SW Saga - Unknown Regions (Optimized) - Free ebook download as PDF File REGIONS As with any Star Wars game supplement, you need the Saga Edition. Sourcebook (pages ), The Unknown Regions. (pages ) .. numerous wars that have occurred throughout the 4D+2, starship gunnery 5D, stars. Some rules mechanics are based on the Star Wars Roleplaying Game Saga Ed i tion Core Rulebook by Christophe r Perkins, Owen K.C.
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SagaEdition). Star Wars Saga Edition is the last and. Direct link STAR WARS RPG (D20) - Saga Edition - The Unknown terney.info Download. SAGA EDITION - Clone..> , 38M. SAGA EDITION - Force. Star Wars Saga Chara..> , 60K. terney.info, . Some rules mechanics are based on the Star Wars Roleplaying Game Saga .. Unknown Regions, explorers are more likely to run across Sith settlements.
However, genetic engineering and cloning technology are other possible explanations for near-Humans' variation from Human norms. Classification efforts are further complicated by the many bipedal humanoid spec ies that are unrelated to Humans.
Looks can be deceiving. Trade languages are commonly used to bridge the formidable language gap. When creating a character native to the Unknown Regions, you can select a language from the following list, with your Gamemaster's approval. When selecting a new language for an existing character from known space, your character might be able to learn one of these languages, with Gamemaster approval.
These differences might be cosmetic, physiological, or, most commonly, both. Players and Gamemasters wanting to create their own near-Human characters should use the following nearHuman generation system.
Next, select one of the traits from Table Near-Human Traits, replacing either the bonu s trained sk ill or the bonus feat that Humans normally receive. Finally, select one, two, or three minor physiological variations from Table Near-Human Variants. These variants are typically cosmetic, but Gamemasters might allow a variant to have a minor mechanicalor roleplaying effect.
Variants normally should not cause a near-Human character to incur a penalty to attack rolls or sk ill checks, but it might occasionally do so at the Gamemaster's discretion.
As always, the Gamemaster has the final say in trait and variant combinations allowed in his or her game. Additional arms Up to 2 additiona l arms. When making multiple attacks, the character can reduce the penalty to the attack roll by 2. Biotech augmentation Augmented with biotechnology. Select one bio-implant see pages of the Legacv Era Campaign Guide. Breathe underwater Amphibious and cannot drawn in water. Can have gill slits or sim ilar external features.
Climate adaptation Resistant to a specific climate. Select one: When challenged by an environmental factor in that climate chosen from those listed, or others at the Gamemaster's discretion , can reroll an Endurance or a Survival check, taking the better result. Conducti ve Naturally generate a small amount of electrica l energy and use as a natural weapon in an unarmed attack, dealing ld6 points of energy damage.
Character is always considered armed with a natural weapon.
Cultural cybernetics Culture commonly augments members with cybernetics fram birth. Select one cybernetic enhancement. Darkvision Gain natural darkvision see page of the Saga Edition core rulebook. Empath Can use the telepathy application of the Use the Force ski ll untrained, and without having the Force Sensitivity feat.
Additionally, can sense the emotions of a target if the Use the Force check equals or exceeds the target's Will Defense. Expert swimmer Can reroll a Swim check. Can take 10 on Swim checks when distracted or threatened. Heightened awareness Can reroll a Perception check. Natural weapon Can use natural claws in an unarmed attack, dealing 1d6 points of slashing damage instead of normal unarmed damage. Character is always considered armed with the natural weapons. Naturally acrobatic Considered trained in the Acrobatics skill, even if it is not normally a class skill for the character.
Persistent Can reroll an Endurance check. Gamemaster can restrict resistance to a single, specific hazard. Scent At close range within 10 squares , ignore concealment and cover for purposes of Perception checks, and take no penalty from poor vi sibility when using the Track application of the Survival skill.
Spring step When using the High Jump or Long Jump applications of the Jump skill, reduce the number of squares required for a running start by 2. This does not apply when Weapon Finesse is used. Visually striking Character's appearance is visually surprising or stunning. The character's Charisma bonus is doubled when using the Persuasion skill on Humans, near-Humans, and similar humanoids such as Twi'leks.
Weapon familiarity Character selects a sing le exotic weapon and treats it as a simple weapon instead. Must be commonly used by character's native culture. Digit variation Number of digits on each hand or foot is greater or fewer than 5, but without affecting skill use in terms of game mechanics. Fins Character has small fins that have no effect on swimming. Hair varia tion Character's hair is naturally an unusual color, length, texture, or size.
Shaped Character has been biologically altered by the Yuuzhan Vong shaping process. This can account for the character's near-Human trait, or the trait might be cosmetic or for roleplaying purposes. Shaped characters typica lly gain Yuuzhan Vong physical features or are otherwise physically altered. Skin color Skin is naturally a color or a combination of colors not normally associated with Humans.
Skin texture Obviously unusual skin texture, such as leathery, especially smooth , overly wrinkled, or scaly. Teeth variation Teeth are noticeably differently colored, sharper, larger, or smaller than those of typical Humans. Towering Over 2 meters tall, although the additional height does not change the character's Size.
Webbed digits Flaps of skin span the character's fingers or toes. Exploration and trailblazing can change from a great discovery into a deadly nightmare in seconds. Heroes must be self-reliant and able to operate far from medical or technical ai d. Heroes must al so be ab le to quickly adapt to bewildering cultures and spe cies, although they might find the environment more chal lenging than many foes they encounter.
