STAR WARS PEN AND PAPER PDF

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In no way does the Star Wars Roleplaying Game: Revised, Expanded, and Updated intend to represent itself (as an entity) ematic nature of the Star Wars movies to life in a roleplaying paper) “Here, let me draw you a sketch of the room. Welcome to the latest edition of the Star Wars Ralepiayt'ng Game. a great opportunity to give Star Wars Miniatures Home players another way in which to use their miniaturesi Record the scores on a piece of scrap paper and put them. /r/starwarsd20 is a subreddit dedicated to the original or revised d20 Star Wars roleplaying game created by Wizards of the Coast in /r/swrpg - FFG's Star Wars RPG. /r/SagaEdition - WotC's Saga Edition.


Star Wars Pen And Paper Pdf

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For more information about the Star Wars: EDGE OF THE EMPIRE line, free downloads, answers to rule . book, players will need pencils or pens and copies of. Core Rulebook - Force and phisrebiberkotch.ml - Free ebook download as PDF File .pdf) , Text File .txt) or read book online for For more information about the Star Wars: F orce and D estiny line, free downloads, .. book, paper and pencil, some S ta r W ars R oleplaying .. for their group, players will need pencils or pens and. able chair and a soda, get some scratch paper and a pen, pop a Star Wars movie into the VCR, and prepare to start creating your own Star Wars universe.

Wilh the Srnr Wars. XPQrience this cplc ago in a whole new WHy. Imagine yourself as a Jed! More than a billion star systems fall within the known reaches of space, offerillg eountless epportunlties For wonder, mystery, and danger. While humans are prevalent throughout known space, other species can be Found everyWhere. In this galaxy, the many worlds share a common history that extends thousands of years into the past.

A galaxywlde government be it Republic or Empire malutains law and orde-r thanks to faster-than-flqhl-speed Iravel provided by the amazing hyperdrive engil1e. Because hyperpace makes the di tance bet ween the stars in ignilicant, trade. You play till.

You carry a blaster or a li tsaber, You fly hyperspeed starligh1ers. You regularly converse with members of a thousand differen; e R II a d G Add any relevant modifiers.

The galax. Y isn't all aliens and technology. Peril ron lantiy endangers the galaxy. You ill depend on YOUT own skills and abiltiles. Do you hear tha1? WS 1I1C sound of a thousand terribk things heading your way. But don't worry, you tan handle! Ant] remernber, the Force will be with you. This central game rule keeps play fast and inlllitNe. WheneveT you want to all rnpt an action that h85 some chance Dr railure, you roll a twenty-sided die ror "diO"]. To determine whether your character succeeds a L a task such as a 11 ana ck, the u e elf a skill OT a bill ty, or an a Ltf.

Players take On the roles or unique characters, called heroes. One player serves as the Gamemasrer, a combination director, narrator, and referee.. The OM describes situations, asks the players what their characl ers want 10 do, and resolve these actions according to the rules of the game.

The GM sets each scene. Heroes lf you're a player, you lake the role of a hero-aile of the "stars" of the Star Wars s,lga that you, the other players, and the GM all help to develop. You create your character with the help of Ole game rule thar follow, according to your own vision for the lYI''''' of hero yOu want to play. As YO u r character pa rttetpa tes in advcn tu res, he or she ga ins experience points XT'lll1a I help him or her improve and become more powerful, Species!

The Smr Wa. Chapter 'Two describes these species. Bothan, Cerean, Ouras. Wookh:e, and 7,,1bra k. Class A class represen ts 3 waY of life embraced by a character; It serves. You can build upon that professtou as your hero improves, or you ran branch out in to a dlfferen tel ass if it better sui ts how you want the character to develop. You tan cheese trom frillger, noble, scoundrel,. These a bilitie!

A score of 10 Or I I ill an ability is i1veraQe. Higher scores givl. VitalitYllolnis represent the character's abili1;y to tum deatlly a uacks into 9 hmt! Whtm a character suffers damage. This represents a lass or ene. When a character's vi [alily p ilm are depleted, further damage reduces the character's WOII rld pain ts.. Wound pOIl'l1. They can also generate floating boost D6s for an encounter, based on them applying knowledge to their situation.

Propagandist DesAll - Want to debuff an entire organisation before you even roll for initiative? Then this is the class for you. They are also really good to have because they passively increase Duty gains made by the party, bringing rewards earlier. Engineer Mechanic - Same as in the Technician Career, you fix stuff.

Saboteur - Its about the bombs, though the first half of the progression is actually more about defensive abilities and you don't get the blast bonuses until later. Scientist - Like the Scholar, but less about being well rounded and more about application. You get the same knowledge and academic respect talents, but instead of all the mental fortitude since that went to the Ambassador you get to play with your gear making it better like an Outlaw Tech, plus utility belt for lulz. Droid Specialist Fully Operational - Much more combat focused than the technician's droid tech, with talents that focus on getting as much as you can out of droids, and fighting enemy droids better.

Sapper FO - Essentially a Techmarine , you are the combat mechanic who can fortify your location , or bring it down with siege tactics. Gets bonuses like removed setback on fortification building, "Known Schematic" to give them knowledge of buildings, and "Contraption" to macgyver a solution to whatever problem they have.

Both of those talents are available very early on so you can put that big brain of yours to use right away. Sappers get a few demolition and explosives focused skills a bit like the Saboteur though nowhere near as specialized.

Shipwright FO - The ultimate crafting expert with eye for detail and a new talent that can let you make some more quirky designs too. Also still good at fixing ships, but not as well at the Mechanic. Shipwrights can repair ships faster and at a reduced cost. The addition of Gunnery as a career skill and a few piloting oriented talents exhaust port, and debilitating shot means that you could be made to serve as a pilot for these ships in a pinch.

They can also give vehicles temporary buffs like increased handling and speed. Soldier Commando- Combat Pro, though unlike the Merc Soldier is less about team command and more about being good in a fight. There is armour, resilience, melee and ranged buffs going for them.

If you want to go deep on a punchy build there is a branch of the tree that rewards this. Medic - Do you need healing NOW? The military medic is based around patching people up immediately using consumable stim-packs that become less effective with repeated applications.

Also comes with an ability that says "fuck do no harm" as you use your intellect to make your shots do more damage.

