So I saw the new Star Wars movie this weekend and it inspired the group of friends and I who saw it to maybe sit down at the table with a RPG. There was a really great adaptation of it using the AGE System by Enrique Bertran and have begun working on an update to be more in-line with Fantasy AGE.
The intended place in the timeline of Star Wars for this game is right after A New Hope. As such, there are no Force sensitive core classes. I do not want Force powers to work like magic, so it is something that will have to wait until later.
For now, enjoy!
CLASSES
Expert
Primary Abilities: Accuracy, Communication, Intelligence, and Willpower
Secondary Abilities: Constitution, Dexterity, Fighting, Perception, and Strength
Starting Health: 30 + Constitution + 1d6
Weapon Groups: Brawling, and Blasters or Exotic weapons.
Level 1
Stating Ability Focus: You receive one of the following ability focuses: Communication (Persuasion), Dexterity (Piloting) or Intelligence (Engineering).
Starting Talents: You become a Novice in one of the following talents: Intrigue, Medicine*, or Pilot Training. You also start as a Novice in Droid Companionship.
*Medicine: See Chirurgery.
Level 2
Stunt Bonus: Your biting wit gets the better of your foes. You can perform the Taunt stunt for 1 stunt point instead of the usual 2.
Level 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Level 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.
Level 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Stunt Bonus: You are prepared when a situation takes a turn for the worst. You can perform The Upper Hand roleplaying stunt for 3 stunt points instead of the usual 4.
Fighter
Primary Abilities: Accuracy, Constitution, Dexterity and Fighting
Secondary Abilities: Communication, Intelligence, Perception, Strength, and Willpower
Starting Health: 35 + Constitution + 1d6
Weapon Groups: Brawling, plus any three of the following: Blasters, Explosives, Heavy Weapons, Rifles, or Vibroblades.
Level 1
Starting Talents: You become a Novice in one of the following talents: Command, Gunnery Training, or Rifleman Style. You also start as a Novice in Armor Training.
Level 2
New Ability Focus: You now gain one of the following ability focuses: Communication (Leadership), Constitution (Running), or Strength (Intimidation).
Level 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Level 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.
Level 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Stunt Bonus: You can strike so fast in combat that your attacks are a blur. You can perform the Dual Strike stunt for 3 stunt points instead of the usual 4.
Scoundrel
Primary Abilities: Accuracy, Communication, Dexterity, and Perception,
Secondary Abilities: Constitution, Dexterity, Fighting, Strength, and Willpower
Starting Health: 25 + Constitution + 1d6
Weapon Groups: Blasters, Brawling, and Explosives or Vibroblades.
Level 1
Evasion: You can prepare yourself to dodge an attack. You use a Ready action and any hit until your next turn must also succeed an opposed test vs. your Dexterity (Acrobatics) or miss.
Lucky Shot: Once per round, you can add 1d6 to the damage of a successful ranged attack but can’t use this feature if denied your major action, such as if you are stunned.
Starting Talents: You become a Novice in one of the following talents: Contacts, Gunslinger Style, or Quick Reflexes.
Level 2
Dirty Fighting: You hit hard where your enemy is most vulnerable. While performing the Pierce Armor stunt, you ignore the opponent’s full Armor Rating rather than half, as is normal.
Level 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Level 4
New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent.
Level 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
First Shot: During the first round, you receive a +2 attack bonus and add 1d6 damage against an opponent who has not yet acted during the round.
SPECIES
Human
Heroic: You receive +1 Stunt Point whenever you Stunt.
Chiss
Vicious: You add +1 to all damage rolls.
Mandalorian
Combat Training: You receive an ability focus with one weapon group of your choice.
Mon Calamari
Amphibious: You can breathe underwater and move your normal speed while swimming.
Darkvision: You can you see in darkness without a light source.
Twi’lek
Personable: You receive one Communication-based ability focus.
Fast: Your Speed is equal to 6 + Dexterity (minus armor penalty if applicable).
Wookie
Ability Adjustment(s): +2 Strength, –2 Communication
Resilient: You receive +5 starting Health
Undisciplined: Any time you are asked to do a Willpower (Self-Discipline) test you must succeed twice, otherwise you fail.
BACKGROUNDS
Roll 2d6 | Background | Focus |
Outsiders | ||
2 | Criminal | Communication (Deception) or Dexterity (Stealth) |
3 | Wanderer | Constitution (Stamina) or Intelligence (Natural Lore) |
4 | Youngling | Dexterity (Initiative) or Willpower (Self-Discipline) |
Lower Class | ||
5 | Performer | Communication (Performance) or Dexterity (Acrobatics) |
6 | Laborer | Constitution (Stamina) or Strength (Might) |
7 | Scrapper | Intelligence (Engineering) or Intelligence (Evaluation) |
Middle Class | ||
8 | Academic | Intelligence (Galactic Lore) or Intelligence (Research) |
9 | Soldier | Accuracy (Brawling) or Constitution (Drinking) |
10 | Trader | Communication (Bargaining) or Intelligence (Evaluation) |
Upper Class | ||
11 | Noble | Communication (Persuasion) or Intelligence (Cultural Lore) |
12 | Official | Communication (Leadership) or Intelligence (Military Lore) |
TALENTS
Armor Training
Classes: Expert and Fighter
Requirements: None
Novice: You can wear light armor without suffering a penalty to Dexterity.
