Friday, December 8, 2023

Arcane Magic in Savage Dragonlance

 Arcane Magic in Krynn
Most arcane magic on the continent of Ansalon is regulated by the Orders of High Sorcery, headquartered at the Tower of High Sorcery in Wayreth since the Lost Battles and the destruction (or cursing) of the other towers. The Conclave of Wizards is made up of the heads of the three orders, and each order is dedicated to one of the three gods of magic, and to the philosophy of magic they espouse.

The Orders of High Sorcery rigorously control the practice of arcane magic on Ansalon. In order to cast spells that exceed the Novice level, a mage must pass the Test of High Sorcery, administered by the Conclave. Without passing that test (or being en route to doing so), use of the more advanced magic is deemed illegal by the laws of the Order, and such "renegades" are hunted down. Within the Orders, there are three primary rules:

All wizards were brothers and sisters in their order and all orders were brothers and sisters in magic
The Towers belonged to all mages of all orders and no magic was to be used in anger against another member in the Towers
Outside the Towers, fate often made enemies of mages of the Orders, but this was considered a natural part of the world


There are additional laws within the Order, such as a prohibition on counterfeiting currency, but those are mostly written with the purpose of avoiding conflict with civil authorities. Mages had few other restrictions, though they are discouraged from practicing magics heavily associated with the other Orders.

Gods and Moons
Each of the three gods of magic are associated with one of the three moons of Krynn. Solinari is the God of the White Robed Wizards; his followers use magic for knowledge, wisdom, and protection. Lunitari is the Goddess of the Red Robed Wizards; her followers are fond of illusions, but also seek knowledge of knowledge's sake. Nuitari is the God of the Black Robed Wizards; his followers seek power.

High Sorcery does not enable one to cast all spells, and learn all powers; the powers allowed to Wizards of High Sorcery are listed below. While the gods have favored magics, their main concern is with the philosophy followed by their Wizards. A White Robe who consistently pursues power for power's sake, or undertakes potentially dangerous research just to know is going to find that she is no longer welcome in Solinari's Order, and will be forced to leave her own (though she may join another). Solinari particularly objects to the spells Zombie and Puppet; the others have no such restrictions.

The association with the moons has a profound impact on the practice of magic. Wizards of High Sorcery find their magic influenced by their patron satellite, and their power waxes and wanes with the moon's cycle. Each of the moons has 4 main phases, in a magical sense; High Sanction, when the moon's magic is highest, followed by Waning, as the magic decreases down to Low Sanction, and followed by Waxing, as the magic rises.
When the moon is waxing, all that god's followers receive a +1 on their arcane skill rolls. When the moon is at High Sanction, this is increased to +1 to the arcane skill rolls, and 1 bonus power point per hour, both in recovery and in maximum; a wizard who normally has 10 point points, and recovers 5 power points per hour of rest, will instead have a maximum of 11 power points, recovering 6 per hour of rest, and 1 per hour, even without rest. The waning moon sees the wizard's magic at "normal" levels; no bonus, no penalty. When magic is at Low Sanction, then those wizards suffer a 1 point penalty to all skill rolls, and recover only 3 power points per hour of rest, instead of the normal 5.

When the moons are in alignment, and in High Sanction, all followers of those gods gain the advantages allotted to each of the members; an alignment of two provides those wizards with +2 to their arcane skill rolls, and 2 bonus power points per hour. An alignment of all three moons, known as the Night of the Eye, affords all wizards a +3 on all skill rolls, and 3 bonus power points per hour.

Solinari, the white moon is furthest from Krynn, and has a 36 day cycle. His quarters are nine days long. Lunitari is the middle moon, with a 28 day cycle and 7 day quarters. Nuitari, the black moon, is visible only to those who worship him (and those who see his blackness cross the stars, or other moons). Nuitari circles the world in only 8 days; he will go through an entire lunar cycle in the time that it takes Solinari to complete a quarter.

