Games Rules
PHYSICAL

    You have a natural sharp sense, be it sight, hearing or whatnot. For 1 trait you have a one-
    trait resolution bonus on all challenges involving that sense. For 3 traits, you gain this
    bonus with all senses.
  • Ambidextrous (1 Merit)
    you can use both hands with equal facility. You suffer no trait penalty when using an "off-
    hand" object, because you don't have an off-hand. If you use both hands at once, you still
    suffer a coordination penalty.
  • Catlike Balance (1 Merit)
    Balance comes naturally to you-- you almost never slip or fall. You gain a 2 trait resolution
    bonus on all challenges of balance, like walking a ledge or tightrope.
  • Daredevil (3 Merit)
    Fortune favors the bold, and you're definitely one of them. Whenever you undertake a difficult
    or risky action -- defined as one with a static difficulty of 8 or more traits, or with damage as
    a possible result -- you gain a 1 trait bonus to resolution. This only applies in combat of you
    are outnumbered or facing an opponent who can overbid you.
  • Huge Size (4 Merit)
    You are significantly larger than the species norm. Due to that fact you have 1 extra wound
    level.
  • Insensible to Pain (5 Merit)
    For whatever reason you feel no pain. You cannot be stunned.
  • Addiction (1 or 3 Flaw)
    You have a physical addiction to some substance. 1 trait for legal substances, 3 traits for
    illegal substances.
  • Defective Sense (1 Flaw)
    One of your senses are abnormally poor. All challenges involving that sense, you suffer a 2
    trait resolution penalty.
  • Short (1 Flaw)
    You are significantly shorter than the species norm. You have 1 step less then your species
    maximum.
  • Disfigured (2 Flaw)
    Some hideous disfigurement, scar or defect makes you look frightening. You suffer a 2 trait
    penalty on all Charisma challenges not related to intimidation.
  • One Ear/Eye (2 Flaw)
    Due to injury or defect, you lack an ear or eye. You suffer a 2 trait resolution penalty on tests
    of the appropriate sense.
  • Bad Sight (3 Flaw)
    You have a non-correctable vision problem, you suffer a 2 trait penalty resolution penalty on
    all vision rolls.
  • Deformity (3 Flaw)
    A club foot, hunchback or similar problem cripples you. The specific deformity typically
    cause you 3 traits worth of problems.
  • Lame (3 Flaw)
    You have a badly injured or misshapen leg or legs. You cannot run and you can only take
    one step per action.
  • Slow Healing (3 Flaw)
    You heal all injuries at half speed.
  • Deaf (4 Flaw)
    You cannot hear at all, you are down 3 traits on challenges of alertness and sensitivity to
    your surroundings when hearing is involved, IE. someone sneaking up behind you.
  • Mute (4 Flaw)
    You cannot speak in character, at all, nor may you break character to explain you motives to
    anyone but a storyteller. Species that already cannot speak cannot take this flaw.
  • Blind (6 Flaw)
    You can't see, and you automatically lose all challenges that rely on sight. On a test where
    sight can help but isn't strictly necessary you lose on ties. Force powers and special
    abilities may be used to cancel these negatives such as force sight. Species that are
    already blind cannot take this flaw.
  • Paraplegic (6 Flaw)
    Confined to a wheelchair, bed or crutches, you can't move at all without extreme effort you
    can only move one step per action and doing so is very painful, you take 1 level of vitality
    damage from exhaustion each time you move this fast. Anyone who relies on
    maneuverability automatically bests you on all ties.