Thi s section provides new talents an d abilities for heroes who specialize in exploration and operating in deep space. Though few engage in exploration for its own sake, some follow its path to discover new aspect s of the Force.
They might seek a long-lost or hidden Force tradition or attempt to discover the fate of a fellow Jedi or a Sith on the run. Any character who can normally choose talents from the Jedi Sentinel talent tree can choose this talent as well.
Sense Primal Force: Jedi who spend time in a diverse wi lderness learn the nuances of the living Force at work within a wild ecosystem. When within a natural wilderness area, such as a jungle, a forest, a steppe, a swamp, or plains, you tap into the vibrant living Force of the area and can use Sense Surroundi ngs to detect targets out to a square radius, regardless of line of sight.
E 1 Nobles who seek out the wi lds of the Unknown Region s are usually part of a greater explo ration team. They might operate as corporate negotiators or governmental representatives.
Noble families occasiona lly subsidize their own exploration teams to expand their sphere of influence. Political dissidents flee to the Unknown Regions in an effort to escape political persecution when even fringe worlds cannot sufficiently hide them. The more criminally minded also use the Unknown Region s as a convenient base of operations or to hide wealth outside the legal boundaries of the dominant galactic government.
Whether forced or self-imposed , your exi le allows you to adapt in new ways to the galaxy at large. Arrogant Bluster: You take on an air of arrogance, allowing you to distract and sw ay others with your apparent knowledge and experience.
When you make a successful Persuasion check to change an enemy's attitude, the enemy takes a -5 penalty to its Will Defen se until the end of your next turn. If you spend a Force Point, the duration is extended to the end of the encounter. Trained in the Persua sion skill. Band Together: You can inspire disparate beings to temporarily ally for a common cause. You can use each of the following actions once per encounter: As a swift action, designate one enemy character or veh icle as the target of this talent.
Until the end of yo ur next turn, whenever an al ly within 12 squares of you hits the targ et, add 1d6 points of damage to each hit. Your allies gain confidence in numbers. You must have a minimum of two allies to use this action. With a successful Persuasion check, you can turn a Gamemaster character with an attitude toward you of unfriendly or indifferent into an ally willing to aid you and follow your direction for the remainder of the encounter. As a swift action, you direct the Gamemaster character to attack a target, aid another character, or use a skill to aid you or your allies.
Galactic Guidance: You share your considerable galactic knowledge to inform others' action s and decisions. Once per encounter, as a reaction, if you succeed on a DC 25 Knowledge galactic lore check, you enable one ally within 6 squares of you and within your line of sight to reroll a failed Intelligence- or Wi sdom-based skill check other than Perception. Trained in the Knowledge galactic lore skill.
You are a master of voicing your opinion loudly, continuously, and distractingly. If you succeed in making a Persuasion check to intimidate an enemy that is within 6 squares of you and that can hear, see, and understand you, you deny that enemy the use of a move action on its next turn, instead of gaining the normal intimidation results.
You grant one ally a move action to use immediately the ally uses the move action as a reaction. Trained in the Persuasion skill. You need not rely on others when the going gets tough. Once per encounter, you can use one talent that you possess from the Inspiration talent tree on yourself, although you are not normally allowed to do so.
New Leadership Talent The following new talent expands the Leadership talent tree see page 44 of the Saga Edition core rulebook. Any character who can normally choose talents from the Leadership talent tree can choose the following talent as well.
Coordinated Leadership: You coordinate your actions with other leaders. Choose one talent you possess from the Leadership talent tree. The bonuses you provide with this talent are now con sidered to be untyped bonuses, allowing them to stack with the bonu ses granted by your allies.
Born Leader, Coordinate. Scoundrels might seek out unknown areas for use as hideouts, or they might find isolated settlements to con and exploit. Some scoundrels provide critical transportation service s between far-flung outposts or ci vilizations that lack interstellar flight capability. Scoundrels are al so the most likely class to use the Unknown Regions for their own hideouts or as bases from which to raid border world s on the edges of known space.
Outsider Talent Tree By their nature, scoundrels are outsiders. By blurring the line between lawful and lawless, scoundrels operate outside social and cultural norms. Eventually, they learn to make the most of their positions. Whether you come by oafishness naturally or it is all an act, you use your lack of sophistication and finesse as an excuse to bluff your way into or out of delicate situation s. Outsider's Eye: Your status as an outsider gives you an objective view of enemies and acqua intances.
Once per encounter, you can make a DC 20 Perception check as a standard action. If the check is successful, you gain your choice of one of the following pieces of information: Trained in the Perception skill. Outsider's Query: You use your outsider status as an excuse for mistakes, missteps, and social offenses.
If you fail a Persuasion check to change a target's attitude, the target's attitude toward you does not change. You can also attempt to change the target's attitude one additional time per encounter see page 71 of the Saga Edition core rulebook.
Trained in the Persuasion skil l. Your outsider status makes you cautious, observant, and ready for action. If an enemy fails a Stealth or a Deception check opposed by your Perception check, you can take one move action as a reaction.
If multiple enemies fai l on the same turn such as when you detect several enemies sneaking up on you. Outsider's Eye, trained in the Perception skill.
