TEXT: Star Worlds 
  Streets of Mos Eisley Playset 
   
  A Sentient Creation by Zwolfa the Hutt  
  Based on Streets of Marienburg and Far, Far Away by Darth Gremlin | Built with the World of Dungeons Engine by John Skyharper  
  Inspired by the Sage Kobold Media Conglomerate and the Lumpley Scientific Expedition
   
   
   
  
  A long time ago, in a galaxy far, far away… 
   
  It is the height of the galactic civil war and a dark time for the galaxy. The 
  tension between the Galactic Empire and the Rebel Alliance continues to 
  escalate into the year. The Battle of Yavin and the destruction of the death 
  star are critical successes for the rebellion. A new hope is born. Infuriated by 
  the defeat, Emperor Palpatine viciously lashes out against many of the Outer 
  Rim worlds thought to be harboring people loyal to the rebel cause. The dusty 
  desert planet of Tatooine is no exception. In the city of Mos Eisley, celebration 
  erupts in the streets as news of the rebel victory at Yavin leaks out, but Imperial 
  Storm Troopers open fire on the raucous crowd, inciting a riot that gets out of 
  control and spreads throughout the whole city. 
   
  An Imperial police crackdown falls into effect immediately, but the Storm 
  Troopers are highly outnumbered despite the presence of a fully staffed 
  garrison base in the center of the spaceport. The chaos in the city creates for 
  an opportunity rebel militia and criminal elements in the area. The local gangs 
  and mercenary houses use the confusion of the riot to strike at each other, 
  spurred by various feuds and grievances. At the same time, local rebel forces 
  begin to skirmish with the imperial occupancy while recruiting more and more 
  disgruntled people to the cause. It’s a turbulent time in Mos Eisley and the 
  power players are making their moves, so look sharp, keep your blaster close, 
  and never strike a deal with a Hutt. Oh, and may the force be with you. 
   
  Mos eisley - The armpit of the galaxy 
   
  Roughly eighty kilometers north of the city of Anchorhead, in a dry-bed valley 
  to the southeast of the Jundland Wastes is the unruly spaceport known as Mos 
  Eisley. It is an expansive urban sprawl infamous for being a haven of 
  smugglers, scoundrels, thieves, gamblers, mercenaries, and rebels. From a 
  distance, the city appears as a haphazard sprawl of low-grade duracrete, 
  stone and plastoid structures that spread outward from a central power and 
  water distribution plant. However, true to Mos Eisley‟s shady reputation, much 
  of the city is actually located underground, technically making it the largest 
  settlement on Tatooine with a surprising population of nearly sixty-thousand 
  residents. 
   
  The city was built with commerce in mind. The “Old Quarter” was originally 
  wheel-shaped, surrounding a massive market that dominated . A century of 
  development and urban sprawl lead to the creation of the “New Quarter”, 
  which spreads out to the south with a less concentric layout, designed to 
  wrangle tourists.  The city lacks a main landing facility, instead relying on 362 
  individual hangars to facilitate the largest trade operation on the planet. The 
  city hosts a number of interesting locations, including the rough and tumble 
  Tar Mass neighborhood, Jaba‟s Disilijic Complex, the Jango Fett arena, and 
  dozens of open markets selling everything under the suns. 
   
  
  Mos Eisley Spaceport 
   
  “You will never find a more wretched hive of scum and villainy. We must be cautious.” 
  - Obi-Wan Kenobi
  
  Mos Eisley Points of interest
   
  1. 
  The Desilijic Complex and Jango Fett Arena – This sprawling enclave is home to Jabba 
  the Hutt‟s lavish townhouse and personal landing platform, as well as the massive 
  combat arena within the complex that was named in honor of the famous bounty 
  hunter. 
  2. 
  Spaceport Express – A interplanetary delivery service run by a Quarren named Omon 
  Gantum. Secretly a front for a smuggling business. Right near Gep‟s Grill which serves 
  simple, local junk food like bantha burgers and dewback sandwiches. 
  3. 
  Arms Emporium – Across from Jabba‟s complex is a famous weapon and armor store 
  run by the gruff Tatooinian Masse Goskey. 
  4. 
  Water Distribution Plant – A key facility for this area of the city that pumps water to and 
  from most buildings in the New Quarter. 
  5. 
  Docking Bays – Mos Eisley hosts 362 individual docking bays, each fitted with timelock 
  devices by order of the imperial occupation. Docking fees are generally cheap, 
  except during peak times of the year when trade-meets and conferences dominate 
  the city. Arriving and departing spacecraft must get clearance from the spaceport 
  flight control, but only after passing a customs inspection and paying all dock fees, 
  including storage fees which are charged every half day. 
  6. 
  Quebe-Luxfause Systems HQ – The corporate headquarters of the corporation known 
  for producing low-quality “queblux” power unit. 
  7. 
  Outer Curved Street – Leading into the city is the Outer Curved Street where merchant 
  stalls and junk haulers often congregate to catch tourists and visitors upon entering 
  Mos Eisley. Ships big and small are often seen illegally parked in this area.  
  8. 
  Mos Eisley Correctional Compound – This is the city‟s rowdy and overcrowded prison. 
  Many infamous criminals and killers are housed here. 
  9. 
  The Hub – The central point of the Old Quarter. This area of the city is mostly industrial 
  facilities, water processing plants, power stations, and warehouses. 
  10. 
  Hutt Mall – A commercial center owned exclusively and catering specifically to the 
  many Hutts that make their home in and around Mos Eisley. At the center of the Hutt 
  Mall is the famous exotic restaurant known as Court of the Fountain. At the edge is a 
  former pod racer sales yard later turned into Borvo the Hutt‟s swoop yard. Here, 
  swoop racers from all over Tatooine gather to tune up their swoops, trade parts, and 
  prepare for the races that take place just outside the city.  
  11. 
  Ubrikkian Trade Tower – This is the headquarters of Ubrikkian Transports, a subsidiary of 
  Ubrikkian Industries. It focuses on producing various civilian and military-grade star 
  ships and repulsor-lift vehicles. 
  12. 
  Mo’Moolee Rah Market – A bustling market full of covered merchant stalls. Here, locals 
  sell all types of merchandise. Of course, it supports an incredibly active black market 
  with most of the illicit activities taking place in the many buildings and structures that 
  encircle the market proper. 
  13. 
  Tar Mass Neighborhood – A rather rough and tumble neighborhood troubled by 
  constant gang activity. Watch out at night.  
  14. 
  Methane Fix Cantina – This dark and dingy cantina sits smack dab in the middle of the 
  Tar Mass neighborhood and is a common watering hole for local ruffians and 
  mercenaries. 
  15. 
  Spaceport Traffic Control – This large domed building contains an array of 
  communication equipment and personnel serving the entirety of Mos Eisley‟s 
  incoming and outgoing air-born and space-born traffic. 
  16. 
  Custom’s House – This building houses the offices of the local officials who process the 
  paperwork for the import and export of goods into and out of the spaceport. 
  17. 
  Lup’s General Store – Owned by two Shistavanen, Kal Lup and Tar Lup. You can find a 
  plethora of merchandise here, including tools, provisions, supplies, machinery, and 
  equipment. Sometimes they have inexpensive speeders for sale. 
  18. 
  Spaceport Prefect’s Office – The main administration building for the city and its 
  import/export management.  
   