SOCIAL

  • True Love (4 Merit)
    You have found a true love. This love gives you strength to continue against all odds. You
    gain 1 true love trait, which you may use each games session just like a willpower trait.
  • Dark Secret (1 Flaw)
    Something terrible from your past haunts you and surfaces from time to time to make you
    miserable. You might have done something very naughty or perhaps you have a discredited
    past. Either way you'll suffer significant social consequences if your secret comes out.
    Perhaps you are an imperial who was once a rebel. Your secret could come up at any time
    and the storyteller will be sure that it haunts you. If it gets out of you either gain an
    immediate negative trait untrustworthy or lose a trait of reputation, and you may suffer other
    in game repercussions.
  • Shy (1 Flaw)
    Large groups of people make you uncomfortable. Its not that you don't get along with
    people: rather, crowds just cause you to become nervous. You suffer a 2 trait resolution
    penalty on social interaction with groups of 3 or more. This penalty increases to 3 with 10 or
    more people.
  • Probationary Member (4 Flaw)
    Perhaps you defected from the imperial army and joined the rebellion, or maybe you
    recently joined the Smuggler's alliance or the bounty hunters guild. Your current society
    doesn't trust you and your old group remembers you none to fondly. Although you may have
    reputation nobody trusts you and nobody wants to risk you turning coat again to become a
    new enemy. Thus your treated by everyone above you as if you had only 1 reputation. This is
    a 4 point flaw for rebel. If you are imperial prior you also get the Hunted Flaw at 5 points for
    no exp. bonus. Imperials do not like traitors that flip sides.

MENTAL

  • Ability Aptitude (1 Merit)
    You have a natural aptitude for some ability that goes beyond simple proficiency. With one
    non-combat ability you gain a 2 trait resolution bonus. This can't apply to combat skills or
    exotic/esoteric lores.
  • Common Sense (1 Merit)
    Simple wisdom just comes naturally to you. When your in a bind you can think of any
    number of proverbs and you just have and instinct for the right thing to do.
  • Concentration (1 Merit)
    When you shut out distractions and focus on a task you can overcome any outside
    disturbance. It doesn't matter if you're in a fire fight, in sleet or hail, hanging upside down
    these annoyances just don't bother you. You never suffer any penalty traits for deleterious
    circumstances.
  • Light Sleeper (2 Merit)
    You can hear yourself snore while you sleep and that person trying to catch you off guard is
    removed of his/her surprise retest he/she gets for you sleeping.
  • Lightning Calculator (1 Merit)
    You're a whiz with numbers. You can perform all manner of complex math in your head
    instantly with incredible accuracy. You're allowed to carry and use a calculator, which isn't
    considered "in-play".
  • Time Sense (1 Merit)
    You have an unusual acuity for the passage of time. Although you're still susceptible to
    Force powers, you have an internal sense for time that's accurate to about a minute.
  • Berserker (2 Merit)
    The killing fury lurks within you. When you're injured, a red haze seems to obscure you
    vision, and you kill... and kill... and kill. To be stunned, they must throw 2 simples after hitting
    you. they must tie or win both or the stun fails.
  • Code of Honor (2 Merit)
    A specific code of behavior and ethics guides your actions. Your personal experiences and
    beliefs shape this code, so its guided by your own nature, not some arbitrary list of external
    injunctions. You must work with the storyteller to delineate the nature and limits of your
    code, and must role play living up to it. However, you gain 1 free retest on any intelligence,
    wisdom, or charisma challenge that might result in you violating your Code of Honor.
  • Eidetic Memory (2 Merit)
    Your memory is nearly perfect, and you recall with incredible clarity almost everything you
    experience. A single turn of attention is sufficient to commit a page, picture or short
    conversation to memory. If you are involved in a combat or otherwise distracted, you must
    make a static Mental Challenge difficulty of 6 traits to successfully memorize the contents of
    your subject of scrutiny. You should keep a "cheat sheet" of your memories to aid you and
    the storyteller in recollections.
  • Iron Will (3 Merit)
    When your mind is stern your will is not easily broken. You gain 3 bonus traits in resolution
    of challenges where the outcome would affect your rational thoughts but not against
    emotional alteration. Should someone attempt to use a force power to bend your will, you
    can use a willpower to retest against it. If you win you gain total immunity to all mind
    affecting force powers of that jedi for the next 5 minutes.
  • Compulsion (1-4 Flaw)
    Whether by psychological, physical or supernatural impairment, you find yourself forced to
    do (or not do) a specific thing or class of things. The action could be just about anything; by
    its very nature, it can make your existence uncomfortable at the very best.

    With a psychological compulsion, you might be able to overcome your difficulty with a static
    challenge of your permanent willpower traits versus a difficulty of the flaws value plus 6
    traits. (if you lose, you do lose a temporary willpower trait.) With a physical compulsion,
    you're stuck: your body or soul just can't cope. Even if you manage to overcome your
    compulsion briefly in some fashion, you don't escape it without extensive work (and
    experience traits).

