Star Wars RPG
Star Wars RPG
CAMPAIGN SCENARIO
The Republic has fallen. The Jedi are nearly extinct. The Sith control the galaxy, and the
The empire tightens its grip on the star systems with no one to oppose them.
This is the Star Wars galaxy in the months that followed the end of Revenge of the Sith.
Sith and the years leading to A New Hope. In the following pages you will find
a summary of everything a player needs to create a hero that will be at the center of
attention during these dangerous years. This includes a description of the main heroes and
villains of the time, as well as details about the campaign, adventures, and setting.
The Dark Ages consist of a period that begins immediately after the
concludes with The Revenge of the Sith and goes up to the creation of the Rebel Alliance. This period
it encompasses the true rise of the empire to complete prominence and its decline
from the galaxy in a less civilized era. These years between the films are full of
opportunities to face adventures in completely new terrain. This scenario allows
which characters of the players engage in totally new adventures, worlds,
unprecedented experiences and events in the Star Wars landscape, and forge your own path
for the glory.
Welcome to the Dark Age.
MATERIALS NECESSARY E ALLOWED FOR CREATION E
CHARACTER DEVELOPMENT.
Important! You don't need to memorize the content of these books to play. This is a
game and not a homework. Once you understand the basic concepts, start to
play! Use these books as reference during the game. The information tables and
index entries should help you easily find a specific topic. When
When in doubt, improvise with the basic concepts, keep playing and have fun. You always
you can consult a rule that was not clear after the end of your game session, but
remember that you don't need to worry about the details during the game.
Star Wars RPG uses a mechanics rules to resolve all actions. These rules
game controls remain fast and intuitive. Every time you want to try an action
where there is any chance of failure, you roll a twenty-sided die (or 'd20'). For
determine if your character succeeded in a task (such as an attack or the
use of an expertise), you will do the following:
• Roll a d20.
• Add any relevant modifier.
• Compare the result with a target number.
If the result is equal to or exceeds the target number (determined by the Master or indicated
by the rules), your character is promptly successful in the task. If the result is
below the target number, you fail.
The Master: One player acts as the Master, a combination of director, narrator, and judge.
The Master describes situations, asks the players what their characters want.
perform and resolve these actions according to the rules of the game. The Master conducts each scene,
keeps the story moving and takes on the roles of the opponents and other characters
that the players' heroes encounter in each adventure. The Master must keep in mind
all the rules of the game; you don't need to memorize them, but you really need to have an idea
where to find things once the game starts.
Heroes: If you take on the role of a hero, you are one of the 'stars' of your own
Star Wars saga that, together with the other players and the Master, helps to develop.
You create your character with the help of the game's rules, and according to your vision of
type of hero you want to play. As your character participates in adventures,
he or she gains experience points (XP) that help him or her improve and become better
powerful.
We have already explained the basic rules that form the pillars of the game – roll a d20,
add a modifier, and try to achieve a result that is equal to or greater than the number
target. Every time your character tries to accomplish something significant, the Master
will ask you to roll the d20.
Important! Not every action requires a roll of the dice. The dice are rolled in a
combat and other dramatic situations when the success of an action is questionable.
The d20 is used to determine outcomes in combat and in skill and attribute tests.
In other words, the d20 determines whether you have succeeded or not in an action.
The other data (d4, d6, d8, d10, and d12) are used to determine what happens next.
you will be successful. Usually, the other data appears in the game after a good attack.
happened, to determine how much damage the attack caused to the target.
The characters complete these actions through skill tests, attribute tests
attack rolls. Each of them requires a d20 roll with modifiers.
GENERAL GUIDANCE
You and your friends reviewed the basic rules and created level 1 characters. Your
The Master reviewed the rules and is ready to lead his first adventure. You all
They agreed on a time and location to play. Then the time arrives and the game begins!
Sitting around the table, with dice and snacks scattered in all directions, the
players gather. Luis is the Master. He takes his place at the end of the table. Leo sits down.
in the chair next to him; he is commanding Sia-Lan, a Jedi. Next to Leo is Emilia,
practicing your Wookie sounds to inject some authenticity into your character,
Rorworr, the Striker. Crossing the table, João makes some last-minute notes.
in your character sheet, adding a little more detail to Vor’en, a
Soldier. Next to João, Luan eagerly awaits the start. He is controlling Deel.
Surool, a cunning Outlaw.
Luis selected a quantity from his Star Wars miniatures collection to use in the game.
tonight. The representations will help the players visualize the action in certain
situations and will speed up the course of the game. She takes a miniature to represent each
one of the players' characters and she places them in the center of the table.
Luis leaves some others hidden on the floor, near him. Since he will use them.
later to represent the opponents who will challenge and compete against the
heroes. Luis does not have a specific character for himself. While each one of the
players control a single hero, the Master narrates the story, sets the rules, and
interpret all the characters of the Master - the supporting cast that serves as allies and
opponents for the heroes.