New Spacer Talents The following new talent expands the Spacer talent tree see page 47 of the Saga Ed ition core rulebook. Any character who can normally choose talents from the Spacer talent tree ca n choose this talent as well.
Deep Space Raider: Whether you are taking on military targets on behalf of a resistance movement or you are out for personal gain, you are experienced at raiding starships and similar targets. You r attack forces an enemy to alter course or move out of your way. You must be fighting aboard a starsh ip to use this ac tion.
As a standard action, make a ranged attack. If the attack hits, on its next turn your target must move its speed to a sq uare that is not adjacent to you. If th e target is an enemy starfighter engaged in a dogfight, the target instead must attempt to disengage from the dogfight. You squeeze off several shots as you escape pursuing enemies. As a full round action, if you are the pilot of a vehicle, you may move the vehicle up to twice its speed and make a single ranged attack with one of the pilot-controlled weapons at any point during that movement.
If you hit and deal damage to a vehicle with this attack, the target vehicle takes a -2 penalty to attack rolls against your vehicle until the end of your next turn.
Make a ranged attack with a vehicle weapon. If you make this attack against a veh icle and hit and deal damage, you can choose one of the following to take effect until the end of your next turn: Spacehound, Starship Raider.
Scouts might explore for their own pleasure or in the employ of others, for the right amount of credits. Scouts can guide others seeking specific individuals or locations. Scouts might se rve as trailblazers or as stea lthy reconnaissance agents observing newly discovered civilizations. A scout can also search for new systems that meet the specific requirements of an employer, such as a corporation, the Empire, the Rebel Alliance, a criminal mastermind, or a despotic warlord.
New Camouflage Talents The following new talent expands the Camouflage talent tree see page 49 of the Saga Edition core rulebook. Any character who can normally choose talents from the Camouflage talent tree can choose this talent as wel l. Extended Ambush: During a su rpri se round, if you make a ranged attack against a target that is surprised , you can aim at that target as a free action. Improved Stea lth. Any character who can normally choose talents from the Hyperspace Explorer talent tree can choose this talent as well.
Silent Movement: You know how to move si lently in almost any environment. You never suffer from unfavorable circumstances from environmental effects associated with noise when you sneak using the Stealth skill.
Once per round, when you make a Stealth check, you can automatica ll y use the aid another action on one ally's Stealth check. Trained in the Stealth skill. You draw upon your diverse abilities to gain advantages others cannot match. Several of these talents draw upon talents from multiple talent trees ava ilabl e to th e scout class. Piercing Hit: You are ski lled at fighting armored characters, taking advantage of their weaknesses. You dislodge an enemy's armor, causing it to hinder the wearer's defenses.
Make a melee or ranged attack as a standard action. If you hit and damage your target, the target loses its arm or bonus to Reflex Defense and is flat-footed.
This effect remains until the target spends a standard action to adjust its armor. Addit ion all y, al l other creatures, droids, and vehicles have concealment from the target until the end of your next turn. Your hit damages your targe t' s armor so tha t the target's movement is hindered.
If you hit and damage the target, the target's speed is reduced to 2 squares until the end of you r next turn. Acute Senses, Keen Shot. You can use Tripwire as a move action instead of a standard action. Jury-Rigger, Tripwire, tra in ed in t he Mechanics skil l. You do not take the penalty whe n using the Accelerated Climbing application of the Climb skil l. Long Stride, Surefooted, trained in the Climb skill. Surprisingly Quick: In a surprise round, if you are not surprised, you can take a swift action in add ition to the one other action normally al lo wed.
If you are surprised, you can take a single swift action inste ad of no actions. Skill Focus Ini tiative , trained in the In itiative ski ll. As a standard action, you can set up a simple snare or trap across an opening up to 3 squares wide. You must have th e requ ired item to set the trap. Make a successful DC 20 Mechanics check to set the trap.
Make a Deception check to concea l the wi re. Compare the result of the Deception check to t he Perception check of the next creature that passes through that square if it observes you settin g the trap. If the creatu re fails the Perception check, it takes the resul t indicated for the trap. If the creature succeeds, it can make a DC 10 Acrobatics check to avoid the wire.
Select one of the fo llowing options: Requires thin wire, set at neck height. Success results in the target fa lling prone in the trapped squa re, ending its actions for the t urn and tak ing 1d6 points of damage.
Success resu lts in mine damage treat as f rag grenade, 2-square blast radius ce ntered on one end of the wire. Requires thin wire, set at ankle height. Add 2 to the Deception check result. Success results in the target im med iately f all ing prone in the trapped square and ending its actions for the turn. Jury- Rigger, tra ined in the Mechanics skill. Mobile Scout Talent Tree Always mobile, scouts have developed ways to ride and drive over all types of terrain. Th e fo llowing talents enable a scout to become a more effective rider and pilot.
Battle Mount: You know how to fight from a living mount.
Once per encounter, when you use Use Mount as Cover but not improved cover with the Ride skill see page 72 of the Saga Edition core ru lebook ' you can make an attack as a standard action, but you must have a free hand to do so. You gain additional cover from your mount. When you succee d in using the Use Mount as Cover application of the Ride skill see page 72 of the Saga Edition core rulebook , you ga in improved cover. If you fail by less than 10, you still gain the benefit of normal cover.
