Star wars rpg books pdf

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R U L E B O O K For more information about the Star Wars: EDGE OF THE EMPIRE line, free . A roleplaying game is a collaborative storytelling game. Welcome to the latest edition of the Star Wars Ralepiayt'ng Game. the Coast had stepped away from the roleplaying game for a few years to focus on the Star. even without the amazing Star Wars setting. It is a game that so many people cite as one of their favorites. But, before this book, the game was a relic, and often.

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Star Wars Rpg Books Pdf

The Trove is the biggest open directory of RPG PDFs on the Internet! Force and Destiny - (SWF01a) Character Folio - Belandi aracer.mobi, For more information about the Star Wars: Force and Destiny line, free downloads, answers .. book, paper and pencil, some Star Wars Roleplaying. Dice, and a. Index of /public/Books/aracer.mobi Variants/d20 Star Wars/ Bookmark D20 - Star Wars - Core Rulebook (Revised).pdfJun M. Bookmark.

The Epic level rules are for making characters beyond level 20, which is normally impossible in Saga. Character Sheets 2. I use it more as a resource document as it contains the stats for all non-unique NPC's, droids and beasts in the book. For more info see the main page for this file: NOTE: The xlsx version of this file is for Excel and later, but the xls version works just as well in later versions of Excel. A handy list for players and GM's. Contains all actions in combat and all skill check DC's and applications. Combat grid 1'' by 1'' , centered. I use it more as a resource document as it contains the stats for all vehicles and starships. Dawn of Defiance and other Adventures.

The Epic level rules are for making characters beyond level 20, which is normally impossible in Saga. Character Sheets 2. I use it more as a resource document as it contains the stats for all non-unique NPC's, droids and beasts in the book. For more info see the main page for this file: NOTE: The xlsx version of this file is for Excel and later, but the xls version works just as well in later versions of Excel.

A handy list for players and GM's. Contains all actions in combat and all skill check DC's and applications. Combat grid 1'' by 1'' , centered. Hired Gun Bodyguard - Supposedly the "protector" archetype but I can't remember the last time I saw the secret service use rifles, bazookas and gun-turrets, but okay.

So it works. Marauder - Barbarian hit things, Barbarian do much damage With flat damage bonuses from Feral Strength, and attack upgrades from Frenzied Attack. As well as a number of HP and Soak bonuses that'll let you shrug off more damage. Mercenary Soldier - The professional, and does it pretty well. Boost team members due to leadership skill, and gets half-decent fighting bonuses, making this a good option.

Enforcer Dangerous Covenants - Get your Thug on and hit things with baseball bats. Good for intimidation value and getting around in the underworld. All about blast weapons, making blasts better and how they are shaped so you can exclude friendly targets , you can also rig mundane stuff to explode once per session.

Heavy DaCo - Make big guns seem like kiddie toys and start hip-shooting normally mounted weaponry and doing massive damage while you spray lasers all over the place. It's awesome in concept, but for serious damage dealers this only helps you wield big weapons, it doesn't actually help you hit with them. Smuggler Pilot - Learn to fly a spacecraft, while many classes get the pilot skill, a specialized pilot gets talents and bonuses that make him generally better at it than anyone else. Thief - "Yoink" I've picked your lock, pinched your stuff, now I'm stealthing off into the night then blending into a crowd.

Like playing the Thief video game , but in science fiction! Charmer Fly Casual - A huge amount of active talents that help with interaction checks, but this specialization also allows normally "Face" style characters to do stuff in combat with "Don't Shoot" and "Disarming Smile".

Gambler FlyCa - Yes, they've got a few actual "Gambling" boosts, but this class is excellent no matter what you are doing or what career you started from. You can get access to re-rolls, can suffer strain to get a Destiny point back in your pool and the Double or Nothing talent can be Awesome if you use it on skills you know you can pass.

Gunslinger FlyCa - Gives the Smuggler career some needed firepower, though exclusively based around pistols "Ranged: Light" weapons and initiative-order trickery.

Fantastic on the quick draw, they get bonuses to Critical Hits and if they get in first they can reduce the crit rating of their weapon for that strike, as well as gaining additional first strike bonuses. Do remember, grenades are "Ranged: Light" too Technician Mechanic - Fixes stuff, so is good with vehicular focused parties.

