mental Drawbacks worth 2 or more points
without Chronicler approval; you cannot have more
Dark Side points than you have Light Side points.
Benefits: You possess a lightsaber with a blue or
green blade, choose one of the following: a relecite
lightsaber, 2 kathracite lightsabers, or a kathracite
lightstaff. You are also thoroughly educated in the
Light Side of the Force. You gain access to 3 Light Side
based Force applications at a starting level of 0 (which
means you need Force Mastery or a good number of
Success Levels to use them). {Totals to 35 pre-assigned points: 1 quality, 5 supernatural quality, 1 training
quality, 4 drawback, 21 skill, and 6 powered.}
Jedi Knight Once the Padawan’s master feels that the young
Jedi can no longer learn anything through
accompanying him, the Padawan is put to a series of
Trials. The Jedi Trials are unique character building
“tests” meant to direct a Padawan in the right direction.
The traditions listed here are of the old Jedi Order
before it was obliterated by Darth Sidious and Darth Vader. After successfully completing the Trials,
demonstrating knowledge of the Jedi Code and building
his own lightsaber, the Padawan gains the rank of
Knight. Most Jedi do not proceed past this rank and
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
32 Star Wars, Chapter 6 v05-Organizations Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
spend their lives in service to the Order and the
Republic.
The Trial of Skill is a test of the Padawan’s
competence with the lightsaber and involves a test
against a skilled opponent or a manifestation of the dark
side. This is represented by the requisite ranks in Martial Arts and one Knight-grade Jedi Combat Form.
The Trial of Flesh tests the Padawan’s ability to
withstand and overcome extreme corporeal hardship
often in the form of extreme physical pain or hardship
or the loss of something to which they were attached.
This is represented by the requisite Constitution and
Willpower attributes.
The Trial of Courage requires that the Padawan
demonstrate clear courage often by fighting
courageously in battle, completing a particularly
dangerous mission, or defeating a clearly superior
opponent. This is represented in part by high Willpower and in part due to Nerves of Steel.
The Trial of the Spirit forces the Padawan to look
within himself and face his own shortcomings and
strengths without bias. The truth is often seen as a
difficult thing to bear and many Padawans have a
harrowing experience. This is represented in part by
high Willpower, Nerves of Steel, and Humanities
(Philosophy) with a specialty in the Jedi Code.
Prerequisite Attributes: All attributes should be 2,
with Constitution, Perception, and Willpower at 3.
Prerequisite Qualities: Extreme Obligation (Jedi) (-2), Force Sensitive (5), Honorable 2 (-2), Jedi Combat
Training (1), Lightsaber (5), Nerves of Steel (3), Status
(Jedi Knight) +3 (3), at least one Jedi Combat form at
Knight-grade.
Prerequisite Skills: Acrobatics* 4, Craft
(lightsaber) 3, Force Knowledge* 3, Humanities
(Philosophy [Jedi]) 5, Martial Arts* (Jedi) 5, Trance* 3,
at least three other skills with at least 2 ranks each (1
rank in the case of Special skills). Special skills are
marked with an asterisk.
Prerequisite Metaphysics: Alter 1, Control 2, Sense
3; 1 level in Clairvoyance, Precognition, Telekinesis. Restrictions: No Physical Disabilities, Impaired
Senses, or Mental Drawbacks worth 2 or more points
without Chronicler approval; you cannot have more
Dark Side points than you have Light Side points.
Benefits: You get 2 additional attribute points, 1
point into physical attributes (Strength, Dexterity, or
Constitution), and 1 point into mental attributes
(Intelligence, Perception, or Willpower).
Totals to a minimum of 95 pre-assigned points: 15
attribute, 11 quality, 5 supernatural quality, 4 training
quality, 4 drawback, 43 skill, 21 powered.
Jedi Master The elite of the Jedi Knights demonstrate profound
adherence to the Jedi Code as well as terrific judgment.
They demonstrate to the rest of the Jedi by taking on a
Padawan and training him to join the rank of Knight,
earning the title of Master for himself. They are the best
of the best. They sit with their brethren and decide the
course of action for the Order and its members.
Prerequisites:
Sith “Peace is a lie, there is only passion.
“Through passion, I gain strength.
“Through strength, I gain power.
“Through power, I gain victory.
“Through victory, my chains are broken.”
—Sith Code
{insert history of Sith race, Sith philosophy, Jedi
Schism, etc.}
{insert more of organizations}
Clonetroopers
Stormtroopers
Various Force Users
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
33 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 7: Inhumans
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
34 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
The Star Wars universe is populated by a wide
array of different species. Everyone knows about the
twi’leks and wookiees, among others. This chapter is
devoted to a brief exploration of the most well known
races and a treatment of the rarer species in the
universe. All Aliens speak their native language and Basic.
Humans are not so lucky, they start knowing only
Basic.
[WARNING: The writer dislikes the racial bouquet in
Star Wars and that is apparent in the descriptive text.
It’s for personal reference and will be cleaned up
later… bit by bit, because it’s so hard to work with
something so stupid!]
Species Brief description of the stereotype followed by a
physical description
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Character X can be a built with the character type. Include
any notes.
Common Powers The following are features all possess.
Primary Attributes X get the following attribute adjustments; the racial
maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +0(6), Willpower
+0(6)
Secondary Attributes Life Points:
Endurance Points:
Force Pool:
Top Speed:
Armor Value:
Bothans Brief description of the stereotype followed by a
physical description
They value information and knowledge as a
commodity of great value. Obviously, this means that
they have to have good memory and doubtlessly are
quite intelligent. However, to assume that they are all
spies and attribute that feature to the race as a whole is
to pretty much completely and utterly eliminate any
ability for them to actually be spies. Instead, it should
be noted that bothans are actually the galactic
equivalent of the Italian guy who knows a guy who
knows a guy that can do what you want.
This point of interest means that, while the bothan
ideal is something of a broker and middleman, within their own world, individual bothans also must
demonstrate a skill of their own.
In keeping with my ideas of requiring evolution,
the precise species features of the bothans will be
explored later. This will probably include some sort of
intelligence increase, or an inherent photographic
memory. The interpersonal relations might actually
afford the bothans some sort of charisma. I’ll have to
look closer later.
Society Describe their society, this is also a good place to put their planets and native language.
Creating a Bothan Character Bothans can be a built with the Mundane or
Powered character type. Bothan is a Racial Quality
worth 2 points.
Common Bothan Powers The following are features all bothans possess.
Primary Attributes Bothans get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +1(8), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Paranoia Due to their nature as well as to their lifelong
careers and society, bothans are encouraged to be
incredibly suspicious even of known and trusted
associates. The vast majority of bothans treat this as a
mild suspicion and make sure to have a few backup
plans to address any sort of betrayals or leaks. This
racial proclivity towards mild paranoia is otherwise the
same as the mental drawback, Mild Paranoia.
Cereans Brief description of the stereotype followed by a
physical description
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It is not meant to infringe upon any of their exclusive rights.
35 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Of note for this race is the “binary” nature of their
existence. Exactly what might induce a creature to
evolve into having two brains and hearts is totally
beyond me. Nevertheless, this is the case. Furthermore,
it should be noted that they are pacifistic and agrarian in
general. Having a larger brain might actually afford some
sort of benefit to the race as a whole. Again, extensive
interpersonal relations improve charisma as the people
learn to have better and better interpersonal relations.
Furthermore, the presence of a larger brain, assuming
intelligent application, has several repercussions.
Firstly, the cerean body is probably significantly more
delicate than the human body due to the presence of the
energy hungry brain. Furthermore, cerean childhood is
necessarily twice as long as humans.
There’s this crazy notion that having the two brains
allows the cereans to “balance both sides of a topic at the same time.” The fact is that doing that would likely
induce a psychotic dual personality. Instead, the cereans
would be innately prone to taking a lot of time to make
a decision as they weigh all sides of the argument.
Indeed, this would make the species fairly ponderous in
making a decision, but immensely quick and efficient in
its execution. This is actually very much like the
Japanese government: discussing a proposal into the
ground, spending possibly years trying to figure out
every little detail; once approved, the proposal passes
into the execution phase and is completed in record breaking time.
They seem to live a very comfortable life, so the
species shouldn’t be much in the way of innately
powerful.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Cerean Character Cereans can be a built with the Mundane or
Powered character type. Cerean is a Racial Quality worth 2 points.
Common Cerean Powers The following are features all Cereans possess.
Primary Attributes Cereans get the following attribute adjustments; the
racial maximum is in parentheses.
Strength -1(5), Dexterity +0(6), Constitution +0(6),
Intelligence +1(7), Perception +0(6), Willpower +1(7)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Weak Spot Due to the size of their head and have twin hearts,
hitting those vital points is much easier. Attackers aiming for either spot reduce the Strike penalties by 2
points.
Duros Brief description of the stereotype followed by a
physical description
Aside from looking much like the typical grays of classic UFO-ology, this race is actually just a culture of
travelers. They are not unlike Portuguese sea-traders,
excepting that they ply the interstellar winds rather than
the sea. Their culture fosters good haggling and
interpersonal skills, decent combat preparedness, and an
unprecedented knowledge of navigation and ship use.
This actually makes the Duros the most likely to be
pilots, navigators, and explorers. Strange that they seem
to almost steal this role from humans.
There seems to be nothing beyond an innate
wanderlust, indicating that their civilization was always nomadic, or at least fostered a preference for mobility.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Character Duros can be a built with the Mundane or Powered
character type. Duros is a Racial Quality worth 3
points.
Common Powers The following are features all possess.
Primary Attributes Duros get the following attribute adjustments; the
racial maximums are in parentheses.
Strength -1(5), Dexterity +1(7), Constitution +0(6),
Intelligence +0(6), Perception +0(6), Willpower +0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5 Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Charismatic Duros are remarkably personable, a feature they’ve
developed and refined over the centuries and millennia
of travels within their world and then finally between
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
36 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
the stars. All Duros start with the equivalent of
Charisma +1 but many are greater.
Spatial Understanding Duros have been nomadic long before they took to
the stars and have become experts in space. They have a powerful understanding of spatial relations, be it
across distances on land, the vast expanses between
stars, or the superheated space between starfighters.
This spatial acuity grants the duros +2 to all Navigation
and Piloting Tasks.
Wanderlust The nomadic lifestyle of the duros drives them
forever forward in search of something new and
interesting. Though easily capable of making fast
friends with open and friendly behavior, the duros
cannot help but become overcome by wanderlust. The strongest willed of them can stay in one area for a few
months but even they will be possessed of the desire to
explore some new area.
Gamorreans Brief description of the stereotype followed by a physical description
They are obviously just green pig people. In
keeping with pigs, they do not exactly foster a societal
development, and are always having the problem of
having to have the leader establish dominance. It’s a
mildly interesting idea that the males are practically
invariably warriors and the females do ALL other
aspects of their civilization. It’s possible that they are
even the strategic directors of the wars, but there seems
to be no indication of that particular detail.
As a species, they are all characterized by imposing
physicality. They seem to have physiques befitting a pig barely evolved into using hands and having barely
broken into intelligent existence. In fact, they seem to
be best categorized as behaving like the pig version of
Cro-Magnon man.
Furthermore, as they are largely unintelligent, they
should actually have built in instincts to govern their
behavior. Firstly, they are innately aggressive, having
some sort of anger issue that is actually part of the
individualistic nature. Secondly, they are also innately
cowardly: unless they perceive at least equal footing
with their opponent, they will quickly defer. Lastly, they seem to have a problem dealing with higher
technology, having an innate distaste for droids and
blasters, preferring the physicality of other devices.
Gamorreans seem to have no ability in the Force.
Conceivably, they might have mystics that display
some measure of Force ability, but as per the nature of
their race, they are practically invariably Dark Side.
There is also supposed to be no record Gamorreans
demonstrating any Force aptitude. If lizards and other
animals can have some sort of Force ability, the
Gamorreans should, too. They should, however, be
restricted to Control applications.
Gamorreans are sufficiently different from humans
to merit an actual racial quality. Their mouth and vocal
apparatus is insufficiently developed to articulate anything other than their native tongue. They seem to
be fatty animals, so they should be able to swim.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Gamorrean Character Gamorreans can be a built with the Mundane
character type. Gamorrean is a Racial Quality worth 0
points.
Common Gamorrean Powers The following are features all gamorreans possess.
Primary Attributes Gamorreans get the following attribute
adjustments; the racial maximums are in parentheses.
Strength +2(10), Dexterity +0(6), Constitution
+1(7), Intelligence -1(5), Perception +0(6), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+20
Endurance Points: (S+C+W)x3+10
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: C
Aggressive Gamorreans are naturally inclined to exert their
dominance through verbal and physical displays against
all around them. Aside from being selfish bullies in
general, if they are over-stressed they will likely react
with violence or destructive behaviors. Further, this atavistic response to opposition imposes -1 to all social
Tasks, as the niceties of polite society are largely lost
on them.
Antisocial The porcine nature of the gamorreans lends itself
poorly to social interactions of any sort. They are
already aggressive beyond reason and ugly by
practically all standards, and somehow, even if one can
look past all that, they still come off as savage brutes
hardly worth an ounce of respect. Gamorreans simply have not evolved to be social animals, and it’s not
likely to happen any time soon. They start with the
equivalent of Charisma -1.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
37 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Appearance A green skinned, slobbering, pig faced brute is
definitely not a recipe for attractive creature by any
sensibilities except perhaps those of the Gamorreans.
With regard to all other creatures, they are treated as
having Attractiveness -1 and suffer a penalty to social Tasks if the target cares about their looks.
Powers Restriction Gamorreans are not big on technology and there is
no record of any of them ever demonstrating any sort of
Force sensitivity. They cannot become Force Sensitive
and none of them would consider getting Cyberware or
even try to get fitted for a suit of Powered Armor.
Vocal Disability Although the Gamorreans can learn to understand
other languages, they cannot actually articulate any language but their own squealing tongue.
Gungans Brief description of the stereotype followed by a
physical description
Ignoring the embarrassment that is Jar Jar, the gungans are floppy eared, billed, and able to hold their
breath for what looks to be 10 minutes per Constitution
level. Considering the amount of air required to keep
the brain active, it probably means that gungans are not
as intelligent as humans. However, they seem to also
have less in the way of instincts than other less
intelligent races.
As a culture, they seem to be simple
hunter/gatherers taking advantage of the rich bounty of
the sea. There’s a good chance that they have
submerged “farms” and fish corrals, if they are even
close to as smart as they could be. Though, the duration that they can hold their breath is too short to be any sort
of practical. Maybe it could be viewed as limited due to
the nature of their larger brains.
They obviously have some grasp of technology, as
they seem to be the only civilization in the entirety of
the galaxy that figured to use those damn energy shields
like body bunkers to defend against blasters.
They don’t seem to have any less will than a
human, though their civilization seems to be set earlier
in cultural time. They still value warriors and heavy
handed judges, as they do seem to claim a proud warrior tradition.
Their eye stalks seem to have no value except to
make them weird, and their ears likewise seem to have
no value except to make them look weird. Maybe they
can claim to have better hearing, except floppy ears are
not conducive to hearing, they’re conducive to releasing
heat. Beyond that, their eyes should probably be able to
be pulled back into their skulls like a shellfish or slug.
They also have legends of mystics, so obviously
there’s some force sensitivity going on there. However,
there are no gungan Jedi as they stayed largely hidden
from the galactic arena and thusly avoided any tests and
detection.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Gungan Character Gungans can be a built with the Mundane or
Powered character type. Gungan is a Racial Quality
worth 3 points.
Common Gungan Powers The following are features all gungans possess.
Primary Attributes Gungans get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence -1(5), Perception +0(6), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes Top Speed: (D+C)x2
Armor Value: 0
Environmental Vulnerability The natural environment of a gungan is the moist
air and cool lakes of the swamplands of Naboo. As
such, they are not at all fit for survival in any sort of
arid and warm environment. Gungans get -2 to resist
the environmental effects of any temperature extreme in
dry climates.
Honorable Tradition Gungans have a strong, if primitive, code of honor
to which they all tend to subscribe. Among the features
are valor in combat, respect for the rulers and superiors,
and a general distrust for outsiders and anyone that
doesn’t demonstrate this sense of honor or one like it.
Swimming Gungans are comfortable in entirely water
environments and can swim freely at half their land
speed. Further, they can hold their breath for an
impressive 10 minutes per Constitution level before risking drowning.
Starlight Vision
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
38 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
The eyes of a gungan are particularly sensitive to
light, allowing them to see clearly in even the lowest of
lit conditions as well as perfectly while submerged.
However, if they move suddenly from extremely dim to
much brighter light, they can be dazzled or temporarily
blinded by the shift.
Humans Brief description of the stereotype followed by a
physical description
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Human Character Humans can be a built with the Mundane or
Powered character type. Humans are the baseline race
for Star Wars and Unisystem and are the assumed
species when making a character.
Common Human Powers The following are features all humans possess.
Primary Attributes Humans get the following attribute adjustments;
the racial maximums are in parentheses. Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +0(6), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Standard Humans are the standard by which all other races
are measured, as well as being the most ubiquitous race
across the galaxy.
Ithorians Brief description of the stereotype followed by a physical description
Ithorians are basically humans with a strangely
shaped head. Furthermore, they have no space for their
brain. They have a little knobby atop their curved head,
might contain their brain, but it shouldn’t be where they
contain their higher functions as the space is not even
close to humans, even children. Scaled up, however,
they might actually fit the bill.
The ithorian’s prime racial feature is that they have
mouths on either side of their necks that seem to be a
lot like the krill filtering mouths of whales. They are
connected to the same vocal cord and esophagus, so,
when they speak, they tend to simply vocalize and the
individual mouths articulate the words. When speaking
basic, both mouths tends to operate in synchronicity,
but their native language actually articulates two
different sounds simultaneously. Their native homeworld is a jungle, so they are
used to living in rich environments. It’s strange that
they would have a mouth like how they do. There also
seems to be absolutely no value to the evolution of that
strangely sloped wide neck and dual mouth structure.
