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StaR warS Classic Adventures Classic Adventures Designer: Rogue Zero Original Game System Designer: Greg Costikyan “Assault on Edan” Adventure: Stephen Lumanati Solo Adventure: Peter Schweighofer Cover Illustration: Greg Hildebrandt Interior Illustrations: Ralph McQuarrie Interior Art: Industrial Light & Magic
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StaRwarSClassic AdventuresClassic Adventures Designer: Rogue ZeroOriginal Game System Designer: Greg CostikyanAssault on Edan Adventure: Stephen LumanatiSolo Adventure: Peter SchweighoferCover Illustration: Greg Hildebrandt Interior Illustrations: Ralph McQuarrieInterior Art: Industrial Light & MagicTable of ContentsPLAYER SECTION..................................................................................3Chapter 1: Introduction...........................................................................4Chapter 2: Character Creation...............................................................1Chapter 3: The Bare Bones.......................................................................1Chapter 4: Attributes and Skills................................................................1GAMEMASTER SECTION.......................................................................1Chapter 5: Gamemastering Basics.........................................................1Chapter 6: The Core Mechanics..............................................................1Chapter 7: Combat and Injuries.............................................................1Chapter 8: Vehicle and Starship Rules....................................................1Chapter 9: The Power of the Jedi.............................................................1ADVENTURE SECTION...........................................................................1Chapter 10: Running Adventures.............................................................1Chapter 11: Designing Adventures..........................................................1Chapter 12: Campaigns..........................................................................1Chapter 13: Assault on Edan Base........................................................1UNIVERSE SECTION..............................................................................1Chapter 14: The Star Wars Galaxy...........................................................1Chapter 15: Non-Player Characters.........................................................1Chapter 16: Aliens....................................................................................1Chapter 17: Creatures..............................................................................1Chapter 18: Weapons and Equipment....................................................1Chapter 19: Droids...................................................................................1Chapter 20: Vehicles................................................................................1Chapter 21: Starships...............................................................................1Chapter 22: Planets..................................................................................1Reference Charts.....................................................................................1Character Templates................................................................................1Index...................................................................................................1PLAYER SECTIONA long time agoin a galaxy far, far away...It is a period of civil war. Across the vast GALACTIC EMPIRE, groups of brave freedom fighters struggle against the forces of tyranny and oppression. These REBELS have won a major victory by destroying the DEATH STAR, the Empires terrifying armored space station.Angered by this defeat, the Empire has vowed to hunt down and extinguish the Rebel Alliance. Guided by probe droids and deep-cover spies, the Imperial Fleet has sent its powerful Star Destroyers far and wide to elimanate Rebel activity. The Empire has at its command thousands of TIE fighters, AT-AT walkers, and dreaded Imperial stormtroopers. These forces are dedicated to the destruction of the Rebel Alliance.The fight to defeat the evil Emperor Palpatine has only begun. Other Rebel groups continue this war in distant corners of the galaxy and other legends will be born.This is the galaxy of...A lone sentry stood in the observation tower overlooking the dense forest. Behind him rose a small rocky hill which housed the Rebels secret base here on Edan II.The Alliance established Edan Base to house a squadron of X-wing and Y-wing starfighters, their pilots and crews, and the various Rebel operatives who wandered in and out from nearby systems. It was the hub of Rebellion activity in the sector.The sentry saw a glint of metal on the horizon. He raised his macrobinoculars to his eyes and ranged in on the two X-wing fighters coming back from a mission. Before long they were roaring overhead on their approach to the landing bay entrance, little more than a large cave in the rocky hillside. The sentry waved to the pilots. The starfighters were returning from a nearby system, where they had no