Dabblers and Renegades
Many people on Krynn dabble in magic, especially among the elves and Irda. Though they do not commit to magic full-time, they nonetheless have some small magical skill and know a few powers; these may be a diverse as a hedge witch or an elven prince. So long as they confine their magics to lesser things, to Novice powers, they do not fall under the control of the Orders, though they may still be monitored for compliance. Should they begin to use more advanced magics, the Orders will step in, demanding they either take the Test, or be declared renegade.

Renegades have chosen not to join the Orders, or have been kicked out and not accepted to another. They are both Wanted (Major) and Outsiders (Major), without gaining any benefit from these hindrances. According to the laws of the Order, they may be killed at will, and have no rights, but White Robes and Red Robes will frequently try to enlist them into the Order. Some who are technically renegades may escape persecution; if their use of greater magics is minor and unnoticed, if they have powerful enough friends outside the Orders, or if, like Raistlin Majere, they are personally powerful enough that none dare challenge them. But most renegades lack these advantages, and so must be very careful if Wizards are around.
---
Arcane Background: Mage
ARCANE SKILL: Spellcasting (Smarts)
„STARTING POWERS: 3
„POWER POINTS: 10

A Mage has learned the magic of the Gods of Magic. Without passing the Test, they may freely use Novice powers. If they wish to use Seasoned or Veteran powers, they must either pass the Test of High Sorcery or be declared a renegade.

Wizard of High Sorcery (Edge)
Requirements: Arcane Background (Mage), pass the Test of High Sorcery
To be a Wizard of High Sorcery, one must have passed a Test overseen by the Orders of Magic; this test must be passed before or as soon as possible after passing into Seasoned. To be a Wizard, one must swear a Vow (as the minor hindrance) to the Order, and suffers a degree of the Outsider Hindrance (-2 to Persuasion rolls, as the minor hindrance).
Being a member does have its advantages, however. As all Wizards are brothers and sisters in magic, they receive a +2 bonus to Persuasion and Intimidation to Network with other Wizards, and a +2 bonus to Common Knowledge rolls pertaining to the society of wizards; it doesn't make them a better spellcaster, but they will know (or, at least, know of) famous wizards and spells. This can also provide a chance to intervene with other wizards, even when they are opposed, but that is entirely up to the other wizard when not at a Tower.
A Wizard has access to such Towers of High Sorcery as are open, and to other businesses associated with the Orders as may exist (such as the mageware shop of Palanthas). This also allows them to easily acquire variations on known powers with different trappings; if you know the Magic Missile power (Bolt with a Force trapping), you can easily learn Acid Arrow (bolt, but with an acid trapping). If they have access, they may acquire one such variation for free with each advance.

Spells of High Sorcery:
Novice (available to all, including those who do not take the test):
Arcane Protection, Beast Friend, Blind, Boost/Lower Trait, Burrow, Burst, Confusion, Darksight, Deflection, Detect/Conceal Aura, Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear, Havoc, Illusion, Light/Darkness, Mind Link, Mind Reading, Protection, Shape Change, Sound/Silence, Speak Language, Stun, Summon Ally, Wall Walker
Seasoned (only to Wizards of High Sorcery and Renegades)
Barrier, Blast, Damage Field, Disguise, Dispel, Farsight, Growth/Shrink, Invisibility, Object Reading, Sloth/Speed, Slumber, Telekinesis, Teleport
Veteran (only to Wizards of High Sorcery and Renegades)
Bansh, Drain Power Points, Fly, Mind Wipe, Puppet, Zombie

If using the Fantasy Companion, Wizards of High Sorcery can, instead of the Mage edge above, make use of the Elementalist, Illusionist, Necromancer, Summoner, or Wizard edges.

Savage Lance 2: Lance Harder [Savage Worlds]

 So, like the last time I did this, it was in response to a question on a message board. Since this is the second time I've done this, let's look at Savage Lance 2: Lance Harder.