No animal in existence has a dual mouth structure.
They do have precedent for Force sensitivity, and they
can apparently shout so loud that they resemble being
next to a jet engine. They don’t seem to have any other
features other than living in herds.
The d20 book claims that they are ponderous and
uncoordinated. If their brain is indeed at the base of their neck, which is also unprecedented in all non-insect
species, then it makes some sense why the ithorians
would spend a certain amount of time simply
“absorbing” whatever they behold.
Other than these few strange features, the ithorian
does not seem to have any features that truly
differentiate it from a human. As herd animals, they are
sociable. And, apparently, they have a strong Will,
which doesn’t really make much sense.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Ithorian Character Ithorians can be a built with the Mundane or
Powered character type. Ithorian is a Racial Quality
worth 3 points.
Common Ithorian Powers The following are features all ithorians possess.
Primary Attributes Ithorians get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +1(8), Dexterity -1(5), Constitution +1(7),
Intelligence +0(6), Perception +0(6), Willpower +1(7)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Charismatic The ithorians are a very social species and are
incredibly sensitive to the thoughts and feelings of their
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
39 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
brethren. Ithorians are very personable and their gentle
natures often strike others as trustworthy and endearing.
As such, ithorians start with Charisma +1.
Skill Requirement Due to the upbringing that all ithorians enjoy, they must learn to survive in the jungle. As such, all ithorian
characters are required to take two levels in Survival
(jungle).
Weak Spot As morbid as it may seem, the sloped neck and
head structure of the ithorian is a dangerous weak spot.
The penalty to hit an ithorian in the neck is reduced by
2 points.
Kel Dor Brief description of the stereotype followed by a
physical description
It seems that the Kel Dor have little to differentiate
themselves from humans except that they have a native
atmosphere that is a whole world different from ours, so
much so that our environment is toxic to them. When
off their homeworld or outside of specific areas, they are required to wear a breath mask and goggles. This
must mean that the membranes of their body are
susceptible to the corrosive nature of our environment,
but not so much to that of their homeworld.
Aside from that, and their apparent low-light
vision, Kel Dor are not truly that different from
humans.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Kel Dor Character Kel Dor can be a built with the Mundane or
Powered character type. Kel Dor is a Racial Quality
worth 0 points.
Common Kel Dor Powers The following are features all kel dor possess.
Primary Attributes Kel dor get the following attribute adjustments; the
racial maximum is in parentheses. Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +1(8), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Honorable Kel dor are trained from birth to follow a simple
and pure code of honor. They believe in swift and
simple justice, as well as helping those that need it and doing what is right for the sake of being right. All kel
dor start with Honorable 1.
Starlight Vision The eyes of the kel dor are remarkably sensitive to
light, allowing them to see perfectly in the lowest of lit
conditions. However, if they should suddenly be
brought from darkness to light, they risk being
temporarily blinded or dazzled.
Unique Atmosphere The kel dor homeworld has a very different atmosphere than what humans are used to. The
sensitive tissues and membranes of a kel dor must be
protected from the caustic human atmosphere. As such,
to function in the normal world, kel dor are forced to
wear goggles and a breath mask. Failure to do so feels
much like exposure to tear gas with death being the
ultimate result.
Miraluka Brief description of the stereotype followed by a
physical description
They are humans for all intents and purposes with a
few particular distinctions. They are blind (no eyes,
period) but they perceive the world like a spirit (in
terms of the Force). They are all Force Sensitive.
Society Describe their society, this is also a good place to put their planets and native language.
Creating a Miraluka Character Miraluka can be a built with the Powered character
type. Miraluka is a Racial Quality worth 6 points—
Miraluka characters do not purchase the Force Sensitive
quality, it is part of their racial quality.
Common Miraluka Powers The following are features all miraluka possess.
Primary Attributes Miraluka get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +1(8), Willpower
+1(7)
Secondary Attributes Life Points: (S+C)x4+10
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
40 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes +10
Top Speed: (D+C)x2
Armor Value: 0
Blind Miraluka do not have eyes, though they do have an
otherwise human face and physique. This peculiar
development prevents the Miraluka from actually
reading or even detecting most visual aspects. On the
other hand, their sensitivity to the Force often conveys
information that using a pair of eyes would otherwise
impart.
Force Sensitive All miraluka are sensitive to the currents and
disturbances in the Force. All miraluka start with Force
Sensitive and can thusly learn Force Powers and develop Force Mastery or even embrace the Dark Side.
Force Sight Despite not having eyes, they can sense the world
in terms of the Force rather than reflected light like
most other creatures. They have no problems with low
light or no light conditions as they can sense the Force
as it manifests in solid bodies like walls or other
creatures. In fact, they can see which way a person
leans in the battle of Light and Dark as well as notice
the slight alterations in the Force as someone lies.
Mon Calamari Brief description of the stereotype followed by a
physical description
This race of amphibians lives atop the oceans of
their watery world. Of note is that they are actually
amphibians, though they prefer to live above the water; they must keep their skin moist (like a frog); they have
large fish eyes on opposite sides of their heads,
indicating a prey animal; they have exceptionally large
skulls and brains that are conducive to a keenly logical
mind.
As a race, they apparently tend to be bleeding
hearts. Also, they are supposed to be awesome ship
engineers. The trick about them is that they are
incredibly focused: whatever they do, they do it to their
fullest ability. Be that seeking out their dreams, fighting
for a lost cause, or after being pressed into military service as a general.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Mon Calamari Character
Mon calamari can be a built with the Mundane or
Powered character type. Mon calamari is a Racial
Quality worth 4 points.
Common Mon Calamari Powers The following are features all mon calamari possess.
Primary Attributes Mon calamari get the following attribute
adjustments; the racial maximum is in parentheses.
Strength +0(6), Dexterity -1(5), Constitution +0(6),
Intelligence +1(7), Perception +0(6), Willpower +0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes Top Speed: (D+C)x2
Armor Value: 0
Amphibious Can breathe water and air freely
Driven Much like Obsession, but they can change their
focus.
Environmental Vulnerability They can’t handle dry or arid environments of any
sort.
Natural Artiste All of them start with Artistic Talent
Situational Awareness Despite their innate focus and devotion to one
thing at a time, they are surprisingly aware of their
surroundings.
Quarren Brief description of the stereotype followed by a
physical description
The quarren are the sister race of amphibians that
lives below the waves in, oddly enough, air-tight cities
on the same world as the Mon Calamari. They are also
marked by a practically diametric opposition to the MCs. They tend to be pragmatists instead of dreamers,
staid instead of curious, etc. In effect, they are
isolationists so severe that they really don’t even like
each other’s company.
Aside from being amphibious jerks, the quarren
seem to have no further value.
Society
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
41 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Describe their society, this is also a good place to
put their planets and native language.
Creating a Quarren Character Quarren can be a built with the Mundane or
Powered character type. Quarren is a Racial Quality worth 0 points.
Common Quarren Powers The following are features all quarren possess.
Primary Attributes Quarren get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +0(6), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Amphibious They can breath water and air freely.
Antisocial They really aren’t any good with people, not even
each other. They have Charisma -1.
Appearance They are ugly by all standards, what with tentacles
and such. They have Attractiveness -1.
Arrogance They really hate change and are distrustful of
optimists and others in general. They are generally rude
and think of themselves as fine as they are. They have
Delusions of Grandeur 2.
Rodians Brief description of the stereotype followed by a
physical description
Rodians seem to have nothing of import to
differentiate themselves from humans. The most noteworthy differences are a domineering culture that
reveres combat, faceted bug eyes, and suction cups on
their finger tips. They are supposed to be innately faster
than humans, with better reaction time and
coordination, but not quite as mentally solid (‘cuz
humans are the poster boys of mental stability). They
are also supposed to be very perceptive.
They otherwise have no innate racial features to
make them even remotely special.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Rodian Character Rodians can be a built with the Mundane or
Powered character type. Rodian is a Racial Quality
worth 1 point.
Common Rodian Powers The following are features all rodians possess.
Primary Attributes Rodians get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +0(6), Dexterity +1(7), Constitution
+0(6), Intelligence -1(5), Perception +1(8), Willpower +0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Aggressive Rodian instincts drive them to demonstrate superiority over others and will resort to violence as
their first response when stressed, frustrated, or
confronted. They can resist this urge with a Simple
Willpower test, but they probably won’t.
Sullustans Brief description of the stereotype followed by a physical description
These stout little guys are similar to the dwarves of
fantasy games, including the subterranean foundries.
However, they are apparently very friendly. Like every
other damn race in the galaxy.
Exactly why they are supposed to be quick but
physically unfit, considering that they live below
ground in an otherwise volcanic world is beyond me.
They are supposed to instantly know where they were
and how to return, but that is a little strange. They are
also equipped with darkvision, which should mean that they don’t have special hearing, but apparently they
have that, and are better climbers than other races—it
seems to me that they just use their hearing and hands
more than other races.
Society Describe their society, this is also a good place to
put their planets and native language.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
42 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Creating a Sullustan Character Sullustans can be a built with the Mundane or
Powered character type. Sullustan is a Racial Quality
worth 4 points.
Common Sullustan Powers The following are features all sullustans possess.
Primary Attributes Sullustans get the following attribute adjustments;
the racial maximum is in parentheses.
Strength -1(5), Dexterity +1(7), Constitution +1(7),
Intelligence +0(6), Perception +0(6), Willpower +0(6)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes Top Speed: (D+C)x2
Armor Value: 0
Charismatic Sullustan society is very communal and has strong
familial and corporate influences. As such, sullustans
have become naturally sociable and readily invite
interaction. All sullustans start with Charisma +1.
Darkvision Sullustans can somehow see in complete and total darkness in a grayscale roughly indicating proximity
and texture out to 5 yards per Perception level.
Spatial Understanding This spatial acuity grants the duros +2 to all
Navigation and Piloting Tasks.
Trandoshans Brief description of the stereotype followed by a
physical description
These are supposed to be lizard men in the most
traditional sense: men that have reptilian features
including a big crocodilian head. A problem that
quickly becomes evident is that there is no explanation
of what exactly their homeworld is like.
Apparently, they have issues with being friendly,
but no Charisma penalty. They should have one, or
something similar to note that they think and operate on a different wavelength than most other critters. They
are strong and have scales that double as armor. Other
than that, they are just like humans, but with darkvision.
This will take some slight attention to make less stupid,
which of course means that I’m going to have to take
some artistic liberties.
Society
Describe their society, this is also a good place to
put their planets and native language.
Creating a Trandoshan Character Trandoshans can be a built with the Mundane or
Powered character type. Trandoshan is a Racial Quality worth 6 points.
Common Trandoshan Powers The following are features all trandoshans possess.
Primary Attributes Trandoshans get the following attribute
adjustments; the racial maximum is in parentheses.
Strength +1(8), Dexterity +0(6), Constitution
+0(6), Intelligence +0(6), Perception +1(8), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+20
Endurance Points: (S+C+W)x3+10
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: S+C
Aggressive They react with violence and domination to
stressors and confrontation regularly. They also have a
penchant for needing to compete with whoever’s in charge.
Darkvision Trandoshans can see in grayscale in total darkness
out to 10 yards per Perception level.
Twi’lek Brief description of the stereotype followed by a
physical description
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Twi’lek Character Twi’leks can be a built with the Mundane or
Powered character type. Twi’lek is a Racial Quality
worth 4 points.
Common Twi’lek Powers The following are features all Twi’leks possess.
Primary Attributes Twi’leks get the following attribute adjustments;
the racial maximum is in parentheses.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
43 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Strength +0(6), Dexterity +0(6), Constitution
+1(7), Intelligence +1(7), Perception +0(6), Willpower
-1(5)
Secondary Attributes Life Points: (S+C)x4+10 Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Charismatic Twi’lek culture is complicated and rich so twi’leks
quickly learn to be talented liars and diplomats with
plastic smiles and deceptively deferential attitudes.
They all get Charisma +1.
Starlight Vision They can see in low-light conditions just fine,
except if they get exposed to sudden brighter light, they
risk being temporarily blinded or dazzled.
Wookiees Brief description of the stereotype followed by a physical description
These are exceptionally tall and relatively thin
furries. If anything, they seem to be the intelligent
evolution of some sort of bear. They have certain social
mores, and a notable social influence. They seem to be
big on honor and that sort of thing, as well as adapting
technology to their own uses with a brilliant synthesis
of natural and technological. They are almost Japanese
in their culture.
As for physiology, they are just big and strong.
Precedent has been set to indicate that they use their
sense of smell much more than humans. They are also incapable of articulating in other languages.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Wookiee Character Wookiees can be a built with the Mundane or
Powered character type. Wookiee is a Racial Quality
worth 15 points.
Common Wookiee Powers The following are features wookiees all possess.
Primary Attributes Wookiees get the following attribute adjustments;
the racial maximum is in parentheses.
Strength +4(12), Dexterity +0(6), Constitution
+1(7), Intelligence -1(5), Perception +1(8), Willpower
+0(6)
Secondary Attributes Life Points: (S+C)x4+30
Endurance Points: (S+C+W)x3+15
Force Pool: sum of attributes
Top Speed: (D+C)x2 Armor Value: S+C
Accelerated Healing They recover LP and EP at twice the rate of
humans.
Alternate Senses They sense the world primarily through sight and
scent, rather than just sight like humans.
Environmental Resistance They get +2 to resist cold climates.
Honorable They have a code of honor, including the life debts.
Further, it is against wookiee law to use claws to attack
others in anger, to do so is to get yourself exiled from
all wookiee lands.
Legacy The legends about wookiees describe them as
large, violent, frighteningly powerful, and dumb. This
is the same as Legacy 2.
Natural Weapons They have sharp, bear-like claws. Due to culture,
they won’t use them as weapons. However, they are
practical tools. In addition to cutting and carving
objects, they also grant the wookiees +2 to Climb tasks.
Vocal Disability The wookiee speech structure is not conducive to
articulating any language other than their native
language.
Rage +3 Strength, +2 Con, not affected by pain, only
falls unconscious upon death, the rage lasts until there
are no enemies left or 10 seconds per Constitution level,
whichever comes first, and once the rage ends, the
wookiee is reduced to 0 Endurance Points.
Zabrak Brief description of the stereotype followed by a
physical description
They hail from a harsh homeworld that made them
into the Star Wars equivalent of the Saudakar. The best
thing the rules provide them is a bonus to Fort and Will
saves, this is somehow fair compared to the other races.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
44 Star Wars, Chapter 7 v09-Inhumans Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Society Describe their society, this is also a good place to
put their planets and native language.
Creating a Zabrak Character Zabraks can be a built with the Mundane or Powered character type. Zabrak is a Racial Quality
worth 3 points.
Common Zabrak Powers The following are features all zabraks possess.
Primary Attributes Zabraks get the following attribute adjustments; the
racial maximum is in parentheses.
Strength +0(6), Dexterity +0(6), Constitution
+1(7), Intelligence +0(6), Perception +0(6), Willpower
+1(7)
Secondary Attributes Life Points: (S+C)x4+10
Endurance Points: (S+C+W)x3+5
Force Pool: sum of attributes
Top Speed: (D+C)x2
Armor Value: 0
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
45 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 8: Metaphysics
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
46 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
The galaxy of Star Wars is full of paranormal features.
Top among them is the Force, that ephemeral energy that
binds and surrounds everyone and everything. Those
sensitive to its currents can manipulate it to do their bidding. The second, less supernatural, feature is cybernetics—
replacing body parts with mechanical devices. Normally,
this is done exclusively as various forms of prosthesis;
cybernetic parts can and are used to entirely upgrade an
otherwise normal person.
The Force Although all creatures in the universe have the Force
within them, only a select few are sensitive enough to use it.
Within Republic controlled space, these Force Sensitive
people are often discovered at a very young age and taken
into the Jedi Order for training. There are other
organizations that utilize Force Sensitive people, but they
are not even close to the numbers and resources available to
the Jedi.
It is understood that the Force has a dual nature. The
Light Side is based on balance and serenity while the Dark
Side relies on passion and force. The Light Side is a difficult path to follow, and is the choice path of the Jedi. Its power
is nigh limitless, but its practitioners must always remain
calm and in control. The Dark Side, however, is deceptively
easy to slip into—its most notorious users are the Sith. It
offers a great deal of power very quickly, but relies heavily
on passionate action and thought which all too often
ultimately blinds and burns out the user.
The Light Side The Light Side is the path of serenity, balance, and
control. The users are most often Jedi, who serve as the
peacekeepers and bringers of justice throughout the galaxy.
Although the path is difficult, and exceedingly easy to slip from, the rewards are great. Jedi learn to live with the Force,
allowing it to flow and act through them, while
simultaneously using the Force to benefit the greater
balance. With time and practice, the Jedi continuously grow
in power until they become one with the Force. At this time,
they are a paragon of the Light Side.
Those that embrace the Light Side may take levels in
the Powered Quality, Force Mastery. They may grow
indefinitely in this aspect, potentially becoming almost
godlike in their power.
As Jedi follow the Light Side, they gain Light Side
points. Actions that adhere to the rules of the Jedi or the basic nature of the Light Side give the character a few Light
Side points (usually 1 to 4). Actions that require great focus
and an uncommon amount of self-control give even greater
allotments of Light Side points (usually 2 to 8). Light Side
points are compared to the character’s Willpower level;
every multiple of the Jedi’s Willpower after the first is
called a Light Side level. Early on, the Jedi suffers
drawbacks, juvenile restrictions created in response to a
strict code of conduct are the most common. As he
continues, he sheds some of these character flaws and grows
into a true Jedi. Sometimes a Jedi may lose self control and act out of
passion. Though frowned upon, it is not at all uncommon.