  19. 
  Kerner Tenement Block – A large, inexpensive apartment tower that overlooks Kerner‟s 
  Plaza. 
  20. 
  Imperial Garrison Base – The primary military and police complex where the Galactic 
  Empire makes it base of operations in Mos Eisley. The facility is managed by Defense 
  Officer Omar Vallex. It also houses an imperial recruiting station.  The main gate is 
  located on Straight Street. The base houses AT-STs, AT-ARs, Omega-class freighters and 
  a TIE lander. The landing platform and the base itself is defended by turbolaser turrets.  
  21. 
  Dim-U Monastery – The monastery is home to a sect of bantha-worshipping Dim-U 
  monks. The temple is run by Abbot Drayk in strict military style, but rumors abound that 
  the monastery is just a front for a secret illicit transponder-slicing business. 
  22. 
  “Community” Junk Yard – A large open air yard where everyone dumps their old 
  tech, appliances, and scrap metal. It‟s attracts a variety „treasure hunters‟. 
  23. 
  Chalmun’s Spaceport Cantina (Double C) – One of the most iconic locations in all of 
  Mos Eisley, this cantina is owned by a Wookie named Chalmun. 
  24. 
  Used Droid Lot – A bustling pre-owned droid exchange specializing in refurbished and 
  scavenged droids.  
  25. 
  Industrial Complex – A neighborhood full of construction hangers, factories, and 
  warehouses. 
   
  Other Interesting Places 
  Feel free to use these places as inspiration and sprinkle them where ever is convenient: 
   
  ^ 
  Asmos-Arghuul – One of the only up-scale night clubs in the city. 
  ^ 
  Bargoon Tatooni – Trading post popular with jawas.  
  ^ 
  Buzzee’s – Restaurant that serves entirely insect-based cuisine. 
  ^ 
  Cutting Edge Clinic – Shady chop-shop specializing in cybernetics run by “Doctor” 
  Cornelius. 
  ^ 
  Dewback Stables - Large ranch sheltering Dewbacks owned by a local family. 
  ^ 
  Dockside Café – Small street-food vendor with a few tables just outside a docking 
  bay. 
  ^ 
  Foamwander Spa – Spa adjoining a Hutt restaurant. Frequented by Mon Calamari. 
  ^ 
  Gardulla Oola – Cheap hotel and casino featuring the city‟s most famous dancer. 
  ^ 
  Jawa Traders –Store specializing in vehicle-repairing droids. Popular with smugglers.  
  ^ 
  Jeh Bonegnawer – Restaurant serving both live and prepared food, including a 
  Corellian menu. 
  ^ 
  Kayson’s Weapon Shop – Weapon shop ran by a grizzled alien with black market 
  sources. 
  ^ 
  Krayt Dragon Lounge – Shady bar frequented by smugglers and pirates. 
  ^ 
  Lucky Despot – Large cargo ship turned into a stationary hotel and casino. 
  ^ 
  MoistureWorks Corporation – Company specializing in moisture farming equipment. 
  ^ 
  Mos Eisley Inn – Hotel owned and operated by a Mon Calamari. 
  ^ 
  Motel Nebulous – Seedy nightclub, cantina, and low-cost hotel with a giant aquarium. 
  ^ 
  Notsub Shipping – HQ of the largest company on Tatooine. Also owns Notsub Security 
  ^ 
  Rebel Hideout – Secret meeting place for local rebels. Moves all the time. Usually 
  underground..  
  ^ 
  Ruillia’s Insulated Rooms – Hostelry near Chalmun‟s run by an alien named Ruillia. 
  ^ 
  Shalo’s Cantina – Another popular cantina in the city. Mostly a human crowd. 
  ^ 
  Spaceport Hotel – Three-star hotel run by a Sullustan. 
  ^ 
  Tatooni Booka – Store specializing in digital media and storage units. 
  ^ 
  U Wanna Wanna – Biggest outdoor market in the city with food stalls and crafters. 
  ^ 
  Woodoo Dunes – Run-down cantina frequented by ruffians and spice-peddlers. 
  ^ 
  Zygian’s Banking Concern – HQ of a large corporation in control of many financial 
  businesses. 
  
  Character Creation 
  Characters have six Attributes. When you make a character, choose to either assign 
  scores totaling +4 to the Attributes of your choice, or gamble and generate them 
  randomly to determine their score by rolling 2D6 in order. If the total bonuses don‟t add 
  up to at least +1, roll again from scratch. The default maximum for each Attribute is +3. 
  When you roll: 
   
  ^ 
  On a 2, the value is -1. 
  ^ 
  On a 3-6, the value is +0. 
  ^ 
  On a 7-9, the value is +1. 
  ^ 
  On a 10-11, the value is +2. 
  ^ 
  On a 12, the value is +3. 
   
  Menace (MEN) is being aggressive, tough, combative, violent, or intimidating. Daring 
  (DAR) is being courageous, acting under pressure, reacting quickly to danger, or pulling 
  off a stunt. Guile (GUI) is being tricky, subtle, manipulative, sneaky, savvy, or witty. Acuity 
  (ACU) is being smart, sharp, perceptive, knowledgeable, or technically proficient . 
  Presence (PRE) is being charming, influential, diplomatic, or seductive. Finally, Spirit (SPI) is 
  being determined, gritty, grounded, or wise, as well as indicating how attuned to the 
  force your character is if they‟re a force-sensitive being. 
   
  Choose a Species from the list on the next page, gaining whatever benefits are described 
  for that Species. Note that some species have different maximums for different Attributes. 
  If one of your Attributes is above the species maximum, you cannot pick that species. 
  Choose a name from those available or make up a fitting one. Choose any other skill, so 
  you should start with two skills total. Next, choose a Class. From your chosen class, select 
  two Abilities from those listed, except for Jedi who start with a light saber and select one 
  Ability from their list. You begin with 2d6x100 Credits with which to purchase your 
  Equipmen. Your Vitality starts at 10 plus your Menace score.  
   
  hero points 
  When you achieve something heroic, portray your character in a fun and interesting way, 
  or just do something plain awesome in the game, the GM will award you with Hero Points. 
  You spend these during the game to get special benefits. Here are some ways you can 
  spend them during the game: 
   
  ^ 
  Reroll on any Attribute roll and the take the result you like best 
  ^ 
  Evade 1d6 damage from an attack on you 
  ^ 
  Do an extra 1d6 damage with an attack 
  ^ 
  Recharge an Ability that you‟ve already expended that day 
  ^ 
  Use an Ability from your class that you don‟t have yet 
   
  Track your Hero Points on your character sheet by filling in the dots or use some kind of 
  token to represent them, like poker chips, beads, gems, or coins. You can have a 
  maximum of twelve Hero Points at any one time. You can share Hero Points with other 
  players by describing how you help, directly, indirectly, or via retcon.  
   