Sharpshooter - Like the Assassin, but with less stealth and MORE killing, when this guy is maxed out and armed with a sniper rifle, very few careers can do it better. In fact, it's the exact same tree as Heavy for Hired Gun, so you could conceivably cross-class from Heavy into Heavy and carry some really, REALLY big guns, while ignoring the non-ranked talents the 2nd download-through though actually you can't because they are considered the same specialization.

Trailblazer FiB - Move through the wild, setting up traps and ambushes Viet Cong style, With passive bonuses while in cover and bonus damage against disoriented enemies. Nice spec if your looking for a good mix of survival and combat skills. Vanguard FiB - Another career that is a better bodyguard than the "Bodyguard". You get a lot of talents that allow you to protect your allies and take hits for them, while making you more resilient and difficult to strike against.

You also gain abilities aimed at jumping up the initiative order, so you can behave like a real guardian of bodies. One other cool talent set allows you to turn failed attacks into "Suppressing Fire" and cause strain on your opponent instead of wounds. All in all a good class for those who want to tank for the group but aren't Soresu Defenders.

Spy Infiltrator - In a word: Ninja. Strangely less about actual "infiltration" though does get stealth bonuses later on and more about dodging, flipping and overwhelming opponent's in melee Scout - just like the Explorer, works well here for stealth reasons and being able to go solo. Comes with a bunch of parkour-like talents one is actually called Freerunning for navigating your way through short distances or up walls.

You can make life more difficult for pursuers by imposing setback dice on their checks through stealth, or even run through a marketplace and create difficult terrain behind you in the classic chase scene trope. Thanks to a certain "Improved" talent, you can also embrace your inner drug-mule by hiding items within your "modified body. So get good ranged defenses and don't get caught.

Has probably the best talent in the book 'Made You Talk' which provides different bonuses depending on the opponent's threat level, with Nemesis giving each player character their own Destiny Point to spend during the next session which is then discarded, not flipped. Rank up Brawl and Medicine skills to crush all resistance to your will with the other 5th tier talents. Also is the only specialization that gets a combat talent anywhere near the beginning with "Creative Killer" letting you "Colonel Mustard in the Library with the Candlestick" someone.

Another talent lets you raise your Cunning attribute until the end of an encounter, which can be a potent boost in certain builds. So does not tie itself into force usage. You also get "Healing Trance" where you can heal yourself over encounters naturally by committing force dice, rather than actually attempting to roll for it.

Niman Disciple - A good generic lightsaber style based on Willpower instead of Brawn, comes with some flat defensive bonuses which are always good to have and allows you to increase the crit ratings of hits that strike you so you are less likely to be hurt badly. Finally, it's the only Saber style that grants an increase in Force Rating, making it a great general option for any Jedi character.

Sage - They start out as Force-wielding scholars where they get a bunch of bonuses to interaction and knowledge checks. Later they start pulling out impressive set-pieces with the Force, like by meditating to add white spots to your force checks in the following encounter or being able to perform Force powers as maneuvers instead of actions. The Sage is also one of the few classes that gets two Force Rating increases but no Dedication , so is a very good option to consider for a Force-heavy character.

Arbiter Disciples of Harmony - A class dedicated to talking their way out of trouble, it focuses heavily on adding boosts to or removing difficulty from different conversation skills. Includes the skill Calming Aura to weaken incoming Force attacks, with a couple Reflects and a Parry thrown in for good measure, giving it some use in battle as well. Ascetic DoHa - An odd "jack of all trades" character with talents empathizing a "less is more" approach.

As in: there are a couple of talents which provide Force and recovery boons when they are carrying less than 2 encumbrance after reductions, like actually wearing your armor, and the Burly talent. They also get a huge boost to strain and can spend it to upgrade any ability check. Letting them roll a yellow on every check without flipping destiny points, as well as being able to make a single skill check when you lack the necessary items.

Instead of armor they can commit force dice to increase soak and can suffer additional strain when injured to reflect wounds back to their attacker. Their capstone is unique in that it adds a force spot directly, which means force powers that don't require more than one never fail. Teacher DoHa - Has some of the scholarly aspects of Sage, but focuses more on boosting up allies and bailing them out of tight spots. A bit fiddly, but has some neat stuff at higher levels, like swapping out any stat for your combat check.

Also lets you cheapen the XP costs of up to four skills, two of which you get to pick, which is always appreciated. Some cool abilities here, allowing you to get the whole team performing maneuvers out-of-turn if you need the group to surge forward or coordinate actions.

It's the only career with Supreme Parry so you can block for days rather than tiring yourself out. Obviously, this specialization is more about blocking incoming attacks rather than hitting hard so your group will need someone else to do the heavy punching or shooting. Protector - Kind of like a medic crossed with bodyguard.

Your other abilities include using stim-packs for immediate healing rather than a medicine check, but which get worse with repeated use, but you're "better" with them, you also get Force Protection, so you can commit force dice to increasing your soak value temporarily. Armorer Keeping the Peace Like the Gadgeteer specialisation; it sounds obvious from the title but their main focus is armor, turning the tank career class into a genuine soaker of damage, although it doesn't have the broad range of tech abilities like the Artisan or Rigger, but can still make and improve personal scale items.

It also adds a few lightsaber moves like Saber Throw to round it out. Warden KtP an unarmed fighter, a bit rougher around the edges like the Enforcer specialization. Warleader KtP Makes for a fantastic squad leader in teams of non-Jedi.

Gets the passive ability to improve cover for your teammates, or to grant allies the ability to hit with ranged attacks even when they miss, so long as they roll well enough.

This guy is someone your party really wants on its side. Mystic Advisor - The "face" of the group, the class is fairly straightforward granting you bonuses to interaction checks while ignoring penalties. You also get a couple of trading boosts thrown in for good measure. Not a great deal for force users except for one ability where you can switch out your force rating for your ranks in Knowledge Lore once per gaming session, which can be good if you min-maxed, but in the late game your force rating may eventually overtake your skill ranks.

Makashi Duelist - Presence-based Lightsaber style heavily focused on dealing with a single opponent in melee, so you get no Reflect talents. You do have some cool techniques though, which can allow you to dominate your opponent, like feinting to turn your missed attacks into penalties for your opponent, or by taunting your opponent into losing strain points while recovering them for yourself.

Your ultimate ability is the Makashi Finish, which can massively boost your critical damage rolls and rip your opponent a brand new asshole if you manage to hit him with it.