Light Side
Multiple of
Willpower Effects of being strong in the Light Side
2 Nothing
3 Take a 1-pt mental drawback, or worsen an existing drawback befitting the Light Side.
4 Increase your maximum Force by 5 points.
5 Nothing
6 Take another 1-pt mental drawback, or worsen an existing drawback befitting the Light Side.
7 Get +1 to all Sense Tasks.
8 Nothing
9 Take a third 1-pt mental drawback, or worsen an existing drawback befitting the Light Side.
10 Get +1 to all Control Tasks.
11 Nothing
12 Remove a 1-pt mental drawback, or reduce an existing drawback by one point.
13 Get another +1 to all Sense Tasks and increase your maximum Force by another 5 points.
14 Increase Willpower by 1 level, this does not reduce existing Light or Dark Side levels.
15 Remove another 1-pt mental drawback, or reduce an existing drawback by one point.
16 Get another +1 to all Control Tasks and increase your maximum Force by another 5 points.
17 Increase Constitution by 1 level.
18 Remove a third 1-pt mental drawback, or reduce an existing drawback by one point.
19 Increase your maximum Force by another 10 points.
20 Increase Willpower by one level, this does not reduce existing Light or Dark Side levels. Get
another +1 to all Control and Sense Tasks. Increase Force Mastery by 2 levels.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
47 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
To do so, however, gives the character Dark Side points,
depending on the gravity of the act while likewise costing
the character Light Side points. This is often referred to as
Calling on the Dark Side, and the Jedi may behave as
though he had Force Mastery levels equal to three times his
Willpower in addition to what it actually is. To truly embrace the Dark Side is an act of abominable betrayal,
doing so gives the character a great deal of Dark Side points
while costing the character the same in Light Side levels!
The Dark Side The Dark Side is the path of passion, power, and
dominance. It is deceptively easy to follow this path, as it
relies on the animal passions that are present in all creatures.
A great deal of power is gained dangerously quickly; it is
often quickly comparable to many of the more powerful Jedi
Knights. However, the Dark Side offers little growth, and
wears on the user over time. The dominance over themselves, others, and the Force are of paramount
importance to the Sith, the primary face of the Dark Side.
Despite all the evil that crops up within the ranks of those
that embrace the Dark Side, it is important to recognize that
the Dark Side is not itself evil. It is passion, and passion
blinds its users and wears on their bodies and minds so that
they do not function properly.
Those that embrace the Dark Side immediately gain
triple their Willpower level in Force Mastery Levels, but
may never buy levels in Force Mastery (with experience
points or character points). As a result, it is very difficult for
Sith to grow in this regard.
As a Sith follows the path of the Dark Side, he gains
Dark Side points. Basic acts of passionate motive, or
following the Sith Code give the character a small number
of Dark Side points (usually 1 to 4). Acts that display the character’s control over the Force, others, and himself
award the Sith with a greater number of Dark Side points
(usually 2 to 8). Dark Side points are compared to the
character’s Willpower level; every multiple of the Sith’s
Willpower after the first is called a Dark Side level. Early
on, the character gains impressive benefits with only minor
drawbacks—usually exacerbating the flaws of the Sith’s
primary passion. As the character follows the path of the
Dark Side, it gets progressively harder to master the Force
despite his great power and his drive grows even more
overwhelming and disruptive until all he knows is his
passion and the Force that he dominates. On truly rare occasions, a Sith may come upon a very
rare passion: remorse. He may choose to abandon the Dark
Side and attempt to step into the Light. Restoring a balance
thrown fantastically askew can award the character a great
deal of Light Side points while simultaneously reducing
Dark Side levels by the same numerical value. Even
consciously abandoning the Dark Side and deciding not to
use it anymore is an impressive act of self control and
balance and carries a smaller reward.
Dark Side
Multiple of
Willpower Effects of being strong in the Dark Side
2 Increase maximum Force by 5 points, but your nature as a practitioner of the Dark Side is apparent to
anyone with the powers to see such things.
3 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side. Your Force
channeling ability is now Willpower x2 per turn.
4 Increase your maximum for by another 5 points.
5 Get +1 to all Alter Tasks.
6 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side. Your Force
channeling ability is now Willpower x3 per turn.
7 You may now conceal your nature as a practitioner of the Dark Side by resisting scans with a Simple
Willpower Test.
8 Increase Willpower by 1 level, this does not reduce existing Light or Dark Side levels.
9 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
10 Increase one of Strength, Dexterity, or Constitution by 1 level, your appearance is altered to represent
this benefit.
11 The use of any Force power consumes 1 Force per Power Strength level in addition to any other costs.
12 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
13 Your Dark Side nature has become so powerful that you can no longer hide it no matter your efforts.
14 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
15 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
16 Get an additional +1 to all Alter Tasks.
17 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
18 Take a 1-pt mental drawback, or improve an existing drawback befitting the Dark Side.
19 The use of any Force power consumes 2 Force per Power Strength level in addition to any other costs.
20 You get a unique ability befitting your Dark Side passions, valued at around 8 Powered points.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
48 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Using The Force
Using the Force is divided into two aspects. Force
Skills, which govern the methods of manipulating the Force,
and Force Powers, which are the effects that the Force may
take. Growing in power within the Force also further
empowers the user.
The Force user rolls his Tasks with the relevant
attribute and one of the Force Skills. The range and potency
of that application is determined by the Force Power. Also,
each level in any Force Skill or Power increases the user’s
Force by 1.
[reference and compare to The Sight in WitchCraft, pg
225~226]
Force Mastery Normally, a person’s personal Force is fairly
inaccessible. Those that are Force Sensitive can learn to
manipulate their personal Force to augment their Force
Powers. This is represented by the Force Mastery quality.
The Force using organizations often educate and train their
members in this manner, teaching them to use raw personal
Force to augment their powers or even defend themselves.
A Force user can increase the Strength level of a Force
Power for a single use through Force Mastery. It costs 2 Force to increase the Strength of a Force Power by 1 for that
use. Skilled Force users can free up additional Force with
adequate Task rolls: every Success Level beyond 3 SL can
free 1 Force to increase the Strength level of the Force
Power being used. However, the amount of Force usable in
this manner is limited to the character’s Force Mastery level
and whatever Force was freed up from a high Task roll.
A Force user can also use their personal Force to defend
against Force Powers that directly affect him, in addition to
whatever other defense Tasks available. He attempts a
Difficult Willpower Test with a bonus equal to the amount
of Force expended. If the result equals or exceeds the activation Task of the offending power, the power is
completely negated. This can be done instantly, though the
defender is restricted to the amount of Force he can draw
out in a single Turn. One can also prepare for this situation,
a Force user aware that he is coming against Force using
opponents may decide that it is wise to have a large quantity
of Force drawn out for defensive purposes.
[reference and compare to Essence Channeling, Essence
and Seers, and Using Essence Defensively in WitchCraft, pg
195, 226, and 199, respectively]
Force Skills Alter allows the Force user to manipulate others and
his environment. Usually a purely offensive skill, Alter can
be used to assist others in the same way that Control can
protect the self, though never as a reaction.
Control allows the user to manipulate the self.
Depending on the powers known, the user can react
instantly to resist offensive powers or even to retain
consciousness under duress.
Sense allows the Force Sensitive character to detect
disturbances in the Force. It is used to detect Force wraiths
as well as to “see” large gatherings of the Force. Although
Sense tends to be a passive skill, an erudite user can apply it
for defensive powers.
Every Force skill costs 2 Powered points per level until level 5, and 5 Powered points per level thereafter (or 5
experience points and 8 experience points, respectively).
[reference and compare to The Sight, and specifically The
Effects of Art in WitchCraft, pg 225~226]
Force Powers Every Force power represents a sphere of influence of
Force use. The sheer potency of the effects created is
measured by the Strength level of the Force power. It does
not cost the Force user any Force to activate these powers
normally, but Force can be used to create more powerful
effects. Force effects that do not fall into the immediate
categories listed for these Force Powers are often
combinations of simultaneous or subsequent Power usage.
Every Force power costs 3 Powered points per level (or
6 experience points).
[reference and compare to The Sight, and specifically to
The Effects of Strength in WitchCraft, pg 225~226]
Clairvoyance Clairvoyance is the ability to project your sensory
awareness outside of your body in order to perceive events or objects outside of your natural sensory range. Like its
sister ability, Prescience, it has both active and passive
applications, but this particular ability is marked by its
distance, duration, and the fact that visions and viewings are
always received in real-time.
Using Clairvoyance Remote viewing is resolved predominantly with
Perception and Clairvoyance Art (Sense) Tasks. The three
primary uses are visions, where the psychic involuntarily
perceives events, viewings, where the psychic takes a glance
at another location, and projections, where the psychic sends her awareness out of her body to observe a location at
length.
Visions are usually triggered by one of three conditions:
an emotionally charged event is transpiring; an event that
she can influence is transpiring, or an event that directly
affects her is happening. Note that all visions and viewings
are happening live and must be occurring within the spatial
range of the psychic. Many psychics feel that this power is
as much a bane as prescience, if not more, because the
events they perceive cannot be changed and instead must be
redirected or diverted. Many psychics feel helpless in the face of such events, especially those that are forced to watch
an event but could not actually influence its outcome. When
a vision would be triggered, the Chronicler calls for a
Perception and Clairvoyance Art (Sense) Task and the result
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
49 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
determines the perspective, clarity, and duration of the
vision that the psychic receives (compare to the Prescience
Active Use table). On occasion, the psychic may realize
where a vision is going and won’t want to actually see the
result: terminating the vision requires a Willpower and
Clairvoyance Art (Control) Task where failure results in the
psychic taking a -4 to all actions while distracted by the still
going vision until it ends on its own. Viewings are performed when the psychic wishes to
actively view events outside of her normal sensory range but
still within the range determined by her Clairvoyance
Strength. The result of a Perception and Clairvoyance Art
(Sense) Task determines how long a single viewing can last
as well as the detail of the viewing, and unlike visions, the
viewing can be terminated at any time with no effort. She
must specify a location and a perspective for the viewing
and she is limited to these decisions for the duration of the
viewing. The psychic cannot perceive anything outside of
her ability, so she can’t see spirits or in the dark unless she
has a specific ability otherwise. Further, this perspective cannot be placed within an area that is protected from spirits
or through a barrier that hinders the flow of Essence, such as
inside a Ward or circle of salt.
Projections are a more difficult and taxing process
during which the psychic projects her awareness out of her
body. The psychic’s Willpower and Clairvoyance (Control)
Task determines how long she can stay in a projection
before it starts to take its toll on her and she must attempt a
new Task (compare to the Electrokinesis duration table,
spiritual fatigue results in D4 Essence damage per duration
period that cannot be regained until the projection ends). While projecting, she forms a psychic sensory entity that
moves like a spirit and can be detected by others with the
ability to detect spirits. She perceives reality from the
perspective of this external essence matrix as if she were in
its location, rather than where her body is. In fact, she is
mostly oblivious to her physical surroundings while
projecting and should really only use this effect when she is
in an otherwise safe location. She cannot use her projecting
matrix as a conduit for other powers, except those that are
sensory in nature (not even active Telepathy). It is quite
possible, and marginally uncomfortable, to have a vision while performing a projection.
This essence matrix functions much like any other spirit
entity, though it ties up 1 Essence per Willpower level and
is destroyed by inflicting that much Essence damage. It can
be detected by any means that detects spirits, but is so
negligible that most people familiar with supernatural
phenomena would dismiss it as a manifestation of the
weakest of spirit bodies, a psychic echo. Those familiar with
the psychic may recognize the essence signature and behave accordingly. This sensory body can travel up to 100 mph per
Willpower level and is unhindered by anything that does not
also hinder the flow of Essence or spirits. However, the
psychic’s range as determined by her Clairvoyance Strength
is still very relevant while projecting. She can comfortably
project out to 75% of her range and operate at her full
operational duration. At distances up to 125% of her range,
she halves her operational duration and gets a -1 to all
Tasks/Tests performed while projecting, up to 150% of her
range and she divides her operational duration by 5 and gets
-3 to all Tasks/Tests performed while projecting. Between
150% and the maximum of 200% of her range, her operational duration is divided by 10 and she gets -5 to all
Tasks/Tests performed while projecting. If a psychic spends
too much time projecting, either by projecting for a long
time or exceeding her limits, she can burn herself out. A
particularly devious Chronicler can conjure any number of
psychic repercussions for such a strain and is encouraged to
in some settings and can even allow the psychic to work
herself to death—though it is more appropriate to allow the
psychic to sustain extensive psychic damage up to burning
herself out completely rather than killing herself with this
power. A unique cross between projection and viewing allows
the psychic to maintain a subconscious viewing a nearby
location and will allow her to detect any changes to that
location. This viewing is limited by her Clairvoyance range
and predetermined perspective but is maintained much like
a projection, though she only loses 1 Essence per
operational cycle. To activate this effect, she must make a
Perception and Clairvoyance Art (Control) Task and, for as
long as she maintains the effect, she will become alerted to
any changes that occur as perceived from the chosen
perspective. These changes, however, are only experienced on a subconscious level and she will not get any details
beyond “something’s happening.”
Clairvoyance Strength Table
Strength Abilities
1 View at 1 yard for each level of Perception and Clairvoyance Strength.
2 View at 5 yards for each level of Perception and Clairvoyance Strength.
3 View at 50 yards for each level of Perception and Clairvoyance Strength.
5 View at 100 yards for each level of Perception and Clairvoyance Strength.
6 View at 500 yards for each level of Perception and Clairvoyance Strength.
8 View at 1 mile (1.5 kilometers) for each level of Perception and Clairvoyance Strength.
11 View at 50 miles (30 kilometers) for each level of Perception and Clairvoyance Strength.
15+ View at 100 miles (30 kilometers) for each level of Perception and Clairvoyance Strength.
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50 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chroniclers are encouraged to use this power like the
other sensory powers, Prescience and Telepathy. Each one
is a valuable and unique medium by which to provide useful
information and drive her story forward. Information
gathered with Clairvoyance happens in real time, much like
watching a live video feed of an event. This usually demands that the psychic acts quickly to affect the event. On
the other hand, unlike Prescience, the vision is usually only
limited by perspective and duration of the vision.
Chroniclers should provide meaningful and oftentimes
stressful perspectives that require that the psychic focus and
try to rebuild the events and surroundings so that she can
determine their exact location.
Using Clairvoyance Defensively A psychic can passively detect imminent and local
threats—like booby traps, assassins, or reckless drivers. The
Chronicler asks for a Perception and Clairvoyance Art (Sense) Task. Naturally, the Success Levels of the Task
guide the Chronicler as to how much information to share,
but even a failure gives the psychic the impression that
“something is up.”
She can conceal places and objects from metaphysical
remote viewing attempts with an Intelligence and
Clairvoyance Art (Alter) Task, which determines duration
like a projection. She can only conceal an area with a radius
of up to 1 yard per Willpower and Clairvoyance Strength
level but only so long as she is within that area. She can
instead conceal one specific object or person per Willpower level and only so long as it’s volume doesn’t exceed a
sphere of 1 yard per Willpower and Clairvoyance Strength
level. Maintaining the effect costs her 1 Essence per
duration period. Attempts to detect concealed places or
people must exceed her Task roll, failure indicating that the
viewer fails to perceive the concealed object or notice
anything within the concealed space. Furthermore, neither a
projection nor a projection’s senses can detect anything
within the area that she doesn’t want it to. Some Chroniclers
may feel that this effect requires the psychic to also know
Mindtrick or gestalt with someone who does in order to use
this particular effect and she is welcome to enforce that interpretation.
[reference and compare to Mindview in WitchCraft, pg
235~236]
Energy Control Mindcurrent or Electrokinesis is the ability to
psychically manipulate electricity with many similarities to
and differences from Mindfire or Pyrokinesis. It is an oft
misunderstood power with great versatility and outright
astounding opportunity for use in a technologically rich
setting. The earliest seers figured out that they could create lightning bolts and harm or simply disable opponents with
that energy, some even figured out how to create their own
lodestones, if only for a short while. As human knowledge
of electricity expanded, so too did the understanding of the
true versatility of this power. Mindcurrent is a rarer power
than Mindfire, and is even harder to control—electricity
moves at the speed of light, well beyond a non-prescient
seer’s ability to even realize the danger before accidents or
disaster strikes.
Using Mindcurrent
The simplest application of this power is to electrocute
something by touching it. This requires a Willpower and
Mindcurrent Art Task; Dexterity or Intelligence and
Mindcurrent Art Tasks are required if this power is to be
used in combat. Due to the versatility of electricity, it can be
used to inflict lethal damage, or to simply disable a
subject—they get a Simple Constitution Test with a penalty
equal to half your Mindcurrent Strength (this is not opposed
by your Focus Task). Often times, damage from the
lightning results in organ failure, violent seizures (and
resulting trauma), and only light burns. This same application, when applied to many elements of a
technologically advanced and electrically dependant setting,
can be incredibly useful. The fast discharge of energy can be
used to disrupt electronics, jump start devices (like cars or
similar engines), or even scramble many of the
electromagnetic data storage devices in use. In truly
advanced settings, a particularly powerful seer could
conceivably provide enough power in a single discharge to
fuel such power-hungry devices as personal laser and
plasma weapons
Incomprehensible to the first seers is the utility of continuously electrocuting a subject. While this can result in
an effect much like holding a stun-gun to a person and
would be useful for interrogation, it clearly has its uses
powering electricity-reliant devices. The lower level seers
may only be able to provide power to a small device like a
personal flashlight or an RC car for a short while. The most
powerful seers can provide power to industrial warehouses
for hours on end. Simple or durable devices like industrial
machinery, cars, and military-grade devices are easy to
power and can tolerate the natural fluctuations of the
psychic. Delicate devices like most computer systems,
servers, and similar devices are not so durable and require the psychic pay special attention. Providing this sort of
power requires an Intelligence and Mindcurrent Art Task,
apply a -2 to -6 task when trying to power delicate electrical
components. Maintaining the power over time affects
people as per Mindcurrent Strength level, less 5.