This first post is just a quick run through the standard races of Ansalon, noting how (and if) they're different than the standards set out by the Fantasy Companion.


*Humans: No Change

*Dwarves, Hill and Mountain: Remove Low Light Vision, replace with Infravision

*Gully Dwarves: New species.
Size -1 (-1)
Reduced Core Skills -2 (-3): Persuasion, Common Knowledge
Outsider -1 (-4)
Attribute penalty: Smarts -2 (-6)
Reduced Pace -1 (-7)
Attribute Increase: Vigor, Spirit 4 (-3)
Infravision: 1 (-2)
Environmental Resistance: Poison and Disease 1 (-1)
Tough 3 (+2)

*Kender: Variant Half-folk
Add Curious (Major) Hindrance
Add Scavenger Edge

*Elf, Silvanesti
Remove All Thumbs (Minor)
Add Arrogant

*Elf, Qualinesti
Remove All Thumbs
Add Cautious, Quirk (racial chauvinist)


*Elf, Kagonesti
Add Woodsman
Add Illiterate
Add Outsider (Minor)


*Elf, Dargonesti, Dimmernesti: Variant Aquarians
Remove Tough
Add Quirk (racial chauvinist)
Add Gifted: Shapechange (otter or dolphin)

*Irda: Variant Shapeshifters
Remove Charismatic
Duration of Disguise power increased to one hour.

*Minotaurs: Variant Minotaurs
Add Code of Honor Hindrance
Add d4 Fighting, Boating

*Gnomes: Variant Gnomes
Add Driven (Major)
Add Outsider (Minor)
Remove Keen Senses
Add d4 Repair, d4 Science
Add +2 Repair

Saturday, December 2, 2023

Mutant Dawn is Here!

 And available for purchase at DriveThruRPG!

 


 

Sunday, November 19, 2023

Savage Worlds Kids Cheat Sheet

 A discussion about playing Savage Worlds with kids new to RPGs had me give a list of suggestions for a simple page to show kids the basics. I whipped up something in Zoho Show, which you can get from here.

 I know the d10 looks wonky; I had to do it by hand.

Thursday, November 9, 2023

"More Pratchett than Tolkien"

 I know this is going to be somewhat unpolished; it's a starting point, not a final declaration.

So, recently, I've started saying "More Pratchett than Tolkien" to describe my approach to D&D (and other RPGs, but it seems to be more an issue with those who prefer older versions of D&D). But what do I see that as meaning? I've got a few points on this; mostly what I perceive as being the core parts of a "Tolkien" mindset of game worlds, versus a "Pratchett" mindset. Note that I am not ascribing these opinions specifically to JRR Tolkien, but rather than Lord of the Rings is frequently invoked as defense of them. After this, I'll avoid referring to this as "Tolkien" or words derived from that; my statement is pithy, better for a signature than discussion.

1) Racism as a necessary component

One of the primary objections to playing a "humanoid" character is that the character will face insurmountable racism; the 1e DMG  says "So unless the player desires a character which will lurk alone somewhere and be hunted by adventurers", before going on to explain that one might want to play a gold dragon, because it can look human, but that no gold dragon would want to do this. The games will often include something like a "Basic Acceptability of Racial Types" table; 1e has one in the PH to cover humans and demi-humans, and the DMG has one to cover most types of humanoids in their interactions with each other; Hackmaster includes it in the PH. Without this, it is argued, the game wouldn't be "realistic".

Leaving aside the conception of a world which must, necessarily, include often violent racism, it also shows a lack of imagination, or consideration of the nature of the world presented in D&D and similar games... while many different species live in the world, Good and Evil are real and quantifiable things, and there are gods who can communicate relatively freely with their worshipers on the Prime Material (if they don't live there themselves). A view where violent, unexamined racism can leave one still aligned as "Good" is one that is alien to any understanding of the word "Good" that I have, much less the definition of "Good" as laid out in the 1e DMG. "Basically stated, the tenets of good are human rights, or in the case of AD&D, creature rights. Each creature is entitled to life, relative freedom, and the prospect of  happiness. Cruelty and suffering are undesirable." (p 23) How is this compatible with the idea that Good people can freely kill non-combatants of "evil" races?