Journeyman: You can wear heavy armor without suffering a penalty to Dexterity.
Master: You can get the most out of your armor. You gain the benefit half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.)
Droid Companionship
Classes: All
Requirements: None
Novice: You designate a droid as your droid companion. Your droid companion is able to take minor actions independently, without you using your own minor action. (Normally, you have to use your own major or minor action to direct a droid companion to perform the same action, except for moving which a droid always does when you do.)
Journeyman: You can use the Heal action on your droid companion. The ability test is based on Intelligence (Engineering) instead of Intelligence (Healing).
Master: If your droid companion is adjacent to an opponent that just successfully hits or damages you, it can immediately attack that enemy as a free action once per round. This attack does not generate stunt points.
Your droid companion also increases its health by 10 and it receives the Willpower (Morale) focus.
Gunslinger Style
Classes: All
Requirement: You must be trained in Blasters
Novice: You can draw a blaster as a free action, instead of the usual minor action.
Journeyman: When you Aim with a blaster, you gain a +2 bonus on your attack roll instead of the usual +1.
Master: When shooting with a blaster, you can perform the Lightning Attack combat stunt for 2 stunt points, instead of the usual 3.
Rifleman Style
Classes: Fighter and Scoundrel.
Requirements: You must be trained with Rifles.
Novice: You can Reload a rifle as a free action, instead of the usual minor action.
Journeyman: When shooting with a rifle, you can perform the Knockdown combat stunt for 1 stunt point, instead of the usual 2.
Master: When shooting with a rifle, you can choose to re-roll your damage, but you must keep the results of the second roll.
WEAPONS
Ion: These weapons deal penetrating damage to machines, such as droids.
Rare: These items are not commonly found in markets. They are kept as oddities and can some times be traded for.
Restricted: These weapons are illegal.
Weapon | Damage | Min. Str. | Range | Cost |
Blasters (Accuracy) | ||||
Blaster pistol | 1d6+3 | — | 5/15/60 | 500 |
Heavy blaster | 2d6+2 | 1 | 4/10/25 | 250 |
Ion pistol | 2d6 ion | — | 4/8/12 | 750 |
Explosives (Accuracy) | ||||
Explosive charge | 6d6 | 1 | — | 1500 |
Flash bomb | special | 2 | 4 | 850 |
Thermal detonator | 4d6 | — | 4 | 2000 |
Exotic (Accuracy) | ||||
Blasterstaff | 2d6+2 | 1 | 15/30/60 | Rare |
Bowcaster | 3d6 | 2 | 5/15/25 | Rare |
Electrostaff | 2d6 ion | — | — | Rare |
Heavy Weapons (Accuracy) | ||||
Blaster cannon | 4d6 | 2 | 10/50/100 | 3000 |
Flamethrower | 2d6+1 penetrating | 2 | 2/4/5 | 1000 |
Missile launcher | 6d6 | 3 | 15/150/300 | 1500 |
Lightsaber (Fighting) | ||||
Lightsaber | 3d6 penetrating | — | — | Restricted |
Lightsaber pike | 2d6 penetrating | — | — | Restricted |
Saberstaff | 2d6+4 penetrating | — | — | Restricted |
Rifles (Accuracy) | ||||
Blaster rifle | 2d6+4 | 1 | 15/50/150 | 1000 |
Heavy rifle | 3d6 | 2 | 15/25/125 | 2000 |
Ion rifle | 3d6 ion | 1 | 15/30/60 | 800 |
Vibroblades (Fighting) | ||||
Vibroaxe | 3d6 | 2 | — | 500 |
Vibroblade | 2d6 | 1 | — | 300 |
Vibroknife | 1d6 | — | —/4 | 200 |
ARMOR
Armor | Armor Rating | Penalty | Cost |
Light Armor | |||
Blast helmet & vest | 2 | 0 | 500 |
Padded flight suit | 3 | 0 | 2000 |
Scavenger armor | 4 | –1 | 1500 |
Armored flight suit | 5 | –2 | 4000 |
Heavy Armor | |||
Stormtropper armor | 6 | –3 | Rare |
Bounty hunter armor | 7 | –3 | 5000 |
Battle armor | 8 | –4 | 8000 |
Heavy battle armor | 10 | –5 | 10,000 |
Will this be expanded on as time goes on?
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Yep, I am currently working on Force Powers, specializations, and increasing the level cap to 10.
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Just saw this. Way to pick it up and run with it. I just didn’t have the time to continue. You can reach me on twitter @newbiedm btw, I saw your post on the GR forums, which led me here.
I never got a cease and desist, btw, I just stopped working on it while I waited for set three, and once 5th ed dnd came out, i gave up on Age.
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Awesome, thank you for stopping by and sorry for the late reply. Still ironing a few things out and hope to release a pdf in mid-February. I will definitely let you know when it becomes available.
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