Before the relationship between electricity and
magnetism was discovered or understood, some seers would
find that ferrous substances that they affected would
develop a magnetic charge. This can be done by accident (as
that is a side effect of being subjected to a large electrical
discharge) or on purpose (as psychic powers are also influenced by the intent of the seer). Some seers even found
that the magnetic fields they could create were impressively
powerful, as long as they concentrated. The maintained
magnetic field has an effective strength of 1 per
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Mindcurrent level, less 5 (for Strength 1 through 5, use the
1/10th the values of Strengths 1 through 5), with regards to
what the field can lift and with how much force.
Later psychic researchers have discovered a few
elements regarding the uniqueness of this particular power:
the basic function can be divided into two steps. First, the psychic creates a charge, using his own body and psychic
power as the storage unit. Then, he discharges the energy,
the psychic decides the rate, which is usually instantaneous,
but some have demonstrated enough self control to be
discharge the energy over extended periods of time and with
greater stability (many have noticeable spikes that make the
power unreliable for anything but the sturdiest of devices).
Other similarities have been noted, including remarkably
similar energy unit values between Mindfire and
Mindcurrent given similar seers of similar mental and
psychic strength—suggesting a possible link between the
two powers beyond the one demonstrated between all
psychic powers.
Using Mindcurrent Defensively
Showing another similarity to Mindfire, Mindcurrent
can be used to create a powerful field of energy around the
seer in a defensive shield. The field is centered on the seer and extends out to somewhere between 3 and 5 feet (it
fluctuates so wildly and quickly that it is generally assumed
to function out to 5 feet all the time). Energy based attacks
(like fire and plasma blasts or lightning and laser bolts, but
not spiritual energy like Soulfire) have the damage
multiplier reduced by the Mindcurrent Strength level—
reducing it to 0 or less results in the effect being completely
defused or creating a pocket of safety for the psychic. This
field also protects against entirely physical attacks,
providing an AV of 1 per Mindcurrent Strength level against
all objects, and an additional +2 against metallic objects
(steel swords and even lead bullets). [reference and
Energy Control Usage Table
Success Level Result
<-2 The power must be dismissed with a Willpower and Mindcurrent Art Task or it instantly discharges into the
subject at the highest level the seer can manage. (Compare to Fear Table in ConX, pg 161)
-1~-2 The power does not activate. (Compare to Fear Table in ConX, pg 161.)
1 Can maintain the power for 1 second per Willpower and Mindcurrent Strength level.
2 Can maintain the power for 5 seconds per Willpower and Mindcurrent Strength level.
3 Can maintain the power for 30 seconds per Willpower and Mindcurrent Strength level.
4 Can maintain the power for 1 minute per Willpower and Mindcurrent Strength level.
5 Can maintain the power for 5 minutes per Willpower and Mindcurrent Strength level.
6+ Can maintain the power for 30 minutes per Willpower and Mindcurrent Strength level.
Energy Control Strength Table
Strength Abilities
1 A small electromagnetic charge can be created on your person, it must be discharged through contact. Can
power a small device like a flashlight or RC car. It can be quickly discharged, in which case it can disrupt
sensitive or small electronics or even deal 1 point of damage and shock a person.
2 Discharging on a person deals D4 per Mindcurrent Strength. A slow discharge is enough to run most low-
consumption like computers and newer model televisions and a fast discharge is enough to totally scramble a
hard drive or jump start a car. Similarly, the charge in another object can be completely suppressed, cutting
power to most electronics or stalling a civilian vehicle.
3 The electric energy is enough to fuel the greediest household devices, including home shop tools and two hairdryers at one time! Nonlethal charges can now be maintained with enough intensity to incapacitate a living
being.
4 Can arc out the electric charge with a range of 1 yard per Willpower and Mindcurrent Strength, dealing D6 per
Mindcurrent Strength level
5 Can create ball lightning that deals D4 per Mindcurrent Strength level and can strike targets with a range of 10
yards per Mindcurrent Strength level.
6 Can create an EMP with a radius of 1 yard per Mindcurrent Strength. Can concentrate to suppress electrical
activity within a single object within line of sight.
7 Can outright electrocute someone, causing D6 damage multiplied by Mindcurrent Strength level.
9
10 Can create an active electrical field covering an area with a 1 yd radius per Willpower level. Anyone and
anything in the area is electrocuted, taking D6 damage multiplied by Mindcurrent Strength level.
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It is not meant to infringe upon any of their exclusive rights.
52 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
compare to Mindfire in WitchCraft, pg 227]
Heal Biokinesis allows a psychic to induce spontaneous and rapid healing in an organic body. While not quite
instantaneous, it is wildly beyond anything most technology
and natural abilities can attain and can even induce recovery
beyond the ability of a natural body. The simplest
explanation is the cells of the patient are psychically
induced into a hyperactive and regenerative state and remain
so until the psychic breaks concentration. Wounds healed
bear no scars, but patients retain a resistance to diseases.
Rumors abound of psychics talented in this power that can
also perform feats that stretch well beyond the realm of
healing but there is precious few examples.
Using Biokinesis Healing trauma to a patient is resolved with a
Willpower and Biokinesis Art (Alter) Task and she must
maintain concentration and contact with her subject during
the healing process. After each unit of time spent healing,
the psychic must attempt a new Focus Task to determine the
subsequent amount of healing and how long it takes. This
process is repeated until a given wound is healed. If
concentration is broken, each separate attempt on a single
wound on a given patient within 24 hours gets a cumulative
-2 penalty. Chroniclers disinclined to track wounds separately may not require that she attempt a healing for
each individual wound, but the cumulative penalty for
separate attempts applies solely per patient without a
complete 24 hour respite. A wounded psychic can use
biokinesis on herself with a Willpower and Biokinesis Art
(Control) Task, but she must still maintain concentration while doing so. It is otherwise resolved as if she were
affecting any other patient.
Healing Life Point damage costs the subject that same
amount in Endurance Points as the psychic forces the patient
to use his own resources to heal the damage caused to his
body. Half of this damage is recovered through rest and the
other half is recovered only by eating food or otherwise
replenishing his natural reserves. The psychic cannot heal a
patient of more Life Points than he has Endurance Points
without giving the patient time to rest.
Healing Endurance Point damage caused by exhaustion (jogging for an hour) or trauma (getting beaten up) is done
in the amount of time determined by her Focus Task but
one-tenth of that (minimum 1) can only be recovered by
eating food or otherwise replenishing the subject’s natural
reserves. Thusly, a psychic could stay awake and active
almost indefinitely so long as she has enough to eat, and
could supply a patient with the same treatment.
It is important to realize that using biokinesis is a time
consuming and exhausting process, and psychic fatigue is
one of the primary factors that prevents a psychic from
using her abilities nonstop. Like using any other psychic
ability without adequate breaks, the psychic loses D4 Essence every 10 minutes.
Heal Strength Table
Strength Abilities
1 Can repair fresh wounds or refresh recent exhaustion. Heal 1 damage to Life or Endurance Points per
Mindheal Strength level per minute.
3 Can heal the effects of disease and poison to the point of initial infection, but cannot cure the disease/poison.
Healing rate is improved. Heal D4 damage per Mindheal Strength Level per minute.
6 Can bring the recently dead back to life assuming that they still have brain or heart activity or treatment
follows within moments (read, seconds) of lethal damage. Can even treat complex damage like nerve
damage. completely cure or remove externally caused diseases and poisons, remove their effects, and repair
critical wounds so long as all parts are present. Heal D6 per Mindheal Strength Level per minute.
8 Can completely cure or remove internally caused diseases and poisons. Heal D8 per Mindheal Strength Level per minute.
11 Can induce complete and total cellular regeneration. This stops the aging process in the psychic and allows
for the complete reconstruction of missing or ruined limbs and organs. Heal D10 per Mindheal Strength
Level per minute.
Biokinesis Use Table
SL Description
<1 The biokinetic attempt failed, there are no other repercussions.
1 The healing is performed over the course of 10 minutes.
2 The healing is performed over the course of 5 minutes.
3 The healing is performed over the course of 3 minutes.
4 The healing is performed over the course of 1 minutes.
5 The healing is performed over the course of 30 seconds.
6+ The healing is performed instantly.
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It is not meant to infringe upon any of their exclusive rights.
53 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Exceptional psychics can do more than just repair
recent trauma to her patients. Depending on the Strength
Rating of a toxin or the Contagion Strength and Severity of
a disease, a psychic can treat, remove, or even entirely cure
herself or her patient. Starting at Biokinesis Strength 3, a
psychic can treat the effects of a toxin without having immediate relapse when she ceases concentration. Corrosive
and irritant toxins must still be removed or the effects will
relapse, and the Focus Task has a penalty equal to the
Strength Rating of the poison. Actually removing a toxin
psychically requires Biokinesis Strength 6.
Treating diseases is based on the Severity of the disease
and generally requires amount of time required to heal the
damage inflicted by the disease (healing this damage also
removes the associated non-damage penalties) but the
disease relapses unless the patient naturally recovers, the
ailment runs its course, or the psychic administers another
treatment. Completely curing a patient of a disease requires Biokinesis Strength 6, the Focus Task gets a penalty equal
to the Contagion Strength, and the time required is 10 times
longer than whatever was determined by the Focus Task. It
takes 11 rounds of treatment, +1 for Mild, +2 for Moderate,
+3 for Severe, and +5 for Terminal, less Biokinesis
Strength. This treatment also works for radiation sickness:
100~150 REMs does not require additional rounds of
treatment to be cured, but every higher category climbs
higher on the disease scale from Mild to Terminal. This
treatment can even treat mental patients who suffer from
physical brain trauma as well as people with crippling injuries—the point value of the disability is used as the
increase to the number of rounds of treatment required.
Terminally injured patients, or those that recently died
of a poison or disease, can be brought back to life by a
powerful psychic (Biokinesis Strength 6 or better) but she
must start treatment within the subject’s Constitution in
minutes. If the fatal injury is of an unrecoverable nature,
such as extreme brain trauma, she must begin treatment
immediately, within the subject’s Constitution in seconds.
After each round of treatment, the patient may attempt a
new Survival Test to regain life, with a new penalty based
on his most current Life Points. Furthermore, such treatment cannot be interrupted until life is restored or the patient will
stay dead and further efforts by the psychic fail unless she
can somehow improve her Biokinesis Strength either with
Essence Channeling or gestalting and resuming within a few
seconds. The most powerful psychic healers, those with
Biokinesis Strength 11 or greater, can take their sweet time
bringing the dead back to life, so long as there is organic
matter to rebuild and raw materials to fuel the growth
(usually requiring some sort of nutrient and glucose soup).
Though a soul that has left the body permanently only
returns 10% of the time (rolling a 10 on a D10), if that. The Chronicler is well within her rights to outright refuse to
allow a long dead body any chance of returning to life even
if the body is regenerated to otherwise full health, resulting
in a very recently dead corpse with no apparent cause of
death.
Lastly, biokinesis can be used in manners not strictly
devoted to directly healing the sick or injured. A psychic
could attempt a Perception and Biokinesis Art (Sense) Task
in order to diagnose an ailment—the time it takes to get this diagnosis is the same it would take to complete one round of
biokinetic treatment—and then she can use her Success
Levels in that Task as her bonus to treat her patient with her
Biokinesis power or Medicine or First Aid skills. At
Biokinesis Strength 11, a psychic can conceivably start to
do amazing things more akin to shapeshifting or
unbelievably high tech bioengineering, though the
Intelligence and Biokinesis Art (Alter or Control) Tasks
should get a -10 penalty and the higher order applications
could rightfully demand dozens of treatments at 10 times
normal duration apiece.
Using Biokinesis Defensively Biokinesis can be used to defend against any
supernatural attack that affects the subject’s body, including
curses, Psychoapoptosis, and a myriad of other attacks with
a Willpower and Biokinesis Art (Control) Task. She can
resist poisons and diseases with a Constitution and
Biokinesis Art (Control) Task or Constitution and
Biokinesis Strength Test as they are administered, and
constant exposure can be resisted with a Willpower and
Biokinesis Art (Control) Task: use the duration table for
Electrokinesis for the latter effect. While in combat, the psychic can even use this power to absorb and instantly
regenerate damage as a defensive action (replacing dodge or
parry attempts) with an Intelligence and Biokinesis Art
(Control) Task and she effectively reduces incoming
damage after armor but before DTM by the amount she
would otherwise heal.
[reference and compare to Mindheal in WitchCraft, pg
229~230]
Kill There is a power known only to the rarest of Force
users; by its nature, it is a Dark Side power: the ability to injure or even kill with a thought. Among those that know
of this power, there is further secret, rather than strike down
your target, you can drain their Force to feed your own.
Alter is the primary Force Skill for using Kill. An Alter
and Willpower Task activates the power, which the target
can resist with a Constitution and Willpower Test. If the
Force User wins, the target is stricken by the effects. If the
defender wins, he feels extreme discomfort, but is uninjured.
There is a certain empathy involved in using this power,
though. The user must succeed at a Control and Willpower
Task or suffer half the damage inflicted to his Endurance and Force, this Task has a -3 penalty if the subject died as a
result of this power.
Once your Kill Strength reaches 6, you can actually
siphon the life energies of your target into yourself. You
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It is not meant to infringe upon any of their exclusive rights.
54 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
inflict damage to the target and recover the same amount,
but the Kill Strength is reduced by 5 levels. So, if you have
Kill 7, and try to use this power to siphon away a target’s
life, you deal damage and heal yourself as if you had Kill 2.
However, when using this effect, there is no empathic
feedback so the user can drain people to his twisted heart’s
content.
Control is used merely to resist the side effects of this power, as well as to resist the use of this power against your
person.
There are no Sense applications of this power.
[reference and compare to Mindkill in WitchCraft, pg
230~231; note the removal of the “heart attack” and the
inclusion of draining instead of merely wounding]
Mindtrick Mindtrick, at its core, is the ability to psychically alter
the perceptions of a subject. It covers a wide array of
possibilities, and has been named Domination, Suggestion, The Voice, Telemagry, and False Sensory Input by
researchers and young psychics. Unlike its sister ability,
Telepathy, Mindtrick directly changes the mind of the
subject and is often considered a solely aggressive power.
Using Mindtrick At its most basic level, the psychic can attempt to force
the subject to embrace the words of the psychic as an
entirely good and reasonable idea that should be pursued
immediately for a limited time. The psychic must have line
of sight to the subject, and the subject must be able to hear
and understand (or at least to some extent infer) the psychic’s instruction. With a Mindtrick Art (Alter) and
Willpower Task, the subject will pursue the psychic’s
instructions to the best of his understanding and ability—
that’s right, they won’t try to avoid the intent in favor of the
letter unless they’re naturally predisposed toward such
duplicity. The duration of the influence is limited to the
psychic’s Mindtrick Task (see Electrokinesis duration, there
are no repercussions for failure), though she can get no more
Success Levels than her Mindtrick Strength. For those
powerful psychics that also have Telepathy, as long as they
can establish a psychic link with the subject, they can use
Mindtrick on them. They don’t even need to speak, only
issuing telepathic orders as necessary.
Expanding on altering the perceptions of the subject is
the realm of false sensory input. In order to use this aspect,
the psychic MUST have the Telepathy power (at least until
Mindtrick Strength 6) and the subject must be within range
of Telepathy in order for Mindtrick to affect them. With a Mindtrick Art (Alter) Task, the psychic can induce or
reduce the perceptions of the subject. For the purposes of
this power, the six senses are: visual, auditory, tactile,
olfactory, gustatory, and extra-sensory (the last is only
available at Mindtrick Strength 6 or greater). Again, the
duration of the psychic effect, at least until another
Mindtrick Task is required, is determined by the success
level of the Mindtrick Task prior and can achieve no more
success levels than the psychic’s Mindtrick Strength. The
applications of the illusory effects of Mindtrick are divided
into two categories: simple and complex illusions. Simple illusions are singular applications and usually
rely on intensity to fool the subject. A sudden pain in the
stomach, hearing something in the bushes, or a bright flash
in front of the subject’s face are all example of simple
illusions. They are singular experiences, though powerful
psychics can induce psychosomatic reactions and the subject
is welcome to interpret or explain the sensations however
they wish. The intensity of the illusion is based on
Mindtrick Strength, but the believability and thus the effects
are based on a Mindtrick Art (Alter) and Willpower Task.
There is a very wide array of possibilities, so the Chronicler
is encouraged to compare effects between the intentions of the psychic and similar existing effects. Simple illusions can
be used against a number of targets up to the psychic’s
Mindtrick Art (Alter) and Willpower levels, but all subjects
must be within range of the psychic’s Telepathic ability and
must be affected simultaneously.
Complex illusions are really only an option to psychics
with adequate Mindtrick Strength to affect multiple senses
simultaneously. They do not rely on intensity and can’t
stand up to scrutiny based on intensity. Such an illusion
usually requires the psychic to be able to establish a psychic
Kill Strength Table
Strength Abilities
1 Inflict 1 point of Life, Endurance, or Essence damage in any combination per Kill Strength level.
4 Inflict D4 points of Life, Endurance, or Essence damage in any Multiplier combination per Kill Strength
level.
6 Inflict 1 point of Life, Endurance or Essence damage in any combination per Kill Strength level -5, gain
that same amount.
