STAR O.R.E.
Star Wars Roleplaying with the One-Roll Engine
By Shane Ivey
6 June 2005
Star O.R.E. is a microgame based on Arc Dream Publishing’s This microgame is meant for personal use and is not for com-
Wild Talents. It presents the characters and concepts of Star Wars mercial publication or sale. Star Wars is owned by Lucasfilm; the
with the speed and simplicity of the Wild Talents rules set—the Star Wars Roleplaying Game and the Star Wars Battles miniatures
“one-roll engine” (O.R.E.). game are © Wizards of the Coast; Wild Talents is owned by
The rules in Star O.R.E. are a simplified version of Wild Tal- Dennis Detwiller and Greg Stolze.
ents. It is meant to be easy to teach to neophyte gamers and play- Playtesters: Bryan Crowson, Matthew Crowson, Jonathan Ivey
able with all the speed, excitement, and flash of Star Wars itself. and Kevin Pezzano.
CHAPTER 1: THE ONE-ROLL ENGINE
Most in-game actions are handled in one of two ways: Either the
GM (the Game Master, or referee; the person running the game)
tells you whether or not it works and that’s that, or you roll a few Stats
dice to see if it works. Stats are broad descriptions of what you can do in the game.
In ordinary humans, each stat ranges from a very weak one die
For an action that’s not particularly challenging or important,
(1d) to human perfection at five dice (5d).
or if you have plenty of time to work on it until you get it right, • Body: Physical strength and athleticism.
you don’t need to roll. The GM will tell you what happens based • Coordination: Dexterity, speed, and reflexes.
on the circumstances and what your character can do. • Sense: Perceptiveness and alertness.
For an action that’s both challenging and important, roll the • Brains: Raw smarts and knowing what to do with them,
dice to see if you succeed. In most cases, the action is based on a including education.
stat rated from 1 die (abbreviated 1d) to 5 dice (abbreviated 5d) • Command: Charisma, influence, and drive.
added to a skill rated from 0 dice to 5d. • Cool: Level-headedness.
Stats and Skills Skills
Each character has six stats: Body, Coordination, Sense, Brains, Skills are particular applications of stats. Each skill ranges from
Command, and Cool. Each stat has at least 1d and (in humans) 0 dice to 5d. Add skill dice to stat dice to get your total dice pool.
no more than 5d.
Each character also has a number of skills, which are special- Cardinal Rules
ized applications of stats. Each skill has an associated stat—the These are essential for playing this game.
Roll only when you need to: If the task isn’t all that impor-
Piloting skill with Coordination, for instance. Add the stat and
tant, or if an average person could do it without much trouble,
skill dice together to get your dice pool, or how many dice to roll. don’t bother to roll. Just assume it succeeds.
Resolving Rolls: Height and Width NEVER roll more than 10 dice: Even if you have 10d and
you get a bonus die, you still roll only 10.
When you roll, look for matching sets: dice that come up the Round down: Any time you must cut a number in half in the
same. If you have any matching sets in your roll, the action suc- game, round down.
ceeds. If you don’t roll any matching sets, your attempt fails.
You can gauge how well your action succeeds by looking at the La Belle Curve
matching set: the higher the matching number, and the more
Dice Pool Odds of a Match
dice that came up matching, the better.
What number is on the matching dice? That’s the height of 2d 10%
your roll. The higher the roll, the more effective your action. The 3d 28%
lowest possible height, 1, means you just barely succeeded. The 4d 50%
highest possible roll, 10, means you succeeded spectacularly well.
How many matching dice did you roll? That’s the width of 5d 70%
your roll. The wider the roll, the more speed and power you put 6d 85%
into the action. 7d 93%
We abbreviate the results as “width x height”—so if three dice
8d 96%
come up “5,” that’s 3x5. If two dice come up “7,” it’s 2x7.
9d 99.6%
What Kind of Failure? 10d 99.9%
A failed roll is worse than usual if you roll all low dice; instead of
just missing the turn, for instance, you might crash your speeder actually lose a die from your pool. This is a serious penalty for
into a building. The results are up to the GM. most characters, especially those with small dice pools.
If you have hard dice or wiggle dice, you lose them in this
Hard Dice and Wiggle Dice order:
Normally you just roll dice and use whatever number comes up. Drop hard dice first (they’re inflexible, remember), then normal
But some characters have special kinds of dice that work a little dice, then wiggle dice.
differently. By the same token, if an action is easier than usual but still
Hard dice (hd) represent raw power or an intense but poorly requires a roll, you might add 1d or even 2d to the dice pool.
controlled effect. They’re powerful but inflexible. A hard die is
automatically set to “10.” You don’t even need to roll it; just set it Dynamic Contests
at 10 and roll the normal dice to go along with it. Sometimes your action is directly opposed by another character’s
Wiggle dice (wd) represent complete mastery and instinctive action. Say you’re running a race—only one can come in first. We
control. A wiggle die can be set to whatever number you want, call that a dynamic contest.
after you roll your other dice. That means you can have a match- In a dynamic contest, the wider roll goes first and takes effect
ing set whenever you want, even with only one other die. as normal. The roll that goes afterward—was less wide—must
beat the wider roll’s height as a Difficulty number.
Difficulty If it doesn’t matter who goes first, or if width is a tie, just look
If an action is particularly challenging, it may not be enough at the height of the rolls; the higher roll wins.
just to make a successful roll. You may need to roll higher than a
certain number to succeed. This is the Difficulty of the action. If Multiple Actions and Multiple Sets
your roll’s height doesn’t equal or beat the Difficulty, it fails. Want to do two challenging things at the same time? Easy. If you
roll an extra matching set, you can use it on an extra action with
Penalty Dice and Bonus Dice no penalty—but only if your extra action has a dice pool equal
Sometimes when circumstances make an action particularly to or larger than that of your primary action, and only if the two
difficult and uncontrolled, or when you attempt a particularly actions are mutually compatible.
difficult action, you don’t have to beat a Difficulty number—you When in doubt, ask the GM.
CHAPTER 2: COMBAT
Fighting uses stat+skill rolls just like other actions, but combat
rules are a bit more detailed because the stakes are higher.
Movement in Combat
Running speed is 10 meters per round. To do anything else at
Combat is handled in rounds, each lasting a few seconds in the
that speed requires a Body+Running roll and multiple actions.
game. A round has no fixed length; think of it as “however long
You can move up to half speed and do other actions at -1d.
it takes everyone in the fight to do one thing.”
Distance for a running leap is 1/4 your running distance; if you
The Phases of a Combat Round make a Body+Running roll, add width in meters to the distance.
(You can jump half that distance upward.)
A round has three phases: Declare, Roll, and Resolve.
With miniatures we recommend a scale of 2 yards per inch.
Declare The Attack Roll
All characters in the fight declare their intended actions. Dec-
When you want to attack somebody, make a stat+skill roll. At-
larations go in reverse order of Sense: The character with the
tacks are usually based on Coordination or Body skills. If the
smallest Sense stat declares first, and the one with the highest
weapon requires coordination and dexterity, like a blaster or
Sense declares last. The rationale is simple: The more aware you
a lightsaber, it’s based on Coordination. If it requires physical
are, the better you can adjust your actions based on what every-
power, it’s based on Body. If you score a match, you hit.
one around you is trying to do. Use Brains as a tiebreaker.