Can also cause machinery to spontaneously combust due to "Bad Motivator", which is hilarious. Can also make items out of sticky tape, PVA glue and coloured paper which can solve immediate problems. Outlaw Tech - Remember how the scout could pull items out of his ass? Plus he can modify, scavenge, improve and repair things.

Making him a desirable party member when people want to upgrade their gear. Anyone who cross-classes Gadgeteer with Outlaw Tech is a filthy munchkin and can't really deny it.

Slicer - There is something called " Defensive Slicing ", just in case your DM wants to hack your computers with a skill check rather than telling you he's hacked your system, the only situation this routinely comes up is in space combat, but is far more likely to be the slicer hacking enemy ships. But this class is not just about tackling computers and is also handy with lock-picks. Not really a specialization to completely max out unless I'm missing something.

Cyber Tech Special Modifications - Become better at cybernetics by increasing the number you can have and getting more out of them.

You also get to be a better healer, heal yourself with droid items, and use some of your cybernetics to reload or power up depowered devices. This tree includes Eye For Detail, which lets you change your spare Successes for more Advantage when taking Mechanics or Computer checks; very useful when crafting items. With "Machine Mender" and "Deft Maker" you're good at making them, modifying them and repairing them. Plus with lots of "Speak Binary" you're good at talking to them and getting them to boost their dice use.

You also get "Eye for Detail" twice, and the ability to salvage parts from one item to repair another, without destroying the first item. Kind of like a catch-all Gadgeteer crossed with Rigger. It gives you enough Tinkerer ranks to upgrade your and your friends' gear, as well as getting some sweet vehicular abilities on the other side of the tree with Signature Vehicle.

While it's not a big problem, you're clearly not as focused as either the Rigger or the Gadgeteer. But otherwise still great for characters who just want to dip their toes into item modding without pigeon-holing themselves into a total technician role. Age of Rebellion[ edit ] Ace Driver - Identical to the Explorer specialisation, even if your focus is not atmospheric, can be worth taking for the stacking passive bonuses it grants.

Gunner - Good even if you can't pilot for shit, since larger vessels have turret mounts that few people get any bonuses using, different from the Heavy since it's less about mobility and more about aiming bonuses. But the talents also work broadly too, turning you into a Tank. If you are also a decent pilot Then well Pilot - Exactly the same specialisation the Smuggler gets, but a better fit for a character who wants to be a dedicated pilot, since the in-career specialisations combo extremely well together.

Your mileage may vary since mounted characters might be rare in your campaign. Rigger StTa - Holy Shit! Like the Gadgeteer, except for a vehicle, if your group has a shared starship and the setting involves a lot of space combat, someone should be MADE to play this class. Hotshot StTa - Like the Pilot, except more about crazy active abilities like maneuvering enemies into each other or pulling the switcharoo during dogfights.

Commander Commodore - Combo Mechanic and Fringer with command and defence abilities thrown in. Literally there are four straight-line paths to the bottom which means you aren't forced to mix up your abilities. It's generally straightforward if your character wants a two or more of those paths and couldn't get them without multi-classing more than once. Squadron Leader - A defensive pilot.

If he was on his own he'd be fairly inoffensive though he does get the Quick Strike ability for getting first hits in. His group skills mostly work on the ground as well as in vehicles, so he's not entirely useless. But this should be chosen as a later specialisation, rather than starting the game as a squad leader. Tactician - Sort of a combination of Bodyguard and Mercenary Soldier, without the fighting talents of either but gets improved mobility skills so would have made a better "Bodyguard" than the Bodyguard specialisation.

Good if the party includes several fighting characters and could use someone to buff them up. Figurehead Lead by Example - This career is a generic commander, unlike the three core specializations, so they are good for all situations rather than just one.

Star Wars RPG Core Rulebook

They keep their nerve and can buff their allies, as well as bringing passive Duty bonuses. Like a Boss. Instructor LbE - A combat support class, allowing their allies to gain free maneuvers or actions, or to gain bonuses on repeat actions.

The career is also useful as a medic and bodyguard for keeping their allies alive.