7 Inflict D6 points of Life, Endurance, or Essence damage in any Multiplier combination per Kill Strength level.
9 Inflict D4 points of Life, Endurance, or Essence damage in any Multiplier combination per Kill Strength
level, gain that same amount.
12+ Inflict D6 points of Life, Endurance, or Essence damage in any Multiplier combination per Kill Strength
level, gain that same amount.
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It is not meant to infringe upon any of their exclusive rights.
55 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
link to the subject (i.e. the subject is within Telepathy range)
and a Mindtrick Art and Intelligence Task. In addition to the
penalties for implausibility, the complexity of such an
illusion also applies a penalty from -0 for simple changes
like hiding or adding blemishes to a person to -10 for
creating a whole panorama of illusory reality. Complex illusions have the unique ability to mitigate the
implausibility penalty by allowing the psychic to somehow
make the illusion seem more likely. In point of fact, it is
quite possible for a psychic to use Mindtrick multiple times
in order to eventually establish some final illusory event that
would otherwise seem entirely implausible if it were just
attempted at the outset. Complex illusions can be used
against a number of targets up to the psychic’s Mindtrick
Art (Alter) and Willpower levels, but they must be affected
individually. Attempting to affect multiple targets
simultaneously imposes a cumulative -1 penalty for every
target beyond the first. At the highest levels of power, the psychic does not
need to establish a telepathic link to create an illusion,
instead imprinting his illusion on the Essence matrix of
reality. While demanding, the illusion can stay in place for
10 times as long as the psychic would otherwise be able to
establish if she attempted to specifically affect a mind. One
special caveat, the psychic cannot affect a very large area
with her illusion in this manner unless she is incredibly
powerful. The psychic’s illusion must operate within a
sphere with a radius determined by the Mindtrick Strength
table, the center of which can be determined by her at the time of creation so long as she is within the area.
If a subject believes an illusion but attempts to test it
somehow, the number of affected senses determines how
well it will stand up to scrutiny. For humans, the best senses
to affect are visual and tactile. In such a case, a subjective
test like hitting a wall would verify the existence of the
illusory wall. However, an objective test, like being shoved
into the wall, would disprove is because the mind lacks the
control to enforce its perceived reality. For the exceptionally
talented or well connected psychic, there are ways to combine other psychic abilities to improve veracity and
stand up to more objective tests. For example, a psychic
could use telekinesis to impose objective veracity to a wall
or Pyrokinesis to a light source so that it actually casts light.
While these particular powers could do this on their own,
using them in tandem with Mindtrick allows the psychic to
maintain them for as long as the illusion remains.
In all cases of Mindtrick, the subject can resist with a
Difficult Willpower Test (for orders) or Difficult Perception
Test (for illusions); these are Simple Tests for Gifted and
supernaturals. If the subject is aware that Mindtrick is being
used against him, he can resist with Simple Tests, Gifted and Supernaturals get an additional +3 bonus. Further, the
plausibility or appropriateness of the instruction or illusion
can affect the subject’s ability to resist. The modifier ranges
from -2 for something the subject wants to do or believe all
the way to +7 for something completely outlandish. For
orders and illusions requiring telepathy to create, a
successful defense allows the subject to realize that an
attempt was made (assuming he hadn’t already and has
some idea of the existence of such powers) and he remains
completely unaffected except perhaps on the merits of the
orders themselves. For illusions imprinted on reality, a successful defense reduces the intensity of the illusion to
such a level that it is obviously an illusion: walls become
nearly transparent, flames are slightly warm, ice is kind of
cool, and similarly drastic reductions.
Prescience Strength Table
Strength Abilities
1 Visions of the past can sense events back in time up to 1 day per Prescience Strength and Perception level.
Visions of the future can sense events up to 10 seconds per Prescience Strength and Perception level before
they occur.
2 Visions of the future can sense events up to 1 minute per Prescience Strength and Perception level before they
occur.
3 Visions of the past can sense events back in time up to 1 week per Prescience Strength and Perception level.
4 Visions of the future can sense events up to 1 day per Prescience Strength and Perception level before they
occur.
5 Visions of the past can sense events back in time up to 1 month per Prescience Strength and Perception level.
6 Visions of the future can sense events up to 1 week per Prescience Strength and Perception level before they occur. Temporal chess becomes an option to the psychic.*
7 Visions of the past can sense events back in time up to 1 year per Prescience Strength and Perception level.
8 Visions of the future can sense events up to 1 month per Prescience Strength and Perception level before they
occur.
9 Visions of the past can sense events back in time up to 1 decade per Prescience Strength and Perception level.
10 Visions of the future can sense events up to 1 year per Prescience Strength and Perception level before they
occur.
11+ Visions of the past can sense events back in time up to 1 century per Prescience Strength and Perception level.
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56 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Using Mindtrick Defensively Mindtrick has the unique ability to be used on the
psychic in addition to others, allowing for something akin to
autohypnosis. At the most basic level, a Mindtrick Art
(Control) and Willpower Task can be used to resist any form of mind affecting or mind reading ability, including
Telepathy, Mindtrick, and other powers like Affect the
Psyche. It does not help against chemical agents, though,
including hallucinogens except perhaps to allow the psychic
to realize that she’s hallucinating, though it won’t reduce the
intensity of those hallucinations.
Mindtrick can also be used to alter the perceptions of
the psychic, allowing him to change pain to pleasure, bland
food to gourmet, or any range of other possibilities. The
psychic can attempt a Mindtrick Art (Control) and
Willpower Task to ignore pain, fatigue, or any number of
other unwanted sensations. In rare occasions, a psychic who is normally disinclined to perform some action, can order
herself to, thereby temporarily changing her own
perceptions and doing what needs to be done.
[reference and compare to Mindrule in WitchCraft, pg
231~232; and Telemagry in Terra Primate, pg ?]
Prescience Prescience is a bit of a misnomer, as this power allows
a psychic to view events of the past and future. This power
fits under the general term “anomalous cognition” but is
more appropriately “temporal cognition” as the visions operate primarily across time. This power is not a substitute
for clairvoyance, though it normally operates outside of
spatial concerns, it is more notable for its temporal
sensitivity. In fact, the ability to see the future and past gave
psychics the name “seer” and secured them a place as
influential wise-men and women.
Using Prescience Use of the Prescience power is predominantly resolved
with a Prescience Art (Sense) and Perception Task.
However, there are two primary uses: a vision that occurs
involuntarily, and a viewing where the psychic purposefully
attempts to pierce the veil of time.
Visions are usually triggered when one of three
conditions is fulfilled. The psychic is in contact with or in
close proximity to an object, person, or location connected
to an emotionally charged event; the event lies within her
ability to somehow influence; or the event directly pertains to her. The former is the most frequent trigger for visions of
the past, where the latter two are most frequent for visions
of the future, including the sometimes humorous abilities
that some psychics demonstrate. More importantly, and one
of the reasons psychics consider Prescience a bane, is that
the psychic usually only receives visions of an emotionally
charged nature, and crimes against person and property are
too common and often very emotionally charged. When
conditions arise that meet at least one of the three conditions
above and falls within the psychic’s temporal sensitivity as
determined by her Prescience Strength, a Chronicler should
ask for a Prescience Art (Sense) and Perception Task and compare the results to the Prescience Use Table to get an
idea of the vision the psychic received. The table above is
only a guideline though and Chroniclers should be sure to
provide as much information as the story demands.
Viewings are focused attempts to pierce the veil of time
to discern valuable information. As per visions, they are best
attempted if the psychic is in contact with a pertinent object
regarding an event. The psychic attempts a Prescience Art
(Sense) and Perception Task specifying whether his vision
is about the future or past and as long as the relevant event
lies within her temporal range, she triggers a vision. The details of the vision are defined by the limitations of her
Success Levels, and penalties of up to -8 should be applied
if the events she’s viewing have entirely unpredictable odds
(-8 is for odds of the 50/50 sort, where the psychic is risking
everything on a last ditch effort to save the day) or the
visions pertain to an object regularly involved in
emotionally charged events (like a psycho’s favorite murder
weapon). As usual, the Chronicler is encouraged to use the
Prescience Use Table only as a guideline if the needs of the
story demand more or less information.
At the highest levels of Prescience, where the psychic
can reach far into the future and use the information to make
Prescience Use Table
SL Description
<1 Something temporally relevant happened. There are no further details.
1 Emotive premonitions and snapshot imagery; past viewings are odd perspective, future visions are archetypal
or allegorical images or first-hand.
2 Imagery of the event in question is extended to a few seconds or one particular event.
3 Perspective of the event improves to that of a participant or witness.
4 Imagery of the event in question is extended to several minutes or a series of events. Future visions replace
archetypes with known participants and witnesses and some other real-world reference points.
5 Perspective of the event is ideal for information gathering, allowing a full view of the events as they take
place.
6+ Crystal clear visions of past and future provide excellent information with minimal temporal and psychic
distortion.
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decisions to manipulate this future, he may attempt to
directly manipulate the strings of time to create a future of
his design. Such manipulations have an inherent and
immense value, though they are limited to the psychic’s
sphere of influence. Primarily, these viewings are centered
on the “what if” series of questions, so that she can go through decisions, situations, and explore the potential
results before they even occur. On the other hand, a psychic
with the ability to perceive and influence events across time
is not a singular freak of nature, which is where the analogy
to chess comes into play. Multiple psychics, each intent on
manipulating time to his own ends, can create a very
interesting dynamic, especially as time doesn’t change until
the psychics make their decisions. Each decisive event in a
sequence is viewed with a Prescience Art (Alter) and
Willpower Task, and events viewed in the order the
decisions are made. Doing this demands a great many
Prescience Tasks, and events with unreasonable odds still apply penalties.
Chroniclers are encouraged to play up the unpredictable
nature of the future, even when exposed to the psychic. This
can be done in numerous ways and only a few are presented
here. Visions showing multiple possibilities on separate
occasions help to reinforce the idea that the future is
mutable. Multiple visions with each successive vision filling
in more details, possibly including changes resulting from
actions take since the previous vision keeps characters
informed just enough to keep going without spoiling
important plot points. There is even the possibility of multiple visions seemingly showing multiple possibilities
but actually showing a sequence of events, not necessarily
in chronological order. Chroniclers should remember that
visions of the past can provide just as much information
about what is going to happen as visions directly about the
future. Prescient visions don’t necessarily come with a
timestamp either, so a psychic shouldn’t automatically know
I f the event she is seeing has already happened or is
going to happen and temporal echoes are always a welcome
addition to further aid the confusing nature of perception
outside of time. Lastly, Chroniclers should remember that a
psychic with prescience is a valuable tool for progressing the story and rich with opportunity to use and abuse.
Using Prescience Defensively Naturally, due to the nature of being the viewer across
time, a prescient psychic is incredibly difficult to surprise.
When she might be attacked, she gets the chance for a
Prescience Art (Sense) and Perception Task to be made
aware before it happens, up to the temporal limit as
determined by her Prescience Strength.
Once in combat or a similar situation where precise
timing becomes relevant, she can attempt to operate “ahead
of time” so that she seems to have super human reflexes.
Her Prescience Art (Control) and Intelligence Task allows her to figure out and sync up to the ideal future for a limited
time (compare to the Electrokinesis Duration Table). She
gets a +1 bonus per Success Level to all timing based
Tasks/Tests (usually Dexterity-based) up to her Prescience
Art (Sense) and Prescience Strength levels. She also reduces
the penalty associated with conditions that prevent her from
being adequately aware of proper timing by 1 per Success
Level. While she’s operating “ahead of time,” she doesn’t
need to get a 9 or higher on the D10 for Tasks/Tests
performed in darkness or otherwise involving imperceptible
timing (like parrying bullets). Lastly, she gets an additional
+5 to all defensive timing based Tasks/Tests (like dodging traffic or parrying bullets). If she fails at the Prescience
Task, she does not sync her movements with her predictions
and is instead overwhelmed and suffers a -4 penalty to all
actions for 10 seconds (two Turns).
[reference and compare to Mindtime in WitchCraft, pg
234~235]
Telekinesis Telekinesis, also called psychokinesis, is the ability to
move matter as well as apply or manipulate kinetic energy
through force of will. It is one of the most commonly recognized phenomena, alongside Telepathy and Prescience,
and is rife with misunderstanding even amongst those
proficient in it.
Using Telekinesis Moving or lifting objects with telekinesis is done with
an Intelligence or Willpower and Telekinesis Art (Alter)
Task. In general, Willpower is used for tasks that would
otherwise use Strength if performed physically, such as
telekinetically kicking a door down or lifting a heavy object
that is beyond your comfortable telekinetic capacity.
Intelligence is used for tasks that would otherwise use Dexterity if performed physically, like telekinetically
throwing a knife at someone, disarming a bomb, or playing
the piano.
The lifting capacity of Telekinesis is based on
Telekinesis Strength which, in turn, directly correlates to the
Strength Primary Attribute. So, for example, at Telekinesis
Strength 2, the psychic can comfortably lift and maneuver
Telekinesis Strength Table
Strength Abilities
0 Telekinetic ability is just enough to amaze a mundane, but is otherwise limited to objects around 10 lbs.
1~5 Telekinetic ability is on par with normal human ability.
6~10 Telekinetic ability is comparable to powerful and large animals.
11+ Telekinetic ability rivals industrial equipment.
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100 lbs of matter at any one time. Telekinetically moved
objects travel at 10 mph per Telekinesis Strength level.
Throwing an object uses the range of the object or ranges
based on Telekinesis Strength, whichever is better: Point
Blank Range is Strength -2, Close Range is Strength,
Medium Range is Strength x2, Long Range is Strength x3, and Extreme Range is Strength x5. When throwing a heavy
object, subtract its weight from the capacity of the
Telekinesis Strength, compare this reduced capacity to the
Strength Table and use the Strength value that comes closest
to that capacity without exceeding it. Thrown objects deal
damage based on the hardness of the object (a vase isn’t
likely to deal more than D4, but a shotput could deal D8), as
well as the modified Strength after lifting it, with an
additional factor based on the size of the object. Attempting
to simply use Telekinesis to directly project force on a
subject deals 1 damage per Telekinesis Strength level, but
the erudite psychic can reduce his Telekinesis Strength level by 1 to deal D4, 2 to deal D6, or 3 to deal D8 damage per
modified Telekinesis Strength level; regardless of how
much damage dealt in this particular manner, it is always
Blunt and optionally nonlethal.
For example, Bishop Grant has found himself in the
unfortunate position of having to protect a location instead
of a mobile person or object. Instead of rushing out to wreak
havoc in melee, he opts to telekinetically throw a
motorcycle, weighing 650 lbs, at an attacker 25 yards away.
Bishop’s Telekinesis Strength is normally only 5, his
maximum lifting ability is 400 lbs and he might be able to aggressively shove the bike, but there’s no way he can
actually throw it. However, Bishop increases his Telekinesis
Strength to 12, allowing him to comfortably lift 2500
pounds. Subtracting the weight of the bike (650 lbs) from
his capacity and comparing that to the Strength Table makes
his effective Telekinesis Strength 10 (2500 – 650 = 1850
lbs.; the closest Strength that doesn’t exceed that capacity is
Strength 10 at 1250 lbs.). His ranges while throwing the
motorcycle are 8/10/20/30/50, so throwing the motorcycle at
an opponent 25 yards away gets a -1 penalty to the
Intelligence and Telekinesis Art (Alter) Task used for the
Strike Task at Long Range. Bishop’s racing bike is composed primarily of lightweight plastics and metal and is
a human sized object (a little on the big side, but not quite
Large), so it should deal D6x10 (his modified Strength).
More sophisticated uses of Telekinesis abound, the
following are all activated with an Intelligence and
Telekinesis Art (Control) Task and can be maintained for up
to 1 minute per Willpower level before requiring a new
Task and possibly some spiritual fatigue (Essence loss, if
the Chronicler feels it is appropriate). A psychic can attempt
to improve her own Strength or Speed by using
Telekinesis—an Intelligence and Telekinesis Art (Control) Task improves her Strength by her Telekinesis Strength
score but this doesn’t affect secondary attributes or her
Speed by +10 mph per Telekinesis Strength level (with a +1
to Dodge tasks for every +20 mph). She could try to sync
her actions with her thoughts, thusly improving Dexterity:
she gets +1 Dexterity for every Success Level in a
Intelligence and Telekinesis Art (Control) Task, but the
bonus cannot exceed her Telekinesis Art (Control) level. If
she feels so inclined, she could even perform a telekinetic
jump, which is little different than throwing herself at her destination with an Intelligence and Telekinesis Art
(Control) Task, adding her own Strength to her Telekinesis
Strength to determine the range (halve the values for vertical
jumps). She can even attempt to fly using Telekinesis, but
this requires that she be able to lift her own weight
comfortable (or she’ll maybe just float about for a bit).
Overt telekinetic powers include projecting a wave of
telekinetic energy at a subject to knock him down. The
effective range of such an attack is only 10 yards per
Willpower level and the width of the wave defaults to one
yard. The psychic can reduce her effective Telekinesis
Strength on a 1:1 basis to increase the width of the wave, or a 1:10 basis to increase the range of the wave. The psychic’s
Willpower and Telekinesis Art (Alter) Task knocks
everyone within the affected area back 1 yard per effective
Telekinesis Strength level (if this movement would force
them into a solid object, they take D6 x the number of yards
left to go). The default defense against this is a Dexterity
and Acrobatics Task or Strength and Dexterity Test, and this
only prevents the subjects from falling prone and taking D6
damage.
Many techniques that take the presence of a physical
body for granted don’t work particularly well with just telekinesis. For example, many grappling techniques depend
heavily on leverage and using telekinesis just isn’t likely to
provide the kind of force that actually being there can
(techniques deal half damage, if at all and carry a -4 penalty
to even deal that). However, techniques that apply torsion
(like neck breaking or arm twisting) are fully effective.