You ga in no benefit if you fail by 10 or more. Once per encounter, the mount you are ridi ng can make an attack as a swift action instead of as a standard action. Expe rt Rider, Terrain Guidance, trained in the Ride skill. Expert Ri der: You can reroll any Ride check, but the result of the rero ll must be accepted even if it is worse. Trained in the Ride ski ll.
Terrain Guidance: You effective ly gui de your mount thro ugh rough terra in. When in contro l of your mount, you can make a DC 20 Ri de check as a swift action to negate the effect of difficult terrain on your mount's speed. Trained in the Ride skill. Mechani zed Rider: You use your riding experience to improve your skills on a speeder bike or a swoop. When riding a speeder bike or a swoop or similar vehicle , you can use the following applications of the Ri de skill see page 72 of the Saga Edition core rulebook: Trained in the Pilot and Ride skills.
Soldiers might hire themse lves out as bodyguards for expe ditionary teams. Mercenary teams mig ht f ind regular employment f rom less advanced cultures, gaining great wealth through the deployment of high-tech weapons systems against their employers' relatively prim itive enem ies.
Deserters might take refuge far from their abandoned stations and organizations. Pirates and outlaws of every sort could always use an extra gun, and even the least able soldier can find some paying job. New Commando Talen t The following new ta lent expa nds the Comma ndo talent t ree see page 52 of the Saga Edition core rulebook. Any character who can normally choose talents from the Commando ta lent tree can choose th is talen t as well.
Out of Harm's Way: As a react ion, when you use Harm's Way wh ich sti ll requires a swift action to activate , you can move into the square of the ally you are protecting, and move the ally to any legal square adjacent to you. This movement does not provoke an attack of opportun ity.
Harm's Way, trained in the Initiative skill. Warrio r Talent Tree Warriors draw upon their natural aggressiveness, powerful bodies, and fighting abil ities to defeat their enemies. Whether they fight with prim itive or advanced weaponry, they are fearsome combatants. Champ ion: You fight for protection , honor, or glory for yourse lf an d others. You can use eac h of t he fol lowing acti ons once per enco unte r: Your pride and dedication drives you on in the most difficult moments.
When you hit and damage a creature and that damage equals or exceeds the target's damage threshold, you can make a Disarm Attack see page of the Saga Edition core ru lebook against th at ta rget as a free action. If using a ranged wea pon, you must also have the Ranged Disarm feat. You land an impressive blow against your enemy. When making a successful una rmed or me lee attack except when using a lightsaber , increase your damage by 2 for every 5 points by which your attack roll exceeds your target's Reflex Defense.
Wa rrio r's Awareness, Warrior's Determination. Qu ick Study: You excel at turning an enemy's tricks against it. Once per encounter, if an enemy attacks you using a non-Force-related talent, you can use the same talent against it on your next turn. You must use an appropriate weapon or item, if required by the talent, although you do not have to have t he prereq uisites.
You can take this action even if you r enemy's attack misses you. Warrior's Awareness. Simple Opportunity: You can make attacks of opportunity when using a ranged or thrown simple weapon against a single target. Area attack weapons cannot be used with this talent.
Weapon Proficiency simple weapons. Warrior's Awa reness: You learn your enemy's preferred tactics quickly. When an enemy cha racter makes an unarmed or a melee attack against you for at least the second time in an encounter, make a Perception check as a reaction. You ca n use this aga inst on ly one character at a time, until that character is incapacita ted or kil led, or until you volunta rily switch targets by dropping the use of t his ta lent for one ful l round you can take other actions normally.
Warrior's Determination: Your natural determination carries you through tough battles. Once per encounter, as a reaction, you can ignore one nonForce-related effect, talent, skill, or ability that exceeds your Will Defense. If you spend a Force Point, you can ignore one mind-affecting effect, even if it is the resu lt of a Force power, technique, or secret.
Although these feats are designed with an emphasis on self-re liance in exploration, any character who qualifies can select them.
Dexterity 13, Strength 13, trained in the Acrobatics skill. You can hoist or toss an ally of your size or smaller up to 2 squares.
You and your ally must act on the same initiative number and start in adjacent squares. This counts as a free action for your ally and ends your turn. Your ally can then continue hi s or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally.
This feat can provoke attacks of opportunity against either character. Once per encounter, as a reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an attack of opportunity. You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Force Point.
Trained in the Deception skill. You can spend two successive sw ift actions on the same turn to make a Deception check against a target's Will Defense. If the check is successful, the target is flat-footed against your next attack made before the end of your next turn.
Additionally, you can spe nd a Force Point to extend You have ga ined the wisdom of elders, whether through your own experiences or by learning from their instruction. Skill Focu s Knowledge [social sciences] or Knowledge [galactic lore]. Once per encounter, you can substitute a Knowledge social sciences or Knowledge galactic lore check for a Wisdom or Wisdomrelated check.
Immediately after you use the Cleave feat, each enemy within 6 squares of you and within your line of sight takes a -1 penalty to its Reflex Defense, attack rolls, and sk ill checks against you until the end of the encounter.
This pena lty stacks to a maximum of Dexterity If an enemy misses you when making a grab or grapple attack, you can immediatel y make your own grab attack against the same enemy as a reaction. If you have a feat that enables you to make a grapple attack such as Pin or Trip , you can make a grapple attack instead.
Each class can add the following feats to its relevant bonus feats list. Class Jedi Noble Scoundrel Scout your target's penalties until the end of the encounter.