Not much in the way of personal combat ability other than extreme PT exercises, but combat utility should be granted from multi-classing. Strategist LbE - Most of your abilities pertain to Massed Combat, which might find little use in a typical RPG session, but they can heavily modify those combat checks when they happen. The second half of the class is all about gathering and applying lore, turning this class into Sun Tzu in space. Can hand out boost die much like the Analyst.

Diplomat Ambassador - they took the chatty part of the Politico specialisation and removed all of the foul language and gave them actual defences instead. They still can't stand up in a fight but they've got strain for days and are resistant to fear.

Agitator - The angry portion of the Politico, made more focused. They're much more thuggish like the Enforcer but unfortunately unless they cross-career into something tough, its all bark rather than bite.

That said, the ultimate ability causes a literal riot. Seriously they can learn an ability that gets them free money every session. Mucks up the economy just like the Trader specialisation, but with less access to black market stuff, instead they learn how to use bribes as a game mechanic.

Advocate Desperate Allies - Not quite a "Face" like the ambassador, but certainly a tricky social beast, using strain as a resource for useful interactions both in and out of combat. You can interject to interrupt another person's including PCs social action and add bonuses or penalties your choice , you can retort against your opponent and inflict strain on their own check and you can even compel an incapacitated opponent to perform a single task of your choice. Though this one chooses particular areas of expertise which they can absolutely dominate in.

Index of /rpg/books/sws

They can also generate floating boost D6s for an encounter, based on them applying knowledge to their situation. Propagandist DesAll - Want to debuff an entire organisation before you even roll for initiative? Then this is the class for you. They are also really good to have because they passively increase Duty gains made by the party, bringing rewards earlier.

Engineer Mechanic - Same as in the Technician Career, you fix stuff. Saboteur - Its about the bombs, though the first half of the progression is actually more about defensive abilities and you don't get the blast bonuses until later. Scientist - Like the Scholar, but less about being well rounded and more about application. You get the same knowledge and academic respect talents, but instead of all the mental fortitude since that went to the Ambassador you get to play with your gear making it better like an Outlaw Tech, plus utility belt for lulz.

Droid Specialist Fully Operational - Much more combat focused than the technician's droid tech, with talents that focus on getting as much as you can out of droids, and fighting enemy droids better. Sapper FO - Essentially a Techmarine , you are the combat mechanic who can fortify your location , or bring it down with siege tactics.

Gets bonuses like removed setback on fortification building, "Known Schematic" to give them knowledge of buildings, and "Contraption" to macgyver a solution to whatever problem they have. Both of those talents are available very early on so you can put that big brain of yours to use right away.

Sappers get a few demolition and explosives focused skills a bit like the Saboteur though nowhere near as specialized. Shipwright FO - The ultimate crafting expert with eye for detail and a new talent that can let you make some more quirky designs too.

Also still good at fixing ships, but not as well at the Mechanic. Shipwrights can repair ships faster and at a reduced cost. The addition of Gunnery as a career skill and a few piloting oriented talents exhaust port, and debilitating shot means that you could be made to serve as a pilot for these ships in a pinch. They can also give vehicles temporary buffs like increased handling and speed. Soldier Commando- Combat Pro, though unlike the Merc Soldier is less about team command and more about being good in a fight.

There is armour, resilience, melee and ranged buffs going for them. If you want to go deep on a punchy build there is a branch of the tree that rewards this. Medic - Do you need healing NOW? The military medic is based around patching people up immediately using consumable stim-packs that become less effective with repeated applications.

Index of /public/Books/rpg.rem.uz/d20 Variants/d20 Star Wars/

Also comes with an ability that says "fuck do no harm" as you use your intellect to make your shots do more damage. Sharpshooter - Like the Assassin, but with less stealth and MORE killing, when this guy is maxed out and armed with a sniper rifle, very few careers can do it better. In fact, it's the exact same tree as Heavy for Hired Gun, so you could conceivably cross-class from Heavy into Heavy and carry some really, REALLY big guns, while ignoring the non-ranked talents the 2nd download-through though actually you can't because they are considered the same specialization.