doubt shot down a few Imperial TIE fighters. The sentry would hear about the mission later, when the pilots sat around bragging about their exploits in the crew lounge.Since the Alliance defeated the Death Star at the Battle of Yavin, the Empire had stepped up its measures to crush the Rebels. Edan Base had played an important role in keeping the flame of rebellion burning in this area. The starfighters harassed Imperial shipping in nearby systems. Smugglers stole Imperial supplies and delivered them here for Rebel resistance fighters. Free-traders transported Alliance agents to and from assignments nearby, and acted as couriers for important intelligence information.A splinter of light in the sky caught the sentrys eye. He raised his macrobinoculars to his eyes and peered upward. Something was ripping through the atmosphere on a steep descent. It looked like an escape pod. The pod crashed into the forest about a kilometer away.This was something Commander Drayson would want to know about. The sentry pulled a comlink from his belt and pressed the transmit switch. This is Sentry Post A9 reporting. Something just crash-landed about a kilometer northeast of the base. Looked like an escape pod, but l couldnt be sure. Youd better send a scout to check it out. There could be survivors.You will be that Rebel scout.4STAR WARS: Classic AdventuresntroductionI CHAPTER ONE What Is This Game About?The Star Wars: Classic Adventures game is whats known as a roleplaying game. A roleplaying game, simply put, is just a game of Lets Pretend. Its often described as interactive storytelling. Players assume the role of characters in the story, and their choices and actions affect the tales outcome. One player (called a gamemaster) tells the players what their characters see and hear, and portrays any supporting characters (called non-player characters or NPCs) that the players characters may encounter.Combat, chases, and other conflicts are resolved by simple rules involving the rolling of dice; the better the player rolls, the more successful his character is at a particular task. Whether the character succeeds or fails at these tasks can dramatically change the overall storyline.But most important, the gamemaster creates an adventure for his players a story for their characters to experience, complete with supporting cast, an interesting plot, and rewards for success. In essence, when you play you create your own Star Wars movie, starring your character and those of the other players, with the gamemaster as director, writer, and supporting cast.What Do I Have to Read?Players dont have to read this whole book in order to play just the Player Section (pages X through XX). You can read the rest of the book when you have time and want to, but only gamemasters should read the Assault on Edan Base adventure (pages XXX-XXX).Gamemasters have to do more work than players. If you plan to gamemaster Star Wars: Classic Adventures, youll have to read most of this book. After all, part of your job will be to make sure the players are following the rules. The Gamemaster Section (pages XX through XX) provides hints and suggestions to get novice gamemasters started and explains the rules in detail. The Adventure Section (pages XX through XXX) provides more gamemastering advice; you may want to read it after youve run your first few sessions of Star Wars: Classic Adventures. It also provides a scripted starter adventure, Assault on Edan Base, to get you started. Finally, the Universe Section provides statistics and information on aliens, Droids, vehicles and starships. It also provides some basic information about the Star Wars galaxy.What Do I Need To Play?In addition to a gamemaster and players (three to seven is about right), youll need some pencils, paper, and at least six regular six-sided dice. Unfortunately, we cant include dice in a book like this. You can cannibalize some from other games or buy some. Most toy and hobby stores carry them, and so do many stationery shops. You may also want to use some plastic or die cast miniatures to help visualize some of the action scenes, but since the game takes place in your imagination it is not necessary to have them.Getting StartedLook over the character template for Karanda on the next page. Shell be your character during the adventure, Escape Pod Down.Escape Pod Down is a solitaire adventure you play it just by reading and following the directions at the end of each entry. Along the way, youll be learning how to play the Star Wars: Classic Adventures game.Below is a quick summary of how you use the dice and your template to figure out when Karanda succeeds and when she fails. Read it over the examples too and then start playing.Your CharacterYour character in this adventure is Karanda Terab, a Laconic Scout, whos recently joined the Rebellion. The right side of the template explains her background, personality and equipment its a good way to get an understanding of the character youre playing.All of Karandas game statistics are on the left side of the template. Karanda has six attributes, which are her basic qualities. They are Dexterity, Knowledge, Mechanical, Perception, Strength and Technical. Every character in the game