Combat Trickery Trained in the Deception skill Spend two swift actions to make Deception check to make enemy flat-footed. Elder's Knowledge Skill Focus Knowledge [social sciences] or Knowledge [gal actic lore] Substitute a Knowledge social sciences or galactic lore skill check for a Wisdom-related skill check.
Grab Back Dex 13 As a reaction, make a grab or grapple attack following a failed grab or grapple attack made against you. Heavy Hitter Weapon Focus heavy weapons. Weapon Proficiency heavy weapons Add 1 point of damage for every 5 points rolled above the target's Refl ex Defense, plus additional benefits when you exceed the target's damage threshold.
Trained in the Mechanics skill Delay the damage caused to a vehicle until the end of the round. Hold Together Hyperblazer Trained in the Use Computer skill Cut all calculation time and Use Computer penalties by half when making Use Computer checks for astrogation in the hyperspace tangle. Reduce hyperspace mapping time by half. Instinctive Attack Proficient in weapon used, living character not a droid Spend a Force Point to reroll an attack and take the better result.
Instinctive Defense Li ving character not a droid Spend a Force Point to increase all defenses by 2 for 1 round. Intimidator Trained in the Persuasion skill When you successfully intimidate, enemy takes -5 to skill checks and -2 to attacks for one round. Intimidate your enemies when charg ing, preventing adjacent characters from making attacks of opportunity and denying your target its Dexterity bonus. Trample Trai ned in the Ride skill When using the mounted charge action, attack enemies between you and your target.
Weapon Focu s heavy weapons , Weapon Proficiency heavy weapons. When making an attack roll using a weapons emplacement or a vehicle weapon, you add an additional 1 point of damage for every 5 points you roll above the target's Reflex Defense. If you exceed the target's damage threshold, then on its next turn the target cannot attack and its speed is reduced by 2 squares 1 square sta rship scale. Trained in the Mechanics skill. As a reaction, you can spend a Force Point to delay the effect of damage dealt to a vehicle you are riding in or piloting until the end of the round.
The vehicle must be of Colossal size or smaller. Trained in the Use Computer skill. When traversing the hyperspace tangle, you reduce by half the calculation time and penalties on Use Computer checks for astrogation see page of the Saga Edition core rulebook. You also reduce hyperspace mapping time by half when mapping new hyperspace route s. If you hit with an attack of opportunity against an enemy of up to one size larger than you, compare the same die roll result against the target's grapple check see page of the Saga Edition core rulebook.
If the die roll succeeds against the grapple check, the target immediately halts all movement and falls prone in its current square. The target can spend any remaining actions normally. If your attack exceed the target's damage threshold, the target loses any remaining actions and ends its turn immediately.
Apply damage normally to the targe t regardless of the results of this feat. If the target is using the charge action when moving past you, its charge is ended if you successfu lly knock it prone, and the target cannot charge again on this turn. You excel at hiding objects when observed, even at close range.
When using the Sleight of Hand application of the Stealth ski ll see page 73 of the Saga Edition core rulebook , you can use your Deception skill to improve your chance of success. Prior to making the Stealth check, you can make a Deception check as a swift action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Stealth check. Additionally, you can, as a single action, use Improved Sleight of Hand to simultaneously draw and palm a weapon two sizes smaller than you.
Make a Stealth check as a free action when drawing your weapon to successfu ll y conceal it in a position in your hand or similar appendage , where you ca n use it on a following action. Once the weapon is used, you can attempt to palm it again as a swift action.
You treat all improvised weapons as si mple weapons, and you can use them without penalty and with talents and feats designed for use with sim ple weapons.
You also deal an additional 1d6 points of damage on a successful hit. Though you might call it luck, the Force is with you. Profic ien t in weapo n used, living character not a droid. When you use a Force Point when making an attack, you can rerall the attack and take the better result. Apply th e results of the die from the Forc e Point to the better re sult. Trained in the Rid e skill. You can make a DC 20 Ride check as a swift action t o spur your living mount to move faster than its normal spe ed.
If the check fails, your mount's speed does not increase and it moves -1 step on the condition track. If the check succeeds, your mount's spee d increases by 2 sq uares until the start of your next turn. You cannot take 10 on this check. Your mount must succeed on a DC 20 Endurance check prior to each su bsequent attempt to use this fe at in the same en co unter. Additionally, once per round , as a reaction, when you are riding a mount, you can negate a weapon hit against eith er you or the mount by making a successful Ride check.
The DC of the skil l ch eck is equa l to the result of the attack roll you want to negate. Li ving character not a droid. On your turn, as a free actio n, you can spend a Force Point to increase all your defenses by 2 until the sta rt of your next turn.
Train ed in the Persuasion skill. When you successfully use the Intimidate application of the Persuasion skill against a creature, instead of the normal re sults, the creature takes a - 5 pena lty to all skill checks including Use the Force and a - 2 pena lty to all attacks when yo u are wi th in its line of sight, until the end of your next turn.
If aboard another ve hicle, your enemy must be able to see or detect your ve hicle. Yo u cannot use thi s feat with the Maniacal Charge feat. When using the charge action, you can make a Persuasion check as a free action to intim idate you r target and each enemy you pass within 1 square of.
When your check succeed s against an enemy you pass, it cannot make an attack of opportunity against yo u.