Because height indicates accuracy and effectiveness, the height
of your roll indicates the hit location.
Roll Width, which indicates speed and power, is used to determine
Once every character has declared an action, all roll their dice at
initiative (who attacks first; height is the tiebreaker) and damage.
the same time. Look for matching sets and figure out your roll’s
width and height. If you roll more than one set, decide which
Example: Battling a Gamorrean guard, Luke Skywalker rolls
you’re going to use. Jot them on scratch paper if it’s helpful.
2x5: width 2, height 5. The Gamorrean rolls 2x4. Their width is
tied but Luke’s roll is higher, so his attack goes first.
Resolve
Finally, all the actions happen in order of width. The widest
roll goes first, the least wide roll goes last. If width is a tie, the
Attack Modifiers
Apply the following modifiers to attack dice pools as necessary.
character with the higher roll goes first. If height is also a tie, the
Apply dice pool modifiers such as “-1d” or “+1d” before rolling.
character with the highest Coordination goes first.
2 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
recovers.
Ranged Attack Circumstances Modifier
If a limb is disabled, you can’t use it. If your torso is disabled,
Target running +2 Difficulty you can’t do anything strenuous but you remain conscious. If
Attacker running -1d your vitals are disabled, you can’t do anything; you’re in too much
Target behind partial cover +4 Difficulty pain to act. If your head is disabled, you’re knocked out.
Any further shock damage inflicted on that location becomes
Target behind nearly full cover +6 Difficulty normal damage—each point of shock turns a “ / “ to an “X”.
Target obscured by smoke or fog -1d
Target hidden by darkness or vegetation -2d Height Hit Location Wound Boxes
1 Right Leg 5
Hand-to-Hand Attack Circumstances Modifier 2 Left Leg 5
Attacking from behind +1d 3-4 Right Arm 5
Attacking from surprise +1hd 5-6 Left Arm 5
Target helpless +1wd 7-8 Torso 6
Attacking from above/target knocked down +1d 9 Vitals 4
Much bigger/smaller target +1d/-1d 10 Head 4
Attacker prone -1d
Armor
Hard dice and wiggle dice work as usual—a hard die is au- All armor has an Armor Rating (AR) that directly reduces the
tomatically “10” and a wiggle die can be set at any number you damage. So if you’re wearing a helmet with AR 2, it reduces
want, after rolling the rest of your dice. any damage to your head by 2 points. In addition, many armor
A Difficulty modifier increases the Difficulty of the action— types have an associated Coordination penalty and maximum
the minimum you must roll to succeed. movement rate, reflecting their bulk (with a minimum of 1d
Coordination no matter how bulky the armor), and other special
Damage qualities. See page 5 for a list of personal armor types.
Getting hit is a bad thing—weapons like blasters, lightsabers,
and vibroblades do all kinds of unpleasant things to mortal flesh. Damage to Minor NPCs
There are two different kinds of damage you can take. An unimportant NPC such as an ordinary soldier or civilian is
Normal damage is the kind of harm done by blasters, light- immediately incapacitated by any damage to hit location 10 or by
sabers, and knives. Normal damage can kill you if you take five or more points of damage to any hit location.
enough of it. Most weapons do normal damage.
Shock damage is surface trauma. Its effects are much less dire Healing
and it heals much more quickly. Normal damage recovers slowly. It usually requires serious medi-
If you take any damage before your action takes effect, you cal treatment and lengthy recuperation. When you receive such
automatically lose 1 die from your highest matching set. treatment, the medic makes a Brains+Medicine. If the roll suc-
ceeds, convert the roll’s height in normal damage to Shock dam-
Hit Location age. This takes 5 - width hours with ordinary medical supplies.
The height of an attack roll determines the hit location. You can also recover with lengthy rest. For each full week of
Each hit location has a number of wound boxes. bed rest, convert 1 damage to 1 Shock damage on each hit loca-
If you take a point of normal damage, mark an “X” through a tion. A fully appointed medical bay cuts the time from one week
wound box on the hit location. If all the wound boxes on a loca- to one day.
tion are filled with normal damage, that hit location is badly hurt Shock damage recovers much more quickly. Shock damage can
and can no longer be used. It might be maimed or even chopped be treated with first aid, requiring a Brains+First Aid roll with
right off, depending on the nature of the attack; ask your GM. the total damage (normal and Shock) on that hit location as a
Regardless, it will take serious medical treatment and perhaps a Difficulty number. If it succeeds, it heals width in Shock on that
cybernetic prosthesis to make it useable again. location. A fully stocked medkit heals height in Shock instead.
When a limb is hurt that badly you automatically take a 1d Shock damage also heals with bed rest. For each night’s rest,
penalty to all actions (per limb!), and you must immediately make a Body+Health roll. You recover the roll’s width in Shock
make a Cool+Stability roll to do avoid panicking or collapsing. points; choose which location.
If your torso, vitals, or head are filled with normal damage, Healing is much quicker in a medical bay’s bacta tank. Make a
you’re either dead or mortally wounded. It’s up to the GM. Body+Health roll, taking width - 5 hours: You convert width in
If you take a point of shock damage, mark the box with a normal damage to Shock. Shock heals at 1 point per hour.
“ / ”. If all the wound boxes on a location are filled with shock
damage, the hit location is disabled until at least one wound box Other Weapon Qualities
Some attacks have additional effects.
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 3
Area
An explosive weapon causes its usual damage to the target at
Combat Maneuvers
Combat is inherently chaotic and unpredictable, and there’s an
“ground zero” and also blasts everyone nearby. endless number of things you can do in a fight besides a straight-
First, there’s the concussion of the blast: Everything within 10 forward attack. The following options should get you started.
meters takes 2 points of Shock damage to every hit location.
Then there’s shrapnel: Every target within 10 meters must roll Aiming
the Area rating in dice. Don’t look for matches; each die indi- You can take up to two rounds to aim your next attack carefully,
cates a hit location that takes one point of normal damage. gaining +1d to your attack roll for each round you spend aiming.
Burn Dodging and Blocking
A Burn weapon sets its target on fire. The weapon does its usual The standard attack roll assumes that your target is trying to
damage, but now every hit location on the target except the head avoid getting hit—that’s why it’s considered a challenging action
is on fire and takes 1 Shock per round until the fire on that loca- that takes a successful roll. If you really don’t want to get hit, you
tion is extinguished. can forego attacking and just defend yourself instead. To do this,
A target hit by a burn weapon must roll Cool+Stability to you can either dodge or block.
avoid panicking. A panicking target can’t do anything but run Dodging uses your Coordination+Dodge pool. Dodging is a
around trying to extinguish the flames. dynamic contest with your opponents’ attack rolls. If you roll a
An Area weapon with a Burn rating blankets an area in flame match that at least equals or beats an attack’s width and height,
instead of hitting targets with shrapnel. Instead of the usual Area then each die in your dodge set can “gobble” or remove one die
damage, each target takes 1 Shock damage to each location indi- from the attack’s set. You don’t have to declare a specific attack-
cated by the Area dice—but those hit locations are now on fire. er—your dodge works against any and all affected attacks until
you run out of “gobble” dice.