has those attributes.Karandas skills are listed under each attribute. Skills are abilities you learn, and include things like blaster, dodge and brawling.Karanda has a die code for every attribute and skill. The die code is the number of six-sided dice you roll when you use the attribute or skill (for example, one die is 1D, two dice is 2D, three dice is 3D, and so on).Example: Karandas Perception is 2D, so if she tries to notice something out of the ordinary in a crowd, her player rolls two dice and adds the rolls together. If the player rolled a 4 and 5, Karandas Perception total would be 9.Now take a look at Karandas Mechanical attribute. Notice that its 2D+1. That means you roll two dice, add them together, then add 1 to the total.Example: Karandas Mechanical is 2D+1. When Karanda tries fly a starship, the player rolls two dice and adds one. If she rolled a 3 and 5, and added one for the +1, Karandas Mechanical total would be 9.The same system works for skills. All skills start out at the same value as the attribute they are under, but skills can be improved.Example: Karanda has the melee skill under her Dexterity attribute. Since Karandas Dexterity is 2D+2, her melee skill also starts out as 2D+2.Some skills are improved on the template: Karandas increased skills are blaster, dodge, repulsorlift operation, hide/sneak, search, and climbing/jumping. Dont worry about just how this works now well get to it later.Introduction5STAR WARS: Classic Adventures1Laconic ScoutCharacter Name: Karanda TerabGender/Species: Female / HumanAge: Height:Weight:Physical Description:Dexterity.................2D+2................................................Blaster........................4D+2 Brawling Parry........................Dodge.......................3D+2 Grenade.................................Heavy Weapons.....................Melee.....................................Melee Parry............................Pick Pocket.............................Knowledge.................4D................................................Alien Species.........................Bureaucracy...........................Cultures..................................Languages.............................Planetary Systems..................Streetwise...............................Survival...................................Technology.............................Mechanical..........2D+1................................................Astrogation............................Beast Riding...........................Repulsorlift Operation....4D Shields....................................Starship Gunnery...................Starship Piloting......................Vehicle Operation..................Perception..................2D................................................Bargain...................................Command.............................Con........................................Gambling...............................Hide/Sneak....................3D Search............................3D Strength.......................3D................................................Brawling..................................Climbing/Jumping........4D Lifting......................................Stamina..................................Swimming...............................Technical................2D+1................................................Com-scan..............................Comp. Prog./Repair...............Demolition..............................Droid Prog./Repair.................Medicine................................Repulsorlift Repair..................Security...................................Starship Repair.......................Jedi SkillsControl...................................Sense......................................Alter........................................ Force PointsDark Side PointsSkillPointsWound StatusEquipment: Two medpacs, blaster pistol (4D), backpack, one weeks concentrated rations, knife (STR+1D), 1,000 creditsBackground: Never talked much. Never seen much reason to. Fact is, most of the time you dont have anyone to talk to. Youre out under the high, wide skies of a virgin planet, pitting yourself against the wilderness. After you come the settlers, the big corporations and the traders civilization. But youre the one to open planets. You find out what the dangers are and deal with them. You find out how to survive the strange weather, the dangerous beasts and the rugged terrain of a whole new world.Youd be doing that still. But they wont let you. The Empire has cut back on exploration; says its too expensive. You know the truth, though; freedom is part of the frontier. You cant control people when they can always up and move. If, say, one wanted to impose tyranny on a galaxy, theres only one way to do it; stop them from upping and moving. Close the frontier.The Emperor wants to destroy your livelihood. He doesnt leave you with any alternative but joining the Rebellion, does he? Youll be an asset, you hand, and you know how to survive in comfort anywhere. Need to set up a base on, say, an ice planet? You know how.Personality: Youre laconic. Close-mouthed. You have a strong sense of humor, which shows through frequently. Youre tough. Proud of your