Many people, sometimes even psychics, mistakenly believe
that pinching internal organs is a walk in the park, but
without an intimate understanding of human biology
(Medicine or Sciences (biology)), anything more complex
than squeezing or striking an obvious weak point (such as
the throat, eyes, or groin) carries a -4 (for trying to squeeze the heart) to -10 penalty (for trying to telekinetically give
someone an aneurism) and even those techniques only deal
1 point of Blunt damage per Telekinesis Strength level,
though side effects are common.
The default defense against direct telekinetic
manipulation requires the target to try to hold on to or catch
hold of something, usually they must rely on a Simple or
Difficult Strength Test or a Strength and Climbing or
Brawling Task, with a penalty equal to the psychic’s
Telekinesis Strength level (sometimes they get no real
defense like in the case of a telekinetic chokehold). They can try Dexterity and Dodge Tasks against such applications
as the telekinetic wave or projected force attacks, but
mundanes automatically fail if the D10 comes up on
anything less than a 9 as they cannot actually see the attack
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and can only hope to be lucky enough to simply not be there
to be hit; Gifted characters can see or otherwise sense the
attack and can defend normally. Channelers of all stripes
have the option to use an Essence Defense and an Essence
Shield protects against direct telekinetic manipulation the
same as any other direct Essence-based attack, leaving them entirely unaffected if the psychic could not defeat the shield.
All applications of telekinesis can be penalized based
on the difficulty of determining how to carry out the action
in question. Firing a gun with telekinesis may be incredibly
easy, actually hitting someone while being unable to see
down the sights, rely on a laser sight, or be in direct contact
with the target is a whole other story and carries a -6 penalty
(if the Activation Task fails because of this, it results in a
miss, not a failure to use telekinesis). Trying to
telekinetically manipulate objects that the psychic is not
acutely aware of can carry between a -2 and -10 penalty
depending on the knowledge of the exact location and telekinetically groping about in the dark is a very sloppy
undertaking. Further, the size and weight of an object
negatively affects how the psychic actually handles it with
penalties ranging from -0 to -5 (specifically -0, -1, -2, -3,
and -5, with matching speed reductions of -0%, -10%, -20%,
-30%, and -50%), compare to the Encumbrance rules in
Armageddon, pg 122. Lastly, maintaining multiple
telekinetic effects at one time is demanding of the psychic’s
attention and carries a cumulative -1 penalty to further
Telekinesis Activation Tasks for every active effect: failing
an Activation Task requires that a second Task be rolled immediately at the current penalty where failure deactivates
all existing manifestations as the psychic loses concentration
and control (a generous Chronicler can allow for an
individual Task per active effect, where only those effects
with an associated failure are immediately ended).
Using Telekinesis Defensively Psychics can resist any other use of Telekinesis or
similar ability with a Willpower and Telekinesis Art
(Control) Task. Attacks can be telekinetically parried with a
Intelligence and Telekinesis Art (Control) Task, though
parrying ranged attacks carries all the same penalties associated with attempting to do so without a power.
Similarly, if the psychic can see an object, she can attempt
to telekinetically manipulate it and this is especially handy
for dealing with grenades and can replace her Dodge Task
with an Intelligence and Telekinesis Art (Alter) Task to
throw it away fast enough or even catch it out of the air
before it lands (particularly relevant with weapons like
Molotov cocktails) though the latter carries the penalty
associated with the speed of the attack.
An advanced and demanding application is the
telekinetic shield. By surrounding herself with a layer of telekinetic energy, the psychic can deflect or absorb
incoming attacks. A successful Willpower and Telekinesis
Art (Control) Task activates the telekinetic shield, and the
shield reduces the AP factor of incoming attacks by 1 per
Telekinesis Strength level until 1, then reduces the damage
multiplier by 1 per remaining Telekinesis Strength level.
This effect only works against matter (including
flamethrowers); against energy attacks, like lasers or
radiation, it only provides 2 AV per Telekinesis Strength
level. It is entirely ineffective against entirely Essence based attacks like Soulfire. While the telekinetic shield is active,
all further telekinesis effects are activated at a -3 penalty;
this replaces the normal -1 penalty associated with every
other activated effect.
[reference and compare to Mindhands in WitchCraft, pg
228~229; note the differences is personal augmentation, the
defensive TK bubble, and the side-effects of keeping multiple
applications active at one time]
Telepathy Telepathy is the ability to perceive and transmit
thoughts to another person without using the five classical senses. Psychic researchers have called in thought-
transference or a form of anomalous cognition. A telepath is
tuned into the thoughts of those around her, depending on
her ability, she can merely sense how people are feeling all
the way to “perceiving” what is going on in their minds in
real time. Applied telepathy allows for the telepath
communicating thought-to-thought with another or even
reaching into the depths of a mind and plucking out
information.
Using Telepathy Passive telepathic awareness is always active and works
on all minds within the range determined by Telepathy
Strength. Add the psychic’s Telepathy Art (Sense) and
Perception levels and compare to the table above to
determine the details detected from all minds within the
area. This telepathic input is not unlike being in a crowded
room with everyone speaking simultaneously, so picking
out a particular mind’s output can prove difficult, requiring
a Telepathy Art (Sense) and Perception Task in order to
pinpoint a mind, often with a penalty based on the number
of minds in the area. Some psychics are disinclined to deal
with this and can choose to telepathically “cover their ears” in an effort to shut out the noise. For a psychic doing this,
her passive use sensitivity is Telepathy Art (Sense) and
Perception less her Telepathy Art (Control) and Willpower.
If the result is 0 or less, the psychic can completely shut out
the minds of others.
The two main active applications of Telepathy are for
extrasensory communication and mind-reading. In either
case, the complexity of the information that can be
transferred or extracted is determined by the Telepathy Task
Success Levels.
A psychic can establish a telepathic link to a subject for voluntary information transfer with a Telepathy Art (Alter)
and Willpower Task which determines the complexity of the
information that can be transferred as well as the duration of
the link before a new Telepathy Task is required (compare
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to the Electrokinesis table, though there are no repercussions
for failure). The subject must be within the range of the
psychic, as determined by her Telepathy Strength. While
this link is in place, the psychic and her subject can
communicate any subject matter within the realm of
capacity at the speed of thought. In all cases, both have the same thought at the same time. When attempting to convey
information beyond the quality of the connection,
participants must be careful to reduce the information to a
manageable level or it will either not make the transfer or be
forcibly reduced into only the bits and pieces that can make
the jump, potentially leading to miscommunication and out-
of-context information. A telepath can maintain a number of
voluntary links equal to his Willpower and Telepathy
Strength score: though each must be attempted separately.
Attempting to establish these links simultaneously results in
a cumulative -1 penalty for every mind beyond the first.
A more callous psychic can disregard the purported
privacy of her subject’s mind and just go in search of what
she wants or needs to know. Diving into a mind requires a
Telepathy Art (Alter) and Willpower Task, with success determining the maximum quality of the information
extracted. In order to extract this information, the subject
must either be actively thinking about it or the psychic must
specifically seek it out. Each level of quality requires a
minute to extract, so in the first minute, the psychic would
know how the subject feels about the information, the
second minute would reveal any surface thoughts about the
information, and in the third minute she would know about
any recent memories regarding the information and on until
Telepathy Passive Use Table
Art + Per Description
1~3 General emotional state (positive/negative, calm/energetic)
4~6 Specific emotional state (anger, lust, satisfaction, fear)
7~9 Basic thoughts (Short clips and phrases, the highlights of the thought processes)
10+ All surface thoughts (Entire sentences, pictures, real-time action intentions, etc.)
Telepathy Active Use Table
SL Description
1 Specific emotional state
2 All surface thoughts (entire sentences, pictures, intentions, emotional state, etc. but only in real time)
3 Can scan recent memories and “recall” them as if they were his own. This is framed in the form of one
“specific” and “simple” question answerable in a couple sentences or simple pictures. These memories are
reconstructed and risk mental contamination.
4 Can scan old memories and “recall” them as if they were his own. This is framed in the form of one
“specific” and “simple” question answerable in a couple sentences or simple pictures. These memories are reconstructed and risk mental contamination.
5 Can perfectly extract a recent memory, this is framed as a particular instance or chain of events that are
recalled as perfect sensory input rather than biased and reconstructed memory. Can instantly establish a
preliminary profile of the subject, including dominant psychological features and important memories.
6+ Can perfectly extract an old memory, this is framed as a particular instance or chain of events that are recalled
as perfect sensory input with separate emotional coloring rather than biased and reconstructed memory. Can
instantly establish a profile of the subject, including subtle psychological features, various relevant memories,
and subtle motivating factors.
Telepathy Strength Table
Strength Abilities
1 Telepathy 1 foot for each level of Perception and Telepathy Strength. Active use is restricted to physical
contact
2 Telepathy 1 yard for each level of Perception and Telepathy Strength.
3 Telepathy 5 yards for each level of Perception and Telepathy Strength.
5 Telepathy 50 yards for each level of Perception and Telepathy Strength.
6 Telepathy 100 yards for each level of Perception and Telepathy Strength. Line of sight is no longer required
for active use on minds previously contacted.
8 Telepathy 300 yards for each level of Perception and Telepathy Strength.
11 Telepathy range increases to 1 mile (1.5 kilometers) for each level of Perception and Telepathy Strength.
15+ Telepathy range increases to 20 miles (30 kilometers) for each level of Perception and Telepathy Strength.
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she reaches her maximum quality limit or finds the perfect
sensory information from the subject’s mind.
There are a few drawbacks to using this application.
The first is that, while there is no technical time limit to
leave another’s mind, it is tiresome work, inflicting D4
Endurance damage to the psychic for every Willpower minutes without an equal resting time in between attempts.
The second is that diving into a mind is a risky proposition,
once inside a mind, it takes a second Telepathy Art
(Control) and Willpower Task to get out, if the psychic fails,
she’s trapped in the mind for another Willpower minutes
before she can attempt to get out again. Yet another is that
diving into a mind requires intense concentration; the
psychic gets her Telepathy Task success levels as a penalty
to all Perception-based Tasks/Tests outside of the subject’s
mind and being forcibly interrupted will end the session
instantly. Furthermore, a forced interruption demands the
extraction Task (Telepathy Art (Control) and Willpower), with failure resulting in D4 x (her Telepathy Art (Alter) and
Willpower Task – her Telepathy Art (Control) and
Willpower Task) Essence damage. As if that weren’t bad
enough, a psychic contacting a damaged psyche or
exploring an alien mind risks a psychic backlash (as per
Communion, WitchCraft pg. 211); this particular event can
occur even with a voluntary psychic link. For the subject of
this mind-reading, he re-experiences the memories and
thoughts as the psychic goes rooting about in his mind; he
precise repercussions of that being left to the nefarious
hands of the Chronicler. In all cases, a Mundane is largely unable to protect
himself. Against passive scans, he can only hope for a
cerebroredundogram or meditation; neither is a protection,
as they are just static that, in the case of the former measure,
can distract the psychic enough to stop. Against active
telepathy, the voluntary use application requires both parties
to willing project their thoughts. While the mundane can
choose to not send thoughts, he can’t stop the psychic from
sending thoughts to him. A mundane is largely helpless
against a psychic diving into his mind. Gifted and
supernaturals with mind-affecting or telepathic powers can
attempt to resist all forms of Telepathy. Essence shields automatically protect against passive scans and must be
overcome for active scans.
Lastly, a psychic with Telepathy Strength 4 or greater
can attempt a psychic scream into the mind of a close target
with a Telepathy (Alter) and Willpower Task. The range of
this psychic scream is limited to 2 yards per Willpower and
Telepathy Strength level and attempting to use it
automatically inflicts one point of Essence damage to the
psychic. The subject can resist with a Difficult Willpower
Test (+2 if the subject is Gifted or supernatural) or with any
other power that works against Telepathy, including Essence Defense. The psychic scream inflicts D4 points of
psychosomatic damage for every 4 levels of Telepathy
Strength and stuns the target for 1 second for every
comparative Success Level, leaving them unable to take any
actions for that time (in combat, a full Turn is assumed to be
5 seconds, so this is likely only going to interrupt the next
couple active actions). Further, the subject suffers a -4
penalty to all actions after the stunning duration for one
Turn (5 seconds) for every comparative Success Level.
Using Telepathy Defensively Firstly, a telepath choosing to close her mind can
reduce the effectiveness of other telepaths’ passive
sensitivity by her Telepathy Art (Control) and Willpower
(not a Task, just the sum), but only in regard to her own
mind. This can be likened to psychic stealth and is available
to most creatures that have innate telepathy as well (in those
cases, the reduction is double Willpower). The psychic can
also use a Telepathy Art (Control) and Willpower Task to
resist active telepathy or any supernatural mind-affecting
effect like another psychic with Mind Trick or the fear and
awe abilities of certain supernaturals. It doesn’t, however, work against narcotics or similar chemical mind-altering
substances.
{insert synthesized combination of Mindsight and Mindtalk
tables}
[reference and compare to Mindsight and MindTalk in
WitchCraft, pg 232~234]
Artificial Augmentations In a civilization as technologically advanced as those
presented in Star Wars, the idea of synthetic physical
modifications becomes viable. Certain ideas can be
combined with organics in the form of cybernetics, others
are the province of robots, more commonly called Droids,
and then there is the entirely external combination of
augmentations applied to armor.
Cybernetics Cybernetics, more accurately called bionics, is the science of combining organic and computer systems and is
used to refer to machine parts combined with organic
parts—the prosthetic hand replacement for Anakin and Luke
Skywalker is an example of the most basic cybernetics, the
entirely modified physiology of General Grievous is an
extreme example of cybernetics and closer to the purpose of
the rules presented here.
Cyborgs, as cybernetically augmented people are
called, are not assumed to be obvious. Their modifications
are often concealed under synthetic flesh or proper clothing.
Obvious parts can often be construed as frightening or ugly, and carry commensurate physical Vulnerabilities.
Robotics Robotics is the science of moving machines and most
often refers to the artificially intelligent devices called
Droids. The basic chassis of a droid is usually
anthropomorphic and supports further modifications similar
to cybernetics but without the need to worry about excessive
synthetics interfering with vital organics.
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It is not meant to infringe upon any of their exclusive rights.
62 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Droids are only ever made in the image of people, they
never actually look like a full fledged person and could
never really pass as one. They are capable of learning and
are known to develop undesirable human-like personalities
and quirks that are often removed by wiping its memory so
that it resets to basic functionality.
Powered Armor Powered armor, also known as an exoskeleton, can be
likened to armor with internal robotics. It requires a certain
amount of bulk inherent but also augments the wearer and
mitigates its own weight. Further modifications allow for
additional capacities such as integrated weapons or similar
augmentations.
Powered armor, in Star Wars, is always made of some
sort of battle armor. These armors are difficult and
expensive to make, and are usually only acquired by the
wealthiest of people, or those with very wealthy patrons. The modifications to the armor are usually very similar to
cybernetics or droid aspects and often acquired in the same
manner.
Augmentation List Every power is a specific modification to the body of
the character in question. The augmentations available
include those that are similar to Drawbacks. Unlike regular
Drawbacks, the Vulnerabilities in this augmentation list do
not have a maximum of 10 pts. Instead, the Vulnerabilities
cannot reduce the final cost of all augmentations below half without specific GM permission—it is possible, though not
particularly appropriate in the Star Wars universe, to have
cybernetics used to purposely restrict or punish a person.
Active Life Support 2-pt Power
Prerequisites: Powered Armor
Your armor has an internal gel layer and automated
systems that automatically start treating you in the event of
armor penetration. The system automatically kicks in with
analgesics, stimulants, and additional treatment depending
on the wound, all to maintain optimal functionality. Your armor automatically attempts a First Aid Task on
you whenever you are wounded. The standard outfit has +8
to First Aid and has enough supplies to treat you 10 times
before the supplies need to be refilled, it will continue to
treat you but only has a +4 to First Aid once the supplies are
depleted.
Airborne 5-pt Power
Prerequisites: Robot
You are designed to function entirely in flight. Whether this is some sort of repulsion technology, gravity
harnessing, or simply designed to accommodate
microgravity conditions is irrelevant, your natural means of
locomotion is entirely airborne.
You have a flight speed equal to double your normal
land speed. You move at this speed even in microgravity
conditions. You can freely use your limbs to do anything
that you would do if land-bound, possibly more.
Aquatic Treatment 2-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have been modified to function at full capacity
while in a liquid environment. This includes moving,
fighting, and perceiving in and around the environment.
Bioengineered and Nanotech characters undergo alterations
that make them similar to organic aquatic creatures: gills,
webbed limbs, sealed or modified ears, mucus coating, and
a second eyelid that functions like goggles. Cyberware,
Powered Armor, and Robot characters undergo alternate
modifications: the body is sealed or insulated against the
environment, air tanks and rebreathers keep the cyborgs and powered armor wearers breathing, all come with a special
coating that keeps them moving freely in water as well as
getting propulsion systems that keep them on par with their
normal movement abilities.
You swim at your normal land speed, and can see
underwater as if wearing goggles (lighting and murkiness
conditions apply). Cyberware alterations and Powered
Armor characters with innate scent based powers cannot use
them while underwater. Bioengineered, Nanotech, and
Robot characters can function indefinitely underwater.
Cyberware and Powered Armor characters consume 1 Power per hour of underwater activity.
Autonomous Point Defense System 6-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have sophisticated tracking and response systems
designed to deal with incoming ranged attacks. The
response system is autonomous and thoroughly integrated
into your body/chassis.