  When you spend a Hero Point, mark a box on your Experience Track. When you mark all 
  twelve boxes, you Level Up, Your newfound expertise will grant you access to more Skills 
  and Abilities, increase your Damage and Vitality, and give you extra bonuses for 
  Attributes. When you level up, consult the chart below to determine what rewards you 
  receive at your new level. You don‟t level up on the spot - you must rest for a while and 
  spend some time training or reflecting to actually Level Up.  
   
  With the GM‟s approval, you can also choose to Multi-Class. When you Level Up and earn 
  a new Skill, you can forgo taking that Skill in exchange for gaining access to a new Class‟s 
  Abilities. From then on, you can pick up Abilities from either of those classes. You can 
  multiclass twice, so ultimately you could gain access to a total of three classes and their 
  abilities.  
   
   
   
   
  level 
  vitality Attributes 
  Skills 
  Abilities Damage 
  1 
  12+MEN 
  Roll or Assign 
  Species +1 
  Per Class 
  Base 
  2 
   
   
   
  +1 
   
  3 
   
   
  +1 
   
   
  4 
  +4 
  +1 (max 3) 
   
  +1 
   
  5 
   
   
  +1 
   
  +1d6 
  6 
   
   
   
  +1 
   
  7 
  +4 
  +1 (max 3) 
  +1 
   
   
  8 
   
   
   
  +1 
   
  9 
   
   
  +1 
   
   
  10 
  +4 
  +1 (max 3) 
   
  +1 
  +1d6 
   
  
   
  Species 
  When you create a character, choose a Species. They may affect your Attribute 
  maximums and give you skills. There are some example names below each. 
   
  ^ 
  Bothan: Guile max +4, Menace max +2, Pick Stealth or Deception 
  Askuk Fey’lya, Borsk Melan, Deruk Kre’fey, Karka Ab’lon,Koth Breil’lya, Murok 
  Nel’lya, Tav Bey’lon, Tereb Enay’lya 
   
  ^ 
  Cerean: Guile max +2, Acuity max +4, Pick Academics or Alertness 
  Ap Kapo Bordu, Ki-Ando Hando, So Leet Mundi, Sylvn Dondo, Maj-Odo Hundu 
   
  ^ 
  Droid: You must take the Droid class. Pick any one skill as your Species skill based 
  off of the type of droid you are. 
  R3D4, T-F12, V3V0, ZY-VR, HK84 
   
  ^ 
  Duros: Pick Piloting or Tech 
  Baniss Keeg, Dardo Bodd, Ellor Gim, Fomm Hrub, Kadlo Treeb, Kir Vantai, Lai 
  Wuum, Monnda Tebbo, Robmu Bin 
   
  ^ 
  Human: Choose any one Skill as your Species Skill. 
   
  ^ 
  Ithorian: Menace max +2, Spirit max +4, Pick Alertness or Survival 
  Lato Vado, Both Bendon,Ronro Mozi, Buldurzo, Corobb Boben  
   
  ^ 
  Kel Dor: Daring max +4, Lowlight Vision, Requires Rebreather 
  Belo Pal, Dorn Tlo, Gel Aal, Kal El, Kor Lon, Kur Mol, Retar Flo, Tam Lod, Torin Dol 
   
  ^ 
  Mon Calamari: Menace max +2, Acuity max +4, Special Skill (Aquatic) 
  Atlap, Bant, Cilghal, Dashat, Ibtisam, Jesmin, Kortish, Mabalin, Oro, Perit 
   
  ^ 
  Quarren: Presence max +2, Special Skill (Aquatic), Pick Deception or Stealth 
  Bloort, Falish, Kelmut, Naminn, Seggor, Tessek, Tsillin, Vekker, Vuhlg, Zuukt 
   
  ^ 
  Rodian: Guile max +4, Spirit max +2, Special Skill (Tracking) 
  Andoorni, Beedo, Beerga, Chack, Chido, Doda, Greata, Kelko, Navik, Neela, 
  Neesh, Wald 
   
  ^ 
  Sullustan: Infrared Vision, Alertness 
  Airl Nunb, Bemb Riv, Drebi Brun, Grii Suub, Morn Nunb, Rurin Soro, Sian Tevv, Syub 
  Snunb 
   
  ^ 
  Trandoshan: Daring max +2, Menace max +4, +1 to Stamina Dice 
  Aarshk, Berask, Chiish, Fusset, Krussk, Lrrask, Orksk, Ssuurg, Tusserk, Vratsk 
   
  ^ 
  Twi’lek: Presence max +4, Spirit max +2, Pick Deception or Influence 
  Bib Surool, Deel Komad, Firith Me, Giga Fortuna, Koyi Doneeta, Lyn Doonda, 
  Oola Nooma, Tott Hambi 
   
  ^ 
  Wookie: Menace max +4, Acuity max +2, Pick Athletics or Survival 
  Cherawr, Cheworrk, Gorwooken, Groznik, Lowbacca, Ralrra, Rarrerik, Rorworr, 
  Salporin, Shrerook 
   
  ^ 
  Zabrak: Pick Alertness or Navigation 
  Aagh Odok, Eeth Koth, Kooth Aan, Maash Boon, Olas Haas, Reenda Muth, Samsi 
  Fik 
  
  The Jedi 
  The Jedi are an ancient order of knights who wield the force in order to 
  pursue harmony and balance in the universe, sometimes acting as law 
  enforcers for the Republic. Jedi begin with a light saber and pick one 
  Ability from the following list. 
   