Daze
Some weapons can incapacitate you without actually killing you Example: Your attacker rolls 2x3, and your dodge roll comes
or knocking you out. A Daze attack reduces all stat dice pools by up 2x4. You match his width (2 to 2) and beat his height (4 to
width in dice for width in minutes. 3), so you can reduce his roll’s width by one for each of the two
dice in your set. He can’t hit you with a width of zero!
Initiative
A weapon with an initiative bonus increases the width of your Blocking works just like dodging, but you use an attack dice
roll, but only for determining who acts first. pool instead of your Coordination+Dodge pool.
There are some limitations to blocking. Unarmed attacks can
Penetration only block unarmed attacks. Most physical melee weapons such
Penetration allows the attack to pierce armor more effectively, as swords can block anything except lightsabers. A lightsaber can
but it doesn’t actually increase the damage done to the target. block anything—and in most cases it automatically cuts in half
Reduce the target’s Armor Rating by the Penetration rating. any ordinary weapon that it blocks!
An Area weapon with Penetration reduces the AR on the hit And there is one big limitation to dodging and blocking: You
location permanently. can’t dodge blaster beams (not without using the Force, anyway;
more on that later) or grenade fragments—so if you don’t want
Slow them to hit you, get behind cover before the shooting starts.
A weapon with a Slow rating can’t be fired every round—you
must spend the Slow rating in rounds reloading it or otherwise Diving for Cover
preparing it before it can attack again. So a weapon with Slow 1 To dive for cover, you have to be close to it, no more than two
can only attack every other round. meters away. If the cover is further away you have to spend a
round running to it while getting shot at.
Spray If you are close enough, make a Coordination+Dodge roll. If
Spray weapons fire many attacks at the same time. Add the your action goes first in the resolution phase of the round, you
Spray rating to your attack dice pool before rolling. You can use get behind cover in time.
any and all matching sets to hit. However, you can only use extra
sets for hits with the Spray weapon. Multiple Actions in Combat
The usual multiple actions rule applies: You can use extra match-
Can Set on Stun ing sets in your roll, but only on actions with dice pools equal to
Setting a weapon such as a blaster or force pike on stun has two or larger than your declared action.
effects. First, its damage is all Shock. Second, it has the Daze There’s one important limitation: You can’t do the same thing
effect if it hits. twice with the same weapon.
If you’re using a lightsaber, for example, you could use multiple
actions to attack with the lightsaber and to block with it, or to
4 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
attack once with the lightsaber and once with an unarmed attack, Aim high: Lose 1d, but if you hit it’s at +2 height.
but you couldn’t attack twice with the same lightsaber. Aim low: Lose 1d, but if you hit it’s at -2 height.
Spray weapons and dual weapons are the exceptions to this Called shot: Lose 1d, then set 1d of your dice pool to what-
rule. If you’re using a Spray weapon, you can use any and all sets ever location you want to hit. Roll the rest of your dice normally
to attack with that weapon, as in the Spray rules. and look for a match.
Charge: Lose 1d, but move up to half your movement rate or
Using Two Weapons or a Dual Weapon your full jump distance and attack.
Wielding a weapon in each hand or a dual weapon (such as a Choke: Make a called shot to the head; if it hits, you can hang
double-bladed lightsaber) is one way to maximize your attacks on and do 1 Shock per round until the target dislodges you by
using multiple actions: You can attack once with each weapon (or beating your roll with a Body+Brawling roll. You can’t perform
once with each end of a dual weapon). This requires the Two- other actions while choking a target.
Weapon Fighting skill; use the lower of Two-Weapon Fighting Defensive throw: Attempt to block and lose 1d, but if you
and the your weapon skill when rolling. prevent an otherwise successful attack from hitting you can im-
mediately knock the attacker down.
Suppressing Fire Disarm: Just like making a called shot (select a hit location
Suppressing fire (also called cover fire) means rather than aiming number matching the target’s weapon arm), but you don’t lose a
at any one target, you’re pouring as much fire as possible into an penalty die. If it hits you inflict no damage but disarm the target.
area to force defenders to keep their heads down. Feint: Instead of attacking make a Cool+Bluff roll against the
Instead of rolling your standard attack, roll a flat 2d. If you target’s Sense+weapon skill roll. If it succeeds you gain width in
score a match, every exposed target must roll a single die. If it bonus dice to your next combat action.
matches the height of your roll, that target is hit by your fire. Knockdown: Lose 1d, but if it hits you knock the target down,
A Spray weapon adds its Spray rating to the 2d suppressing doing 1 Shock damage.
fire pool, and potential targets must roll for each matching set Off-hand attack: Using a weapon in your off-hand confers a
that comes up. 1d penalty to your regular weapon skill. If you have the Two-
Any NPC facing suppressing fire must make a Cool+Stability Weapon Fighting skill with at least as many dice as the regular
roll or instinctively duck behind the nearest cover. weapon skill, you can use the off-hand weapon at no penalty.
With the Two-Weapon Fighting skill at least equal to your Power attack: Lose 1d, but do +2 damage. Melee attacks only.
weapon skill and a blaster in each hand, you can roll 3d for sup- Riposte: Attempt to block and lose 1d, but if you prevent an
pressing fire instead of 2d. otherwise successful attack from hitting you can immediately
counterattack using the set you blocked with.
Special Attacks Snap shot: Lose 1d, but if you hit it’s at +2 initiative.
There are many other special maneuvers you can use to boost Wrestle: With a successful roll you knock the target down,
your attack. A few are described below. doing 1 Shock damage, and pin the target until he beats your roll
If you think of a maneuver that isn’t listed here, ask your GM. with a Body+Brawling roll. Attacks against a pinned target are at
If the effect is reasonable, it can probably work with a 1d penalty. +1d and you can choose hit location with any successful roll.
