Rules Summary

General
Transvalue = Increasing total rolled value when combined value exceeds 20+ by adding the result of an additional 1d20 roll.
Min. Prestige Points Transvalue Natural Roll
0 PPs 20
1,000 PPs 19+
10,000 PPs 18+
50,000 PPs 17+
100,000 PPs 16+
Prestige Points for Re-Rolls = Cost to re-roll is Difficulty No. worth of PPs… Can only be attempted once per encounter.
Skills
Skill Check = Stat Modifier + Ranks in Skill + 1d20 >/= Difficulty Base No.
Opposed Skill Check = Stat Modifier + Ranks in Skill + 1d20
>/=
Opponent’s Stat Modifier + Opponent’s Ranks in Skill + 1d20
Task Difficulty Chart
Difficulty Base No. Example
Simple 5 Locating Standard Imperial Computer
Easy 7 Turning on standard Imperial Computer
Routine 9 Accessing standard Imperial Computer with Access Code
Average 11 Accessing standard Imperial Computer without Access Code
Difficult 13 Accessing restricted Imperial Computer
Very Difficult 16 Hacking Imperial Network
Formidable 19 Re-routing Imperial Naval Orders
Near Impossible 21+ Forging Imperial Intelligence or Ubiqtorate Orders
Skill Penalty Chart
Skill Level Unspecialized Singular Skill Unspecialized Sub-Skill Specialty Skill
Untrained -8 Penalty -8 Penalty Cannot attempt Skill
Trained in Singular Skill No Penalty -4 Penalty Cannot attempt Skill
Trained in Sub-Skill “Base Proficiency” Required No Penalty Cannot attempt Skill
Trained in Specialty Skill “Base Proficiency” Required GM Discretion No Penalty
Force Powers
Force Power = Stat Modifier + Ranks in Force Power + 1d20 >/= Difficulty Base No. (typically 5+, if unopposed)
Opposed Force Power = Stat Modifier + Ranks in Force Power + 1d20
>/=
Opponent’s Stat Modifier + Opponent’s Ranks in Force Power + 1d20
Base Force Power = ‘Simple’ Difficulty = 5
Oppositional Force Powers Chart
Force Power Oppositional Power Oppositional Type
Accretion Degradation Active
Decantation Restoration, effects shielded by Occlumency Active
Degradation Accretion Active
Detection Deter Detection Active or Passive
Deter Detection Detection Active or Passive
Divination Obfuscation Active or Passive
Energesis Energesis Active
Faith Fear Active or Passive
Farseeing Obfuscation, effects shield by Occlumency Active or Passive
Fear Faith Active or Passive
Illusion Occlumency Active
Lightsaber Combat Lightsaber Combat Active
Mind Control Occlumency, effects reversed with Restoration Active or Passive
Obfuscation Occlumency Active or Passive
Persuasion Occlumency, effects reversed with Restoration Active or Passive
Psychometry Obfuscation Active or Passive
Restoration Decantation Active
Telepathy Occlumency Active or Passive
Variable Effects Chart
Force Power Effect +1-2 +3-5 +6-10 +11-15 +16-20
Divination Clarity Vague Faint Cloudy Clear Vivid
Expansion Multiple Targets 2 4 6 8 10-12
Farseeing Clarity Vague Faint Cloudy Clear Vivid
Illusion Duration 5 rounds 20 rounds 1 day 1 week 1 month
Persuasion Duration 1 Minute 1 Hour 8 Hours 1 Day 1d6 Days+
Psychometry Clarity Vague Faint Cloudy Clear Vivid
Telekinesis Effects Chart
Force Power Effect +1-2 +3-5 +6-10 +11-15 +16-20
Telekinesis Levitation (kg) 0.5xFP 1xFP 2xFP 3xFP 4xFP
Telekinesis Acceleration (m/s 2) Disorientation Disabled LOC Trauma Death
Telekinesis G-Concussion (m/s 2) 10 HP 25 HP 50HP 75 HP 100HP
Telekinesis Distance-Accuracy (m) 5m 10m 20m 30m 40m
Combat
Surprise Roll (Force User) = Presence 15+ = 1d20 +/- Prs. Modifier + ranks in Premonition
Surprise Roll (Non-Force Users) = Presence 15+ = 1d20 +/- Prs. Modifier
Initiative (Force User) = Weapon/Action Speed +/- Prs. Modifier – Ranks in Reflexes + 1d12
Initiative (Non-Force Users) = Weapon/Action Speed +/- Dex. Modifier + 1d12
Melee Combat = Dex. Modifier + Ranks in Melee Weapon + 1d20
> (must be greater than)
Opponent’s Dex. Modifier + Opponent’s Ranks in Melee Weapon + 1d20
Melee Combat Victory = Difference of Melee Combat exceeding Opponent’s Dex. Stat
