I mentioned in my post last Thursday that I ran my first playtest of my new rules engine last Wednesday, and it went swimmingly! I also mentioned that I wanted to post up my character sheets, so here’s what I threw together in a couple of hours when the opportunity presented itself to run my engine in a Star Wars setting.
I went with an alt Post Return of the Jedi setting and set my two players on a mission from the New Republic about 8 years after RotJ. They were to infiltrate an old Imperial mining base and stealthily steal a Lambda class shuttle. The session lasted about two hours, and they were able to be successful without any need to fudge the dice on their or my part! Pretty amazing.
Quick note that I’ve already made some substantial changes based on the experience and feedback, but the structure remains the same.
TALIA RALL – JEDI KNIGHT
BACKGROUND
You are one of the first generation of four new Jedi Knights under Master Luke Skywalker. He found you among the royals of Naboo, lingering as a child senator bored with the politics of a planet. You favor mind tricks and empathic abilities rather than blunt telekinetics and force manipulation.
ATTRIBUTES
IRON: D6/CURRENT: D6
- EXPERIENCE
RESOLVE: D8/CURRENT: D8
- EXPERIENCE
POISE: D6/CURRENT: D6
- EXPERIENCE
RESOURCES: D4/CURRENT: D4
- EXPERIENCE
WITS: D4/CURRENT: D4
- EXPERIENCE
BANKED EXPERIENCE (UP TO 5):
FEATURES
JEDI TRAINING – You are adept at Using the Force for the following Force effects (rolling Use The Force without Disadvantage for them) –
- Energy absorption.
- Sensing others.
- Mind Trick.
LIGHTSABER – You have a double-bladed golden lightsaber.
- You may use IRON to defend against any small arms attacks.
- When you attack with your lightsaber it counts as one higher level than you rolled regardless of your result. Your attribute still still drops a step on a result of 1 or 2.
NOBLE BORN – You may reroll POISE tests when engaging in diplomatic actions.
KOTHA (Kotha’eziaw’coasduw) – CHISS MANDALORIAN
BACKGROUND
A revolution is a wonderful opportunity for profit, and up until recently, that’s all you cared about. After a recent job went bad, you were given the choice – Republic prison colony or do a job to work it off. Lucky for you, the Republic’s got a job right up your alley…
ATTRIBUTES
IRON: D6/CURRENT: D6
- EXPERIENCE
RESOLVE: D6/CURRENT: D6
- EXPERIENCE
POISE: D4/CURRENT: D4
- EXPERIENCE
RESOURCES: D4/CURRENT: D4
- EXPERIENCE
WITS: D8/CURRENT: D8
- EXPERIENCE
BANKED EXPERIENCE (UP TO 5):
FEATURES
MANDO ARMS: Your armor has a number of benefits –
- Test with Advantage whenever you roll to avoid taking damage from any personnel-scale source.
- When you use your flamethrower it counts as one higher level than you rolled regardless of your result. Your attribute still still drops a step on a result of 1 or 2.
UNDERWORLD CONTACTS: You may reroll RESOURCES tests when utilizing a contact you have that exists outside the law.
VETERAN PILOT: Test WITS with Advantage when operating a starship or planetary vehicle..