  ^ 
  Blade Master: When you inflict damage with your light saber, roll 
  an extra damage die and keep the better of the two results. 
  ^ 
  Consular: You can enter negotiations, bargain, or parley, even 
  with the most disagreeable of people, as long as they are 
  intelligent enough to understand. Also, you can attempt to use 
  a mind trick to deliberately alter someone‟s thoughts or plant an 
  idea, fooling them into getting confused or distracted. 
  ^ 
  Force Acrobatics: You can defy gravity by using the force to 
  leap, flip, tumble, and climb with superhuman agility. 
  ^ 
  Force Control: You possess a powerful telekinetic ability. You can 
  attempt to Force Push or Pull, as well as levitate heavy objects 
  and even crush matter into itself. 
  ^ 
  Gray: You walk the line between light and darkness. You can 
  attempt to force choke or force lightning a nearby victim at the 
  risk of becoming corrupted by the Dark Side. 
  ^ 
  Guardian: When you have your light saber out, your protective 
  techniques help keep you safe from you incoming damage, 
  granting +1 Armor. 
  ^ 
  Mend: Once per day, by spending a few minutes meditating, 
  you can remove a Condition from yourself or an ally you make 
  physical contact with using the Force. 
  ^ 
  Sentinel: You are particularly sensitive to the presence of the 
  dark side, and can hone in on the location of dark side activity 
  with speed and accuracy. Also, with some concentration, you 
  can mask your presence from other force-sensitive beings. 
   
  
   
  The Soldier 
  Soldiers are fighters, marksman, criminal enforcers, commandos, 
  mercenaries, bounty hunters, raiders, or gunslingers. They begin with the 
  Athletics skill, and choose one Ability from the list below. 
   
  ^ 
  Bounty Hunter: You are licensed and trained in the pursuit and 
  apprehension of beings with bounties on their head. When 
  fighting or subduing them, add +1 die to damage, discarding 
  the lowest result. 
  ^ 
  Brawler: When outnumbered by enemies, you get +1 to armor. 
  ^ 
  Hardened: Add +6 to your Vitality. 
  ^ 
  Interceptor: Once per day, as long as you're nearby and you 
  can explain it in the fiction, you can intercept an attack made 
  against an ally, taking the damage instead of them. 
  ^ 
  Commando: Get +3 to all ranged attack damage when you are 
  firing from a superior position on the field. Also, the weight of 
  your armor should never have a negative effect on your ability 
  to move stealthily.  
  ^ 
  Tactical Defense: Any Hirelings under your command get +1 to 
  Armor as long as they can see and hear you. 
  ^ 
  Slugger: Your unarmed attacks become light melee weapons 
  and, when wielding a heavy melee weapon, you get +2 
  damage to attacks. 
  ^ 
  Tank: The weight of your armor will never change your speed to 
  less than Fast. You can also carry an extra heavy item. 
   
   
   
   
   
   
   
  
  The outlander 
  Outlanders are explorers, fortune hunters, rangers, road wardens, 
  pathfinders, or wanderers. They begin with the Survival skill, and choose 
  one Ability from the list below. 
   
  ^ 
  Bush Pilot: You can use Daring when piloting a ship as opposed 
  to Acuity. Also, once per day, you can reroll any roll having to 
  do with piloting a ship, using the ship‟s weapons, or using the 
  ship‟s communications systems.  
  ^ 
  Dodge: Once per day, ignore the damage from a single attack. 
  ^ 
  Expertise: Pick another Skill. 
  ^ 
  Gearhead: You have a sizable workshop in a permanent 
  location with a Specialist on retainer. Outside of the workshop, 
  Also, you can make temporary repairs in a fraction of the time it 
  takes a normal person using scavenged parts. 
  ^ 
  Jack of All Trades: You dabble in just about everything. Get +1 
  to any Attribute rolls in where you are not using a Skill. 
  ^ 
  Scout: When you take the lead in a dangerous location or 
  wilderness area to scout ahead, you always spot your targets 
  before they spot you. 
  ^ 
  Stalker: Add +3 damage to ranged attacks when the target 
  doesn‟t see you. Also, when you attempt to track something or 
  someone, you can do so quickly while on the move. 
  ^ 
  Survivalist: Once per day, you can ignore the damage or effects 
  of an environmental hazard.  Also, you always find enough food 
  and water for yourself while surviving in the wilderness. 
   
   
   
  
   
   
  The Scoundrel 
  Scoundrels are thieves, swindlers, consultants, seductresses, smugglers, 
  thugs, pirates, miscreants, gamblers, bandits, troublemakers, or other 
  ne‟er-do-wells. They begin by choosing two Abilities from the list below. 
   
  ^ 
  Duck and Cover: You are an expert at using the environment for 
  your protection, getting +1 to your armor against ranged attacks 
  as long as you‟re not out in the open. 
  ^ 
  Getaway: Once per day, you can automatically flee a location 
  sprinting, dodging, and ducking to avoid pursuit. 
  ^ 
  Opportunist: When you and your allies overpower your 
  opponents, you inflict +2 damage. 
  ^ 
  Quickness: As long as you‟re wearing light or no armor, you 
  always act first and can react when suddenly surprised. Your 
  Speed is always Sprint in light armor. 
  ^ 
  Sleaze: When you pick locks or disable security mechanisms, you 
  can do so quite quickly and unnoticed while in plain sight.  
  ^ 
  Slicer: You can use the Technology Skill to hack into computers 
  and take control of networks. 
  ^ 
  Smuggler: You can attempt to hide things in plain sight. In 
  addition, once per day, even after getting thoroughly searched, 
  you can produce a small, inexpensive and useful item from your 
  person. 
  ^ 
  Trader: Once per day, you can halve the price of a purchase 
  thanks to the different connections you have with distributers, 
  merchants, tradesman, and smugglers. Also, you can tell the 
  approximate value of artwork and trade goods once you've 
  inspected them without having to roll. 
  
  The Noble 
  Nobles are the idle rich, dilettantes, wealthy merchants, robber barons, 
  politicians, government officials, notable representatives, Imperial or 
  Republic magistrates, or related to royalty. They begin by choosing two 
  Abilities from the list below. 
   
  ^ 
  Advisor: When you spend a few minutes explaining to someone 
  how to perform a task for which you have an applicable Skill, 
  they can roll as if they had that Skill for that one attempt. 
  ^ 
  Bolster: Once per day, give a word of confidence and 
  encouragement to increase an ally‟s morale. They immediately 
  heal 1d6 Vitality. 
  ^ 
  Connected: You can attempt to obtain favors from other 
  Nobles, whether getting a loan, an invitation to a party, or 
  introductions to other important people. 
  ^ 
  Entourage: You have two body-guard Hirelings that accompany 
  you at all times. They count as Goons. If they die, you can hire 
  new ones, but you only have to pay the initial fee – after that 
  they stay on permanently.  
  ^ 
  Guarded: Once per day, you can redirect any attack against 
  you to one of your Hirelings as long as they are nearby and you 
  describe it in the fiction. 
  ^ 
  Immunity: Your status has awarded you with some level of 
  diplomatic immunity. You have legal documents or more shady 
  leverage saying you cannot be arrested by local authorities and 
  must be handed over to your superiors.  
  ^ 
  Linguist:  
  ^ 
  Strategy: When you take a few minutes to formulate a battle 
  plan, allies get +1 to any rolls that follow that plan. 
  
   
  the droid 
  Droids are mechanical beings that possess a self-aware consciousness driven by 
  advanced artificial intelligence. They come in a variety of designs and 
  purposes. You must take the Droid Species to take this class. All Droids get the 
  Automaton Ability and begin by choosing one of the Abilities listed below: 
  ^ 
  Automaton: You do not need to breath, eat, or sleep. You do need to 
  maintain a power source however. Vitality is represented in the fiction 
  by surface level damage, sparks, small fires, but ultimately non-critical 
  damage. You don‟t feel pain, but you may feel stress when Wounded 
  or Dying. As long as you aren‟t disintrigrated, you can always be rebuilt 
  and rebooted. You memory is subject to erasure. 
   