abilities. You take a perverse delight in tormenting greenies.A Quote: You call these bugs? Back on Danos V, they got sting-insects the size of a house.Connection With Characters: Anyone from a recently-settled planet (like a Brash Pilot) might know you as the scout who opened his or her world for settlement. You might have met and made friends with any of the fringe characters Gambler, Merc, Smuggler, Pirate, or Bounty Hunter, for example.2 5Also dont worry about the listings for Force Points, Skill Points and other categories. They are used in the game, but theyre not necessary to play this adventure. They are provided here in case you wish to use Karanda in other Star Wars adventures.How Karanda Does ThingsEvery task that Karanda might try in this adventure has a difficulty, which is listed in the text. These tasks might include shooting a blaster, searching for a clue, or dodging for cover. There are six different levels of difficulty: Very Easy, Easy, Moderate, Difficult, Very Difficult or Heroic.There is also a difficulty number. This is the number you have to tie or beat with your die roll to succeed. In the adventure, these numbers are listed. When you are playing with friends, one of you will be the gamemaster and will decide what the difficulty numbers are. (Well talk more about gamemasters later, too.)The chart below lists the levels of difficulty and the numbers associated with them.Difficulty Difficulty NumberVery Easy 5Easy 10Moderate 15Difficult 20Very Difficult 25Heroic 30Roll the appropriate skill or attribute dice. If your roll is equal to or greater than the difficulty number, your character succeeds. If its lower, your character fails.Example: Karanda wants to fire her blaster pistol at some stormtroopers who are chasing her. Her blaster skill is 4D+2. The gamemaster says the difficulty for hitting a stormtrooper at this range is Moderate (15). Karandas player rolls four dice (for the 4D) and adds two more points (the +2) to get a total of 17. Since this total is higher than the difficulty of 15, Karandas blaster shot hits the lead stormtrooper.If you make a particularly bad roll, or if you want to improve a roll youve already made, you may use a Skill Point to roll an additional die and add it to that skill roll. Since Star Wars: Classic Adventures is a game about heroes and your character is a hero Skill Points give you a chance to improve your characters rolls, especially when your character needs it most. Karanda begins this adventure with five Character Points.Example: The stormtroopers have taken cover. Now the shot is Difficult (20) to hit them. Karanda rolls her blaster skill of 4D+2 and gets a 17 not good enough. She decides to spend one Skill Point (she only has four left). Now, she rolls the extra die and gets a 4. She adds this to her blaster roll of 17, raising the total to 21. Karanda blasts another stormtrooper.For now, youll just be allowed to use one Skill Point to improve a single skill roll. Dont use up your Skill Points too quickly. You never know when youll really need them. Its always good to have a few around to help your character through the adventures climax!You now know enough about the rules to start playing. But a roleplaying game is more than rules its about being in a fun adventure! Playing this solitaire adventure will give you a feel for the game. Simply read on and follow the directions.Youll be directed to several numbered entries, sometimes determined by your own choices, and sometimes determined by how well you make your skill rolls. Dont read the entries straight through, and dont read entries youre not supposed to look at that will spoil any surprises for you. Just follow the instructions and youll be okay.Escape Pod DownYou are Karanda Terab, a Rebel scout stationed at Edan Base. Between patrols, you hang out in the landing bay, working on your speeder bike. The docking hangars intercom speakers crackle to life. Karanda Terab report to the command center they blare. Karanda Terab to the command center. You pack up your gear and head off through the underground corridors to the bases heart.The command center is packed with Rebel officers. Captain Ellers is monitoring comm channels and sensors, while Lieutenant Commander Kai is checking the shield generators power output. Commander Drayson, your boss, is standing near a holographic display of the planet. You step up and ask what he wants.We need you to run a quick patrol, Commander Drayson says. One of our sentries spotted an escape pod which crashed into the dense forest a kilometer from the base. I need you to go out there and see if there are any survivors inside. He gives you directions to the pods crash site, then dismisses you.You return to your speeder bike and fly it out of the landing bay. Following Draysons instructions, you zoom through the forest to the northeast. Soon you come to a small clearing: sitting in the center is what looks like an escape pod, with the main hatch wide open. You hop off the speeder bike and approach on foot to investigate.You decide to check out the pod and its surroundings. Depending on how well you search, you may or may not find something important. To determine how thoroughly you look around, youre