A particularly evident argument of this is seen in half-orcs (and, in Hackmaster, half-hobgoblins). The 1e PH states that "some one-tenth of orc-human mongrels ore sufficiently non-orcish to pass for human." (p 17). Hackmaster has "Note that even where hobgoblins are acceptable, half-hobgoblins are mistreated and disliked by the locals. Half-hobgoblins share a special bond with half-orcs,alongside whom they are often persecuted as beastly monsters." (HM PH, 31) Despite both being specifically being called out as being non-sterile hybrids, the only consideration is that all half-humanoids will "will  always  have  an  human mother and have been born and raised in human lands" and be "The offspring of questionable parentage and violent couplings" (HM PH, 31); none will be, for example, the offspring of a mommy sil-karg and a daddy sil-karg who love each other very much. Hackmaster mentions that "The city of Prompeldia has developed a sizable sil-karg quarter that is threatening to become large enough to count as its own culture." (HM PH, 31). But all will be "The offspring of questionable parentage and violent couplings."

 A Pratchett-style view of the game does not pretend that racism does not exist, but rather disputes the idea that it is insurmountable. The dwarves and trolls of Ankh-Morpork do begin with hatred, but they reach an uneasy peace when forced into proximity by the city. Sam Vimes, like many in the city, is riddled with prejudices about non-humans and the undead, but he overcomes them as he deals with them as people. Some of this is inspired by Carrot, the human raised by dwarves, who still considers himself a dwarf in many respects... but also respects all people, learning their names and treating them as citizens, not as trolls or gargoyles.

2) Race as unbending identity 

"Humans with pointy ears" is frequently invoked when you have a non-human character who is perceived to act unlike their stereotype, or one of the acceptable range of stereotypes. Are your dwarves "not dwarven enough?" Does he like wine instead of ale? Does he shave his beard? Is he a dagger wielding tunnel rat, instead of a chain-mail clad warrior with an axe? You're playing a short human, not a REAL dwarf.

This also tends to get invoked when dealing with traditionally hostile non-humans. An elf or dwarf might violate their racial alignment, but a good orc? Unheard of. It's argued that it is impossible for any of the "humanoids" to be other than their Monster Manual entries, despite that never really being written anywhere, and several counter-examples, especially from 2nd edition (such as the Monster Mythology deity who prizes his good bugbear converts). Gary Gygax, revered by many old school gamers, even stated "The old addage [sic] about nits making lice applies", referring to noted proponent of genocide John Chivington's statements about Native Americans. As I have argued before, Dungeons and Dragons owes a lot to Westerns, and the attitude towards humanoids in a game tends to mirror the attitude towards Native Americans in contemporary Westerns; in Chato's Land (1973), you have a half-Indian protagonist, while Dances with Wolves (1990) presents the Native Americans as the sympathetic characters.

One objection to having the possibility of non-evil humanoids is the idea that a DM may use these as "gotchas"... "You killed all of these orcs but they were secretly good so now you're all evil!". But this argument fails, in my opinion, as one could also use that as an argument against DMs... "We found a vorpal sword in a crypt guarded by a skeleton with no legs!" The first is gotcha; the second is Monty Haul. Both of them are bad DMs, but of different types.

A more Pratchett-style game recognizes that the stereotypes exist, and may be the norm, but they are not the only way characters of that race can be played. Pratchett's dwarves are uniformly male-presenting, with beards and axes and iron boots, with one's actual sex being so concealed that the beginning of a dwarven courtship is "find out if the person is the correct gender." In Feet of Clay, however, we're introduced to Cheri Littlebottom, a dwarf woman who doesn't want that. She wants dresses and jewelry, lipstick and high heels welded to her iron boots. It is noted to be unusual. Other dwarves react with disgust... but it also doesn't make her impossible to exist as a character. Other examples include trolls who join the Watch, vampires in the Überwald League of Temperance who abstain from intelligent blood, and golems who buy their freedom to become their own selves. They are unusual, without being impossible.