  ^ 
  Advanced Interface: Your chassis is equipped with an advanced 
  cyber-interface jack. If you can interface directly with a device by 
  physically connecting to the data-input, you can attempt to use, hack, 
  manipulate or reprogram that device without any other tools.  
  ^ 
  Alloy Plating: Your internal circuitry is protected by a durable composite 
  metal shell; get +1 to Armor against non-energy based damage. 
  ^ 
  Combat Rig: You have either a Light Weapon or Plaster Pistol built into 
  your chassis. It is retractable and concealable. You cannot be 
  disarmed of this weapon unless you lose the limb the weapon is 
  mounted on or a knowledgeable technician with access to a workshop 
  spends a few hours to remove it manually. You get +1 to rolls when 
  attacking with this weapon. 
  ^ 
  Does Not Compute: Your well programmed circuitry is immune to 
  attempts at manipulation and deceit that is emotionally based (e.g. 
  pleading for help, playing off greed, evoking pity).  
  ^ 
  Protocol: Not only are you fluent with almost every known language in 
  the galaxy, you have a robust database of cultural knowledge 
  pertaining to customs and etiquette for thousands of different species 
  and nations.  
  ^ 
  Hyper-processor: You  have an advanced processor that can analyze 
  situations with hyperfast speeds. Once per day, you can turn a Failure 
  into a Problem, or a Problem into a Success. 
  
  Skills 
  Each Species comes with a choice of skills when you create your character. 
  You also get to pick any skill of your choice at first level. There are thirteen 
  available Skills, briefly described below. 
   
  ^ 
  Academics: You are well-read in politics, histories and cultures, both 
  local and foreign. 
  ^ 
  Athletics: Training to increase your fitness, mobility, and resistance to 
  fatigue. 
  ^ 
  Awareness: A keen perceptiveness, curiosity, and an eye for detail. 
  ^ 
  Deception: Quick wits, cunning, a love of exaggeration and a knack for 
  cheating. 
  ^ 
  Influence: You have an ear for gossip, the gift of gab, and a knack for 
  appeasing foul moods and hurt feelings. 
  ^ 
  Leadership: You have a commanding presence and an iron-clad 
  confidence. 
  ^ 
  Navigation: Training in the charting of courses across the land, sea, air, 
  or space via maps or 
   astronavigation software. 
  ^ 
  Piloting: Controlling or driving any type of vehicle in stressful situations or 
  when trying to pull of stunts. 
  ^ 
  Stealth: You have a light foot, quick hand, and an ability to intrude 
  where you do not belong. 
  ^ 
  Survival: You are well familiar with orienteering and living in the 
  wilderness unaided. 
  ^ 
  Tech: Training in various technologies, such as electronics, software, 
  mechanics, and engineering. 
  ^ 
  Treatment: You know how to diagnose illnesses, tend to wounds, and 
  soothe pains with ointments and medicines. 
   
  Using a Skill 
  If you have an applicable Skill, you can‟t get a Failure. A roll of 6 or less counts 
  as a Close-Call instead, which means you still manage to barely manage to pull 
  it off (as opposed to completely fail). However, the GM will throw even bigger 
  complications at you than if you got a Problem. 
   
  Special Skills 
  Some rare items and special equipment can grant you narrow, unlisted, 
  specialty skills that only apply in certain situations. For example, you might get 
  your hands on some high-tech climbing gloves that give you the Scale Sheer 
  Walls skill. Or a strange device that gives you the Breath Underwater skill. Or 
  maybe you find an ancient artifact that gives you the Command Krayt Dragon 
  skill. These work like normal skills, except that they only serve very specific 
  fictional circumstances. 
  conditions 
  Conditions are negative status effects gained from dealing with danger and 
  misfortune. When you get a Failure, the GM may impose a Condition on you as 
  a result of the fictional consequences of your action. The GM is encouraged to 
  create fitting custom conditions for the situation at hand, but here are some 
  standard sample conditions: 
   
  ^ 
  Blinded – You have lost your ability to see properly. Get -3 to any 
  actions where sight is a major factor until your blindness is treated, by 
  healing it naturally, using a bacta tank, or even getting a cybernetic 
  replacement. 
  ^ 
  Dazed – You are temporarily stunned. Get -1 to your next action. 
  ^ 
  Dead – If left untreated after getting the Dying condition, you character 
  will die in 1d6x10 minutes.  
  ^ 
  Deafened – You have lost your ability to hear properly. Get -2 to any 
  actions where sound or vocalization is a major factor until your deafness 
  is treated by healing it naturally or even getting a cybernetic ear. 
  ^ 
  Dying – When your character becomes Wounded and then endures 
  any further physical trauma, they fall unconscious and begin Dying. 
  They can still be resuscitated but will need intensive care for at least a 
  week. 
  ^ 
  Exhausted – You are physically spent and your stamina can carry you 
  no further. You‟ll need rest and eat or you‟ll remain weakened. Get -2 
  to any actions where physical exertion is a factor until you get some 
  food and rest. 
  ^ 
  Flat-Footed – You are caught off-balance or your movement reliability 
  has been compromised. Get -2 to any actions where balance and 
  speed are a factor until you fix whatever threw you off balance. 
  ^ 
  Frightened – You are scared or awed by something terrifying, 
  maddening, or traumatizing. Get -1 to all actions until your fear is 
  quelled. 
  ^ 
  Lost a Limb – If the fiction is right, the GM might declare that you lost a 
  limb instead of getting the Dying condition when you take damage 
  after being Wounded. Maybe you‟ll get both! You‟ll need to get a 
  cybernetic replacement to remove this condition. Without that limb, 
  you might move slower or only be able to do things with a single arm. 
  This is mostly imposed in the fiction. 
  ^ 
  Out-Cold – You have been knocked unconscious and are vulnerable. 
  You‟ll need to be revived or you‟ll otherwise wake up in a few minutes. 
  ^ 
  Sick – You are sickened with disease, poison, nausea, or anxiety. Get -1 
  to all actions until your sickness is treated. 
  ^ 
  Wounded – You get this Condition when you Vitality drops to 0 or 
  below. Your character is mortally wounded and you can barely move 
  without intense pain. Get -3 to all actions. Any further damage and 
  your character will start dying. You‟ll need to rest and recuperate to 
  regain your Vitality in order to get rid of the Bloodied condition. 
  