going to roll your search skill. Now lets take a look at the character template. Search is an observation skill, and its listed under the Perception attribute. The sheet indicates that you have 3D in search. Now roll your 3 dice and add them up to see how well you examine the pod. If you rolled 10 or higher, go to 5. If you rolled 9 or lower, go to 3.Introduction7STAR WARS: Classic Adventures1You walk toward the odd sound. Something is moving through the forest nearby. Youre not sure if its friendly or hostile. You feel its best to sneak up and see what it is instead of announcing your presence to a possible enemy. To creep through the forest toward the sound, youll use the hide/sneak skill.Like search, its a Perception skill. The dice score for your hide/sneak is 3D. Roll 3 dice and add them up to see how good you are at slipping silently through the forest. If you rolled 10 or higher, go to 6. If you rolled 9 or lower, go to 4.To shoot the probe droid, you use your blaster skill listed under Dexterity. Karandas skill has been improved to 4D+2. You still roll 4 dice, but add +2 to the total. The probe droid is not too far away Medium Range so this shot is a Moderate (15) difficulty. Roll your blaster skill dice and see what you get. If you roll 15 or higher, go to 9. If you roll 14 or lower, go to 7You carefully check out the pod and its surroundings. The pod is nestled in a crater probably the result of a high-impact landing. Although the pods hatch is open, you dont see any sign of survivors.You creep up and peer inside the pod. It doesnt look like theres a lot of room inside. You might be able to fit one person in there, but hed be pretty cramped and uncomfortable.Suddenly you hear a sound in the forest something is humming and snapping through branches. It seems to be coming from the direction of your base. Please go to 1.Despite your best attempts, you snap a few twigs and rustle some leaves as you creep through the dense forest undergrowth. You spot something moving ahead and hide behind a bush. Peering out over the leafy top, you see a droid hovering in a clearing. Its an Imperial probe droid! You see its main ocular bubbles focusing through a break in the trees its scouting out your Rebel base!Maybe you gasp too loudly. Perhaps it heard you sneaking up on it. The droid turns suddenly on its repulsorlift generator swiveling its blaster cannon to face you. Youve been discovered! Please go to 11.You carefully check out the pod and its surroundings. The pod is nestled in a crater probably the result of a high-impact landing. Although the pods hatch is open, you dont see any sign of survivors. This is strange if someone was in the pod, you would have noticed footprints in the upturned dirt surrounding it. Unless they can fly...You creep up and peer inside the pod. It doesnt look like theres a lot of room inside. You might be able to fit one person in there, but hed be pretty cramped and uncomfortable. You dont see anything like a seat, and there are no safety restraints at all. If there was something alive inside the pod, it would have been crushed by the impact upon landing.Suddenly you hear a sound in the forest something is humming and snapping through branches. It seems to be coming from the direction of your base. Please go to 1.Careful of your footing, you manage to creep silently through the dense forest undergrowth. You spot something moving ahead and hide behind a bush. Peering out over the leafy top, you see an Imperial probe droid hovering in a clearing! Maybe its too late, but you have to do something to stop that probe droid from revealing your hidden bases location to the Empire. You could sneak back to your speeder bike and fly off to warn the base. But that would leave the probe droid wandering around nearby. The Imperial droid must be destroyed. You draw your blaster and take a shot at it. Please go to 2.You fire your blaster but the shot misses the probe droid. It targets you, turns its own blaster cannon toward you and takes a shot! If this was your third time shooting at the droid, the probe droids shot hits you. You slump to the forest floor, unconscious and uncertain of your fate... go to 10. If this was your first or second shot at the droid, go to 11.The droids blaster shot hits you before you can get away youre going to take some damage. To find out how badly youre hit, youll have to roll the probe droids blaster cannon damage code of 4D+2. This will tell you how powerful the blast is. Roll 4 dice, then add 2 and write down the total. Next, youll roll your own StrengthIntroduction8STAR WARS: Classic Adventures231456781to see how well you resist this damage. Rojos Strength is 3D: roll 3 dice and write down the result. Now subtract your Strength total from the droids damage code roll. If the Strength roll is greater than the damage code roll, youve only been momentarily stunned. You catch your breath the next round and take a shot at the droid with your blaster: go to 2. If the damage code roll is greater than or equal to the Strength roll (but less then 2 times the Strength roll), youve been wounded with a nasty shot in the leg. Note on your character sheet that you have been Wounded in the Wound Status