Trailblazer FiB - Move through the wild, setting up traps and ambushes Viet Cong style, With passive bonuses while in cover and bonus damage against disoriented enemies. Nice spec if your looking for a good mix of survival and combat skills. Vanguard FiB - Another career that is a better bodyguard than the "Bodyguard". You get a lot of talents that allow you to protect your allies and take hits for them, while making you more resilient and difficult to strike against.

You also gain abilities aimed at jumping up the initiative order, so you can behave like a real guardian of bodies. One other cool talent set allows you to turn failed attacks into "Suppressing Fire" and cause strain on your opponent instead of wounds.

All in all a good class for those who want to tank for the group but aren't Soresu Defenders. Spy Infiltrator - In a word: Ninja. Strangely less about actual "infiltration" though does get stealth bonuses later on and more about dodging, flipping and overwhelming opponent's in melee Scout - just like the Explorer, works well here for stealth reasons and being able to go solo. Comes with a bunch of parkour-like talents one is actually called Freerunning for navigating your way through short distances or up walls.

You can make life more difficult for pursuers by imposing setback dice on their checks through stealth, or even run through a marketplace and create difficult terrain behind you in the classic chase scene trope.

Thanks to a certain "Improved" talent, you can also embrace your inner drug-mule by hiding items within your "modified body.

So get good ranged defenses and don't get caught. Has probably the best talent in the book 'Made You Talk' which provides different bonuses depending on the opponent's threat level, with Nemesis giving each player character their own Destiny Point to spend during the next session which is then discarded, not flipped.

Rank up Brawl and Medicine skills to crush all resistance to your will with the other 5th tier talents. Also is the only specialization that gets a combat talent anywhere near the beginning with "Creative Killer" letting you "Colonel Mustard in the Library with the Candlestick" someone. Another talent lets you raise your Cunning attribute until the end of an encounter, which can be a potent boost in certain builds.

So does not tie itself into force usage. You also get "Healing Trance" where you can heal yourself over encounters naturally by committing force dice, rather than actually attempting to roll for it.

Niman Disciple - A good generic lightsaber style based on Willpower instead of Brawn, comes with some flat defensive bonuses which are always good to have and allows you to increase the crit ratings of hits that strike you so you are less likely to be hurt badly. Finally, it's the only Saber style that grants an increase in Force Rating, making it a great general option for any Jedi character. Sage - They start out as Force-wielding scholars where they get a bunch of bonuses to interaction and knowledge checks.

Later they start pulling out impressive set-pieces with the Force, like by meditating to add white spots to your force checks in the following encounter or being able to perform Force powers as maneuvers instead of actions. The Sage is also one of the few classes that gets two Force Rating increases but no Dedication , so is a very good option to consider for a Force-heavy character. Arbiter Disciples of Harmony - A class dedicated to talking their way out of trouble, it focuses heavily on adding boosts to or removing difficulty from different conversation skills.

Includes the skill Calming Aura to weaken incoming Force attacks, with a couple Reflects and a Parry thrown in for good measure, giving it some use in battle as well. Ascetic DoHa - An odd "jack of all trades" character with talents empathizing a "less is more" approach.

As in: there are a couple of talents which provide Force and recovery boons when they are carrying less than 2 encumbrance after reductions, like actually wearing your armor, and the Burly talent.

They also get a huge boost to strain and can spend it to upgrade any ability check. Letting them roll a yellow on every check without flipping destiny points, as well as being able to make a single skill check when you lack the necessary items. Instead of armor they can commit force dice to increase soak and can suffer additional strain when injured to reflect wounds back to their attacker.

Their capstone is unique in that it adds a force spot directly, which means force powers that don't require more than one never fail. Teacher DoHa - Has some of the scholarly aspects of Sage, but focuses more on boosting up allies and bailing them out of tight spots. A bit fiddly, but has some neat stuff at higher levels, like swapping out any stat for your combat check. Also lets you cheapen the XP costs of up to four skills, two of which you get to pick, which is always appreciated.

Some cool abilities here, allowing you to get the whole team performing maneuvers out-of-turn if you need the group to surge forward or coordinate actions. It's the only career with Supreme Parry so you can block for days rather than tiring yourself out. Obviously, this specialization is more about blocking incoming attacks rather than hitting hard so your group will need someone else to do the heavy punching or shooting.