  Rules Summary 
  When you attempt something risky or opposed, roll 2d6 and total the results, adding one 
  of your Attribute scores based on the action you‟re taking. The GM will tell you some of 
  the possible risks before you roll, so you can decide if it‟s worth the chance or if you want 
  to revise your action. 
   
  ^ 
  A total of 6 or less is a Failure; things don‟t go well, and the GM will describe the 
  consequences. If you can use a Skill, it‟s a Close-Call instead. 
  ^ 
  A total of 7 - 9 is a Problem; you do it, but there is some cost, compromise, 
  retribution, harm, etc. 
  ^ 
  A total of 10 - 11 is a Success; you do it without any complications. 
  ^ 
  A total of 12+ is a Critical; you do it perfectly and receive some extra benefit or 
  advantage. 
   
  Armor and Speed 
  When damage is inflicted on you, subtract your Armor value from it from before 
  decreasing your Vitality. Armor also determines your Speed, which is how fast you can 
  move and react. Whenever a question of “who goes first” or “who runs the fastest” comes 
  into the play, refer to the Speed of the characters first, and then a Daring roll if it‟s a tie. 
   
  Vitality and Damage 
  Be it by expertise, rolling with the punches, blind luck, trust in the Force, or heroic destiny, 
  Vitality represents your character‟s ability to avoid damage when really they should have 
  gotten hurt. Think of it as „plot armor‟ – your character is so important to the story that they 
  get to have a buffer before they get seriously injured. Vitality loss is represented in the 
  fiction as minor bumps, bruises, scrapes, cuts, and scratches – surface level damage that 
  doesn‟t hold you back much.  
   
  Your max Vitality starts at 10+MEN and increases as you Level Up. When you take 
  damage, it decreases your current Vitality. When your Vitality hits zero (stop subtracting - it 
  doesn‟t go negative), your character gets the Wounded Condition. Further damage 
  results in your character getting the Dying Condition.  
   
  When you inflict damage, roll the dice listed for your weapon, and add any applicable 
  bonuses to the result. When you suffer damage, reduce it by your armor score, and 
  subtract the remainder from your current Vitality until you hit zero. 
   
  Recovery 
  If you can arrange a scene within the game where your character can get something to 
  eat and good night‟s rest, you can remove the Wounded condition and recover your 
  Vitality back to full as long as you‟re not Dying. If you have the Dying Condition, a full 
  week‟s rest is required to remove the condition and recover your Vitality to full. This can be 
  cut down to a few days if submerged in a bacta tank. 
   
  Other conditions can be removed simply by resting, per the GM‟s discretion. For example, 
  rest almost always removes the Exhausted condition. You can also remove Conditions by 
  taking care of the problems in the fiction directly, such as getting medicine to cure a 
  Sickness or even just coming to after getting knocked Out-Cold for a while. Sometimes 
  you might even lose a limb (lightsabers are good for that) and you‟ll need to get a 
  cybernetic prosthesis to replace it.  
  Problems and Failures 
  When your roll results with a Problem or a Close-Call, the GM will use a setup move to 
  escalate the situation. When you get a Failure, the GM will use a hard and direct move 
  that hits you consequences immediately. The severity will depend largely on the fiction – 
  what you were trying to accomplish, what was opposing you, and what was happening 
  nearby. What follows are some general examples of appropriate consequences. 
   
  Problems & Close-Call Examples (Soft and Setup Moves) 
  ^ 
  Counter their action with another – the enemy attacks them at the same time, a 
  socialite throws a fit when they confront her, another speeder cuts them off. 
  ^ 
  Delay their next action – they are stunned from a sharp blow to the head, they 
  have to stop and gather dropped items, one of the crew is lagging behind. 
  ^ 
  Distract them – they don‟t immediately notice the tripwire up ahead, a dancer 
  draws their attention away from an assassin, an enemy uses a flash bang. 
  ^ 
  Disturb their sensibilities – reveal how their mistakes had a negative effect on the 
  world, expose them to terrible truths, show them the desperation of the rebellion. 
  ^ 
  Escalate the situation – a fire spreads to a neighboring building, a crowd starts to 
  run in panic, the ship stars a self-destruct mechanism. 
  ^ 
  Exaggerate what they experience – make things seem more terrible than they 
  are or, conversely, safer.. 
  ^ 
  Impair their abilities or actions with minor Conditions – look at the fiction and see 
  if there are any minor conditions that the player should incur.  
  ^ 
  Impose a compromise on their success – they can only succeed IF they allow 
  something else to happen, too. 
  ^ 
  Provoke them into action – taunt them into attacking, introduce some danger 
  and ask “What do you do?” 
  ^ 
  Temporarily take their stuff - knock away a useful tool or weapon, have them 
  drop a key item into a dangerous or hard to get to location. 
   
  Failure Examples (Hard and Direct Moves) 
  ^ 
  Capture them – kidnap them, drop them in a pit, have a one of them arrested 
  ^ 
  Conceal something important – they find nothing of interest in the 
  room...because it was hidden! 
  ^ 
  Control their actions, directly or indirectly – an ally is mistaken for an enemy, they 
  are blackmailed into inaction. 
  ^ 
  Corrupt their minds or bodies – exposure to the Dark Side taints their soul, they 
  contract a noxious disease or fall victim to a deadly poison. 
  ^ 
  Defame their actions or intent – they are mistaken for thugs, their words are 
  misconstrued by the court magistrate. 
  ^ 
  Inflict harm or effects – they take some Vitality damage or get a Condition 
  ^ 
  Destroy something important to them – a weapon is broken in the middle of a 
  fight, a loved one is murdered during the night. 
  ^ 
  Overwhelm them with great force, while leaving an opportunity – a strike hits 
  them for great damage but leaves the attacker vulnerable, a mob rushes at 
  them but makes it easier to slip away in the fray. 
  ^ 
  Prevent them from doing something – a sophisticated lock keeps a door barred, 
  Imperials destroy the bridge they want to cross. 
  ^ 
  Reinforce the enemy – the enemy Storm Troopers are joined by elite Crimson 
  Guard, the Sith Inquisitor gains power from killing an innocent. 
  ^ 
  Separate the characters – a cave-in splits them into two smaller groups, Storm 
  Troopers put them into different detention cells for questioning. 
  