Personal Armor
Armor Type Armor Rating Penalty Move Special
Blast vest AR 3 to torso -1d Coordination 10 m
Thick furs or leathers AR 1 -1d Coordination 10 m -1d Sense with hood or helmet
Combat jumpsuit, helmet AR 2 -1d Coordination 10 m -1d Sense with helmet
Armored flight suit AR 3 -1d Coordination 8 m Cold resistant, -1d Sense with helmet
Light battle armor AR 3 -1d Coordination 8 m -1d Sense with helmet
Medium battle armor AR 4 -1d Coordination 8 m -1d Sense with helmet
Heavy battle armor AR 6 -2d Coordination 6 m -1d Sense with helmet
Armored spacesuit AR 6 -2d Coordination 6 m Life support systems, cold resistant, -1d Sense with helmet
Stormtrooper armor AR 3 -1d Coordination 8 m Low-light vision, +1d Survival, -1d Sense with helmet
Corellian powersuit AR 3 -1d Coordination 8 m +1hd Body, -1d Sense with helmet
Battleframe AR 2 -3d Coordination 6 m Mounts for 3 weapons, -1d Sense with helmet
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 5
Star O.R.E. Weapons
Melee Weapons Damage Special
Unarmed width in Shock
Club width+1 in Shock
Quarterstaff width+2 in Shock Dual weapon
Stun baton width+2 in Shock Daze
Knife width
Vibroknife width Penetration 2
Sword width+1
Vibrosword width+1 Penetration 2
Spear width+1 Penetration 1
Force pike width+2 Penetration 2, can set on stun
Vibro-ax width+3 Penetration 3
Lightsaber width+3 Penetration 5, +1 initiative
Double-bladed lightsaber width+3 Penetration 5, +1 initiative, dual weapon
Simple Ranged Weapons Damage Special
Bow width
Sling width
Net none -1d Coordination, half move
Blaster Pistols Damage Special
Hold-out or decorative blaster width Penetration 1, can set on stun
Blaster width+1 Penetration 2, can set on stun
Heavy blaster width+2 Penetration 2, can set on stun
Blaster Rifles Damage Special
Blaster rifle width+2 Penetration 2, can set on stun
Bowcaster width+3 Penetration 3
Heavy bowcaster width+4 Penetration 3
Sporting blaster rifle width+2 Penetration 2, can set on stun, can aim an extra round (up to +3d)
Ion gun width+2 Only vs. droids and electronics; Penetration 3, Daze
Heavy Weapons Damage Special
Blaster cannon width+4 Penetration 4
Light repeating blaster width+2 Penetration 2, Spray 2
Mounted repeating blaster width+3 Penetration 3, Spray 6
Grenades Damage Special
Frag grenade width+3 Penetration 3, Area 4
Thermal detonator width+6 Penetration 6, Area 8+Burn
Stun grenade width in Shock to each location Area 1 (Shock only), Daze
Gas grenade width in Shock to torso each rd. Target can reduce damage with Body+Endurance roll as if dodging; Daze
6 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
CHAPTER 3: TOOLS AND VEHICLES
Every vehicle and other object has an Armor Rating and a num- sive it is to maneuvers. Generally the rating is higher for larger
ber of wound boxes. Wound boxes work the same as for charac- vehicles, but it can vary based on the quality of the vehicle.
ters: If an object (or part of an object) is filled with Shock dam-
age, it’s inoperable. If filled with normal damage, it’s destroyed. Vehicle Maneuvers
Sideswipe: Make an Coordination+Pilot roll to collide with a
Tools vehicle that’s adjacent to you and moving the same direction. If
Many actions require tools. Performing first aid requires a you succeed, the target must make an Coordination+Pilot roll to
Brains+First Aid check and a first aid kit, or at least some handy maintain control.
makeshift bandages. Slicing into a computer network requires Strafing run: Make a Coordination+Pilot roll to pilot a small
software bundles called computer spikes and a Brains+Computer ship like a starfighter up close to a capital ship so only its point-
Use roll. Other tasks can be made easier with the right equip- defense guns can attack you.
ment—a nav computer can guide a pilot, for instance. Quick turn: Make a Coordination+Pilot roll to make a hard
A complete, professional-grade toolkit or equipment built turn, immediately changing your ship’s facing.
for the purpose at hand gives a +1d bonus. An exceptionally Tight loop: Make a Coordination+Pilot roll at Difficulty 4 to
well-made tool or kit gives you +1hd instead. A technologically conduct a tight loop, winding up in roughly the same spot as
advanced toolkit with built-in artificial intelligence gives +1wd. when you started it.
Tight half-loop: Make a Coordination+Pilot roll at Difficulty 8
Piloting Vehicles to make a half-loop while rolling, so you wind up going the op-
In most cases, a difficult maneuver requires a Coordination+Pilot posite direction but keeping your “up” facing the same.
roll to succeed. If you fail the roll, you lose control of the vehicle Ramming: If your vehicle is adjacent to the target, make a
for a moment; if you fail the roll and all the dice in your pool are Coordination+Pilot roll to ram it. If the target ship is much
under 6, you lose control badly. The results are up to the GM. larger than yours, gain +1d to your roll. If you succeed at height 5
or lower, you clip the target—both vehicles take your roll’s width
Vehicle Speed plus your vehicle’s speed rating in damage. If you succeed at
For the sake of the game, vehicles have three scales of speed: height 6 or better, you ram it head-on; both vehicles take damage
Ground, Air, and Sublight. A vehicle moving at “air” speed au- equal to the total armor points and wound boxes of every hit
tomatically moves much faster than a ground vehicle; a sublight location of the smaller vehicle.
vehicle automatically moves faster than an air vehicle.
Vehicles in the same scale compare speeds based on piloting Hazards and Obstacles
rolls and each vehicle’s speed rating. Obstacles require you to beat a Difficulty number.
But before you roll, you have a decision to make: If your roll
Races and Chases fails, will you lose time going around, gaining no width points in
If you want to beat or catch up with another vehicle, both of you the race for that round? Or will you go through, advancing only
make Coordination+Pilot (or Drive) rolls. The widest roll goes by the base speed rating of your vehicle but taking damage to
fastest, with height as the tiebreaker. your vehicle?
If your vehicle has a speed rating, it counts even if you fail this The higher the Difficulty, the worse the consequences of
roll—so if you’re in a speeder with a speed rating of width+6, it ploughing through an obstacle. The vehicle takes Area damage
moves forward 6 points even if your roll fails. equal to the Difficulty of the roll. So if you hit a Difficulty 3 haz-
If you’re in a long race or chase, you may need to make ard, your vehicle takes 2 Shock to each hit location and 3 Area
multiple rolls. In that case, keep track of your speed result each dice in damage.
round—the racer with the most accumulated width has the lead. If all the dice in your failed roll are lower than the Difficulty,
If you’re trying to lose a pursuer, the GM may decide that you things are much worse: All the Area damage goes to a single hit
only get away when you create enough of a lead—enough of a location, indicated by the highest die in the roll.
difference between your accumulated points and the pursuer’s—
that the pursuer can’t keep track of you any more.
Obstacle Difficulty
Vehicle Difficulty Light obstruction (Occasional trees or pedestrians) 2
Each vehicle has a base Difficulty rating indicating how respon- Moderate obstruction (Undergrowth, city street) 4
Heavy obstruction (Thick undergrowth, narrow street) 6
Vehicle Size (ground, air, sublight) Difficulty
Small (speeder bike, airspeeder, starfighter) 1 Vehicle Combat
Medium (landspeeder, gunship, freighter) 3 Combat in a vehicle works just like any other combat. The
Large (tank, gunship, capital ship) 5 vehicle’s weapons do damage based on width.
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 7
If you’re trying to avoid getting hit, you can use your
Coordination+Pilot roll to “gobble” attack dice using the dodge
rules. Unlike characters on the ground, in a ship you can dodge Sample Vehicles
blaster fire; the speeds and distances involved and the limits of Use these examples to create other vehicles for your game.
reaction time make a skilled flyer much harder to hit.
Kuat All-Terrain Scout Transport (AT-ST)
Speed Ground, width+1
Vehicle Armor and Damage Crew 2
Vehicular damage is based on the width of the attack roll, as usu- Passengers 0
al. Each vehicle hit location has an Armor Rating that reduces Shield points 0
the damage and wound boxes that indicate how badly that part Weapons
of the vehicle has been damaged. A vehicle hit location that is Blaster cannons—front (Spray 1, Damage width+5, Penetra-
filled with Shock damage is broken and inoperable until repaired. tion 3)
A vehicle hit location filled with normal damage is destroyed. Light blaster cannons—side turrets (Spray 1, Damage
width+4, Penetration 3)
Starship Armor and Damage Concussive grenade launcher (Damage width+3, Area 6)
Given the size of starships, using a hand-held weapon like a Hit Locations
blaster on a starship is futile, while a starship’s lasers tend to an- Height Hit Location AR Wound Boxes
nihilate human-size targets. 1-3 Left leg 5 10
To make things easy, follow this simple rule of thumb. Star- 4-6 Right leg 5 10
7-8 Engine 5 20
ships ignore hand-held weapons altogether; and a direct hit from
9-10 Cockpit 3 10
a starship’s weapon instantly fills a character’s, droid’s, ground
vehicle’s, or air vehicle’s hit location with damage.