Anyway, it seems that everyone is ready to start. Luis answers a few
few questions about the rules, then the game begins.
Luis (Master): A long time ago in a galaxy far, far away... this is the
Republic period, about twenty-two years before the days of the Empire and the
first battle station Death Star. Supreme Chancellor Palpatine leads the
republic, Mace Windu and Yoda lead the Jedi council and the beginning of the Clone Wars
it is still a few weeks away. You are in a cafeteria of a Port
Especially in Corellia, a prominent world in the core of the galaxy.
The place is quite busy for a weekday afternoon, even though it isn't.
at the limit of capacity. You see humans and a variety of other species.
drinking, laughing and chatting calmly near the bar, in dark tents and tables
scattered books. Among those you see are the other characters from
players.
Why don't each of you take a moment to describe yourselves?
Luan (Part): You also see a young male Twi'lek – you know, the guys with
the tail-headed one, like Bib Fortuna - sitting at the table in the center of the room. He is
playing sabacc with some of the space travelers and it seems like it's starting to
to accumulate more than he shared of his credits.
Luis (Master): Ok. Everyone is aware of each of you, but not yet
they know. Before anything happens, how about each of you take a test
of perception for me?
Each player rolls a d20 and adds their Perception skill modifier.
to achieve a result. If the character does not have the skill Perception as a skill.
trained, the player still applies their Wisdom modifier (if any) to
play. After all the players have completed the skill tests, they leave the Master.
to know the result.
Luis checks his notes, checking what the CD (difficulty class) is for the test of
Perception. He shakes his head and takes one or two notes, just to keep the
curious players.
Luis (Master): Vor'en, the soldier, although he is observing the room, failed to notice
something that the rest observed successfully. The rest of you see a
Human who resembles Senator Alastar Treen from Corulag.
He is dressed like most of the other space travelers in the cantina and is
engaged in a conversation with a female rodian.
Suddenly, you all see the doors of the cafeteria sliding on the tracks as soon as a
a group of tough guys enters the room. The waiter shouts, 'Hey! No blasters here!' He
dives behind the bar, just in time, as one of the brutes
carelessly fires a blaster shot in your direction. There are four there
thug – two humans, one Rodian and one Gamorrean. The Gamorrean wields a
vibrating blade and the other three are armed with blaster pistols. The Gamorrean
he/she mutters something rude and gestures towards the table where the senator is seated.
"For the Separatists!" shouts one of the humans with a look of disdain while
aim at Senator Treen.
Everyone take an initiative test!
Each player rolls a d20 and adds their Initiative modifiers to it.
to achieve a result. If a character does not have the Initiative skill as a skill
trained, the player still adds their Dexterity modifier (if any) to the roll.
Luis secretly plays a single Initiative test for the henchmen and another for the
senator and his companions.
Luis records the order of initiative, from highest result to lowest. He notes:
Sia-Lan 18
Part 15
Capangas 13 (his move)
Vor'en 12
Rorworr 10
Senator 7 (his move)
Luis (Master): It seems that the henchmen are going to shoot the senator. Sia-Lan, what will you do?
I jump and position myself between the senator and the henchmen like my
first action of movement. As my second action of movement I draw my
lightsaber. As a free action, I activate the lightsaber and shout, 'This man is under'
the protection of the Jedi Knights!
Luis (Master): Your lightsaber hums to life. Deel, you are next. What will you
do?
Luan (Deel): Helping a senator and a Jedi can be profitable. Deel turns his table to
he leans forward and crouches behind her looking for some cover. I think this is an action of
movement. Then he draws his blaster as the second action of movement.
Michele (Mestre): When the table collapsed next to him, sabacc cards and
credits spread out on the floor. The space travelers you were with
diving players are seeking cover.
Luan (Part): Oops, I forgot about the sabacc game with all this excitement. Without
problems, I think. Most of the credits belonged to Deel, anyway.
Luis (Master): The henchmen are next to act. Each of the two humans shoots.
no Jedi who is between them and the senator. The Rodian henchman shoots at Deel and the
Gamorrean rushes forward to slice the Jedi with its vibroblade.
I will use the table near me to shield myself from the blaster shots.
Luis (Master): Okay. This gives you coverage against all the henchmen and increases your
Defense of Reflexes in +4.
Luis makes the attack move for the two henchmen. The first rolls an 11. The second one a
19. The Defense of Sia-Lan's Reflections when she uses cover to protect herself is 19. This
It means that she blocks the first shot, but the second hits dead on. Luis rolls 3d6.
of damage from the successful attack with the blaster pistol. The total is 11. Sia-Lan has 22.
life points, then the attack reduces your life points to 11.
The rest of the round continues, with Luis concluding the actions of the henchmen, then
Vor'en, Ror-worr, and Senator Treen acting in the turn. Each round is played in this order.
until one side or the other is defeated or flees. Then the heroes will have a chance to
to get to know each other and find out why the senator is under protection and being attacked.