Seer - A more practical counterpart to the Sage, it also gives you two Force Rating increases.

But instead of knowledge or interaction bonuses, you get much-improved initiative checks and some boosts to outdoor survival checks. It doesn't quite have the same force boosting talents as the Sage, but you can get some floating re-rolls on power checks, and with "Forewarning" you can massively increase your allies defenses up until the point they act in an encounter. Alchemist Unlimited Power - Harness the power of the force to become a drug dealer, brewing all kinds of special concoctions.

Using the light to whip up healing potions, or the dark to brew poisons. Also lets you add Force Dice into a crafting check to create extra successes or advantages, plus some resistances to poisons useful, given what you'll be brewing.

Involves a lot of lore based abilities, removing setback and reducing the difficulty of such checks, while Knowledge Is Power lets you count Lore skill as Force Rating on a single power. Comes with Channel Agony, letting you suffer wounds to generate automatic dark side points on force checks, as well as Healing Trance to recover wounds lost. Also has some ranks in Confidence and Resolve to resist fear and strain inflicted from learning stuff man was not meant to know.

Prophet UnPo - Become a magical evangelist motivational speaker, spreading word of the force and using it to inspire hope in others. Includes an aura of awesomeness for you or anti-awesomeness if you turn it against your foes , the power to inspire fear or comfort in others, or the ability to become a Force generator for a full encounter. You do get some awesome damage potential, like the ability to hit an opponent multiple times in a single attack and with a lightsaber he's going down , throw your lightsaber as a ranged weapon or close the distance fast and leap to your opponent's space.

However, the style is heavily dependent on your pool of strain points, so if you cannot finish a fight fast you may find yourself running out of things to do. Hunter - A very practical specialization that works in situations where you don't need or own a lightsaber. Good at tracking and with perception checks and is good for dealing damage to animals and beasts, as well as avoiding incoming ranged damage.

It also allows you to use your force dice on ranged weapon attack rolls, making it a good fall-back class for anyone.

Pathfinder - The Druid to the Hunter's Ranger. This also gives you a whole bunch of outdoor survival boosts and travel enhancements. As the class progresses, you get your own permanent animal companion, though as your force rating increases you could swap it out for larger and meaner creatures. Its best gimmick is adding it's force rating to any weapon that isn't a rocket launcher or starship turret. So, in essence, it's the best combat-focused force specialization hands down.

In return you get an additional force rating in the tree, lots more strain increases and a higher focus on your animal companion, granting several abilities that improve your animal companion and make it more useful to you. Navigator SS - Some marriage between a Scout and a Pilot: A hybrid of piloting skills and overland travel boosts, mixed with general tracking ability.

Comes with a bunch of Astrogation talents you might not find a use for unless you need to jump to hyperspace quickly, but the class does have an overall focus on escaping.

Sentinel Artisan - The Mechanic and generally the guy you want fixing your vehicles and broken stuff. A non-force wielder like a technician or proper mechanic might be better in general situations, but this guy can imbue his items with the force to gain enhancements, or he can even use the force to add hardpoints when modifying items. Shadow - The Thief archetype, you are really good at stealth.

To the point that you can make yourself invisible to other force users and make your own force powers being undetectable. You can even make people forget about your existence once per session. Other than stealth, you also get improved hacking skills but only when attempting to decipher communications.

Shien Expert - A Cunning-based style heavily focused on dealing with ranged attackers and being defensive, but not quite as one-dimensional as the Makashi or Soresu styles, so you at least have combat options. The talents actually make this class very well rounded, allowing you to take advantage of enemy misses, or close the distance quickly if you need to. It doesn't offer any way to upgrade skill rolls or reduce the difficulty, however, so you'll have to rely on straight skill dice and items to help.

Racer EnVi - they had to squeeze Podracing in somewhere, so might as well tack it on to the most urban force using career. Kind of like a force wielding pilot, with less ability to shoot stuff but who can pull crazy maneuvers.

Also gives them track and field powers, cus Usain Bolt was a Jedi racer too. Sentry EnVi - kind of a generic lightsaber style, coming with Reflect talents, the ability to dodge, throw your saber and boost your Vigilance and Stealth rolls. You also get a dark side ability where you can go "BOO" and make people run away. Considering the wide-ranging applications of the class, it would make a good starting choice.

Warrior Aggressor - The muscle dude who exists to debuff enemies and make them easier to deal with. The Aggressor can terrify opponents into a disoriented or immobilized state, then take advantage of that state by dealing additional damage.

Starfighter Ace - Exactly what you think it is, a force-wielding pilot, coming with some useful repair talents and force enhancements while at the helm of a vehicle, making it more difficult to hit and allowing you to add your force dice to your vehicular attack rolls for improved damage. Shii-cho Knight - The "basic" lightsaber style, which is still based on Brawn. Shii-Cho is about dealing with crowds of enemies in melee, allowing you to strike multiple targets with a single attack.

It has virtually no ranged defenses so can be easily overwhelmed by the same bunch of dudes with guns if you can't close the distance, but the specialization does have a focus on durability and being able to increase crit ratings on incoming attacks.

Its an odd tree of four columns that lead straight to the bottom. One row of Wounds and an ability to heal some, one row of Crit reduction, one to mitigate being stopped by status effects and including a hilarious headbutt maneuver to stop other people , and one row of Strain, Soak, and two Force abilities. The entire tree is largely one spiraling linear path around the page which forces you to walk a tightrope with your Destiny Points and Conflict with the tree splitting about seven talents in depending on whether you specialize in Juyo used by Sith or Mace Windu's signature Vaapad style, or both.

It is very, very easy to gain mountains of Conflict while doing insane amounts of damage and critting like a boss. Or, if used carefully, generate a net positive Morality score, while just doing a silly amount of damage. Two Force talents add Pierce and Sunder to your fists and a third lets you punch faces at range. The rest of the tree is nothing to sneeze at either. Combine with the Conjure power to create with enough upgrades some of the most versatile weapons and devastating attacks in the game.

Prequels Era[ edit ] Clone Clone Officer RotS Interestingly meant to represent all officer ranks that can be held by a clone even commander which is going to have its own spec as well this is a fairly simple combat leadership spec.