Protector - Kind of like a medic crossed with bodyguard. Your other abilities include using stim-packs for immediate healing rather than a medicine check, but which get worse with repeated use, but you're "better" with them, you also get Force Protection, so you can commit force dice to increasing your soak value temporarily.

Armorer Keeping the Peace Like the Gadgeteer specialisation; it sounds obvious from the title but their main focus is armor, turning the tank career class into a genuine soaker of damage, although it doesn't have the broad range of tech abilities like the Artisan or Rigger, but can still make and improve personal scale items. It also adds a few lightsaber moves like Saber Throw to round it out.

Warden KtP an unarmed fighter, a bit rougher around the edges like the Enforcer specialization. Warleader KtP Makes for a fantastic squad leader in teams of non-Jedi.

Wound pOIl'l1. S represent how much physkal damage a character mn su ffer before -dying. A character's class and level determine his number of vilality points, and that number increases with each level 9a1l1ed. A character's wound polrns are equal lO his Constitution score. They do not lnerease with level advancemen t un less speci fled by a class leatu re 0 r a feat Skills and Feats Skills represent how well a character does at dramatic tasks other lhan combat All characters are assumed La have a wide selection of averaqeskills: the game only measures ihe skill..

Skills are measured in ranks. See the class descriptions in Chapter Three ror the skills that are associated with each class, All skill descrlprlons can be found in Chapter Pour. All characters start Wi1h at least one feal, thOUgJl certain classes and spertes provide addilional feats. It's a game, Tlol homework.

Once yo II understand the bastes, start pi ayiligl Use this book as a reference during play. Rondier in comba land either drnmatk situa t ions when the success or an scnon is in doubt. The d20 is used to determine results in combat and when making skill checks, ability checks, and saving throws. The 01 her dice [d4, cl6.

Index of /rpg/books/sws

Usually, the- e! We call these group- 'featecl stories "advenlures. Typirally, lhe game consists or adventure, that resemble episodes in the movie sage. One adventure ti1ighi play out in a single gam session; another might stretch across several ewning! A e S can last as Inng as you're comfortable pia in9, from a short as one hour to as long lJS a twelve-hour marathon, Most groups gel rogetlrer and play for two to rOUT hours at 3 lime. When there's combat going on, play is much more casual.

The GM describes the scene and asks the players whai their characters do. When combat breaks out. While the rules tor makIng the e rolls follow the core mechanic, ea 11 type ef'roll is used lor II slightly difFerent purpose. Skill Checks To make iI skill check, roil a d20 and add your character's skill modifier For [hal particular skill. Unopposed Chaoks: An unopposed skill clieck's uccess depends only on your character'S action. The DC For an opposed check is tile check result or the character opuosinq your action.

The opponent's check might be made using tile same skill you are using OT a different skill. The character with the higher result sucre cl at the action being perfurmed, while lhe character with the lower result fails. In the ase or a tie, roll the checks agei" lmln one character achieves a higher result thsn the other, For example, if your character tries to hide from an opponent, your Hide check is opposed by the opponent's Spa I check 1 r YOtH result is hlgher. If your result is lower.

Ability Checks Ability checks art usee! Trying to move a heavy cargo centalner, tor example. To make an abili y heck, roll a d20 and add your character's modirler for rlre appropriate ability. Ir the result j equal to or greater than the DC of the task, the check succeeds. Attack Rolls To aLtack an opponent, roll a d20 and add your character's attack bon us.

Roll the type of diet' indicated for the w apon u cd and arid any modifiers thai apply. If your character uses a Jightsabcr. Damage reduces vi ra lity poin ts frrs l. When a II 0 f a rharacI er's viI ality points are gone. An aua k may cause a critical hi!

That result represents the threat or a critical hit. Then the attacker makes a second attack roll to cenfurn the critical hit. If this second attack roll sl. A longed attack uses 3 weapon thal attacks opponents al il distance, such as a blaster or a bowcaster.

J lO determine e results of their characters' actions. A round represents 6 seconds in the game world, regardless orhow long it takes the pl3yers 10 complete the round.

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