  Equipment 
  Melee Weapons 
  Unarmed Attack  
   
  D6-2 Damage 
  Light Weapon (25c) 
   
  D6 Damage, Light, Throw 
  Stun Weapon (50c) 
   
  D6+2 Stun 
  Martial Weapon (75c) 
   
  D6+1 Damage 
  Reach Weapon (100c) 
   
  D6+1 Damage, Two-Handed, Reach 
  Heavy Weapon (200c) 
   
  D6+2 Damage, Two-Handed, Heavy 
  Lightsaber (3000c)  
   
  D6+3 Damage, Deadly, Jedi 
   
  Ranged Weapons 
  Blaster Pistol (250c) 
   
  D6 Damage, Light, Close 
  Blaster Carbine (500c) 
   
  D6+1 Damage, Close 
  Blaster Rifle (1000c) 
   
  D6+1 Damage, Ranged, Two-Handed 
  Repeating Blaster (2000c) 
   
  D6+2 Damage, Ranged, Two-Handed, Heavy 
  Bowcaster (1500c)  
   
  D6+1 Damage, Ranged, Two-Handed, Deadly 
  Flame Thrower (1000c) 
   
  D6 Damage, Close, Burn 
  Ion Blaster (1000c)  
   
  D6+2 EMP 
   
  Explosive Weapons 
  Frag Grenade (200c) 
   
  D6+2 Damage, Throw, Blast 
  Stun Grenade (200c) 
   
  D6+2 Stun, Throw, Blast 
  Ion Grenade (250c) 
   
  D6+3 EMP, Throw, Blast 
  Thermal Detonator (2000c)  
  D6+3 Damage, Throw, Blast, Deadly 
   
  Armor 
  No Armor 
   
   
  Max Speed Sprint 
  Light Armor (250c)  
   
  +1 Armor, Max Speed Run 
  Heavy Armor (1000c) 
   
  +2 Armor, Heavy, Max Speed Jog, Restrictive 
   
  Weapon and Armor Effects 
   
  ^ 
  Armor – Indicates how much damage you soak with this armor. 
  ^ 
  Blast – Damages the target and everyone adjacent to it. 
  ^ 
  Burn – Does damage for three turns unless extinguished. 
  ^ 
  Close – Can be fired accurately at nearby targets, but lacks real distance. 
  ^ 
  Deadly – When you roll a 6 on damage, roll again and add the new result. 
  ^ 
  EMP – Only damages electrical equipment and droids. 
  ^ 
  Heavy – You can only carry as many Heavy items as your MEN score. 
  ^ 
  Jedi – Must be a Jedi in order to use properly. 
  ^ 
  Light – Can be offhand weapon. If the damage from your primary weapon is too 
  low, reroll with your offhand weapon and take the new result. 
  ^ 
  Max Speed – Determines how fast you while wearing this armor. 
  ^ 
  Ranged – Can be fired at targets from a long distance. 
  ^ 
  Reach – Has an advantage against non-reach melee weapons in combat. 
  ^ 
  Restrictive – Get a -1 to Daring checks while wearing this bulky armor. 
  ^ 
  Stun – Does Vitality Damage, but will knock an enemy out instead of killing. 
  ^ 
  Throw – Can be thrown accurately at nearby targets. 
  ^ 
  Two-Handed – Requires both hands to use properly. 
   
  
  Gear 
  Clothing 
  Vagabond‟s Clothing(1c) 
  Commoner‟s Clothing(10c) 
  Tradesman‟s Clothing (25c) 
  Quality Clothes (50c) 
  Latest Fashions (100c) 
  Official Vestments (200+c) 
  Elegant Fashions (500+c) 
   
  Tools 
  All-Temperature Cloak (100c) 
  Aquatic Rebreather (350c) 
  Bandolier (100c) 
  Holster, Concealed (75c) 
  Binder Cuffs (50c) 
  Breath Mask (200c) 
  Comlink, long-ranged (250c) 
  Comlink, short-ranged (25c) 
  Com-Scrambler (400c) 
  Cybernetic Prosthesis (5000c) 
  Datapad (1000c) 
  Electrobinoculars (1000c) 
  Energy Cell (10c) 
  Flight Suit (1000c) 
  Fusion Lantern (25c) 
  Glow Rod (10c) 
  Helmet Package (4000c) 
  Holorecorder (100c) 
  Holster, Hip (50c) 
  Jet Pack (500c) 
  Liquid Cable Dispenser 15 Meters (10c) 
  Medical Kit (600c) 
  Medpac (100c) 
  Portable Computer (4000c) 
  Power Generator (1000c) 
  Power Pack (25c) 
  Power Recharger (250c) 
  Ration Pack (5c) 
  Security Kit (750c) 
  Sensor Pack (1500c) 
  Space Suit (2000c) 
  Surgery Kit (1000c) 
  Syntherope 45 Meters (20c) 
  Targeting Scope (100c) 
  Tool Kit (500c) 
  Utility Belt (250c) 
   
   
  Services 
  Dining 
  Dining, Luxurious (150c) 
  Dining, Upscale (50c) 
  Dining, Average (10c) 
  Dining, Budget (2c) 
   
  Lodging 
  Lodging, Luxurious (200c) 
  Lodging, Upscale (100c) 
  Lodging, Average (50c) 
  Lodging, Budget (20c) 
   
  Medical Treatment 
  Bacta Tank Treatment, Per Hour (300c) 
  Hospital Care, Per Day (300c) 
   
  Transportation 
  Taxi Service, Per Half-Hour (10c) 
  Space Passage, Steerage, Per Five Days (500c) 
   
   
   
  
   
  vehicles and spacecraft 
  Your character will inevitably get their hands on some kind of vehicle or 
  spacecraft. Most everybody can operate any vehicle to a limited 
  extent, able to casually steer the vehicle in calm, routine situations. 
  However, any time you pull off a risky maneuver or pilot under pressure, 
  you‟ll need to roll. 
   
  ^ 
  Speeder Bike (7000c) 
  10 Vitality, Fast, Dangerous, Land Vehicle, Optional Light Mounted Blaster (1d6, +1000c) 
   
  ^ 
  Swoop (12,000c) 
  10 Vitality, Very Fast, Dangerous, Land Vehicle, Optional Light Mounted Blaster (1d6, +1000c) 
   
  ^ 
  Land Speeder (18,000c) 
  20 Vitality, +1 Armor, Land Vehicle, Passengers, Optional Medium Mounted Blaster (1d6+1, 
  +2000c) 
   
  ^ 
  Air Speeder (30,000c) 
  25 Vitality, +1 Armor, Atmospheric Flight Vehicle, Optional Medium Mounted Blaster (1d6+1, 
  +2000c) 
   
  ^ 
  Hauler Truck (22,000c) 
  25 Vitality, +2 Armor, Slow, Cargo, Land Vehicle, Optional Medium Mounted Blaster (1d6+1, 
  +2000c) 
   