The left half of the tree focuses on cover and the field command ability, while the right half is about leading from the front giving you abilities to grant boost die to your allies attacks. Has the fun ability to order people not to die until after next round. Clone Pilot RotS An interesting piloting spec with a few unique abilities.

Assault Drop lets you use an incidental to kick your allies out of your ship or vehicle, while Fire Support lets you pass boost die on when you succeed on vehicle combat checks.

Also has the infamous Barrel Roll talent that lets you suffer system strain to reduce the damage you take from attacks. Clone Trooper RotS More meat for the grinder. A well rounded combat spec, the trooper offers lots of defensive bonuses as well as deadly accuracy to help you offensively. Like all the clone specs the trooper provides the Clanker Killer talent which lets you remove boost die from combat checks against droids to add your choice of success or advantage, unlike the other clone specs however, the trooper gets two ranks.

Their announcement page describes them as relying on their peak physical fitness and advanced training so they'll likely receive talents to buff their physical abilities and skills, as well as something to represent their creativity and independence.

Clone Commander CotR An interesting spec choice considering the officer claims to represent commanders as well. Clone Veteran CotR The announcement page mostly goes on about their knowledge of the enemy and consul on tactical matters, so they'll definitely get Knowledge Warfare related abilities. But we can expect at least some combat focused ones as well, and it will undoubtedly have at least another rank of Clanker Killer Jedi Jedi Padawan RotS - The entry of the Jedi class.

The Jedi Padawan tree is split into the left half, which focuses on lightsaber combat, and the right half which focuses on skills and the force. At only 40xp required to reach Force Rating 2, the Jedi Padawan is the fastest way to get your force rating up. Since all other Jedi specializations known so far have additional requirements, this is the only one you can start in.

Jedi Knight RotS - The left side of the tree is all about lightsaber combat, though aside from the Saber Throw talent it is entirely defensive. The right side of the tree focuses instead on the force, notably allowing the Knight to flip a dark side destiny point back to the light every round they fail a check. The skill used determines which characteristic is used. For example, if the char acter is attempting to bypass a security terminal by slicing its alarm system, the skill check would use the Computers skill, which is linked to the Intellect charac teristic.

The ratings for these two attributes determine the number of Ability and Proficiency dice that are added to the dice pool. There are two sides to every basic dice pool: W hen building a dice pool, every aspect of the players and C M s contribut ing dice should be explained and defined before the roll is made.

The GM sets the difficulty level of the task once, prior to the roll. After creating the base dice pool, either side may have the opportunity to upgrade dice. A player can start building the dice pool once the proper skill and characteristic are determined. To add dice to the pool, the player compares the PCs ranks of skill training to the linked characteristics rating. The higher of the two values determines how many Ability dice are added to the skill checks dice pool.

Then the player upgrades a number of those Ability dice equal to the lower of the two values. If a charac ter is unskilled possesses no ranks in the necessary skill, then zero is autom atically the lower value, and the character will rely solely on the appropriate.

This also applies if the character has a zero in the corresponding characteristic; however, in practice, its almost impossible for a character to have a zero in a characteristic. This uses Sarendas Athletics skill and Brawn characteristic. Sarenda has Athletics 2 and Brawn 3. Her Brawn is higher, so the player begins by adding three Ability dice 0 0 0 to the pool. Sarendas Athletics skill is lower, so the player upgrades that many dice two to Profi ciency dice OO. To attempt the jump, Sarenda starts out with three dice in her pool: The difficulty level of the task determines the number of Difficulty dice that the player must add to the pool.

For example, an Average skill check means the player adds two Difficulty dice to the dice pool. In some cases, the GM may upgrade one or more of these Difficulty dice by removing them from the dice pool and replacing them with an equal number of Challenge d ic e. Difficulty dice are usually upgraded into Challenge dice when a character faces skilled op position or particularly challenging circumstances, or when the GM invests Destiny Points to make a check more challenging.

After setting the difficulty level for the task, the GM adds the corresponding number of Difficulty dice to the tasks dice pool. If no other factors are deemed to influence the outcome of the attempt, the basic dice pool is now complete and can be rolled to determine success or failure, as well as any potential side effects.

Later, Dao must attempt to jump over the same chasm. Dao, who constantly trains and condi tions his body, has an Athletics skill of 3. How ever, his Brawn is only 2. His Athletics skill is higher, so the player begins by adding three Abil ity dice 0 0 0 to the pool.

Daos Brawn rating is lower, so the player upgrades that many dice two to Proficiency dice O O. To attempt this action, Dao starts out with three dice in his pool: O O O one Ability die and two Proficiency dice. Following the prior examples, the GM reviews the table of difficulty levels. Deciding that this chasm is only a couple meters across and the edges are firm and covered with vines that could provide handholds, the GM assigns a difficulty of Average to the task.

Two Difficulty dice are added to the players dice pools when they attempt to jump across the chasm.

Note that both Sarenda and Dao begin with the same size and type of dice pool, despite the fact that their Brawn ratings and their ranks in the Athletics skill are different. The system allows a character to compensate for a lack of innate abil ity by improving trained skills, and vice versa. He has Brawn 2 but no ranks of training in Athletics. His Brawn is higher, so the player begins by adding two Ability dice 0 0 to the pool.

star wars pen and paper pdf

Since he has no ranks in Athletics, that value is considered to be zero, and no Ability dice are upgraded to Proficiency dice. To attempt the action, Tarast starts out with only two dice in his dice pool: Difficulty Levels, on page However, the S ta r W ars universe is a vast place where any number of environmental effects can im pact the actions taken by the characters. Howling gale-force winds caused by atmosphere escaping through a breach in a starship hull can negatively impact any action, while a motionless space pirate silhouetted by a bright light is a much easier target to hit.

If an action is important enough to assemble and roll a dice pool, theres a good chance other fac tors are involved. These other factors affect or modify the dice pool in a number of ways. These modifications may be triggered by the players or the GM, or they may simply make sense given the environment and situation.

Examples of fac tors that warrant modification of the dice pool include obstructing terrain, poor lighting, tactical advantages, time constraints, superior equipment, special tal ents, unlocked career abilities, investment of Destiny. The difficulty should be set based on the task itself, not on the circumstances surrounding that specific attempt at the task. In general, once set, the difficulty level remains the same, regardless of who, what, when, or why that particular task is attempted.