3) Only certain races are proper. 

Some of this ties into the distinctions drawn between humans, demi-humans (elves, dwarves, gnomes, and halflings), semi-humans (half-elves, half-orcs, half-hobgoblins), and humanoids (orcs, goblins, gnolls, etc.). In the older game mindset, players should only be humans, demi-humans, and semi-humans; anything else is too weird or outlandish. For this, I will set aside the humanoids; I feel the objections to them are largely addressed above. This is addressed to what are often seen as the more exotic races... dragonborn, warforged, tabaxi, and the like.

The older mindset tends to describe these are unnecessary. I've even had someone describe the non-evil drow, minotaurs, and other uncommon races described as "played out", as if the dwarves with beards and axes griping at the elves of the forests isn't itself cliche at this point. The small stable of relatively human races is seen as a bonus... provided they don't go outside "appropriate" for their species, that they're human-like is enough. Orcs and humanoids are rejected as above, but there's also examples like Lizardfolk (who have always been Neutral, if cannibals) who are part of the world, but considered too out there for PCs.

The Pratchett-inspired game eschews this; while golems are unusual in Ankh-Morpork, and certainly powerful (more powerful than you might want in a low-level game), Warforged are a similar idea, but rendered playable. Tabaxi represent a different kind of character than "short and resistant to magic in some way". Dragonborn evoke the namesake of the game, again providing a different sort of character to play. That these exist don't invalidate the options to play elves, dwarves, and halflings. A Pratchett-inspired game will have a more cosmopolitan approach to races, both in terms of racism (as above), and in terms of options.

Tuesday, October 24, 2023

Athasian Gith [Dark Sun]

 So, Voidwalker on the Piazza wanted to do more with Athasian gith; he likes the githyanki, and was disappointed by the ones in Dark Sun, who are these crazy, semi-reptilian raiders, with little in the way of culture or hooks. He asked for a bit about them; being bored that day, I whipped something up. A lot of this is drawn from the Black Spine adventure for 2e, but, of course, I had to riff off 4e's Dark Sun Campaign Setting.

 ***

Gith society is centered around Mount Narran; while there are "wild gith" throughout the Tablelands, but the cultural center is Mount Narran. This is also where you'll find most of the "high gith", who look more like the standard githyanki. Their own name for themselves is the Githrathki, or "Gith of the Cracks", referring both to the phrase jez'rathki, "seeping through the cracks", which means plane shifting, and for the fact that they survived the cracking of worlds and minds. The standard gith is githrevrykal, or simply "githrev". For the most part, I'm not going to talk about the githrev; they're as outlined in the monster entry.

Githrathki are few; only 3-5000 live on Athas. As with many people, they are divided into factions; the Gith'draa'zvir, or Gith of the Dragon's Breath, the Gith'tl'a'ikith, or Gith of the Sword Saint, and the Gith'vlaakith, or Gith of Death. These factions are contentious, but not often murderous-as-policy; all agree that the Githrathki are central, but they contend with each other for resources. There is a final faction, the gith'ghustil, or Gith of Healing.

Gith'draa'zvir are so named because one of their founders, one of the survivors of the githzerai attack, became a low-level dragon (well, 21st level is low for a dragon king...) soon before the disaster. This partially explains the appearance of the githrev; the power of the original Gith'draa touched and protected them, and resulted in them becoming more like a dragon... more reptilian. The Gith'draa'zvir do not suffer this; they are descended from those who survived the attack relatively untouched. The Gith'draa'zvir regard all Gith'draa as sacred, and THE Gith'draa, the original, is regarded as the Aldlishar, or "first among many." To the Gith'draa'zvir, the Gith'draa are the leaders and protectors of the Githrathki, and the natural leaders. Gith'draa'zvir have many defilers and psychics, all with the goal of becoming a Gith'draa themselves (the psychics will pursue a paragon path which gives them access to the necessary Arcane Daily power).