If you need details, each point of starship damage counts as 5
Incom T-47 Airspeeder
Speed Air, width+4
points of standard damage, and each 5 points of standard dam- Crew 1
age counts as 1 point of starship damage. Passengers 1
Shield points 0
Vehicle Equipment Weapons
These are only a few examples of vehicle equipment. None
Shield: Shields are like ablative armor that recharges itself Hit Locations
over time. Each point of a shield blocks one point of damage, but Height Hit Location AR Wound Boxes
that point is gone until the shields have time to recharge. Shields 1-2 Engine 5 10
recharge at 1 point per minute. 3-5 Left wing 5 6
Ion gun: Ion guns don’t do normal damage; they disrupt a 6-8 Right wing 5 6
9-10 Cockpit 3 5
ship’s electrical systems. Each point of ion damage past a ship’s
shields and armor adds 1 to the Difficulty of piloting the ship.
Turret: A turret allows a weapon to fire in any direction.
X-Wing Starfighter
Speed Sublight, width+4
Astromech droid: An astromech droid handles some of Crew 1 + 1 droid
the tasks of piloting for you. The astromech droid can roll Passengers 0
Brains+Pilot once per round. You gain its width in bonus dice for Shield points 10
your next action. Weapons
Laser cannons (Starship damage width+4, Spray 3)
Sabotage Proton torpedos (6) (Starship damage width+8)
For simple sabotage, all you need is a simple Brains+Tech roll. Hit Locations
The vehicle won’t start without repairs. Height Hit Location SAR Wound Boxes
For complex sabotage, choose a Difficulty rating. If you beat 1-2 Engine 4 6
the Difficulty, the vehicle works normally until the driver makes 3 Astromech Droid 0 1
a piloting roll with height equal to or greater than that Difficulty. 4-5 Left wings 2 5
6-7 Right wings 2 5
Then the vehicle fails.
8-9 Nose 3 4
10 Cockpit 1 1
8 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
CHAPTER 4: CHARACTERS
Characters are defined by several traits: Statistics (the six Diplomacy (Command): Negotiating and defusing trouble.
mentioned before); skills (specific training in a particular area); Dodge (Coordination): Avoiding attacks.
secondary scores, which primarily measure your ability to use the First Aid (Brains): Treating minor injuries.
Force; and Force powers. Gunnery (Coordination): Using big guns such as on a ship.
Health (Body): Recovering from illness and injury.
Characteristics Heavy Weapons (Coordination): Using heavy weapons.
The characteristics that define characters include, statistics, skills, Interrogation (Command): Getting information out of an
Willpower points, Dark Side Points, Force powers, and species. unwilling subject.
When creating a character you get character points to “buy” Intimidation (Command): Striking fear or awe into others.
characteristics in whatever mix you want. Investigation (Brains): Fact-finding through contacts and
research.
Statistics Language [language] (Brains): Fluency in a specific language.
Statistics or stats are broad descriptions of what you can do in Leadership (Command): Getting others to follow you.
the game. Each stat ranges from 1d to 5d in humans, but the Lie (Cool): Spin an absolutely convincing falsehood.
average is 2d. A stat of 1d indicates extreme weakness and is Lightsaber (Coordination): Attacking with a lightsaber.
rare—the character cannot do anything difficult with that ability Lore [field] (Brains): Extensive education in a specific field.
without a lot of preparation or training. Sample fields: Jedi lore, military lore, galactic history.
Body: Physical strength and athleticism. Use Body for knock- Medicine (Brains): Treating major injuries.
ing down a door, running up a mountain, or swinging a club. Meditation (Cool): Attaining mental and emotional calmness
Coordination: Agility and reflexes. Use Coordination for and clarity. Useful in drawing on the light side of the Force.
piloting a starship, shooting a blaster, or swinging a lightsaber. Melee Weapons (Body): Using hand-to-hand weapons.
Sense: Perceptiveness and alertness. Use Sense for following a Pilot [class] (Coordination): Piloting a class of vehicle and
trail, hearing a burglar, or smelling faint smoke. using its weapons systems. Sample classes: Starfighter, space
Brains: Raw smarts and the ability to use them, including transport, capital ship, speeder.
education and training. Use Brains for repairing a droid, plotting Persuade (Command): Bringing others to your point of view.
a course, or learning a language. Profession [career] (Brains): Making your way in a specific
Command: Charisma and influence. Use Command for moti- career. Sample careers: Droid technician, soldier, diplomat.
vating troops, swaying opinions, or interrogating a prisoner. Running (Body): Keeping full speed despite obstacles.
Cool: Level-headedness. Use Cool to keep your head in a Sight (Sense): Seeing details or distant objects.
crisis or to tell a convincing lie. Stability (Cool): Performing the best you can despite fear.
Stealth (Coordination): Moving sneakily.
Skills Streetwise (Cool): Making contacts and getting information
A skill is focused training that enhances one of your stats. Add in areas where the law rarely treads.
the skill dice to the stat dice to determine your dice pool. Survival (Brains): Keeping yourself alive and healthy in dan-
Usually a skill applies to a specific stat, but it can be used with gerous environments.
other stats in the right circumstances. For example, dice in the Tactics (Brains): Planning and avoiding ambushes and con-
Tech skill are usually added to Brains, but you could add them to ducting military maneuvers.
Cool when talking info out of a computer slicer. Throw Grenade (Coordination): Throwing grenades and
Many actions can be attempted whether or not you have skill detonators accurately.
dice, but some actions—such as using a lightsaber or speaking a Tech (Brains): Building and repairing high technology.
language—require skill dice even for the attempt. Others—such Two-Weapon Fighting (Coordination): Attacking with two
as piloting a speeder—can be attempted but incur a Difficulty weapons. See Using Two Weapons and Dual Weapons, page 5.
rating if you don’t have at least a little skill. Whether you can use
a skill without the skill dice is up to the GM. Force Powers
These are some common skills. With the GM’s permission, All living creatures have some connection to the Force, and
you can come up with literally any skill you want. all sentient living creatures have at least 1d in the Force Sense
Acrobatics (Coordination): Moving over obstacles and power (see page 11); trained Force-users like the Jedi have more
through the air with grace and power. extensive powers. Few are consciously aware of this connection;
Athletics (Body): Sports, swimming, climbing, and other its effects are more often attributed to luck or divine favor.
noncombat athletics.
Blaster (Coordination): Attacking with blasters. Secondary Score: Willpower
Bluff (Cool): Fast-talking or faking. Willpower is a secondary score tracked in points, not dice. You
Brawling (Body): Fighting unarmed. don’t roll Willpower; instead it affects other rolls through the
Computer Use (Brains): Using and slicing computers. Force. When you suffer defeats or setbacks, you temporarily lose
Demolitions (Brains): Creating and disarming explosives. 1 or more Willpower points.
