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