    The value for a compulsion varies with its severity. Storytellers, take note of players who
    look for loopholes to take a compulsion and the use the compulsion to suffer no real
    hindrance for it. That's a violation of the spirit of the rules and should be disciplined
    appropriately.
    Do not cross a threshold without permission, never show fear to the enemy, never
    contradict a superior, always keep your hands clean
    Never refuse a reasonable bet, never betray any emotion, do not touch anything, hold or
    consecrated to a particular faith, never harm a child.
    Never refuse a duel, never strike a woman, never refuse an offer of sex, never tell a lie,
    never take a life, always check for fire hazards before you leave the house.
    Never tell the truth, dance whenever you hear music, become entranced by the beauty in
    mirrors or books, never refuse a dare, do no harm ever.

  • Deep Sleeper (3 Flaw)
    Should you be sleeping and attacked you will not wake up until the first wound point is done.
  • Ineptitude (1 Flaw)
    You just suck at something. Pick 1 ability that you posses you suffer a 2 trait resolution
    penalty on all challenges related to that ability.
  • Nightmares (1 Flaw)
    Horrible nightmares wrack your sleep and prevent you from retest. You dread slumber as it
    may mean the return of the terrors, and you sometimes find yourself in such stunningly
    complex and real nightmares that you can't tell them from reality. Should you suffer from
    nightmares before the given game you suffer a 1 trait resolution penalty on all challenges
    due to the fatigue of not sleeping well.
  • Soft-Hearted (1 Flaw)
    You cannot abide suffering, because of the emotional disturbance of pain that it caused
    you. You must avoid causing pain to anyone only by spending a willpower trait can you
    overcome this limitation for a scene/hour.
  • Speech Impediment (1 Flaw)
    A stammer, tourette's syndrome or other speech deficiency makes communication difficult
    for you. Rolplay your deficiency, and suffer a 2 trait resolution penalty on all verbal
    communication.
  • Amnesia (2 Flaw)
    You got this problem but damned if you can remember what it is. You have no memory of
    your past, history, family or pretty much anything.
  • Phobia (2 Flaw)
    Some object, creature or circumstance fills you with dread. This fear goes far beyond the
    normal level of phobias. You react with primal terror to the thing, treating it as a dire treat.
    When confronted by the object of your fears you must make a static challenge of your
    permanent willpower traits against o difficulty of 6 traits, risking a temporary willpower.
    Should you fail you flee in terror. If you are out of willpower, you simply curl up into a
    helpless ball, unable to act. If pressed you will fight but with a 2 trait penalty.
  • Short Fuse (2 Flaw)
    Whenever someone ticks you off, you tend to fly off the handle. Make a static willpower
    challenge (difficulty 6) when you're insulted or threatened. Failure means that you
    automatically take the offensive, this may mean responding in kind, be it verbal abuse,
    social vendettas or physical violence.
  • Vengeful (2 Flaw)
    You want to even a score. You constantly plan ways to satisfy your revenge on those that
    have wronged you, and if presented with an opportunity for vengeance, you must spend a
    willpower trait to take any different action for the scene.
  • Lucky (4 Merit)
    You're just plain lucky. You you get 3 retest per story(which constitutes as 1 month real time).

LEGENDARY ATTRIBUTES (Needs Storyteller's Permission)

  • The Bard's Tongue (1 Flaw)
    When you mutter unpleasant implications, they have a nasty way of coming true. Once per
    session, some uncomfortable possibility that you mention even sarcastically will come true.
    Anything from "It could only get worse if the car broke down." to "This guys too good to be
    true. I bet he's an informant." could come to pass.
  • Unobtrusive (1 Merit)
    This merit allows you to be the person that no one ever notices. It allows you not to stand
    out in a crowd. Think of it as a perpetual "blandness" that you cannot turn off. Add 2 traits to
    all difficulties to recall your appearance or your actions if you were not the center of attention.
  • License To... (1-5 Merit)
    This merit allows the type of licenses that allow you to kill, break laws, etc., as well as the
    more mundane types of civil permits. Depending on the cost of the merit you can:
  1. Own and operate specialized vehicles.
  2. Practice medicine, or law.
  3. Uphold the law
  4. Own/operate military hardware.
  5. Break the law in the course of duty.