The Gith'draa'zvir have extraordinary influence on the githrev, and that is their main political power; the wild githrev bring them much in the way of plunder, which serves as githrathki trade. Through the githrevrykal, the Gith'draa'zvir gather much of the worked goods that the githrathki possess, but cannot, or do not, make for themselves.

Largest of the four factions is the Gith'tl'a'ikith. Led by gishes, they possess a dozen silver swords, passed down through the generations. The most conservative of the githrathki, they still hold true to the worship of Gith herself; their isolation from her is a temporary thing, and they seek to use resources to open a "pure" portal to the Astral Plane, which would allow them to rejoin the githyanki. Part of the reason they are the largest faction is that they have intermingled with the elite of the githrev; select members of the githrev will be promoted to the Gith'tl'a'ikith, and bred into the lines. This provides the Gith'tl'a'ikith with a much larger genetic stock, and results in many more births among them. The majority of Gith'tl'a'ikith are psychics, rather than wizards; their wizardry is usually ritual. However, their focus on planar travel means that they are often suppliers of water; they are keen on seeking out portals, and control those that allow them access to Water or Rain. They do not have a monopoly on water in the mountain, but they do exercise significant control.

The Gith'vlaakith are mostly necromancers and shadow wizards, and, perhaps surprisingly, control much of the agriculture of the githrathki. Using the githyanki facility with planar travel, they make contact with the spirits of the Gray and the Black, and so wield their magic without the possibility of defiling, and have a facility with making undead servants, who are then used for the drudgework of agriculture, often under the direction of non-wizard members of this faction. Githrev are regularly animated as corpses, as are non-gith slaves, but the animation of githrathki is contentious... Gith'vlaakith have no issues with being so used, but many among the Gith'tl'a'ikith and Gith'draa'zvir think that is not a proper use for the body of a githrathki; the Gith'tl'a'ikith burn their dead, and the Gith'draa'zvir are split between those who burn their dead, and those who are eaten by the Gith'draa. Animation of a githrathki of these factions is seen as an insult, and the most common reason Gith'vlaakith will be in contention with the others.

Lastly, there are the gith'ghustil. Many gith'ghustil are Clerics of Fire or Wind, or druids of the many spirits in the area. Their powers are vital to the survival of the githrathki, but they are marred by a central fact... they are survivors of the githzerai attackers, left behind in the aftermath. The githrathki themselves have very few clerics, and no druids. The ancestors of the gith'ghustil fled the epicenter of the attack, and found connection with the elements and the world of Athas. As githrathki society developed, the gith'ghustil stayed near, absorbing githrathki exiles and deserters into their small communities, often as servants or guards. The gith'ghustil have thus become mixed with githrathki, and are very rarely pureblooded githzerai. To the githrathki, the gith'ghustil serve as hermits and healers... outcast, but too useful to eradicate.

Only a few gith'ghustil exist, scattered in individual hermitages and two small villages.

****

4e stats for the races of Gith:

Githrev
Abilities: +2 Str, +2 to Con
Skills: +2 to Endurance
*Telekinetic Leap: (Encounter, move, psionic; githrev can fly 5 squares)
*Danger Sense: +2 to initiative
*Gith Mobility: When a power requires or forces movement of a githrev, they may slide 1 square after the movement

Githrathki (much like a standard githyanki for 4e)
Abilities: +2 Con, +2 Int
Skills: +2 to History, +2 Arcana
*Danger Sense: Githyanki gain a +2 bonus to initiative checks.
*Githyanki Willpower: Githyanki gain a +1 bonus to Will defense, and a +2 bonus to saving throws against charm effects.
*Telekinetic Leap: Githyanki gain the telekinetic leap racial power. Telekinetic leap is an encounter power that allows the user or a nearby ally to fly 5 squares.