Upgrading or downgrading dice is not usu ally necessary unless a specific rule or ability calls for it. These situations are defined by the individual abilities, and are generally not applied arbitrarily by the CM.

If the circumstances for a particular execution of a task are unique, then the GM may de cide the task warrants the addition of Boost or Setback dice. Added dice should reflect the elements that make this attempt distinct or special. As a general rule, if the CM feels that a skill check has distinct factors that could modify the outcome, he should consider us ing Boost and Setback dice. Points, and Critical Injuries. The following sections de scribe these modifications in more detail.

Its also important to note that when modifying a dice pool, players perform the modifications in a spe cific order. First, players assemble the basic pool, and then they add additional dice. Next, they upgrade dice. Then they downgrade dice. Finally, they remove dice.

This is done primar ily through the use of Boost and Setback dice. As a general rule, one Boost die is added to the dice pool for each bonus that would help the character succeed, and one Setback die is added for each disadvantage impeding success.

A single Boost die is often enough to represent the benefits provided by useful gear, ample time, superior position, or the element of surprise.

If more than one of these advantages is applicable, the CM may allow multiple Boost dice to be added to the dice pool. Likewise, a single Setback die is usually enough to reflect the impact of detrimental or obstructing ef fects like poor lighting, inferior supplies, harsh envi ronments, or outside distractions. If more than one of these disadvantages is applicable, the C M may add. Its important to note that while these dice are essentially mirror op posites in their use, Boost dice and Setback dice do not cancel each other out.

If the situation warrants the addition of two Boost dice and one Setback die, all three dice are added to the dice pool.

The use of Boost dice and Setback dice is a com mon device all players can use to help reinforce im portant elements of the story. Players should describe their characters actions in detail, pointing out both advantages and disadvantages that may influence a particular action. Some equipment may add Boost dice to a pool to reflect superior craftsmanship, while talents may allow a player to add Boost dice to a pool to reflect special training or aptitudes that apply to the situa tion.

Maneuvers like aiming may also allow a player to add Boost dice to a pool. Conversely, some effects may specifically impose Setback dice. While the players may suggest the addition of Boost or Setback dice, the GM is the final arbiter, deciding which and how many dice are added to the pool.

The CM does have access to helpful guidelines when making those decisions and should use common sense depending on the way the scene and action have been described. See the Positive Dice and Negative Dice sidebar on page 17 for examples of the types of situations that may warrant the addition of Boost or Setback dice.

Likewise, circumstances can turn a potent die into a weaker one. Improving a die is called up grading, while weakening a die is called downgrading. Beyond the upgrading based on a characters ranks.

For example, the Dodge talent al lows a character to upgrade the difficulty of a combat check made against him by a certain value. Certain talents and special abilities also allow a character to upgrade or downgrade dice. When an Ability die is upgraded, it is converted into a Proficiency die O. In this case, the player performs the following steps. First, he determines how many die upgrades re main. This process is repeated until all remaining upgrades have been applied. Likewise, if a player needs to upgrade Difficulty dice into Challenge dice but there are no more Difficulty dice in the pool, the same process is followed.

The player first determines how many dice are to be downgraded. Increasing or decreasing difficulty is simply a measure of how many Difficulty dice 0 are added to the initial dice pool; this is covered in more detail on page Up grading Difficulty dice 0 into Challenge dice O is generally triggered by a special ability or the investment of Destiny Points by one of the participants. If all of the potential dice are already in their downgraded form, any further downgrades are ignored.

When this occurs, all upgrades are applied first. Then, any downgrades are applied. This is important, since upgrading dice could add more dice to the overall pool. Most often, this is a result of character talents that allow the removal of Setback dice to reflect a level of expertise in over coming minor distractions or disadvantages that would rattle a less experienced character. In a similar fashion, a skilled enemy may have a talent that removes Boost dice from skill checks made against that enemy.

The individual talent or effect describes what cir cumstances warrant the removal of dice, as well as the number and type of dice to be removed.

If an ability would remove more dice of a type than there are in the dice pool, the maximum number of dice available are removed, and any additional removals are ignored. The first outcome to resolve is the success or failure of the skill check. Then, the players can determine if any signifi cant side effectsgood, bad, or bothare triggered. Whether the task is attempted amidst the chaos of a punishing planetary bombardment or in an Imperial in terrogation room, nearly anything can happen.

If all Successes and Failures Y in the pool are canceled out, or if there are any net Failures Y re maining, the skill check fails. If at least one Success remains, the skill check succeeds. Remember, a dice. FHaving one or more net Advantage symbols O indicates a positive side effect or ben efit. Having one or more net Threat symbols indicates a negative side effect or complication.

If all the Advantage O and Threat sym bols cancel each other out, there are. The positive and negative side effects can occur regardless of whether the task suc ceeds or fails. Advantage O and Threat can be used to fuel a wide variety of side effects.

The player rolling the skill check generally chooses how to spend Advantage O. Various weapons, talents, and equipment may have special uses for Advantage O Threat is generally spent by the CM to impose some sort of complication, with more severe compli cations requiring more Threat Threat can re sult in side effects such as suffering strain, providing an opportunity to an opponent, falling prone, being subjected to environmental effects, or a task taking longer to complete than expected.

Various talents, environments, and opponents may have special uses for Threat For more about using Advantage or suffering from Threat, see page and Rather, they indicate an especially positive or unfor tunately dire side effect. In this case, both re sults are interpreted separately As with Threat, its possible for a skill check to succeed but still im pose a Despair effect, or fail but still trigger a Triumph effect. For more about the specific applications of Tri umph and Despair, see page and M any weapons and talents have side effects that can be triggered using a Triumph result.

Otherwise, the scenario or GM may present further options for using Triumph. Triumph can be thought of as an enhanced, more powerful version of Advantage.

Second, a Despair result indicates an unfortunate consequence, significant complication, or dire effect related to the task. The opponents abilities, the envi ronment, or the encounter description may offer dif ferent options for using Despair. Despair can be viewed as an upgraded, more po tent form of Threat.

Flundreds of outcomes are possible with almost every skill check. A character may achieve a high-magnitude success with no other complications, a low-magnitude success with Advantage, or a moderate success with Advan tage that is tempered with Despair. Likewise, a failed check may have a silver lining if accompanied by Ad vantage or Triumph, or it may create a truly dire situ ation when accompanied by both Threat and Despair.