When yo ur check succeeds against your target, it loses its Dexterity bonus and is cons id ered flat-footed unti l the start of you r next turn. Must be a member of the Nikto species see Nikto, page Select a Nikto subspecies: In addition to the usual Nikto spec ies traits, when you are operating in an environment advantageous to your nati ve su bspecies, you can reroll any Survival check, taking the better resu lt.
When you make a successful area attack, se lect a single target hit by th e attack. That target take s an additional 5 points of damage from the attack, before applying the effect of the Evasion talent.
When you use the mounted charge action, you r mount can make a si ngle melee attack as a free action. While charging, compare the result to the Reflex Defense of each enemy whose square you charge through.
Each enemy hit by the attack takes claw, gore, or slam damage from the mount's natural weapons plus th e mount's Strength modifier. Yo u or yo ur mount still can make a regular attack at the end of the charge. You can use this feat if either you or your mount has taken it.
Mounts with this feat do not require the prerequisite. Trained in the Survival sk ill. Once per day, you can make a DC 20 Survival check. If the check is successful, when you use the Basic Survival application of the Survival ski ll, you are considered to have a medpac for any Treat Injury checks made until the end of the day. The Gamemaster can adjust the DC for the current environment, raising it for harsh or desert climates or lowering it for more diverse locales.
The following combat actions can also be used with mounts, by characters trained in the Ride skill. Attacks of Opportunity When an enemy provokes an attack of opportunity, both you and your mount can each make a single attack once per round. You can elect for both you and your mount to take the attack of opportunity simultaneously in response to the same provoking action, or you can save one or both attacks for a future attack of opportunity in the same round.
Having the Combat Reflexes feat allows you or your mount to make additional attacks, but you cannot share extra attacks with your mount, or vice versa.
Catch a Second Wind A mount that has a heroic class or the Extra Second Wind feat can catch a second wind once per day as a swift action. Fall Prone A mount voluntarily falling into a prone position requires a swift action. If the mount is trained in the Acrobatics skill, it can fall prone as a free action with a successful DC 15 Acrobatics check. Mounted Charge You can charge while riding a mount.
As a standard action, you can move your mount's speed minimum 4 squares in a straight line, and then you or your mount can make a melee attack at the end of movement. You can charge through squares containing low objects and difficult terrain, but doing so costs twice as much per square as normal. You can charge through squares occupied by enemies smaller than the size of your mount, but not squares occupied by enemies of the same size as or larger than your mount.
After you resolve a charge attack, you can take no further actions this turn. You can use feats that modify the charge action when making a mounted charge attack.
Stand Up Standing a mount up from a prone position requires a move action. A mount trained in the Acrobatics skill can stand up as a swift action with a successful DC 15 Acrobatics check. With so much time devoted to the complexities of travel in the region, many become excellent pilots, anticipating and avoiding even the most difficult deep-space hazards. Any character who can normally choose talents from the Expert Pilot talent tree can choose these talents as well.
Roll Out: You are an expert at escaping dogfights. When making an opposed check to disengage from a dogfight, you can reroll your Pilot check, taking the better result. If you fail, you remain in the dogfight, but the gunners on your vehicle do not take penalties to their attack rolls see page of the Saga Edition core rulebook.
Elusive Dogfighter. Any character who can normally choose talents from the Bounty Hunter talent tree can choose these talents as well. Familiar Enemies: You can apply your familiar foe bonus against a second enemy.
If you can see both enemies si multaneously in the same round, you need to spend only a single full-round action observing them.
Otherwise, you must spend a separate full-round action on each enemy. Familiar foe special quality. Familiar Situation: You can apply your familiar foe bonus to your Fortitude and Will Defen ses against attacks and actions taken against you by the target of you r familiar foe special quality. Quick Cuffs: You are fast with the binders. As a swift action, when you succ essfull y use the grab action against a target, you can use binder cuffs or similar restraints to bind one of the target's arms to one of your arms or to an adjacent object.
You cannot use improvised materials, such as mesh tape, for this talent, and the binders must be in yo ur hands or readily available. You and the target both take a -2 penalty to attack rolls and Reflex Defense while bound together. Quick Dra w feat. Any character who can normally choose talents from the Gunner talent tree can choose these talents as well. Fast Attack Specialist: Once per encounter, when piloting a vehicle of Gargantuan size or smaller, you can make a full attack as a standard action.
You can spend a Force Point to use this action one additional time in an encounter. Expert Gunner, Quick Trigger. Overcharged Shot: You know how to overcharge your vehicle's weapon to produce additional damage.
As a swift action, you can overcharge your vehicle's energy weapon and deal 1 die of damage on your next attack in the same turn. However, your weapon loses 1 die of damage on its subsequent attacks and cannot be overcharged again, until a full round passes without the weapon firing. Expert Gunner. Crime lords operating outside civilized space can become vi rtual warlords or minor governments in their own right.
A crime lord might control an entire planet or star system with thousands or tens of thousands of beings under his or her control. Although they operate beyond al l legal jurisdictions, crime lords must still fear attacks by rivals as well as by governmental organizations determined to pursue criminals no matter where they hide.
They must know their territory well, relying on their own knowledge and detective work, since they wi ll receive little aid from scattered witnesses and informants.
Howeve r, bounty hunters are able to operate with much greater freedom in the Unknown Regions, with no rules or regulations on their activities beyond local restrictions that can be easily ignored.