circle. Youll be back on your feet next round, but your injuries will affect all your other actions until youre healed. Any time you make a skill roll, you subtract one die (1D) from your dice score before you roll. Now you can take a shot at the droid with your blaster but remember, you have a 1D penalty to all rolls: your blaster skill is now only 3D+2. Go to 2. If the damage code roll is at least two times the Strength roll, youve been more seriously hurt. You slump to the forest floor, unconscious and uncertain of your fate go to 10.Your blaster burst hits the droids main dome. Since your shot hit, you get to roll your blasters damage code of 4D (listed under Rojos Equipment) and compare that to the droids Strength of 4D (youll need to make this roll, but in the regular game the gamemaster will roll this). Roll 4 dice for your blasters damage and write down the total. Then roll 4 dice for the droids Strength. Subtract the droids roll from your damage roll. If If the Strength roll is greater than the damage roll, youve nicked the droid. You get to take another shot at him: go to 2. If the damage roll is greater than or equal to the Strength roll (but less then 2 times the Strength roll), youve damaged the droid. Go to 12. If the damage roll is at least two times the Strength roll, go to 13.You dont know how much time has passed when several Rebel soldiers wake you. A field medic is patching up your wound its not too bad. You warn the others about the Imperial probe droid, but its long since escaped into the forest. Please go to 14.The probe droid is going to shoot at you. Your best bet is to try and dodge out of the way. Youll need to make two rolls here, one for the probe droids action and one for your dodge. The droid has a blaster skill of 4D: roll 4 dice, add them up and remember the total (in the game the gamemaster would normally make skill rolls for the enemy).Now you need to make a dodge roll for yourself. Dodge is a Dexterity skill Rojos dodge has been improved to 3D+2. Dont let that +2 worry you: it just means that you roll 3 dice and add 2 to the total. The probe droid is not too far away Medium Range, a Moderate (15) difficulty so you will also add 15 to your dodge roll. Now compare what you rolled for dodge plus 15, with the total you rolled for the probe droids blaster. If the probe droids blaster is higher than your dodge roll plus 15, youve been hit: go to 8. If your dodge roll plus 15 is equal to or higher than the droids blaster roll, youve dodged the blaster shot. Now you can return fire with your own blaster: go to 2.Your shot bursts against the probe droid, sending several parts and manipulator legs flying through the air. The droid is still working, though, and turns one of its ocular sensors to look at you. Youre about to take another shot when it emits a high-pitched sound, then explodes in a ball of fire. It must have had some kind of self-destruct mechanism keep it from falling into enemy hands. It doesnt matter. Your priority is now to return to base quickly and make your report. Please go to 14.Introduction99101112STAR WARS: Classic Adventures1Your shot hits the probe droids weak center. The resulting explosion tears the droid apart, sending parts of it all over the forest clearing. Now that youve destroyed the Imperial droid, your priority is to return to base quickly and make your report. Please go to 14.You return to base quickly and report to Commander Drayson. If that probe droid was really scouting your hidden base, you could have more trouble with the Empire very soon...Thats the end of the adventure youve successfully completed the story in which you were the hero. Now you have a very basic idea of how your character works in the game. The rules in the following chapters will help you learn even more about what you can do with your character. Its all based on the same concept you learned during this adventure:Pick a difficulty number. If the characters skill roll is equal to or higher, he succeeds.In this adventure, we provided the difficulty numbers. The more difficult the task, the higher the difficulty number. When youre playing with others, the gamemaster will tell you what the difficulty number is each time you try to do something. (Sometimes he or she wont tell you the gamemaster will just decide, and let you know whether your roll is high enough or not after you make it.) One thing you should keep in mind when you start playing the game, your character is about as good as a normal person a little better, because youre a hero. When you try something tricky, youll fail a lot. Dont expect to be able to fly unscathed through an asteroid field, or dodge the fire of an entire stormtrooper squad. Han, Luke or Leia can pull that off - and maybe one day youll be that good too, but youll have to play a long time before you get to that stage. Example Of PlayThe same kinds of things happen when you play with a gamemaster as in a solitaire adventure. You still make decisions, imagine your surroundings, make skill rolls, and so on. A lot is different, too. The gamemaster describes what your character sees and senses, and takes the roles of non-player characters (NPCs) your opponents and the supporting cast. When