Ranged Attack (Stationary Target) = Dex. Modifier + Ranks in Weapon + 1d20 >/= Ranged Attack Base Difficulty No. +/- Size Modifier +/- Cover Modifier +/- Recoil (Ballistic Only)
Ranged Attack (Target behind Cover) = Dex. Modifier + Ranks in Weapon + 1d20 >/= Ranged Attack Base Difficulty No. +/- Cover Modifier +/- Recoil (Ballistic Only)
Ranged Attack (Moving Target) = Dex. Modifier + Ranks in Weapon + 1d20 >/= Ranged Attack Base Difficulty No. +/- Size Modifier +/- Movement Modifier +/- Recoil (Ballistic Only)
Ranged Attack (Target-Dodging) = Dex. Modifier + Ranks in Weapon + 1d20
>/=
Target’s Dodge Roll
Dodge Roll = Dex. Modifier + ranks in Athletic (Coord) + d20 roll
Ranged Attack Base Difficulty Number
Range Blaster Pistol Blaster Rifle Repeating Blaster Rifle Heavy Blaster Rifle
1 m +4 +4 +4 +4
25 m +10 +8 +8 +4
50 m +14 +12 +12 +8
75 m +18 +16 +16 +12
100 m +24 +20 +20 +16
200 m +28 +24 +24 +20
300 m NA +28 +28 +24
400 m NA +32 +32 +28
500 m NA +36 +36 +32
600 m NA +40 +40 +36
800 m NA +44 +44 +40
Size Modifiers
Size Category DN Modifier Examples
Large Target -4 to DN Rancor or Bantha
Medium Target +0 to DN Standard Humanoid
Small Target +4 to DN Diminutive Droid
Movement Modifiers
Speed DN Modifier Example
Ultra Fast Speed +8 Star Fighter, Full-throttle Speeder
Fast Speed +4 Man Running, Half-throttle Speeder
Medium Speed +2 Man Jogging
Slow Speed +1 Man walking
No Speed +0 Man standing still
Cover Types
Cover Type DN Modifier No. Attacks Description
+ No Cover +0 2 Character exposed to incoming fire
+ Partial Cover +4 1 Character enjoys moderate protection
+ Near Total Cover +8 0 Character is aware of combat, but unable to participate
+ Total Cover Barrier Hardness 0 Character is unaware of combat details
Ballistic Firearm Recoil Chart
Weapon Type Untrained Trained Stabilized
Pistol +1 to DN +0 to DN +0 to DN
Rifle +2 to DN +1 to DN +0 to DN
Repeating Semi-Auto +4 to DN +2 to DN +1 to DN
Repeating Full-Auto +8 to DN +4 to DN +2 to DN
Grenade Max. Distance
Str. Stat 1 2 3 4 5 6 7 8 9 10 11 12
Distance (m) 5 m 10 m 20 m 30 m 40 m 50 m 60 m 70 m 75 m 80 m 85 m 90 m
Grenade Placement beyond Max. Distance = Str. Modifier + 1d20 >/= 10 + 2, per distance increment
Grenade Accuracy
Distance Increment (m) 10 m 20 m 30 m 40 m 50 m 60 m 65 m 70 m 75 m 80 m 85 m 90 m
Accuracy Roll 6+ 8+ 10+ 12+ 14+ 16+ 18+ 20+ 22+ 24+ 26+ 28+
Failure Deviation (m) 1d2 1d2 1d4 1d4 1d6 1d6 1d8 1d8 1d10 1d10 1d12 1d12
Grenade Accuracy Roll = Dex. Modifier + Ranks in Explosives(Demolition) + 1d20
Quick Draw Lightsaber = May ignite and attack with successful Discipline 12+
Lightsaber Combat vs. Force User = Prs. Modifier + Form + Ranks in Lightsaber Form + Ranks in Reflexes + 1d20
> (must be greater than)
Opponent’s Prs. Modifier + Form + Opponent’s Ranks in Lightsaber Form + Opponent’s Ranks in Reflexes + 1d20
Lightsaber Combat Victory = Difference of Lightsaber Combat exceeding Opponent’s Prs. Stat
Lightsaber Forms Attack Defense Multiple Opponents Blaster Deflection
Form I (Shii-Cho) 0 0 -1 1 to Disarm
Form II (Makashi) 1 2 1 0
Form III (Soresu) 0 3+2 2 3
Form IV (Ataru) 2 1 0 -1
Form V (Shien/Djem So) 2+1 1 2 2
Form VI (Niman) 1 1 1 1
Form VII (Juyo) 3 1 2 -1
Lightsaber Combat Injury Chart
1d6 Physical Injury Atrribute Injury
1 -30 HP -1 Dex
2 -50 HP (Grazing Wound/Singed) -2 Dex
3 -100 HP (Extremity Amputation) -4 Dex
4 -200 HP (Limb Amputation) -8 Dex
5 -300 HP (Core Stabbing) Death
6 -400 HP (Decapitation) Death
Deflect Blaster Bolt = Dex. Modifier + Ranks in Reflexes + 1d20
>/=
Opponent’s Blaster Attack Roll
Miscellaneous
Rope Climbing Max. Length = Str. Stat x 10m (Further distances require Strength checks, per 10m)
Rope Climbing Strength checks = Begin Str 8+, increase by two (2) every check thereafter … Str 10+, Str 12+, ect.
Rope Climbing Failure Check = To catch oneself after an unsuccessful Str. check, Roll Dex 10+
Ladder Climbing Max. Length = Str. Stat x 10m (Further distances require Endurance checks, per 10m)

Rules Summary

The Darkness of Dawn quercus