The sheer number of possibilities provides opportuni ties to narrate truly memorable action sequences and scenes.

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Nearly anything can happen in the heat of the moment; even a single shot fired at an Imperial Star De stroyer might hit some critical component that results in its destruction. Players and GMs alike are encouraged to take these opportunities to think about how the sym bols can help move the story along and add details and special effects that create action-packed sessions.

However, there may be some situations that require a slightly different approach to properly resolve. Are the characters involved in a high-stakes negotiation, competing with multiple factions for their goal? Or are they racing to escape the clutches of Im perial agents hot on their trail? In addition to the standard skill check, Force and D estiny uses opposed checks, competitive checks, and assisted checks.

Opposed checks are often used when the success or failure of a task is strongly influenced by an opponent. Competitive checks can be used to determine which character performs better when two or more characters are attempting the same task. As sisted checks are simply variations of other checks but with two or more char acters workinp fopether. For example, a Force-sensitive Sentinel lies to an Imperial governor, claiming to know nothing about the ancient Jed i holocron that recently vanished from the governors collection.

The Sentinels Deception check might be opposed by the governors Vigilance. Opposed checks are most often applicable when a task involves directly opposing the task that another character is performing, or when a task involves try ing to go unnoticed, undetected, or undiscovered by someone else. Flowever, rather than simply being assigned by the GM, the dif ficulty of an opposed check is determined by a quick comparison of the opposing characters relevant char acteristic and skill ranks.

Building the active characters dice pool starts out fol lowing the same procedures as those for a basic dice pool. Ka veri has Agility 4 and Stealth 2, building an ini tial dice pool of four Ability dice, two of which are upgraded to Proficiency dice O O O O i n total.

The nexu has Cunning 2 and Perception 1. If there are no other factors, the skill check has six dice: When multiple characters are attempting the same task and the players need to determine who accomplishes the task first or performs it better, or to measure some other outcome, they are engaging in a competitive check.

For example, two characters engage in a friendly arm-wrestling contest aboard their starship. Each one has the same goal: The winner can be determined through a competitive check to see who outperforms the other.

Additional examples include several pilots navigating an asteroid training course, or two politicians trying to win over an undecided crowd during a council hearing. For a competitive check, the GM assigns a difficulty level for the task, and each character involved in the competition makes a skill check based on that diffi culty.

If none of the characters succeed at the check, then none win, and the competi tive check results in a draw. If two or more characters generate the same number of the check goes to a tiebreaker to see if the draw can be resolved. Although O and J still provide their customary effects in these situations, they also provide one ad ditional benefit. If the characters are still tied after evaluating these categories, the competitive check is a draw.

In this case, the GM may simply appoint a winner, declare that all tied parties have lost, resolve the draw with another competitive check, or find some other way to settle the competition. Pon wins the competitive check based on the tiebreaker since the also counts as a Success , convincing the dealer to tell him where the dealer got the crystal in addition to selling the crystal to him. Perhaps even though Pon won the argument, the dealer saw how desperate he was to get the crystal, and gouged him on the price.

Meanwhile, the dealer took a liking to Belandi and gave her a discount on anything else she wanted to download from his shop. Fortu nately, characters canand should provide assis tance to each other in performing a variety of tasks. Over the course of normal narrative play, providing assistance is easy. A player explains how his character wants to help with the task.

If the explanation is rea sonable, the GM may allow that assistance. There are two types of assistance that can be provided: W hen a character with a higher characteristic or skill rating provides assistance to another character, the dice pool may use one characters characteristic and the other characters skill rating. Kaveris player chooses to use Belandis Intellect 4 and Kaveris Astrogation 3 when making the skill check, resulting in the fol lowing dice pool: Kaveri can not provide skilled assistance, so Belandi gains one Boost die on the skill check to reflect Ka veris attempts to help, resulting in the following dice pool: To assist in tending to an injury, the assisting character might need to be next to the patient, or to assist with translating an ancient holocron, the assisting character might need to have access to the holocron.

Generally, only one character can provide assis tance at a time. However, the GM may decide that certain situations can accommodate more people. In this case, only one assisting character can offer his characteristic or skill rating, and all other participating characters contribute to the check. The assist maneuver allows an engaged ally to benefit from assistance provided by the acting character on the allys next skill check.

Assistance lasts only until the assisted characters next activation. For more on the assist maneuver, see Chapter VI:. W hether they are able to shrug off wounds that would kill lesser folk, focus their will to manipulate the Force in some way, or call upon their experiences to fuel higher levels of proficiency, Player Characters are a breed apart.

This section describes a number of these key elements, includ ing character talents, Destiny Points, experience and development, and derived attributes such as wound and strain thresholds. TALENTS Whereas skills represent what a Player Character knows, his practiced disciplines, or the experience he applies in a particular area, talents are a much broader class of special ability.

Talents represent various tricks, techniques, and knacks PCs pick up over the course of their careers, or reflect their sheer determination to get things done.

Each talent is a distinct special ability that provides the PC with an edge in certain situations. Keep ing a rickety old freighter together with a combination of determination and baling wire, inspiring allies in the. The majority of talents are specific to a PCs given profession. Talent trees represent the natural flow of learning and experience that a Player Character gains throughout adventures.

Talent trees are divided into five tiers, with the higher tiers representing remarkable abilities. Some talents may appear across multiple specializations, but at differ ent tiers or costs.

While characteristics and skills are fairly universal every PC has six characteristics, and everyone has ac cess to all of the skillstalents are far more specific.

Each career is defined by a series of unique talents bundled together in a format called a talent tree. These talent trees define specializations within each career, helping to distinguish the ways in which Player Characters advance along separate career paths. Talents are divided into several categories and are either active or passive.

Active talents typically require the player to state that his PC is using them. Some active talents have a cost or requirement associated with them, such as investing a Destiny Point, suffering strain, or using the talent as part of an attack action.

Other talents are passive, meaning they are always on and dont need to be activated by the player. Passive talents either constantly provide their benefit or are automatically triggered under certain circumstances.

Some talents belong to a series of related talents. These may comprise either lower-level talents and their improved versions or identical talents taken mul tiple times for a cumulative effect. In the former case, an improved version of a talent com pletely replaces or upgrades the lower-level version. In the latter case, the talent is measured with a series of ranks. The more times that talent is taken, the more ranks it has and the greater the magnitude of its effects.