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 9
Willpower recovers at 1 per hour up to your base score. Cerean (Ki Adi Mundi): +1d Brains. 5 pts.
Your base Willpower score rarely changes despite fluctuations Droid (R2D2): AR 1; low-light vision. 5 pts.
in current Willpower points, but a particularly devastating turn Ithorian (hammerhead alien): Natural Lore skill +1hd. 4 pts.
of events might incur a permanent Willpower loss. Mon Calamari (Admiral Ackbar): Breathe under water. 5 pts.
You start with a Willpower score equal to the sum of your Rodian (Greedo): +1d Sense. 5 pts.
Command and Cool stats. Sullustan (Lando’s copilot): Darkvision. 10 pts.
Trandoshan (Bossk): +1d Body. 5 pts.
Secondary Score: Dark Side Points Twi’lek (Aayla Secura): Low-light vision. 5 pts.
Force users who draw on the dark side of the Force for power Wookie (Chewbacca): +2d Body, -1d Command; speak only
accumulate Dark Side Points. See page 11 for details. Shyriiwook; heal twice as fast; massive (+1 damage hand-to-
hand, +1 wound box per location, x2 mass, x2 lifting capacity);
Character Creation Wookiee rage (costs 1 Willpower per round, +1hd Body, shrug
New adventurers start with the following: off 1 damage per attack, no actions requiring patience). 20 pts.
Stats: 1d in each stat.
Skills: Language [native] 2d, Language [Basic] 2d. Droids
Willpower: Sum of Command and Cool (non-droids only). Create droids just like other characters—a droid has all six stats
Force Sense: 1d (non-droids only). as well as skills based on its construction and programming.
Character Points: These can be spent on species, stats, skills, As inanimate objects, droids have wound boxes on each hit
secondary scores, and Force powers. Unspent character points location. Unlike living creatures, a droid is never incapacitated
can be retained as unspent experience points (see below). In by destruction of an arm or leg, and it can usually be reactivated
some games the GM may place restrictions on how you spend after “death” (with the GM’s permission).
character points, such as limiting stats to 4d. A damaged droid can be repaired with the proper tools and
a Brains+Tech roll, which repairs width in damage. Repairing
Character Attribute Costs normal damage takes 5 - width hours; repairing Shock damage
The number of character points available is up to the GM. For takes 5 - width minutes.
most beginning characters it’s 100 to 200 points. Heroes on par
with Obi-Wan Kenobi in Episode III may have 400 or more. Experience
You must have the GM’s permission to buy any Force powers Characters improve with experience points, which are character
except Force Sense and for any Force stunts. points that you gain during play. The GM decides how many
Species: See species list, below. experience points to award. Some guidelines:
Stats: 5 points per die Playing in the session: 1 point.
Skills: 2 points per die Succeeding at your goals: +1 point.
Willpower Points: 3 points each Roleplaying well, coming up with a great plan, or doing
Extra Current Willpower: 1 point each something else that stands out: +1 point.
Force Powers: 5 per die, 10 per hard die, 5 per wiggle die To spend experience points, you need an in-game explanation
Force Stunts: 2 points per die of the character’s improvement. If in doubt, ask the GM.
Species Willpower Awards
You can choose from any number of species for your character. A You receive bonus Willpower points (current, not permanent)
species bonus applies to all its characters. Stat bonuses increase for critical actions such as achieving important goals, saving lives,
the maximum possible stat; you still need to buy stats normally. and defeating enemies. With such bonuses your current Will-
power score can exceed your base score—until you spend it.
Alien Species Bonuses and Cost Achieve an important goal: Gain 1 Willpower.
Bothan (many brave ones died getting the Death Star plans): Personally save a person’s life or defeat a major enemy: Gain
+1d Cool. 5 pts. the sum of the subject’s Cool and Command dice in Willpower.
Creating Droids, Aliens and Cyborgs
Droids and new alien races may have any number of useful abilities. All of them increase the character cost.
Ability Cost Ability Cost
Low-light vision or darkvision 5 or 10 Stat hard dice or wiggle dice 10/20 each
Massive (see Wookiees) 10 per level Skill hard dice or wiggle dice 4/8 each
Armor 10 per AR Inflict normal damage unarmed 10
Breathe underwater or poison gas filter 5 Higher maximum stat allowed 5 per die
10 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
CHAPTER 5: THE FORCE
Four powers—Physical Control, Energy Manipulation, Force Drawing on the Dark Side
Sense, and Mental Influence—cover the known spectrum of Any Force-using character can harness powerful passions to
Force abilities. Each Force power has its own dice pool apart draw on the dark side of the Force. Drawing on the dark side
from a character’s stats and skills. creates a “battery” of Dark Side Points, which function as Will-
Each living, sentient creature has 1d in the Force Sense power; power points that can be drawn on instead of your own Will-
exceptionally gifted characters may have more than that. Only power. You can gain DSP up to your base Willpower score.
characters with special training can use other Force powers. This requires special roleplaying: Only a character whose ac-
Force Sense is the power to attune yourself to the Force and tions are governed by rage, fear, desperation, or hate can spend
let it guide your actions, whether consciously or subconsciously. Dark Side Points.
Physical Control is the power to enhance physical abilities. There are serious side effects to drawing on the dark side.
Energy Manipulation channels powerful energies. First, contact with the dark side makes it harder to use the
Mental Influence is the power to affect the attitudes and Force without calling on the dark side. If you have DSP and you
perceptions of other living creatures. don’t use them to fuel a power, it costs double the Willpower.
Force powers are measured in dice, from 1d to 10d, as well as When facing an opponent with fewer DSP who draws on the
hard dice and wiggle dice. To use a Force power to do something light side (see below), you lose Willpower points equal to the
challenging, you must roll the dice and look for a matching set. If Willpower gained by your opponent.
the roll fails, your concentration fails and you don’t use the Force When directly facing an opponent with fewer DSP who draws
the way you wanted. However, some can be used without a roll. on the dark side, you gain Willpower points equal to the DSP
Unlike ordinary stats and skills, you can have hard dice and gained by your opponent.
wiggle dice with Force powers. If you gain Willpower by saving a life or accomplishing some
other important, positive deed without drawing on the dark side,
Force Stunts you can opt to remove DSP instead of gaining Willpower. Each
Each Force power has a number of Force stunts associated Willpower point given up reduces your base DSP by 1.
with it. Force stunts represent more specialized applications of
the main Force power. When using a Force stunt, add its dice to Drawing on the Light Side
the main Force power’s dice for the total dice pool. Any Force-using character can draw on the light side of the
You can have only normal dice with Force stunts, not hard dice Force, seeking calm focus and purity of intent and action to
or wiggle dice. refresh Willpower points. This requires a Cool+Meditation roll,
with your base Dark Side Points (if any) as a Difficulty rating.
Willpower If the roll succeeds, you gain width in Willpower points, up to
Willpower, a secondary score based on the Command and Cool your base score. If the roll fails, you lose 1 Willpower point (if
stats, is essential for using the Force. A character whose will is already at zero, you lose nothing). This takes 5 - width rounds.
sapped by exhaustion or defeat—who has no current Willpower
points—cannot use Force powers. Dark Side Powers and Light Side Powers
To use any Force power you must “bid” one current Willpower Force powers and stunts that are marked DS (Dark Side) can
point. If the power works you keep the point. If the power fails, only be used if you have at least one base Dark Side Point.
you lose the point. If you have no current Willpower you can’t Force powers and stunts that are marked Light Side cannot be
bid a point, and thus cannot use Force powers. used if you have any base Dark Side Points.