you want your character to do something, you tell the gamemaster. He uses the rules to decide whether or not you can do what you want. Then, he tells you what happens next. You keep on making decisions and acting, and the gamemaster keeps on telling you what happens, until the story is over or you decide to break. Heres an example of what you might hear if you sat in a room where Star Wars: Classic Adventures were being played. Background Peter is the gamemaster (GM), seated at the head of the table. Wayne is playing Shamus Falconi, the Smuggler. Michael is playing Jill Kree, a Kid and Shamus long-lost daughter. Her grandfather, Retired Imperial Captain Jackson Kree, is played by John. The Bounty Hunter is Tantos Dree, played by James. The players have just left the planet Thorgeld.Peter (GM): Theres an Imperial customs frigate on your screens; a light on your comm board says someones calling. Wayne (Shamus): Uh oh. I answer. Peter (GM): I.N.S. Assessor, calling unidentifies freighter. Identify yourself, please. Wayne (Shamus): Ah, Assessor, this is the freighter Lumrunner.Peter (GM): Stand by, Dorion Discus. Prepare for customs inspection.Wayne (Shamus): Oops. Ah, roger, Assessor.John (Jackson): Could be trouble, young Falconi.James (Tantos): Uh oh. If the Imperials find me on board, Im Wampa meat. On second thought, if they find me, youre Wampa meat. Catch my drift?Wayne (Shamus): Great. How soon can we make the jump to hyperspace? Peter (GM): Whos doing the astrogation? John (Jackson): Harrumph. I shall. Peter (GM): Itll take you a few minutes to calculate the data. Do you want to rush it, or are you being careful? John (Jackson): Ill follow established procedures. Peter (GM): Okay. Shamus, theyre calling again. Lumrunner, in the name of the Emperor, cut your engines and prepare to be boarded!Michael (Jill): Hey! I got an idea! lets hide Tantos, okay? I bet we could string him out an airlock at the end of a rope, and theyd never find him!James (Tantos): Gah. Kids. Im not being strung up like a yo-yo, yhear? Peter, Im heading down to the gunnery bay. Wayne (Shamus): Keep your armor on, bounty hunter. Ill take care of this. Assessor, this is Lumrunner. Ah, negative on customs inspection. We have a priority cargo for the Imperial base on Markon IV. Our priority authorization is filed on Thorgeld.Peter (GM): Care to make a con roll for that one? Wayne (Shamus): Okay, my con is 3D. (Rolls three dice.) A nine.Peter (GM): Sorry, Shamus. A blast from a laser cannon whizzes past your bow. Lumrunner. Cut engines immediately. This is your final warning.Wayne (Shamus): Wheres that astrogation data? John (Jackson): Patience, lad. Im working on it. Peter, Im hurrying. Introduction10STAR WARS: Classic Adventures13141Peter (GM): Okay, next round youll make an astrogation roll. Shamus, Assessor will almost certainly fire next round. Doing anything about it? James (Tantos): Well, if he wont, I will. I said I was going to the gunnery bay, remember? Im taking a shot at the Imperials. Wayne (Shamus): Oh, great. Youre going to shoot at a ship ten times our size...James (Tantos): Hey, you got a better idea?Wayne (Shamus): Surrender is a perfectly honorable...John (Jill): Cmon, Dad! Lets fightem, huh? Wayne (Shamus): (Groan.) Well, if youre all intent on suicide how about a little fancy piloting to dodge the next shot?Peter (GM): Okay. Jackson, roll your astrogation skill to get the data a 14? Oops, sorry. Tantos, roll your starship gunnery there it is, under Mechanical, youve got 2D+2, and a stock light freighters fire control is 2D, so roll 4D+2. Its Medium range and the frigate isnt dodging, so you need a 15. Geez, look at all those ones and twos. Not having a good time today, are you? Shamus, the frigate fires again. Whats your starship piloting skill? Wayne (Shamus): 5D+2. I roll a 20. Peter (GM): Okay, that increases their difficulty number (rolls dice) another cannon bolt whizzes past as you spiral out of the way. Good piloting, captain. What next? James (Tantos): I shoot again! Wayne (Shamus): More of the same all around, I guess. Peter (GM): Jackson? Good. A 19! You got the data. Next round and youre free. James? No, not good enough. And Wayne good. (Rolls for Imperial fire again.) Aha! They hit you, but (rolls again) your shields hold. Another hit, and youre in big trouble though. Wayne (Shamus): Oy. Initiate hyperdrive!Peter (GM): Wheeeee...zzzzzCHUNK! A million lights turn into radiating lines and youre away. John (Jackson): Whew.Michael (Jill): Neat! James (Tantos): l guess were safe then.Peter (GM): Perhaps. Theres an ominous clicking sound coming from the upper hull, and the power seems to be fluctuating slightly. Maybe the shields didnt block that last shot completely...Playing a Role Remember that the point of the game is to tell a satisfying story, to create your very own movie. The gamemaster provides the plot and the opposition, but a movie still needs snappy dialog and interesting characters. Providing that is up to you.Roleplaying games are sort of a cross between regular games and a stage play. In a play, every actor has a role, and an actor is expected to stay in his role as long as hes on stage to speak in the same words, with