NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
You only need this page Sins of the Empire is a d20 game. Roll d20 + bonus, try to beat the target number.
| Check | What You Do |
|---|---|
| d20 + Ability + Skill + Misc | vs DC or vs Defense. Natural 20 is not auto-success on checks, but it is a potential critical on attacks. Natural 1 on Force is bad. |
| Attack vs Defense | Dodge (ranged) or Parry (close). Base Defense = 10 + AGI or FGT + bonuses + size. Example: Human dodge 2 + AGI 2 = Defense 14. |
| Degrees | Beat DC by 0-4 = 1 degree (basic success). 5-9 = 2 degrees, 10-14 = 3, 15+ = 4. Many powers get better with more degrees. Fail by 1/5/10/15 = degrees of failure. |
| Task | DC |
|---|---|
| Easy — pick a lock, fast-talk a drunk | 10 |
| Moderate — slice a security door, track a speeder | 15 |
| Hard — hotwire an Imperial walker, lie to ISB | 20 |
| Very Hard — plot a blind jump, reprogram a droid brain | 25 |
| Legendary — build a hyperdrive mod, talk a Hutt out of credits | 30 |
Your Tier caps Attack+Damage and Dodge/Parry+Toughness. Level 1-2 = Tier 4, 3-4 = Tier 5, 5-6 = Tier 6, 7-8 = Tier 7, 9-10 = Tier 8. Full table and clean example in Character Creation.
No advantage mechanic. Instead: +2 circumstance if you have help, correct tools, aimed, high ground, etc. Up to +5 total. -2 if bad light, wounded, rushed. GM decides.
Start each session with 1. Max 3. Earn when your Complication screws you (Debt collector shows up, Wookiee Rage, Droid Property, etc) or you do something cool/Star Wars.
Cannot do: remove Injury, auto-remove Dying without a check, bring dead back (only Medic can within 3 rounds).
Take 10 (treat d20 as 10 when not threatened): If you are not in combat, not threatened, and have time (1 minute), you can Take 10 instead of rolling. Skill checks only. You cannot Take 10 if failure would be dangerous (falling, slicing under fire). Example: Fixer appraising cargo in spaceport can Take 10 for 12 total; under blaster fire cannot.
Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted): Spend 1 Hero Point to treat a d20 roll as 20. Normally takes 1 minute of careful work (searching room, slicing door). Some abilities (Legendary Broker, Legendary Scoundrel) let you Take 20 as Standard action even while threatened. You must be trained if Trained Only skill. You cannot Take 20 on opposed checks (Persuasion vs Will) or attacks/saves unless an ability says so.
Your sheet tracks 16. All definitions in plain language:
| Condition | Game Effect |
|---|---|
| Dazed | You get one Standard OR Move action on your turn, not both. No Reactions. |
| Stunned | No actions at all. Defense drops to 0? Actually Defenseless + can't move. You are out 1 round. |
| Vulnerable | Your active defenses are halved. Dodge and Parry /2 (round up). If you were Dodge 6, now Dodge 3. Stacks with size. |
| Defenseless | Dodge & Parry = 0. Attacks that target you hit if they would hit Defense 10. Crits on 18+. |
| Hindered | Move at half speed. -1 Speed rank (7m → 3.5m → 3m). Cannot run. |
| Immobile | Speed 0. You cannot leave your square. You can still act. |
| Impaired | -2 to all checks. If specific: Attack Impaired -2 attack, Fighting Impaired -2 close, Perception Impaired -2 Perception, etc. Disabled is worse and replaces it. |
| Disabled | -5 to checks (or Hindered + Vulnerable combined). Attack Disabled = -5 attack and Vulnerable to attacker. |
| Prone | Lying down. -5 to close attacks, +5 to ranged attacks against you close? Actually: You are Hindered, -2 attack, opponents get +2 close vs you, you get +2 ranged vs prone? Simplified: -2 attack, Vulnerable to close attackers, +2 Defense vs ranged. Stand = Move action (Acrobatics DC15 as Swift). |
| Grabbed | Speed 0, Vulnerable. Grabber also Hindered+Vulnerable unless they have talent. Escape: Athletics or Acrobatics vs grabber's Strength or Fight. |
| Restrained | Immobile + Hindered + Vulnerable. Escape harder: -5. |
| Fatigued | -1 to all checks, cannot run, recovers 1/hour rest (or 1/scene with Stimpack). Second Fatigued = Exhausted. |
| Exhausted | -2 to all checks, half speed, cannot run or extra effort. Need 8h sleep or Oil Bath (droid) to clear. |
| Staggered | One action/round only, Injury penalty applies, after 48h rest or 24h with Treatment DC20 or 6h bacta. If you would be Staggered while already Staggered → Incapacitated. |
| Dying | Incapacitated, bleeding out. At start of your turn Fort DC15+1/round since you started Dying. Success = stay Dying, fail by 1 = DC goes up +1, fail by 2+ = Dead. Ally Treatment DC20 Standard stabilizes (remove Dying, leave Incapacitated+Injuries). |
| Dead | Dead. Medic can revive within 3 rounds with Revivify (Treatment DC20, 1 full round, 2 Medpacs + Hero Point). After 3 rounds truly dead unless L10 Miracle Worker (1 min). Droid = Destroyed, need Technician rebuild 8h+1000cr if brain intact. |
Inside Outmaneuver (ship): 1-degree lock = target Attack Impaired + Vulnerable to you. 2-degree = Attack Disabled + Defenseless (full lock-on).