GM — Death, Recovery, Fear, Rewards
Recovery — Slow Means Choices
- Injury (-1): 4h full rest per -1. Treatment DC15 halves time (doctor care). Medpac does NOT remove Injury. Bacta 1 Injury/hour, removes Staggered after 6h, cures Dying instantly if you get in within 5 min.
- Staggered: 48h bed rest. Treatment DC20 → 24h. Bacta 6h.
- Incapacitated: 30min unconscious (min 1min). Treatment DC15 + Stimpack revive earlier.
- Dying: Fort DC15+1/round since started Dying. Success = stay Dying, fail1 = +1 DC, fail2+ = Dead. Ally Treatment DC20 Standard stabilizes to Incapacitated.
- Dead Very Recent: Medic Revivify within 3 rounds — Treatment DC20, 1 full round, 2 Medpacs + Hero Point. Only resurrection. After 3 rounds truly dead. L10 Miracle Worker extends to 1min. Force cannot revive.
- Bacta Tank: 1 Injury/hour, Staggered 6h, Dying instant if within 5 min, full heal 8h = all Injuries+Staggered gone.
Fearless
Fearless = +5 to Will vs Fear, not immunity. Stacks with other bonuses. Jedi Fear power still works, just at +5. Wookiee Rage etc not fear.
Hero Points — Economy
Give 1 at start of session, 1 when Complication screws them (Debt collector, Droid Property, Wookiee Rage, Tusken mask taboo, Jawa family tithe, etc), 1 for cool Star Wars moment. Max 3. Spend as in core. Cannot remove Injury. Can reroll or +5 after roll (1/scene on Toughness). Can remove Dazed/Staggered only if no Injury this scene. Can stabilize Dying as Free Fort DC15.
Dark Side — Tracking
Track openly. Gain on natural 1 Force or using Dark Side power (Lightning needs 1 Dark Point on use, Choke offensive 1/scene). 0-2 temptable, 3-5 shadow (Will DC10 to resist dark act or take another point), 6+ Fall unless Atone (1 session hard RP, quest, Hero Point, DC20 Expertise: The Force + Persuasion). On Fall GM may take sheet for scene (Complication), full flip = change class to Sith (keep level, swap features).
Wealth / Debt / Income
Starting credits see equipment page. Monthly income: Base 1000cr/mo (job). Wealth 1 = +2500cr/mo +5k line, Wealth 2 = +5000cr/mo +10k line. Debt: Scoundrel 35k -350cr/mo, Fixer 15k -150cr/mo. Miss payment = loan sharks Complication, +1 Heat, they show up. Loans: Upfront collateral, Debt complication -100cr/mo per 10k borrowed. Miss = active pursuit.
Travel & Time
Hyperspace: Astrogation DC15 2h (1 degree = 1h, 2 deg = 30min), DC20 8h dangerous lane, DC25 24h blind jump -10 if no chart, failure = misjump, fail by 5+ = hazard. Maintenance to keep hyperdrive: DC15 8h every 50 jumps or -1 Handling.
Encumbrance
Max = (STR+5)×10 kg. STR0=50kg, STR3=80kg, STR-1=40kg, Small×0.75, Large×1.5. Over Max = Hindered+Impaired, 2× = Immobile. Over 80% = -1 Dodge. Track under skills.
Buying / Selling (Reminder)
Licensed +5% 1d, Restricted +10% 2d, Military +20% 5d, Illegal +50% 10d. Black market 2×/3×/4×/5×. Selling 50% list, hot 25% (Fixer 50%, L9 90%). See equipment page for full tables.