Some Force powers have other Willpower costs, which must
be paid if the power succeeds (but not if the power fails). Force Sense
With Force Sense, the Force enhances your intuition and senses.
Willpower Struggles
Some Force powers are so intrusive that a strong-willed subject Core Powers for Force Sense
can instinctively resist them. This is called a Willpower struggle. Avoid Harm: You can reduce damage from any attack by 1 point
If the attacker has more current Willpower points than the per die in your Force Sense pool. No roll is required, but it costs
target, the power works as usual and the target loses 1 Willpower 1 Willpower per point of damage avoided, whether normal or
point. If the defender has more current Willpower, the power Shock; and to use Avoid Harm you must eliminate all damage
fails to work and the attacker loses 1 Willpower point. from the attack, or as much as your Willpower allows.
Intuition: Whether consciously or subconsciously, the Force
The Dark Side and the Light Side guides your actions. You can add your Force Sense dice to any
The Force is not merely a neutral energy; the intentions with other dice pool at a cost of 1 Willpower per regular die, 2 per
which it is used alter its effects. If you use the Force for heal- hard die, and 4 per wiggle die. No roll is required to activate this
ing and defense you can gain strength from the light side of the power; simply pay the Willpower and add the dice.
Force; if you use it for destruction you can gain power from the If you declared a defensive action such as dodge and block, you
dark side of the Force.
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 11
can choose to add Intuition dice after rolling for your action. For Force Stunts for Energy Manipulation
all other actions, you must decide whether to apply Intuition dice Dissipate Energy: Gain the height of your roll in one-use armor
in the declaration phase, before rolling. points against energy attacks. When dissipating Force Lightning
If you use any Force Sense dice for Intuition, you can’t roll (see below), you can redirect the damage to the attacker. The
them with a separate Force Sense ability such as Blaster Defense. target resists with a Willpower struggle (see page 11); if you win,
the target takes the damage.
Force Stunts for Force Sense You can also drain a power cell or device for 1 Willpower, or a
Blaster Defense: When using a lightsaber, you can roll your large cell such as that in a droid costs 2 Willpower; you can drain
Blaster Defense pool to block blasters and other energy attacks sentient droids only if you have Dark Side Points.
that would ordinarily be too fast to dodge or block. Drain Force (DS): If you defeat the victim in a Willpower
If you roll multiple Lightsaber Defense sets, you can use an struggle (see page 11), drain the width of your roll in current
extra set as an attack roll, redirecting the blast. Willpower points from the target and add that amount to your
Drain Knowledge (DS): Sift a target’s mind to gain specific current Dark Side points and to your current Willpower.
facts. The target can resist with a Willpower struggle (see page Force Alchemy (DS): You can imbue objects with the power of
11). Duration: Width in rounds. the Force at a cost of permanent Willpower points. The exact
Empathy: Sense a target’s emotional state; add the width of your results are up to the GM.
roll to your next Cool or Command dice pool for that target. Force Fist: Add the height of your roll to the damage of your
Farseeing: Gain vague impressions of events in far places or next unarmed attack.
times. Roll at a -1d penalty for seeing into the past or -2d for Force Grip (DS): Cause width in Shock damage to the victim’s
seeing into possible futures. You can also see the possible conse- head. A Force user with any Energy Manipulation dice can resist
quences of your immediate actions with a roll at -2d: If you suc- this power with a Willpower struggle (see page 11).
ceed, you can substitute your Farseeing roll for your next failed Force Jump: Leap up to ten times your normal distance,
roll. Duration: Width in rounds. Force Light (LS): Channel the light side of the Force to purge
One With the Force: Can only be used when you die naturally the dark side. The light drains width in current Dark Side Points
or are slain in combat, and only if you have no Dark Side Points. and inflicts width in Shock to all creatures with Dark Side Points
If the roll succeeds, you retain your identity despite being joined within 10 meters. This damage cannot be blocked or dodged, and
with the Force, and can manifest as a sort of benign specter to armor does not affect it. Force Light costs 1 Willpower.
communicate with other Force users. You can only manifest and Force Lightning (DS): Channel the power of the dark side in
communicate if the subject succeeds at a Force Sense roll. a blast of destruction, either Force lightning or a blast of hateful
Psychometry: Read the psychic imprint left by a person on a energy. Either attack costs 1 Willpower. Force lightning causes
place or object, gaining insights into what the person was doing width in damage to a single foe, ignores all armor, and can’t be
when he last possessed the object. This has a base Difficulty of blocked or dodged except by using a Force power such as Blast-
10; the more contact the person had with the object, the lower ger Defense. A blast of hate causes width in Shock as well as
the Difficulty (GM’s option). Duration: Width in rounds. Daze effects to all (friend and foe alike) within 10 meters.
See Force: Detect the presence of the Force. The height of your Hurl Object: You can levitate an object up to 5 kg in mass and
roll indicates the amount of detail you can sense in the nature of throw it at a target, causing width in damage.
the Force and the way it is being used (GM’s option). Summon Storm: Create storm conditions in a radius of 50 to
Sense Thoughts: Sense a single subject’s surface thoughts. In 100 meters per die in your pool for width x 10 minutes. All ac-
combat, the subject must declare actions before you. You may tions inside the storm are at Difficulty equal to your roll’s height.
also detect other important facts at the GM’s discretion. Throw Lightsaber: Use your Energy Manipulation pool to at-
tack with a lightsaber anywhere in your line of sight.
Energy Manipulation Weaken Object: Cause width in damage with height in Penetra-
You can use the Force to manipulate powerful energies. tion to an inanimate object.
Whirlwind: By levitating many small objects in a maelstrom, you
Core Powers for Energy Manipulation cause Area damage (Shock only) equal to the height of your roll.
Move Object: Levitate an object up to 5 kg in mass for width All targets in a 10-meter radius must roll Area dice equal to your
in rounds. You can double the mass for each point of Willpower roll’s height; each die is a location taking 1 Shock. This damage
spent. An unwilling target who has any Energy Manipulation can’t be dodged or blocked. It costs 1 Willpower per round.
dice can resist levitation with a Willpower struggle (see page 11).
Force Push: Knock the target back width in meters, causing
width in Shock damage and automatic knockdown. This can’t be
Physical Control
You can enhance physical abilities in yourself or others.
blocked or dodged, but an unwilling target who has any Energy
Manipulation dice can resist it with a Willpower struggle (see Core Powers for Physical Control
page 11). If you roll multiple sets, you can knock back more than Enhance Strength: You can roll your Physical Control dice in
one adjacent target. place of your Body dice.
Repulsion: Deflect attacks by throwing attackers’ aim off, using Enhance Agility: You can roll your Physical Control dice in
your Repulsion roll to gobble attack dice as if blocking. place of your Coordination dice.