Any character who can normally choose talents from the Infamy talent tree can choose these talents as well. Master Manipulator: When you make a successful Persuasion check, you can immediately make a second Persuasion check against the same target, even if it is not normally allowed. The second Persuasion check need not be for the same use of the Persuasion ski ll as the first. For example, if yo u successfu lly change the attitude of the target, you can immediately attempt to change it a seco nd time, or you can attempt to intimidate the target instead.
Notorious, Skill Focus Persuasion ' trained in the Persua sion skill. Small Favor: You can call in a small favor from someone who owes you. Once per day, make a DC 25 Persuasion check. Notorious, Trained in the Persuasion sk ill. Any character who can normally choose talents from the Masterm ind talent tree can choose these talents as well.
Master's Orders: When an ally uses an action granted to him or her by you, t he all y can reroll any attack or check made during that actio n, taking the better result. Elite troopers from known space are often protectors or mercenaries.
On primitive worlds, superior clan warriors or tribal champions are frequently elite troopers. Any character who can normally choose talents from the Critical Master talent tree can choose these talents as well.
Extended Critical Range simple weapons: When you attack wit h a simple weapon, you extend the weapon's critical range by 1 for example, instead of However, anything other than a natural 20 is not considered an automatic hit; if you roll anything other than a natural 20 and still miss the target, you do not score a critical hit. Any characte r who can normally choose talents from the Weapon Master talent tree can choose these talents as well.
Extended Threat: When using a ranged weapon eli gible to make attacks of opportunity, you threaten all squares within a 2-square radiu s. Weapon Focu s and Weapon Proficiency with weapon used. Multiattack Proficiency simple weapons: When you make multiple attacks with any type of simple weapon as a full attack action see page of the Saga Ed ition core rulebook ' you red uce the pen alty to your attack ro lls by 2. You can take this ta lent multipl e t im es; each time you take this ta lent, you reduce the penalty to your attack rolls by an additional 2.
Two-For-One Throw: As a standard action, you can throw two weapons simultaneously. Both weapons target the same enemy or target square and are thrown with one hand. Make separate attack rolls for each weapon, each at a penalty. The weapons must be sim il ar, such as two grenadel ike objects or t wo knives, and they must be no larger than one size category sma ller than you. The attack cannot exceed short range typically 8 squares. Weapon Focus simple weapons.
Weapon Proficiency simple we apon s. Characters from known space shou ld learn these talents from an Unknown Regions native, instead of learning them on their own. Any character who can normally choose talents from the Force Adept talent tree can choose these talents as well. Instrument of the Force: You are particularly in tune wit h the living Force.
When yo u successfully use Search Your Feelings, you gain a Force Poin t that must be used before the end of the encounter. If you use this Force Point in a manner that wou ld end in unfavorable results per Search Your Feelings.
Long Call: When using the telepathy ability of Use the Force, you reduce the DC of the Use the Force check by half, as do those Force-users for whom you are a wil ling te lepathic recipient. When attempting to contact an unwilling target, you can reroll and take t he better result. By spending a Force Point, you can si multaneously contact a number of targets equal to your Charisma modi f ier minimum two with a single Use the Force check.
Mystica l Lin k. Mystical Link: Th e Force guides you in unexpected ways. As a standard action , make a DC 30 Use the Force check.
If the check is successful, you gain one of the following benefits, as selected by the Gamemaster: ENTS When operating in areas far beyond t he re ac h of th e law or other aid , gun slingers are among the heroes best able to protect themselve s.
New Gunslinger Talents Th e following new talents expand the Gunslinger talent tree see page of the Saga Edition core rul ebook. Any character who can normally choose talents from the Gunslinger talent tree can choose the se tal ents as well. Once per enco unter, w hen you successfu ll y use Debilitating Shot to move a target characte r -1 step on the condition track, the target suffers a persistent condition requiring 4 hours of rest or a DC 25 Treat Injury check to remove.
Debilitating Shot. Retreating Fire: When moving away from a pursuing target, if you either run or use two move actions during this turn, you can make a sing le ranged attack with a -5 penalty as part of your move action. You can spend a Force Po int to avoid the penalty.
Slowing Shot: If you successfully use Debilitating Shot, until the target moves to the normal state on the condition track or until the end of the encounter, the target's speed is reduced by 2 squares, and it loses its Dexterity bonus to its Reflex Defense and is conside red flat-footed.
These effects occur in addition to the effect of Debilitating Shot see page of the Saga Edition core rulebook. If you spend a Force Point, the target's speed is reduced by 4 squares or half of its normal speed, whichever is the greater reduction.
Swift Shot: Once per encounter, you can make a single ranged attack with a handheld weapon as a swift action instead of a standard action. However, you cannot use your remaining actions for an attack. Such an officer might also be speciali zed in guerrilla tactics or command irregular forces within the military or paramilitary organization. Any character who can normally choose talents from the Officer talent tree can choose these talents as well.
Commander's Prerogative: During the first round of combat in an encounter after the su rpri se round, if any , you can take your turn before any of your allies, but you must use either the share talent prestige class ability or a talent from one of the following talent trees as part of your turn: Commando, Leadership, or Military Tactics. On the subsequent round, you return to your normal place in the initiative order.