Player Characters are cut from a different cloth than most NPCs that populate the galaxy. Not only do they have access to skills and spe cial talents to help them succeed, but PCs are also intimately connected to destiny.

Destiny is that special spark that elevates heroes above commoners, imbuing an individual with enough significance in the galaxys events to be a Player Character. Over the course of the PCs adven tures, destiny can intervene on their behalf for good or ill.

Destiny might manifest in a positive way and provide a temporary advantage or boost to a PC s abilities. O r destiny might prove an ill omen and impose additional hardships and complications. The concept of destiny and the Player Characters ability to tap into and influence this resource is repre sented by Destiny Points. Destiny is interwoven with the Force, which pervades the galaxy with both light energy and dark energy.

Destiny is one way the Force guides and surrounds the Player Characters. Destiny Points are resources that can be invested by the players and GM for a variety of different ef fects. For example, Destiny Points may be used to upgrade Ability dice or Difficulty dice, or to trigger certain talents or special abilities.

Light side Destiny Points favor the Player Characters and can be used to aid them in their ac tions. The light side and dark side are two sides of the same coin, struggling for balance, each enduring the effects of the other sides strengths and exploit ing the other sides weaknesses.

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As the pool of light side destiny ebbs, the dark sides Destiny pool grows. As dark side Destiny Points are consumed, light side Destiny Points are replenished. The re-. For example, a player who rolls one light side symbol 0 adds one light side Destiny Point to the sessions Destiny pool. A player who rolls two dark side symbols ] adds two dark side Destiny Points to the Destiny pool. Once set, the size of the Destiny pool does not change for that session. Before the next session begins, players roll to generate a new Destiny pool, which may have a different number and composition of Destiny Points.

While the Destiny pool size is fixed for a session, the number of light side and dark side Destiny Points available can change frequently as players and CM call on destiny to influence their actions. Players can also use gaming tokens, glass beads, or any other convenient method.

Two-sided tokens or chips work especially well. Ideally, one side is colored or designated to represent light side Des tiny Points, and the other side to represent dark side Destiny Points.

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There are several distinct ways players and GMs spend Destiny Points. W hen a player spends a light side Destiny Point, its converted into a dark side Destiny Point once the cur rent action is resolved. Conversion takes place at the end of the action during which the Destiny Point was used, preventing players or GM s from immediately spend ing a just-converted Destiny Point. Destiny is a power ful resource, but its limited.

A player can spend only one light side Destiny Point during a single action, and so should think carefully about how to use destiny be fore doing so. The GM likewise is limited to spending only one dark side point per action.

The following section explains some of the ways in which Destiny Points can be used. Unless noted oth erwise in an options description, both the players and the GM have access to that option. A player may spend one Destiny Point to upgrade his starting dice pool by one. The GM may spend a dark side Destiny Point in this way to upgrade. Additional information on upgrad ing dice can be found on page Characters can call on destiny to make an opponents skill check more challenging. A single play er may spend one light side Destiny Point to upgrade the difficulty of any N PC s skill check by one.

This refers to upgrading a t into the more p o te n t. Additional information on upgrading dice can be found on page For example, a savvy Am bassador can spend a Destiny Point to immedi ately recover from strain equal to his Presence rating. M any other uses exist as wellsee the individual tal ent descriptions for details. The GM already does this by managing and direct ing the story, but this use of Destiny Points provides the players with a means to make contributions as well.

Imagine the Player Characters land on a planet they expected to have a breathable atmosphere, only to find that a leak at the gas mining facility has rendered the air toxic. One of the players suggests spending a Des tiny Point, saying, Good thing you remembered to pack those rebreathers last time we were in dry dock, Arkhan.

While none of the players may have specifically mentioned or listed rebreathers before, its a sensible and creative addition to the game.

If the GM agrees, the Destiny Point is spent, and the players suggestion be comes a true statementthere are rebreathers handy. Similarly, a player may spend a Destiny Point in this manner to suggest finding a spare stimpack while quickly scavenging through a medical facility, or to propose introducing a terrain feature the Player Char acter can duck behind for cover.

Using Destiny Points narratively is a great way to keep all of the players involved and the story moving forward. Flowever, the GM has final say over what is and is not acceptable. Players should not abuse this use of Destiny Points; the more outrageous or unlikely the suggestion, the more likely it is that the GM will curtail Destiny Point use. Ultimately, narrative use of Destiny Points allows the players to feel empowered as active participants in the game and story by re warding their creativity and roleplaying.

If a requested use of a Destiny Point would contribute toward this goal, the GM should consider allowing it. W hile the players could theoretically lock all the Destiny Points and simply not spend any light side Destiny Points to prevent the GM from using dark side Destiny Points against them, this works both against the spirit of the mechan ics and the setting.

Players who horde their Destiny Points may find the GM using other methods of put ting pressure on the group, forcing them to reconsider their plan. Its perfectly acceptable for the GM to re mind the players about using Destiny Points in play, such as by suggesting the use of Destiny Points if they are feeling overmatched by a tough enemy.

The Player Characters are wrapped up in the fate of the galaxy, and through their adventures, destiny will work both for and against them. W hen used wisely, Destiny Points provide tension and excitement by making routine checks more significant, adding an el ement of drama to the mundane, or helping provide a boost when the Player Characters are overwhelmed.

The GM may also choose to invest one Destiny Point per skill check.

This does introduce the possibility that both the play er and the GM invest destiny in the same skill check, resulting in no net difference to the overall Destiny pool balance. The active player the player or GM forming the dice pool always has the first chance to use a Destiny Point. Once that player has decided whether or not to use a Destiny Point, the other party involved in the check the targeted player, or the GM in the case of an NPC has the opportunity to respond and spend a Destiny Point as well.

Experience is the primary means by which players customize their characters. Each PC starts with a beginning pool of experience points that can be spent during character creation to train skills, improve characteristics, or acquire talents.

During each session of a Force and D estiny campaign, Player Characters re ceive additional experience, which can also be spent to improve their skills, talents, and characteristics. During character creation, no characteristic can be increased to higher than 5. During the course of play, no characteristic can be increased to higher than 6.

Characteristics may only be downloadd with experi ence points during character creation, not at any later time. During gameplay, characteristics can only be increased by acquiring specific high-tier talents.