    The level of license you take requires certain responsibilities typically a job, membership in
    certain groups/agencies/etc. There are also always consequences to abusing the license a
    secret agent who kills four or five people a session is going to get called by his/her
    superiors to find out why, possibly even having his/her license revoked. The storyteller is
    completely within rights to take this merit away from you if you abuse it, and you get no
    refund of points.

  • Confidence (2 Merit)
    There may be characters that are "The Man". You are definitely "DA Man!" and you know it.
    You have an overwhelming self-confidence in your abilities, perhaps to the point of hubris,
    but you are sure of yourself and others notice too. This merit grants you a 2 trait bonus for
    resolution of all diplomacy and intimidation.
  • Officially Dead (2 Merit)
    According to all government records and documents, you are dead. Any attempts to locate
    official records of documents reflect this status tracking via official means is very difficult. All
    attempts to use bureaucracy influences against you fail. The storyteller may give other
    influences similar nods at his/her discretion.
  • Poker Face (2 Merit)
    You have the ultimate poker face, no sign of emotion ever crosses your face. You have one
    free defensive charisma retest per night as others always have trouble figuring you out.
  • Perfect Liar (3 Merit)
    You are the ultimate silver tongued devil. You receive a 2 trait bonus for resolution of all Bluff
    challenges and Sense Motive tests.
  • Imperial Bureaucracy Master (4 Merit)
    You are unparalleled master of imperial paperwork. You may double the usage of one type
    of Influence once per game, as long as it is only for information use.
  • Icy (2 Flaw)
    You are so cold and emotionless that even Bounty Hunters find you creepy. You must take
    at least 1 negative Social trait: it counts double to any non-bounty hunters. The other bounty
    hunters are a bit more accepting but even they still glance at you side ways.
  • Rotten Liar (3 Flaw)
    Some people can lie to their priests. You can't even lie your way into bed. Anytime you
    attempt to deceive, lie or disguise yourself, you suffer a 2 trait resolution penalty.
  • Imperial Bureaucracy Fumbler (4 Flaw)
    Somehow you always seem to get but at the bottom of the stack in imperial bureaucracy.
    Your influence always work at half power. (round up).
  • Rogue (4 Flaw)
    You are on your own. You may still be a member of the Imperial/Rebel/Hutt/Black
    Sun/Smuggler Alliance, but if you are its only because they haven't killed you yet. This flaw
    indicates that your reputation has changed in your affiliation. You may not receive any
    support from them and they are hunting you down.
  • Fifth Degree (5 Flaw)
    This flaw indicates you are in big trouble with Imperial/Rebel/Hutt/Black Sun/Smuggler
    Alliance. You are under constant watch by your superiors in the Imperial/Rebel/Hutt/Black
    Sun/Smuggler Alliance, and feel their weight upon you. You suffer a 3 trait penalty to all
    charisma test with others of that affiliation. The higher ups still consider you a member of
    the affiliation so you will still get missions and assignments, though they are the worse
    sort. Further, your coworkers are under no orders to help you out. Though the reverse is not
    true. You very rarely get support and your requisitions are frequently lost. Double all arsenal
    and backing checks.
  • Force-sensitive (7 Merit)
    You may buy force points for 5 xp each. Once you have 5 force points you may buy one of the
    following Force feats: Control Alter Sense Once you have all 10 force points you may buy the
    other two. They are all considered basic Feats * This Feat does not make you a jedi
    whatsoever. *
  • Nine Lives (7 merit.)
    Every time you would die, you get a last free retest to live. It can be used multiple times on
    the same challenge.
  • Physic Ability (2-5 merit)
    Depending on the merit, you can either
    2pt......get a 15 second before it happens vision
    3pt......touch something and know something about it
    4pt......get 2 yes or no answers from someone that are actually you physic mind at work, per
    night
    5pt.....you know 100% about something that will, or has happened and no one can lie about
    it cause you know the truth. (must have reason to know)
  • Haunted (2 flaw)
    You believe you have an invisible friend or foe..........may or may not be true.
  • Multiple personalities (4 flaw)
    There's more than one of you in there isn't there?