Trained in the Initiative skil l. Irregular Tactics: Your tactics confuse enemy commanders and tacticians that can see or otherwise observe your forces in action, such as when using sensors. After using the share talent spec ial quality, make a Knowledge tactics check as a free action. The result replaces the DC of any ta lents that use Knowledge tactics from the Military Tactics talent tree used aga in st your or your allies. Share talent special quality. Lead by Example: If you have already used a talent in an encounter before granting the same talent to an ally with your share talent special quality in the same encounter, any character who benefits from share talent gains one of the following bonuses when using that talent: If the talent can be affected by more than one effect, the character using the talent se lects the desired effect.
Turn the Tide: Once per enco unter, after the first round of combat, you can make a Knowledge tactics check as a full-round action and compare the result to the Will Defense of al l enemies with in 12 squares of you and within yo ur line of sight. If your check is successfu l, affected enemies mu st reroll their Initiati ve checks at the start of the next round. Allies within your line of sight can choose whether to reroll their check.
Rerolls and other modifiers to the In itiative ski ll apply normally to this check for all affected targets. Command Decision, Commander's Prerogative, trained in the Initiative skill. Throughout the millennia, Force-users of all types seek refuge in wild, uncharted space, including ancient Sith fleeing Jedi shadows and sentinels, Order 66 survivors fleeing the Empire, and lesser-known traditions seeking their own way in the ga laxy.
In ad dition, Force-using natives of the Unknown Regions naturally develop their own traditions and ideas regarding the power of the light and dark sides.
Ove r the millennia, Jedi, Sith, and other fo llowers of the Force have journeyed into the Unknown Regions, following rumors of experts and sages as they sea rch for greater understanding or new and mysterious techniques. The follo wing non-Jedi Force tradition is specifically for use in the Unknown Region s. However, Gamemasters should feel free to incorporate elements of traditions from other Star Wars Roleplaying Game supplements and campaign guides with these or other traditions of their own creat ion.
With such diverse influences, virtually any tradition might have made its way to the Unknown Regions, but it might have been so adapted, warped, or corrupted that its original source is no longer recognizable. Blazing Chain ships are painted with variations of a fiery chain wrapping across the vessel, an intimidating and fearsome symbol. Though many call them pirates, the members of the Blazing Chain prefer quick raids, living on the spoi ls for long periods of time.
Unlike typical raider groups, however, the Blazing Chain uses the Force to gain the upper hand. The Blazing Chain does not adhere to a single philosophy of Force use.
Members add powers and techniques to their Force repertoires through trial and error, through the admission of outside Force-users to their ranks, and through teaching the techniques commonly used in raid s. Members of the Blazing Chain cannot build lightsabers and rarely use them. Those who manage to obtain lightsabers lack the training to use them effectively. History In the time of the Old Republic, the Blazing Chain starts deep with in the Unknown Regions as a group of talented pirates and raid ers, bolstered by members who have rudimentary Force abilities.
Although a few of the less powerful Sith join Blazing Chain crews, most encounters between the Sith and the Blazing Chain are violent and deadly. Even been located. Isolate d unknown reg ions remain with in civi li zed space, but n.
Scout services mainly probe the outer boundaries oz their own purposes. However, exploration occu rs even during the wa r, because both scale and level of support vary grea tl y by era an d government.
Most galactic the Separatists and the Republ ic sea rc h for new staging areas an d keep a governments have official scouting agen cies, as do region al and corporate watchful eye out for the other's hidden ba ses.
The doomed Outbound Flight authorities. The Republic's Outbound Flight expedition is a we ll- know n project is co mmissioned in this era. Most of the themes and material in this vo lume can be used in any Star Wars Thes e scou ts also serve as Imperi al sp ies and observers, always on the look- era. Although some starships, some technology, and the history of specific out for Rebe ls, il legal activit ies, and anything that might threaten Imperial species appe ar in known Star Wars stori es, Gamemasters are free to adapt powe r.
An Imperial scout sh ip migh t turn up in any sta r syste m unannounced. Below are general Corporate exploration is much redu ce d, even by companies allied directly guidelines for material that is appropriate fo r a specific era. Freelan ce scouting is restricted and discouraged by the government. The As a percentage, the Un known Regions take up a larger area of the ga laxy Emperor also orders greater exploration of the De ep Core, where he seeks during th is era, since exploration is just begin nin g.
Although man y of the out isolated worlds for his own purposes. In this era, the ga lactic disk has large, isolated pockets of After the establishment of t he New Republi c, the Unknown Region s become a unknown regions, which rema in unexplored until they draw the attention of greater source of t hrea ts to t he stability of the ga laxy, including the return of an exploitive corporation , a govern men ta l agency, or another group.
Some explo rers Unknown Re gio ns, explorers are more li ke ly to run across Sith settlements f ind new knowledge within the Unknown Region s, including clues to galactic history and lesser-known aspects of the Force. The New Rep ublic sco ut ser- Al t hough much of th e info rmation in t his book is prese nte d here for t he vice is established to identify new threats from the Unknown Regions, and first time, t he ma teri al here bu ilds upon sto ri es th at ca me before.
Most the service is continued and expan ded by the Ga lactic Alliance. Alt hough this book provides th e essent ial With the fall of the Galactic All iance and reestab lishment of Imperia l ru le, information needed to use t hese re lated themes in you r ga me, the original organized scout services decline dramatically. Although officially sanctioned stori es provide addit ional information and flavor.