  ^ 
  Service Walker (50,000c) 
  15 Vitality, Heavy Lifter, Land Vehicle, Optional Light Mounted Blaster (1d6, +1000c) 
   
  ^ 
  Combat Walker (Military - NFS) 
  30 Vitality, +2 Armor, Land Vehicle, Heavy Mounted Blaster (1d6+3) 
   
  ^ 
  Star Fighter (Military - NFS) 
  60 Vitality, +2 Armor, Space Flight Vehicle, Blaster Cannons (2d6), Proton Torpedoes (3d6 
  Blast)  
   
  ^ 
  Star Freighter (100,000c) 
  100 Vitality, +2 Armor, Space Flight Vehicle, Blaster Cannons (2d6), Hyperspeed 
   
  ^ 
  Smuggler’s Star Freighter (150,000c) 
  100 Vitality, +1 Armor, Hiding Spots, Blaster Cannon Turrets (2d6, x2), Hyperspeed 
   
  ^ 
  Capital Ship (Military - NFS) 
  500 Vitality, +5 Armor, Space Flight Vehicle, Massive Arsenal, Hyperspeed 
   
  
  Hirelings 
  Many heroes use their reputation and wealth to take on Hirelings. When 
  you have a Hireling in your service, they‟ll do pretty much whatever you 
  ask as long as it is a reasonable request. If you ask them to do 
  something they probably wouldn‟t really want to do, you‟ll need to roll.  
   
  ^ 
  Grunt 
  100c/day, 5 Vitality, Blaster Pistol, Vibrodagger, Light Armor 
  Grunts are simple mercenaries and guns for hire. 
   
  ^ 
  Marksman 
  200c/day, 8 Vitality, Blaster RIfle, Light Armor 
  Marskmen are ranged combat experts who carry heavier blasters then grunts. 
   
  ^ 
  Trooper 
  400c/day, 10 Vitality, Blaster Rifle, Heavy Armor 
  Troopers are heavy combat support. 
   
  ^ 
  Engineer 
  100c/day, 8 Vitality, Blaster Pistol, Tools, Tech Skill 
  Engineers are tech specialists, able to build and repair with the best of them. 
   
  ^ 
  Expert 
  150c/day, 6 Vitality, Blaster Pistol, 2 Skills 
  Experts are specialists in a particular field or task. Choose two skills for them. 
   
  ^ 
  Guide 
  200c/day, 6 Vitality, Vibrodagger, Blaster Pistol, Survival and Navigation Skills 
  Guides are hired to assist with travel and act as pathfinders. 
   
  ^ 
  Messenger 
  50c/message +10c/day of travel, 5 Vitality, Blaster Pistol, Speeder Bike 
  Messengers deliver packages over long distances. 
   
  ^ 
  Entertainer 
  250c/day, 5 Vitality, Musical Instrument, Performance Skill 
  Entertainers are talented performers for hire. 
   
  ^ 
  Servant 
  200c/month contract, 4 Health, Domestic Skill 
  Servants wait on your hand and foot, cook, clean, and other domestic chores. 
   
  ^ 
  Spy 
  1000c/week contract, Blaster Pistol, Stealth Skill 
  Spies collect information or shadow targets to track their whereabouts for you. 
   
   
   
  
  Adversaries 
  Here are some example enemies the heroes might encounter on Tatooine. The GM is 
  encouraged to create new ones as well. 
  ^ 
  Wamp Rat 
  3 Vitality, Claw Attack (1d6-1), Survival Expert 
  Wamp rats try to gang up on enemies. Otherwise, they’ll run and hide if outnumbered. 
   
  ^ 
  Tusken Raider 
  5 Vitality, Raider‟s Staff (1d6), Survival Expert 
  Tusken raiders travel in packs and will howl loudly to call backup if they feel threatened. 
   
  ^ 
  Bounty Hunter 
  12 Vitality, Blaster Carbine, Flame Thrower, Thermal Detonator, Heavy Armor, Tracking Expert 
  Bounty Hunters usually travel solo and always ambush their targets. 
   
  ^ 
  Imperial Storm Trooper 
  8 Vitality, Blaster Rifle, Heavy Armor 
  Storm Troopers work in fire teams. As long as they have communication with their captain, 
  they get +2 to damage rolls. 
   
  ^ 
  Imperial Agent 
  6 Vitality, Blaster Pistol, Light Armor, Stealthy 
  Imperial Agents usually work alone or in small groups of two or three. They try to avoid fair 
  fights, preferring to arrange traps or get an advantage before attacking. 
   
  ^ 
  Sith Inquisitor 
  12 Vitality, Lightsaber, Light Armor, Jedi Hunting Expert 
  Sith inquisitors are specialists in tracking down and eliminating rogue Jedi. They travel solo or 
  in groups of two.  
   
  ^ 
  Acid Lizard 
  10 Vitality, Acid Spit (1d6+1), Bite (1d6+2), Light Armor 
  These large, fat lizards live underground in dens of two or three. They have mottled, purple, 
  scaly hides and giant acid sacks under their jaw. They are carnivorous and aggressive. 
   
  ^ 
  Krayt Dragon 
  20 Vitality, Bite/Whip (1d6+3), Heavy Armor, Giant, Deadly 
  These giant, ancient creatures lair in the high mountains of Tatooine. They have powerful 
  jaws and whip-like tails that they use to hunt prey like banthas and dewbacks. 
   
  ^ 
  Criminal Goon 
  5 Vitality, Blaster Pistol, Vibrodagger, Light Armor 
  Mos Eisley is rife with crime, and most criminals are just goons. These guys are generally 
  aggressive and unforgiving, but not the sharpest tools in the shed. 
   
  ^ 
  Criminal Boss 
  10 Vitality, Blaster Rifle, Repeating Blaster, Thermal Detonator, Light Armor 
  Criminal goons are smart enough to prosper by themselves; they almost always work under 
  a boss. As long as the boss is around, he/she and their gang get +1 to armor. 
    
  
  star worlds 
  Class 
  Species 
  Name 
  Attributes 
  Skills 
  MEN 
  ACU 
  DAR 
  PRE 
  GUI 
  SPI 
  Equipment 
  Abilities 
  Vitality 
  Damage 
  Armor 
  Speed 
  Conditions 
  Notes 
  Hero Points 
              
  Experience Points 
              
  star worlds 
  Class 
  Species 
  Name 
  Attributes 
  Skills 
  MEN 
  ACU 
  DAR 
  PRE 
  GUI 
  SPI 
  Equipment 
  Abilities 
  Vitality 
  Damage 
  Armor 
  Speed 
  Conditions 
  Notes 
  Hero Points 
              
  Experience Points 
              
  
   
  
SOURCE: textdata/thevault/Star Worlds (PbtA)/star-worlds-v2dot1.pdf