When you are targeted by a ranged attack that you are
aware of, you automatically attempt to Parry without even
requiring any thought on your part. The Parry Task is the same as always: Dex + Hand Weapon/Martial Arts, but
there is a modifier based on the attack’s propulsion method.
Manually thrown weapons like rocks and knives get +3,
manual or “slow” projectile weapons like slings and arrows
get –1, and ballistic or “fast” weapons like guns and lasers
get –5. Each of these Parry Tasks functions at your existing
MAP, but none of them gather a MAP for your other
actions.
It costs 5 Power per minute to use this power.
Battery Power 1-pt/level Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have a built in battery that is designed to keep you
functional for a limited period of time without a constant
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It is not meant to infringe upon any of their exclusive rights.
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external energy supply. During earlier technological eras,
this is the only power option available.
For every level in this Power, you gain a Power
Capacity of 15. However, this bonus does not recharge
without external power. It takes 3 Power and 1 minute to
recharge 1 Power to your battery if using the Powercore or some other source similarly categorized. Your Battery has
AV 40, DC 15, and called shots get a -4 to Strike Tasks. If
the Battery is reduced to DC 0, this Power Capacity is
reduced to 0. If it’s the only source of Power, you
automatically go offline.
Cloaking Device Variable Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have an optical cloaking device built into your
body. The specific features of this power vary by the
existing technology level. At the early stages, only robots and powered armor can easily become camouflaged as the
technology only applies to the surface of the subject, forcing
cyborgs to go nude to take advantage of this power. Later
technology can advance the cloaking device to create a short
range optical field around your body, allowing you to wear
clothes and still remain camouflaged.
It costs 1 pt for every +1 to Stealth and Surveillance
Tasks, though the maximum bonus is +6. While you are
standing still or moving extremely slowly, it requires a
Notice + Perception (or Difficult Perception) with a penalty
equal to the bonus of this power to simply see you. It is also difficult to target you, so attackers get a penalty equal to
half your bonus to their Strike Tasks (round in the attacker’s
favor). This power costs 5 Power per minute to keep active.
Combat Speed 5-pt, 10-pt, 20-pt, or 35-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
With this power, you’ve been programmed to engage in
ultra-efficient combat. You can do more, faster, and with
greater efficacy than normal people can hope to do.
This power gives you the opportunity to take extra
physical actions in a single Combat Turn. These actions do not count for the Multiple Action Penalty, nor do they count
against the limit of 3 active actions per Turn. They are used
first, for any physical active or defensive actions, and you
are allowed to perform two actions simultaneously in a
single step. You get 1 extra action for 5 pts, 2 extra actions
for 10 pts, 3 extra actions for 20 pts, and the maximum of 4
extra actions for 35 pts.
It costs 1 Power per extra action per Turn to use this
power. In the case of Bioengineered and Nanotech
characters, this price is paid in Endurance Points.
Energy Shielding, Ablative Variable Power
Prerequisites: Cyberware, Powered Armor, or Robot
You have ablative energy shields integrated into your
chassis that protect you against damaging forces by direct
opposition. This technology is easy to make and use and
sees frequent application in many fields, especially combat.
The primary drawback of it is that, if the shield generator
sees too much use over a short time, it will collapse and leave the wearer unprotected.
It costs 1 character point for every 3 AV or 10 DC,
though the maximum number of points spent to acquire AV
is three times your Constitution. The shield protects against
a wide array of damaging effects that are directed at you,
including punches, kicks, swords, arrows, bullets, lasers,
even fluid weapons such as plasma, water, acid sprays and
even flamethrowers are deflected by this shielding.
Note that nonlethal damage deals with double AV and
deals only half damage to the DC, lethal damage from
bullets, explosives, melee attacks, etc. deals with normal
AV and DC, armor piercing weapons divide the AV and multiply damage to the DC by the AP factor, “fluid”
weapons like plasma, gasses, water or flamethrowers deal
with triple normal AV and deal 1/3rd damage to DC and do
not apply any AP (in the case of plasma). However, certain
actions can entirely bypass this shielding. As the shield does
not hinder your own movement, it will not protect against a
fall: the shield does attempt to soak the damage (and does
sustain damage as per the fall), but it does not stop or slow
you so you hit the ground and sustain damage to your
person anyway. It also won’t protect against slow moving
attacks like a knife pressed through the shield, or being exposed to dangerous (but not particularly energetic,
specifically plasma) fluids over time like being caught
inside of a cloud of toxic or corrosive gas or being
submerged in water or acid. When the DC is exhausted, the
shield collapses. The DC regenerates at a rate of 12 per
minute while online but only if it is not used for 10 seconds
(2 Turns) or 60 per minute while offline, you can pay five
times the Power maintenance cost (10 Power per minute,
instead of 2 Power) to regenerate DC at the offline rate
while online.
Ablative energy shielding costs 10 Power to activate,
but only costs 2 Power per minute thereafter. If the shield was overloaded and collapsed, it must wait until the DC is
fully regenerated until it can come back online.
Energy Shielding, Deflective Variable Power
Prerequisites: Cyberware, Powered Armor, or Robot
Deflective energy shielding is a unique form of
shielding that focuses less on direct opposition of forces and
more on redirection of energy. It is incredibly effective, but
is complicated technology that sees rare use.
It costs 2 points per level in this power. The shield automatically consumes 1 Power to reduce the damage die
size, damage die modifier, and 2 Power to reduce the AP
factor by one step, until it reaches D6 with AP 1, i.e. it costs
3 power to take an effect that has D8 as the damage die and
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
64 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
AP 2 down to D6 with AP 1. From there, each level in this
Shield reduces the Damage Multiplier by 1. Nonlethal
attacks such as punches, kicks double the efficacy of the
shield, while fluid attacks such as flamethrowers and plasma
weapons triple the efficacy of the shield. Like the ablative
shielding, the deflective shielding can be bypassed with slow-moving attacks, falls, and prolonged exposure to fluids
or gasses.
It costs 5 Power to activate this shielding, and 1 Power
per 10 minutes thereafter to keep it online.
Energy Shielding, Passive Variable Power
Prerequisites: Cyberware, Powered Armor, or Robot
Passive energy shielding is very rare technology that
utilizes a combination of ablative and deflective shielding
technology. It maintains a constant low powered field that
reacts instantly to any application of force and has the unique ability to hinder and absorb the wearer’s action so as
to protect them even from the forces that other shields fail
against. In all cases, it can even activate itself when exposed
t-o dangerous fluids over time, creating a solid barrier that
makes an effective environmental shield. This versatility
comes at a steep price: when exposed to damaging effects,
the shield rapidly consumes Power.
The base cost of this shield is 2 points plus the damage
conversion rate, and it cannot be bypassed until it collapses.
It costs 1 additional character point for every 3 AV, though
the maximum number of points that can be spent to improve AV is limited to three times your Constitution or 18 for
Powered Armor. The shield automatically consumes 2
Power to reduce the AP factor of an incoming attack by 1
step until AP is reduced to 1. Damage is absorbed by
spending Power, and the “conversion” rate determines the
cost of this power: 1 point for 1 Power per 3 damage; 2
points for 1 Power per 5 damage; 3 points for 1 Power per 7
damage.
It costs 2 Power to bring the shield online, and 1 Power
every hour thereafter to keep it online.
Flight System 5-pt Power
Prerequisites: Cyberware, Powered Armor, or Robot
You have an advanced flight system integrated into
your body, and this is usually a jet or rocket pack. The
specifics of this flight system vary depending on the
technology level of the setting in which it is acquired.
However, they are usually fueled by their own system, or
use an existing power source. Later technologies might even
have some form of gravitic induction.
While this flight system is active, you can fly at a speed
equal to your Constitution x 20 mph. However, it costs 5 Power per minute of flight, making this impractical for long
distance flying.
Ghost in the Shell 5-pt Power
Prerequisites: Cyberware, Constitution 4
You have undergone such extensive cybernetic
modification that the only organic parts remaining in your
body is your nervous system. In effect, you have become a wetwired robot.
You gain all the features of being a robot, except that
you retain your emotions and instead of losing all Essence,
it is reduced by the sum of your Strength, Dexterity,
Constitution, and Perception (only Intelligence and
Willpower count for your Essence Pool). In addition to that,
your body is largely independent: only your brain, spine,
and powercore are weak spots. The rest of your body has a
Damage Capacity of 200: plasma, electricity/ion and large
scale energy damage like fire or acid deal x2, slashing or
explosive shells deal x1, piercing, blunt, concussion, and
energy deals 1/10th damage to your Damage Capacity. If you go offline for more than 3 minutes you die as your brain
suffocates.
Hardened Chassis 2-pt, 5-pt, 10-pt Power
Prerequisites: Cyberware and Integrated Armor, or
Powered Armor, or Droid
You have been treated to be resistant to most forms of
energy, namely temperature extremes and corrosives.
However, this treatment offers no protection against
electrical or ion attacks. The 2 point version reduces incoming energy (fire,
cold, laser, energy, plasma, etc.) damage by half. The 5
point version reduces it to 1/5th, and the 10 point version
reduces it to 1/10th.
Improved Powercore 1-pt/level Power
Prerequisites: Cyberware OR Internal Powercore and
Powered Armor or Droids
You have additional power generation and capacity
specifications for your Powercore.
Your rechargeable Power Capacity, as granted by your Powercore, is increased by 5.
Integrated Armor Variable Power
Prerequisites: Cyberware, or Droid
You have armor built into your body or chassis. This
can be sub-dermal plating or anything else you can think of.
This power is priced at 1 pt for 3 average AV. You are
free to assign yourself whatever dice values you please, but
the average AV should match what was purchased. You can
only spend a number of points in this quality equal to the sum of your Strength and double your Constitution.
Integrated armors are treated as if they matched the times
(no AP modifiers).
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
65 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Integrated Weapons Variable Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have weapons built into your body or chassis,
normally replacing your hand and arm.
You can’t be disarmed of these weapons. Melee weapons are automatically assumed to be Slashing/Stabbing
weapons. The point valuations are presented below. Note
that in all cases, the available integrated ranged weapon
depends on the tech level of the provider. Early integrated
weapons might amount to one shot zip guns whereas later
weapons might be shoulder mounted plasma pistols.
Modifications to base integrated weapon; Cost
Retractable/allows limb usage (for arm mounted guns or
armblades, or even shoulder mounted weapons); +1
Blunt damage; -1 (minimum 0)
Melee with ranged capacity; +1 x Size
Melee with AP (1+x); +1:1
Melee with bonus damage (die roll or multiplier); +1:1
Self recharging ranged weapon (energy weapons only); +2
Power conversion weapon (energy weapons only; converts 1 Power into x shots); +1:3; +3:5; +5:7
Internal Powercore 2-pt Power
Prerequisites: Powered Armor, or Droid
You have a stable and self-charging powercore. This
device provides you with consistent power, usually in the
form of two powerful cells in a large containment chamber
in your chest.
Normal Droids and suits of Powered Armor have a
power consumption rate that is a constant drain on their batteries. An internal Powercore covers all the basic needs
for continued function by eliminating the power
consumption rate. Your Powercore has AV 40, DC 15, and
called shots get a –4 to the Strike Task. If your Powercore is
reduced to DC 0, you power supply is interrupted and you
automatically go offline. If you have Battery Power, you can
come back online shortly after, if not, then some outside
force has to provide you with power again. Lastly, the
Powercore must be replaced after 120 years of activity.
Iron Grip 2-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid Your hand and arm structure is reinforced and
incredibly powerful.
Your grip functions as if you had Strength 10 (or +2 if
you already have Str 10 or greater). Your hand and arm do
not have any autonomous vibration.
Kill-Phrase 3-pt Vulnerability
Prerequisites: Cyberware, Powered Armor, or Robot
This is by no means a beneficial aspect of being a
cyborg or robot. Your creators have integrated a special
phrase, one that would be practically impossible to guess and is likely hardwired directly into your systems.
The Kill-Phrase is unknown to you, being that, if you
heard it, you’d self-destruct. It is also only known to a select
few persons, namely your doctor or creator, and high-level
directors. If you hear or read this kill-phrase, you die. The
precise effects of this death vary, though there often
involves a powercore or battery meltdown or supercharging
that ruins all your systems and renders you unsalvageable.
This could even create an explosion that destroys your body.
Leaping 3-pt/level Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have the ability to easily jump distances far greater
than normal for your body. Normally, people can’t jump
much higher than a few feet or further than a few yards;
with this Power, you can jump a great deal farther.
Cyberware, Powered Armor, and Droid allows 3 levels.
Each level doubles the previous jumping measures. The first
level doubles the normal jumping measures, i.e. vertical
jumps can safely reach Strength x20 inches and broad jumps
safely reach Strength x2 yards. The second level quadruples
the normal jumping measures and the third level allows you to jump 8 times your normal distances.
Mental Supplement Systems Variable Power
Prerequisites: Cyberware or Droid
You have special supplemental systems integrated into
your datacore and processing centers that allow you to use
higher levels of power for highly improved processing
power. These involve more software than hardware.
Logic Upgrade: The systems integrated into your
brain/datacore are designed to facilitate logical processes by a huge degree, including collation and memory usage. This
upgrade costs 2 points for every +1 to Intelligence.
Sensory Upgrade: The systems integrated into your
brain/datacore and sensory systems take on more acute
Melee Weapons (automatically Slashing/Stabbing)
Size (value) Cost Damage
Small (1) 0 1d4xStr
Medium (2) 1 1d6xStr
Large (3) 2 1d8xStr
Huge (4) 3 1d10xStr
Ranged Weapons (modular depending on tech level)
Size (value) Cost Example
Small (1) 1 Zip-gun/derringer
Medium (2) 3 Up to desert eagle
Large (3) 5 Up to assault rifle
Huge (4) 7 Up to rocket launcher
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
66 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
sensitivity and are matched with complex recognition and
comparison programs. This upgrade costs 2 points for every
+1 to Perception.
Sagacity Upgrade: The systems integrated into your
brain/datacore are carefully designed to maintain and
supplement clear focus and control in otherwise stressful situations. This upgrade costs 2 points for every +1 to
Willpower.
This power is categorized and valuated depending on
the upgrades. It costs 5 Power to activate one supplemental
system, and 2 more Power for every additional system also
activated, and that is enough power for 1 minute of nonstop
functionality.
Multitasking 5-pt/level Power
Prerequisites: Droid
You have the amazing ability to perform several actions simultaneously. This can vary in application from handling
multiple computer applications like targeting and piloting,
or engaging in combat and using multiple limbs
independently or even controlling a drone while fighting
within an avatar.
Each level of this power offers you the ability to
perform additional activities that normally consume your
full attention simultaneously, up to your Intelligence in
activities. Combat is the only exception to the versatility of
this power: you can devote levels of this power to use
multiple limbs or integrated systems at 1 level per action per system per Turn, but the cost structure changes to
accommodate bonus actions. It uses 1 level to get one bonus
actions, 2 levels to get 2 bonus actions, 4 levels to get three
bonus actions, and 7 levels to get four bonus physical
combat actions.
Droids consume 1 Power per level of this power per
Turn.
Optical Systems Variable Power
Prerequisites: varies
You have built in optical systems that go above and beyond what is normally available to you. In many cases,
these systems are normally available on the market, these
particular systems go above and beyond market versions
and often provide additional benefits.
Starlight Vision (1 pt): Your eyes adapt well to low-
light conditions, altering the effective condition by 1 step:
Poor Lighting is like normal lighting, Bad Lighting is like
Poor Lighting, but Total Darkness is unaltered. If you
suddenly move from Poor or Bad Lighting into Normal
Lighting can risk being blinded for 1d4 Turns, a Simple
Constitution Test avoids blindness, but you still suffer from colored spots and disorientation for the duration you would
have been blinded (-1 to all actions). Prerequisites: None.
Darkvision (2 pt): This is just like starlight vision,
except you adjust immediately to sudden changes in light,
going from dark to bright or vice versa without ill effect.
However, this does not protect you from weapons like
flashbangs. Prerequisites: Cyberware, Powered Armor, or
Droid
Thermal Vision (3 pt): You visually detect heat
signatures. The filters of your system offer a great deal of nighttime and darkness functionality, but the nature of this
system make you vulnerable to blinding from sudden high-
temperature exposure. In normal conditions, you can see out
to your Perception level x 10 yards. The precise details of
this vision can range from a gray or red scale, occasionally
with regular colors superimposed on the image, to a rainbow
scale with blue-black being cold and red-white being hot.
This optic system is often very effective against cloaking
devices but is less so in impaired media and all but useless
underwater. Prerequisites: Cyberware, Powered Armor, or
Droid.
X-ray Vision (3-pt): You see in the high end electromagnetic spectrum out to your Perception level x 10
yards. This involves an additional X-ray source, and all
images are rendered in grayscale indicating density. You
can see through 3 ft of any material that is not as dense as or
denser than lead, which appears white. This optical system
is rarely able to detect cloaking systems but is ideal for
seeing through impaired media like smoke, fog, or murky
water. Viewing organics often appears like seeing a skeleton
in armor. Prerequisites: Cyberware, Powered Armor, or
Droid.
EM Optics (3-pt): You have a unique sensory system that actually detects electromagnetic fields out to your
Perception level x 10 yards. It is similar to X-Ray vision,
except the focus is electrical activity like that found in
computers and even moving organic creatures (it rarely
applies to plants). Viewing organics is like looking at a
nervous system with a faint display of muscle tissue as it is
stimulated. Shielding and cloaking technology is entirely
obvious when using this system. Prerequisites: Cyberware,
Powered Armor, or Droid.
Physical Supplement Systems Variable Power Prerequisites: Cyberware, Powered Armor, or Robot
You have special supplemental systems integrated into
your body that provide increased faculties for practically all
physical function, however, they usually stay offline and the
Power consumption rate of having these supplemental
systems active is extremely high.