12 STAR O.R.E. Star Wars Roleplaying with the One-Roll Engine
Force Stunts for Physical Control Core Powers for Mental Influence
Battlemind: Add your roll’s width to your initiative each round. Friendship: If your roll beats the target’s Cool+Resist pool in
Once activated Battlemind costs 1 Willpower per round. a dynamic contest, the target becomes friendly for width in
Burst of Speed: Multiply your running speed and jumping dis- rounds. This is not mind control, merely a friendlier disposition.
tance (with a Burst-enhanced running start) by 10 for one round. Mental Defense: Your Mental Influence roll can act as a dodge
Create Life (DS): Manipulate the Force to artificially imbue a roll against Force effects, gobbling width in dice.
biological construct with life or to impregnate a living creature.
This is a very uncertain process; you must roll your Create Life Power Stunts for Mental Influence
stunt dice as a separate dice pool, apart from your Physical Con- Affect Mind: If your roll beats the target’s Cool+Resist pool in a
trol dice, and score a height of 10 for it to work. If it fails, the dynamic contest, you can suggest a specific decision or idea that
biological construct is destroyed or the intended mother perishes. the target thinks is his own.
Extra Actions: Add the width of your Physical Control roll to Battle Meditation: Sense the flow of enemy intentions and
the width of any successful roll; however, you must use the extra guide allies to increase their effectiveness. Each ally gains a 1d
width in extra actions, not to increase the width of a single ac- bonus to all rolls. Once activated, Battle Meditation costs 1
tion. Unlike normal multiple actions, you can use Extra Actions Willpower point per round.
to do the exact same action multiple times—you could launch Beast Language: Communicate with an animal for one round.
multiple attacks with the same weapon, for example (see page 5). Control Mind (DS): Control the actions of an ally. Each Will-
Once activated, Extra Actions costs 1 Willpower per round. power point spent multiplies the number affected by 10. Your roll
Healing (LS): If the height of your roll beats the total damage must beat each target’s Cool+Resist pool in a dynamic contest to
on the hit location as a Difficulty number, heal width in Shock establish control. It costs 1 Willpower point per round.
and convert width in normal damage to Shock. This takes 5 - Fear (DS): If your roll beats the target’s Cool+Resist pool in a
width rounds and costs 1 Willpower per point of damage healed dynamic contest, the target flees in terror.
or converted. You can also cure a disease or detoxify poisons with Illusion: Create images affecting a number of senses equal to
a successful roll, taking 5 - width hours. your roll’s width. The roll’s height is the Difficulty of seeing
Prolong Force: Gain the width of your roll in Willpower points; through it with a Sense roll (using the appropriate Sense skill) if
each die in your roll indicates a hit location that takes 1 Shock. the target is suspicious. It costs 1 Willpower point per round.
Prolong Life (DS): Prolong a life beyond its natural span. In Inspire: All allies gain width in bonus dice this round.
combat, delay death for 1 round per point of Willpower spent, Mask Force: Treat your Mental Influence roll as a dodge roll
no matter how much damage the subject has taken to the head, against efforts to sense the Force in you.
torso, or vitals. Outside combat you can stave off death (but not Sith Sorcery (DS): Channel the spirits of long-dead Sith lords
aging) by one year per permanent Willpower point. to increase your power, replacing any roll with your Sith Sorcery
Rage (DS): Focus your anger to increase your power, gaining roll once per round. Sith Sorcery costs 1 Willpower per round. If
+2d Body, +2d Coordination, and +1d Command. While raging, you reach zero Willpower with Sith Sorcery still active, however,
you can accomplish no tasks requiring concentration or focus, you are possessed by a Sith spirit.
including Force powers. Rage costs 1 Willpower per round. Telepathy: You can establish a mental link for one round with
Sickness (DS): Cause the target to become ill, taking width in a target up to 10 meters away to exchange emotions or simple
Shock damage to the torso once per day. This can be healed only thoughts. From 11 to 100 meters, roll at Difficulty 4; between
with the Force. The target can resist with a Willpower struggle. 101 and 1,000 meters, roll at Difficulty 7.
Multiply the range by the number of dice in the target’s Force
Mental Influence Sense pool. Multiply by a further 10 if there is a close relation-
You can use the Force to influence weak minds. ship between you, such as spouses, siblings, or master and ap-
prentice.
Lightsaber Forms
These are the best-known lightsaber techniques and some of their practitioners. All Jedi are trained in Form I; you can choose one additional
form as a specialty. You can declare using a form with its favored move in any combat round and gain +1d with its favored move. If the move
succeeds, you gain 1 Willpower. If it fails or is blocked or dodged, lose 1 Willpower. Feel free to create other forms with the GM’s permission.
Form I (Qui-Gon Jinn): The first form, emphasizing balanced attack and defense. Favored move: Block and attack (in the same round).
Form II (Count Dooku): A classical, refined form of lightsaber dueling. Favored move: Feint.
Form III(Obi-Wan Kenobi): A tight, focused form that emphasizes defense. Favored move: Riposte.
Form IV (Darth Maul, Yoda): An acrobatic form that relies on speed and agility. Favored move: Snap shot.
Form V (Anakin Skywalker): An aggressive form that emphasizes turning attacks against the attacker. Favored move: Power attack.
Form VI (Adi Gallia): A form that minimizes destruction, recognizing the goal of the Jedi is peace. Favored move: Disarm.
Form VII (Mace Windu): An advanced, difficult form that emphasizes bold, unpredictable movements. Favored move: Called shot.
Star Wars Roleplaying with the One-Roll Engine STAR O.R.E. 13
STAR O.R.E. CHARACTER SHEET
NAME: __________________________________ PLAYER: __________________ Wounds
SPECIES: ______________GENDER:______________ CAREER: ________ _________ 10
L R
AGE: ________________HEIGHT: ______________ WEIGHT: ________ _________
EYES:________________HAIR: _______________ SKIN: __________ _________
APPEARANCE: ____________________________________________ _________ 8-9
5-6 3-4
CHARACTER POINTS: _____________ EXPERIENCE POINTS (Total/Unspent):_______ /_______
7
MOTIVATIONS: ____________________________________________ _________
2 1
BODY COORDINATION SENSE
BRAINS COMMAND COOL
DARK SIDE POINTS (Base/Current):_____________ WILLPOWER (Base/Current):_____________
SKILLS DICE POOL SKILLS DICE POOL FORCE POWERS/STUNTS DICE FORCE POWERS/STUNTS DICE
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
____________ ______ _____________ ______ ________________ ____ ________________ ____
ARMOR AR COORD. MOVE SPECIAL ________________ ____ ________________ ____
___________ _____ _____ _____ ____________ ________________ ____ ________________ ____
___________ _____ _____ _____ ____________ ________________ ____ ________________ ____
WEAPONS DAMAGE PEN. INIT. SPECIAL ________________ ____ ________________ ____
COMBAT MANEUVERS PENALTY COMBAT MANEUVERS PENALTY
___________ _____ _____ _____ ____________ Standard Attack — Defensive Throw -1d
Aim +1d or +2d Knockdown -1d
___________ _____ _____ _____ ____________ Dodge/Block — Power Attack -1d
Dive for Cover — Snap Shot -1d
___________ _____ _____ _____ ____________ Suppressing Fire Roll 2d+Spray Aim High -1d
Called Shot -1d, set 1d Aim Low -1d
___________ _____ _____ _____ ____________ Disarm Set 1d Feint -1d
Wrestle — Riposte -1d
___________ _____ _____ _____ ____________ Choke Call shot