Gith'ghustil (much like standard githzerai)
Abilities: +2 Constitution, +2 Wisdom
Skills: +2 Nature, +2 Heal
*Danger Sense: You have a +2 racial bonus to initiative checks.
*Defended Mind: You have a +2 racial bonus to saving throws against effects that daze, dominate or stun.
*Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
*Iron Mind: You can use iron mind as an encounter power. (Encounter, Interrupt; Trigger by being hit; +2 to all defenses until end of next turn)

Friday, September 1, 2023

Star Wars d6 Life Path System

Hey, another thing I found when cleaning up old files!

The Life Path Character Creation System


Step 1) 1D in all attributes

Step 2) Upbringing: 6D in Attributes, 1D in skills. Equipment: Something cheap but useful. May include weapons or tools. Example: Sporting Blaster, Survival Pack, Medkit

Step 3) Education: 4D in Attributes, 2D in skills. Equipment: Something relatively expensive; good armor, a speeder bike, a droid, a heavily leveraged space ship.

Step 4) Early Career: 2D in Attributes, 4D in Skills. Equipment: Something useful, frequently a weapon.

Step 5) Buy and Sell equipment. Take 250cr as a base. Sell redundant background equipment for 100% of book price.

Now, your choices may make your attributes fail to meet species minimums. That's tough luck, unless some of your choices cause an attribute to exceed species maximum. Any pips or dice which exceed species maximums must be applied to any attribute failing to meet minimums, or wherever you like, if your species minimums have been met. Likewise, choices may exceed the 2D skill limit. In that case, you may apply them to other skills, or use them to acquire specializations.

Some samples are below; more will be added as I get the time and inclination.

Upbringing

Hutt Space
*1D+1 in Dexterity, Perception, and Strength, and +1 in Knowledge, Mechanical, and Technical.
*+1 in Brawling, Brawling Parry, and Pick Pocket.
*Equipment: Knife, 100cr

Jedi Youngling
 *1D Knowledge, Perception, Dex. 1D Control. +2 Mechanical, Technical, Strength
 *1D Willpower
 *Equipment: Medpac

Outer Rim
 *1D+1 to Perception, Dex, and Strength, and +1 to Knowledge, Mechanical, and Technical.
*1D Stamina
*Equipment: Macrobinoculars, Knife

Education

Jedi Padawan
 *+1D Dexterity, Knowledge. 1D Sense. +1 Strength, Perception, Mechanical
 *1D Lightsaber, 1D Control
 *Equipment: Lightsaber, astromech or protocol droid

Rural
*+1D to Str, Mech, and Tech, +1 to Knowledge, Perception, Dexterity
*+1D Blaster, 1D Repulsorlift operation
*Equipment: Sporting Blaster Rifle, Landspeeder or Speeder Bike

Speeder Thief
*+2D in Mechanical, +1D in Technical, and +1D in Perception
*+2 on Repulsorlift Operation, +2 Streetwise, +1 in Bargain and Security
*Equipment: Blaster Pistol or Hold-out Blaster, Speeder Bike

Early Career

Imperial Navy Crewman
*1D in Knowledge, 1D in Technical
*1D in Blaster, 2D in Capital Ship Repair, and 1D in Sensors
*Equipment: Commlink, Blaster Pistol, Imperial Uniform, Blast Helmet

Jedi Knight
*1D Alter, +1 Strength, Knowledge, Perception
*1D Lightsaber, Sense, Alter, Control
*Equipment: Lightsaber

Late-blooming Jedi
*1D in Control and Sense
*1D in Lightsaber, Starfighter Piloting, Starship Weapons, and Control.
*Equipment: Lightsaber (or 1000cr)