Precision Upgrade: The systems integrated into your
body supplement reaction time, precision, and “hand-eye”
coordination. This upgrade costs 2 pts for every +1 to
Dexterity. This upgrade applies to the Speed secondary
attribute. Power Upgrade: The systems integrated into your body
supplement physical power, allowing you to lift incredible
amounts or apply force far greater than normal. This
upgrade costs 1 pt for every +1 to Strength. This upgrade
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
67 Star Wars, Chapter 8 v15-Metaphysics Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
applies to the Life and Endurance Points secondary
attributes.
Toughness Upgrade: The systems integrated into your
body are almost entirely redundant, they serve to duplicate
all other functions and preserve continued online
functionality. This upgrade costs 2 pts for every +1 to Constitution. This upgrade applies to the Life and
Endurance Points secondary attributes.
Speed Upgrade: The systems integrated into your body
are designed for the express purpose of facilitating your
movement rates. This upgrade costs 1 pt for every +5 mph
to Speed. For every +20 mph gained from this upgrade, you
also gain a +1 to Dodge Defense Tasks.
This power is categorized and valuated depending on
the upgrades. It costs 5 Power to activate one supplemental
system, and 2 more Power for every additional system also
activated, and that is enough power for 1 minute of nonstop
functionality.
Ranged Weapon Defense System 2-pt/level Power
Prerequisites: Cyberware, Powered Armor, or Robot
You have fairly sophisticated tracking and response
systems designed to defend your person against incoming
ranged attacks. The response system is usually meant as a
supplement for the Autonomous Point Defense System, and
makes it easier to avoid or parry incoming ranged attacks.
For every level in this power, you get +3 to Defense
Tasks against ranged attacks. You can only get 5 levels in this power.
Redundant Systems 1-pt/level Power
Prerequisites: Cyberware or Robot
In order to safeguard your continued function, you have
additional systems inserted that duplicate the existing
systems as well as support other systems. The point of the
redundancies is to keep you functional even as you lose
otherwise vital parts. In the case of nanites and
bioengineered characters, this not only offers duplicate
organs, it also offers more efficient bodily function. Cyberware allows for 5 levels in this power, Droids can
take 10. For every level in this power, you get +10 LP and
+5 EP.
Repair Subroutines 1-pt, 3-pt, or 6-pt
Prerequisites: Droid
Robots normally do not heal damage, they must be
repaired. You have unique repair routines that will put you
back together if you take nonfatal damage.
For 1 pt, you recover 1 LP per Constitution level per day. For 3 pt, you recover 1 LP per Constitution per hour.
For 6 pt, you recover 1 LP per Constitution level per
minute.
Synthetic Qualities/Drawbacks Variable Power/Vulnerability
You have synthetic versions of normal Qualities or
Drawbacks. For instance, nerves and synapses can be
heightened or supplemented to duplicate Fast Reaction
Time, or special contingencies can be programmed to enforce Obligations. Cyborgs and Robots generally
automatically fail any chances to resist their Drawbacks.
Powered Armor is meant to augment the wearer and
shouldn’t include drawbacks of any sort except perhaps as
failsafes for the designers.
Each quality or drawback is valued the same as per
normal acquisition. Note that practically any drawback is
viable because it can be programmed into a cyborg’s or
robot’s datacore. Powered armor is less likely to support
most mental drawbacks unless it has remote access or its
own AI.
Target Assist 3-pt Power
Prerequisites: Powered Armor and Integrated Weapons OR
Cyberware and CIP OR Droid and CIP
Your ranged weapon, whether jacked in for cyborgs
and droids or built in for powered armor, has built in
rangefinders and processors that automatically integrate
with your systems for additional target identification and
targeting systems that greatly supplement your firing
capability.
Reduce the Strike Task modifiers by one stage at every range category. You get +1 to attack with the weapons. You
also get +3 to Aiming tasks. You also have default access to
the scope of the gun in question, as well as whatever optical
systems are included therein, though the perspective is still
from the camera.
Universal Weapons Software 8-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have weapons training software implanted directly
into your mind, or simply function through synthetic muscle
memory in the case of Powered Armor. You automatically have 3 ranks in each and every
weapon that your programmers could imagine. For most
humans, this involves every hand weapon, gun, artillery,
demolitions, ship based weapons, and even every martial
arts style that could be analyzed and included (this gives
you access to the moves, but you don’t get the damage
bonus from Martial Arts). If you get this power after you
already have specific combat training, the skill is either
upgraded to level 3, or you get +1 to the skill.
Vocabulator 5-pt Power
Prerquisites: Cyberware, Powered Armor, or Droid
You have a colossal database of languages, in fact, you
have every language that your programmers could possibly
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It is not meant to infringe upon any of their exclusive rights.
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find stored in your datacore. You can speak, write, and even
understand social idioms of every language you’ve
encountered, as well as the ability to further expand your
knowledge through exposure to new languages.
You are considered to have 5 levels in every language
known to your programmers; this often includes a full suite of computer languages and other jargon. You can add a
previously unknown language to your datacore after 48 hrs
of translatable exposure and a Simple Intelligence Test.
Vulcan Treatment 2-pt, 5-pt, or 10-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
You have specially treated internal workings and
redundant systems that make you unusually resistant to
electrical and ion attacks.
The two point version reduces incoming electricity or
ion damage by half. The 5 point version reduces it to 1/5th, and the 10 point version reduces it to 1/10th.
Wall-Crawler 2-pt Power
Prerequisites: Cyberware, Powered Armor, or Droid
You are able to climb practically any surface while
moving and functioning as if on a normal horizontal surface.
Cyberware, Powered Armor, or Robot characters can
climb on anything that they can dig their claws into, which
is usually no tougher than granite, or any surface with hand-
or footholds. While climbing, you function entirely normally, including being able to dodge and make attacks.
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It is not meant to infringe upon any of their exclusive rights.
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Section 3: Chroniclers Only
Chapter 9: Chronicler
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It is not meant to infringe upon any of their exclusive rights.
70 Star Wars, Chapter 11 v01-Appendix Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
So you want to be a Chronicler? Or maybe you’re
just curious about what goes into it. Regardless, prepare
yourself for a clear explanation that lays out the secrets
of running enjoyable tabletop games and will get
anyone started on the road to game-mastery.
The Basics You’re not going to make much progress without
at least something to take notes on. A few napkins at
the restaurant, a notepad and pencil, or even a laptop
are good. Next, while you can prepare stuff to your
heart’s content, it behooves you to find a few friends or
at least tolerable acquaintances interested in an evening of tabletop gaming. Take care introducing people to the
world of role-playing games as Dungeons and Dragons
has earned quite the stigma. It’s probably better to
associate tabletop games with boardgames and
improvisational theater. Obviously I’d prefer if you
used this text as your gaming tool and rules set, you can
opt to use any others.
Know Yourself It’s pretty obvious, but the first step to running an
enjoyable game is to know what you, as Chronicler, enjoy. For this, I suggest thinking in terms of GNS
Theory. The short version is simply that there are three
distinct facets of gaming that people enjoy. An astute
reader will note that, while these are omnipresent, they
also tend to be mutually exclusive.
The G stands for Gamism, where you take the most
pleasure from winning or coming out on top. This
doesn’t necessarily mean taking down other players, it
could be competition between each other for the best
description, most badass character, or even the best line
of the night. As a Chronicler, you should focus on
making fair challenges for your players. These should challenge the abilities of their characters and in some
cases even those of the players themselves.
The N stands for Narrativism, where the telling of
an awesome story is the most enjoyable facet of
tabletop gaming. You don’t so much care about the
“fairness” or even “plausibility” of the game so much
as if what happens is simply cool. Often times, the goal
is to make a story worthy of retelling—even if it is a
shaggy dog tale. As a Chronicler, you should start by
thinking of a good story with well defined characters
and goals and then think about how to play out the story. Leave some room for change, as your players are
co-writers and will have things to say and do about the
story as well.
The S stands for Simulationism, where the
experience of living in another world is what you enjoy
most. Whether the story is “fair” or “worthy of
retelling” isn’t nearly as important as plausibility. Now,
plausibility means that it makes sense given its own
assumptions—for Star Wars, the premises are:
everything is like the real world except there are
intelligent species that are not human, space opera
technology, and there is a metaphysical energy called the Force. The simulationist enjoys vicariously living in
such a world and tends to dislike it when people part
from the rules or insist on creating or arguing things
that don’t make sense within the universe.
As a Chronicler, your primary preference will
inform your game. Gamists often have competitive and
fast paced games where winning is everything and
dying is the ultimate failure. Narrativists tend to have
extended plotlines and advertise themselves as role-play
heavy gamers. Simulationists run games that can be
summed up with the phrase, “May you live in
interesting times.”
Know Your Enemy… I mean Players Take some time to get to know your players’ tastes,
personalities, and expectations. This does not solely
refer to their gaming preferences, either. Certain players
may not take well to fuzzy morality, others may find
themselves incapable of playing a certain personality or
find furry sentients (especially cat people) wildly
loathsome. As the Chronicler, you have the epic job of
creating an interesting and engaging story for your
group of friends. It is in your best interests to know them.
Player’s gaming tastes can be identified with GNS
labels but don’t be fooled by people that say they are a
little bit of everything. It turns out that everyone is a
little bit of everything, but are also a little bit more of
something in particular. Yours truly is a simulationist
through and through, but we are a rare breed. It may
take a few game sessions to really nail down where
your players’ interests lie, and you should put forth the
effort to find out. Once you do, you can tailor your
game to their tastes and everyone will have a better
time. Ideally, you and your players will all share the
same style. You can even go so far as to shoo off
players that don’t quite fit. More than likely, you’ll find
this to be much easier to write as advice than to actually
adhere to. In that case, it is up to you as the Chronicler
to figure out how to synthesize the player’s preferences
into a cohesive whole.
Know the Lay of the Land As the Chronicler, you are responsible for quite a
bit of information. You should know your players, have a working understanding of the Unisystem rules, the
setting of choice, your story and adventure, and a whole
mess of other things. You should also know the real-
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It is not meant to infringe upon any of their exclusive rights.
71 Star Wars, Chapter 11 v01-Appendix Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
world aspects of where you choose to be playing: be it
at a friend’s place, a gaming store, or even online.
For the game, you should thoroughly know the
adventure you’re running. It’s more important to know
this than even the Unisystem rules themselves. Having
a clear understanding of the adventure allows you to also improvise when your players choose to do things
you hadn’t counted on. It also prevents you from
constantly checking those notes and unnecessarily
slowing the pace of the game. Beyond the adventure,
it’s a good idea to know the system you’re using—be it
Unisystem or some other system—as you are supposed
to be the final arbiter in any conflict and it is your
responsibility to do so according to the tastes of your
players and needs of the story.
As for the real world aspects of your gaming
location, you should make sure you have everything
you need at the ready. Be it a fistful of dice, various (ideally) healthful snacks, and your handy note-taking
materials, or the functions of the online program you’re
using, you should know where everything is and keep it
within ready access.
The Particulars
There is a lot that goes into running a game and
oftentimes an aspiring Chronicler has to learn these
lessons through the world’s most populous education
center: the School of Hard Knocks. This time, you get
to read the wisdoms of a rather experienced Chronicler.
Game Length Don’t confuse this with session length, the game
length is a measure of the entire game storyline. The
game length refers to the length of the overall
campaign. It could be the duration of a single adventure
(or story, chapter, episode, or whatever you want to call it) as is often the case with pick-up and convention
games, or it could be a whole epic from upstart punk-
brat to powerful elder. If it’s just the duration of a
single adventure, then you should be worried more
about the session length. If it’s longer, read on.
Game length can be measured in many ways. You
could choose to resolve a game in 16 sessions, possibly
because in that time you or some of your players may
be unable to show up any longer. You could choose to
resolve a game in 5 adventures. You might even decide
that the game ends once the characters become too powerful to challenge on a personal level without going
completely over the top… sometimes not even then.
Regardless, it’s a good idea to decide what length of
game you want in advance to keep the pacing at an
engaging level and inform the adventure decisions you
will be making.
Session Length
This is the length of a gaming session—the amount
of time you’ll be hanging with friends while playing the
game on a given day (or days for you marathoners).
Ideal length is determined by your preparedness (or
talent for improvisation) and a myriad of other aspects
including but not limited to everyone’s stamina, food supplies, errands, game store hours, or tomorrow’s
responsibilities. I have run sessions lasting over 8 hours
and others barely managing 2 hours. Most often,
though, a session lasts until you reach a good stopping
point or when you or your players start falling asleep.
In my experience, a solid gaming session lasts between
4 and 6 hours. After that, someone starts getting tired or
hungry and the quality starts to decline. When you
notice a decline in quality or a conspicuous rise in
unwanted behavior (such as silliness or reading other
books or just not paying attention), it’s a sign that you
should bring the game to a close. Don’t forget to include a break or two at the
halfway mark or after a particularly dramatic situation.
This allows for people to calm down, maybe take care
of a few errands, or grab a snack. Either way, it’s a
good chance to refresh before resuming.
Game Site Finding a good place to play through a session is of
paramount importance. Ideally, you’ll find a place that
has few interruptions, comfortable seating for everyone
involved, and no interruptions. You’re not terribly likely to get such a perfect place, so you’ll have to
make do. The most critically important aspect of a good
gaming site is comfort: you will quickly lose focus if
you’re constantly trying to get less uncomfortable and
squirrelly players are not focused players. Lighting and
air are also important; you generally want good and
bright light and fresh air to keep everyone sharp and
attentive.
This is true even when you find yourself playing
online. Everyone involved should be comfortably in
front of their computers and paying attention. Further,
they should remember their manners. If someone needs to step away, they should indicate as much so that the
game doesn’t come to a screeching halt while everyone
is wondering where so-and-so went off to.
While you can’t necessarily police these aspects
whether online or in person, you should give serious
thought to them to help determine a good place to hold
a session.
Dice Conventions You don’t necessarily need dice to play the game.
You do, or at least should, need some way of randomly generating numbers: be it chips in a hat, a deck of cards
or a random number generator on a computer or
calculator. Ideally, everyone should have their own set
of devoted dice, especially for the relevant stuff that
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
72 Star Wars, Chapter 11 v01-Appendix Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
their character’s have and, for Unisystem, at least one
10-sided die. Naturally, if an online program has a dice
function, you don’t actually need the real thing.
For actual dice rolling, you should decide in
advance what happens in the case of flukes. Sometimes
a die ends up on a corner or precariously perched on a book. That die could be on a favorable number or an
unfavorable one. Either way, it should be unmercifully
rolled again. If you wanted a higher result, just
arbitrate, but don’t ruin the point of dice with such
maneuvers. You should keep a nice level area for ready
dice rolling where that sort of thing can’t happen in the
first place, but that’s not always possible and table
space real estate can be pretty valuable and in short
supply.
Character Sheets There are plenty of fancy character sheets out there with lots of flashy decoration and spots to put all sorts
of notes, but what you should really be looking for is
fast and intuitive reference material with plenty of
space for note taking. Your characters’ life points,
Force, and ammo will be fluctuating like mad and
having a set of dice to act as counters is great until a
friend misplaces his D10 and grabs yours. Lined or
graph paper is the best for this job, but any paper will
do. Sometimes even a spreadsheet program or an extra
page on a document serves the role well.
As the Chronicler, you should have a working knowledge of your player’s characters and ideally a
copy of their up-to-date character sheets. This tends to
be much easier when using computers, but there are
ways to deal with this, including you keeping all the
characters sheets for reference between games, keeping
a copy of each character sheet that can be updated as
characters change, or even making photocopies of
character sheets after every game (that’s going to waste
a lot of paper).
Player Absence It’s practically unavoidable, one day someone is going to be unable to make the game. You should
figure out how to handle this in advance so that you
have a clear plan for dealing with the situation. Some
people are comfortable with being in Chronicler control
during that time, some will accept if another player
takes up the reins, still others want to simply have their
characters be similarly absent when they are. None of
them appreciate when their character dies when they’re
absent.
Thoroughly writing up a detailed explanation of a
character’s actions in social and combat situations helps players and Chroniclers to handle the game when a
player is absent. Of course, you could skip all that and
decide that a player absence means the game is
cancelled that time, but if you have a frequently
delinquent player, you may have to excuse them from
the game or risk canceling the game entirely.
Game Pacing Pacing is a very important aspect of any game or
entertainment medium. As a Chronicler, you have to pay careful attention to how things are moving and
whether your players are comfortable with that pacing.
Player Punishments and Rewards You’re probably not the players’ parent, so you
should exercise some caution. Don’t punish a character
for a player’s misbehavior. Your final motion is always
to kick the player from the game (don’t actually kick
them). Generally, you should provide two or three
strikes. Disrupt the game in a totally un-cool manner
once and get a warning which should include that, if
there is a next time, it will also be the last time. Mind you, just because some people went off on a joking
tangent, derailed the game a bit, and frustrated you
doesn’t mean that nobody was having fun. Games are
supposed to be fun, enjoy it when funny stuff happens,
and don’t forget that you might be doing your job too
well and someone felt the need to break the tension.
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
73 Star Wars, Chapter 10 v01-Beastiary Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 10: Beastiary
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
74 Star Wars, Chapter 10 v01-Beastiary Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
75 Star Wars, Chapter 11 v01-Appendix Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Chapter 11: Appendix
Contact the author at: [email protected] This is a derivative work based on Unisystem, copyright Eden Studios, Inc.; and Star Wars, copyright of Lucas Arts or whoever.
It is not meant to infringe upon any of their exclusive rights.
76 Star Wars, Chapter 11 v01-Appendix Go to www.edenstudios.net/witchcraft/index.html to download the WitchCraft corebook that contains the Unisystem rules.
Introduction