the same accent, in the same way as his character; to act as his character would act. Playing a role can be a lot of fun. Before you begin, give some serious thought as to what your character is like. Read over the background on his character template, and try to fill in some of the details in your mind. Try to imagine yourself as your character. How does he talk? How does he think? What does he like to do, and what does he think is a bore? Why has he joined the Rebellion? Whats his ultimate goal? How does he react to the other player characters? Banter. One of the Star Wars movies most endearing features is the banter, the interplay among the characters. Even in the deadliest danger, the characters have time to swap an insult or crack a joke or two. This kind of interplay is a lot of fun and you can do it, too. Invent a distinctive manner of speech and turn of phrase for your character. Then, when speaking as him, speak as he does. Think of the example of play above. Waynes Smuggler is cynical but calm under fire Oh, great. James Bounty Hunter is hard-bitten ...youre Wampa meat. Catch my drift? Johns Captain is pompous and fatherly Could be trouble, young Falconi. Michaels Kid speaks in the limited vocabulary and simple phrases of a small child Neat! Each is an individual, with his own way of thinking and speaking. Dont speak exactly like you do in normal day-to-day life; speak as your character would. If you use an accent, or always use the present tense, or deepen your voice, the other players will always know when youre speaking as your character. Personality. Think about your characters feelings for the other player characters. Is he impressed? Contemptuous? Does he like them? Not care? Friendly? Envious? Act accordingly. What does your character want out of life? Power? Love? Money? Adventure? A peaceful life that the Empire wont let him have? Revenge? How does that affect his actions? Cooperation. The last thing to remember is that youre all part of the Rebellion. No matter what you feel for the other characters, you must cooperate with them to aid the Rebellion and fight the Emperors minions. Its okay to swap insults with the other players, like the movie characters do but if you start bickering in earnest, if disagreements cause tension among the players, you may fail in your duty to the Rebellion. You might be imprisoned, fail in your mission, or even die. Youre ready to play now. Theres a lot you still dont know like exactly how difficulty numbers are calculated, how to operate a starship, the nature of the Force but you can learn that as you go along. Youve mastered the bare bones.Youre ready to embark on your journey into the great void between the stars, to mingle with the heroes and scum of the galaxy, to join the cataclysmic struggle between good and evil, the great conflict known as... Star Wars ...and may the Force be with you. Introduction 111STAR WARS: Classic AdventuresNow that you know the basics, youre going to need a character. The easiest way to start is to flip to the back of the book and pick out a character template that appeals to you. You can play a Smuggler, a Brash Pilot, a Mercenary (or merc), a Wookiee... whatever suits you.Either print out a copy of the template you want, or copy the game information the attribute die codes, special abilities and equipment onto a sheet of scratch paper or a blank character sheet.If none of the templates seem appealing, you can create your own custom template, as long as the gamemaster approves it (see page XX).Selecting A Template Each template describes a character archetype that fits the Star Wars universe. Think about what kind of person you want to play. Do you want to play a dashing smuggler like Han Solo? A brash young pilot like Wedge Antilles? An impressionable Jedi-in-training, like Luke Skywalker at the beginning of A New Hope? A headstrong diplomat like Princess Leia? A seedy gambler turned businessman like Lando Calrissian? There are many, many different types of people in the galaxy and you can play just about anyone.Before you pick a template, its not a bad idea to ask the other players what kind of characters they will be playing. Normally, your game should have a diverse group of characters with a mix of skills not everyone can be a Brash Pilot, a Smuggler or a Failed Jedi.Customizing TemplatesA character template is a good starting point, but its only a description of a type of character. There are thousands of smugglers in the galaxy how do you make yours different?Each template provides background information personality, background, objectives and things like that describing your character. These things help you understand who youre playing, but they are only a starting point. You can make changes to the information on the template, as long as the gamemaster approves them.If theres something on your character sheet you dont understand, just ask the gamemaster to explain it to you. If the gamemaster approves, you can even change your characters species, but that may affect the game statistics printed on the template so you would have to turn to the Creating a New Template section on page XX. CHAPTER TWO haracter CreationCSTAR WARS: Classic Adventures12