For more on raising characteristics, see page The experi ence points used during character creation are the same currency as experience points received dur ing play. If a player chooses to spend fewer experi ence points than budgeted during character creation, those points carry over into the game, and the PC has more experience points to spend once the adventures begin.

More information on spending starting experi ence points can be found in Chapter II: Character Creation, on page Each skill has five ranks of training available.

A Player Character may have already acquired several ranks of skill training from his starting career and specializa tion for free. PCs may train additional skills and gain additional ranks during character creation. Regard less of any species or career bonuses, no skill can be raised higher than rank 2 during character creation. The cost for training skills falls into one of two cat egories: Training a career skill costs five times the value of the next high est rank.

Training a non-career skill costs five times the value of the next highest rank plus 5 additional. Players may download ranks in skills for their PCs during character creation or later during gameplay. A PC can download any talents for which he is eligible.

An eligible talent is any talent in the top row which cost 5 experience points each , or any talent that is directly connected to an alreadyacquired talent. The cost of a talent varies according to which. Similar talents may have different costs for different PCs, based on their specializations. Player Characters may download talents during char acter creation or later during gameplay. However, PCs may download additional specializations in order to gain access to a broader range of skills and talents.

There is no limit on the number of specializations a PC may possess. Acquiring a specialization allows a Player Charac ter to spend experience points in the new specializa tions talent tree, in addition to any he was able to access before. M ost specializations have one or more.

These skills now count as career skills for the PC. Player Characters can download specializations from any career. Purchas ing an additional specialization within a P C s career costs ten times the total number of specializations he would possess after adding this new specializa tion.

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downloading non-career specializations costs ten times the total number of specializations he would possess after adding this new specialization, plus an additional 10 experience.

Some of these attributes may change frequently over the course of play or may be modified by talents, equipment, or various special abilities. Defense determines how difficult a character is to hit in combat situations. Characters have both a ranged defense and a melee defense. A characters default value in both ranged defense and melee defense is zero.

If a characters defense value is listed simply as Defense and not specifically defined by separate ranged and melee values, then the same value is ap plied to both ranged and melee defense. A characters wound threshold represents how much physical damage he can withstand before he is knocked out. Wounds can be serious and lead to a Critical Injury. They can be treated with the Medicine skill, but it may take time to recover droids use M e chanics to repair wounds. A characters starting wound threshold is based on species and Brawn rating.

After this initial value is de termined, increases to Brawn rating do not increase a characters wound threshold; wound threshold im provements can then be acquired only by downloading the appropriate talent, such as Toughened. Defense is most commonly gained by wearing ar mor or by adopting a defensive position in combat, such as taking cover.

Some special talents may also increase one of a characters defense ratings. A characters soak value determines how much incom ing damage the PC can shrug off before taking real damage. The soak value is subtracted from any incom ing damage to the character. Any damage remaining after subtracting the soak value becomes wounds ap plied against the character's wound threshold.

A characters strain threshold represents how much stress a character can withstand before becoming stunned, dazed, or otherwise incapacitated. Strain represents psychological or mental damage to the character. Strain is more easily suffered than wounds, and can even be used as a resource by players to trig ger certain character abilities.

Thankfully, characters recover from strain more quickly than from wounds. A characters starting strain threshold is determined based upon species and Willpower rating. After this initial value is determined, increases to Willpower rat. A characters default soak value is equal to his Brawn rating. After this initial value is determined, in creases to Brawn rating do increase the character's soak value. Additional soak value bonuses are most often gained by wearing armor. Some talents may also increase a characters innate soak value.

Those Force-sensitives who hoped to survive had no choice but to remain hidden. Thus, in play, while some characters may attempt to recover lost information and embrace their connections to the Force, others may main tain that they have no such talents. Regardless of their beliefs, the inherent abilities of Force-sensi tives can draw unwanted attention.

Those who are strong in the Force become drawn to oppose the Galactic Empireeither out of a sense of convic tion or a drive for survival.

Almost any living being in the galaxy can manifest affinity for the Force. Before beginning the process of generating the numbers and selecting the gear for each character, players and the Game Master should discuss the core concept for the campaign and consider what might bring together the group of Force-sensitive Player Characters.

To create a character, each player needs access to this rulebook, a character sheet found at the end of this book , and a pencil. Players also need access to ten sided d 10 dice for rolling on certain charts.

Finally, a few sheets of note paper are not necessary, but might be helpful. Character generation uses a point-download system, meaning each player has a budget of experience points he can invest in different aspects of his char acter.

Selecting a characters species and career de termines the characters starting characteristics and skills, as well as the characters starting experience points. After those initial choices, players invest their experience points to improve starting charac teristics, acquire training in key skills, learn special talents, and even unlock additional talent trees.

The central core of the idea for the character, how ever, must come from the player. Each person partici pating in the game needs to start out with the seed of a concept for a character who can manipulate the Force and travel throughout the S ta r W ars galaxy. Perhaps the character is an old hermit, someone who was once a Jed i who fought in the defense of the galaxy, but has since gone into hiding and seen his skills dwindle with disuse.

O r the character might be a naive youth grow ing up on a homestead on the Outer Rim. He may not even realize the power that he can control, and the up coming adventures will be a chance for him to grow into a hero who might save the galaxy. At the earliest stages of character creation, the players and Came Master should have a detailed discussion about the types of characters to be cre ated.

If the GM has a specific campaign framework in mind, it could require the presence of specific types of skills or even focus on a limited subset of species. A campaign that takes place exclusively on the Core Worlds might have less need for the Survival skill, while one centered on the Galactic Civil W ar might focus more on combat skills than on skills related to diplomacy.Using Destiny Points narratively is a great way to keep all of the players involved and the story moving forward.

The Force for more on using Force dice. So here follows a table of crystals put side by side, normally a crystal takes up 2 weapon Hard Point slots; some do differ and it will be mentioned in their notes.

Nice roll. But this should be chosen as a later specialisation, rather than starting the game as a squad leader. Players may use several standard. At its core, Dungeon World is an attempt to blend old-school dungeon crawl aesthetics and feel with intuitive game design.

Diana is playing Kasuni, a Togruta Seeker. Each species has a default characteristic profile that re flects particular strengths and weaknesses. Includes the skill Calming Aura to weaken incoming Force attacks, with a couple Reflects and a Parry thrown in for good measure, giving it some use in battle as well.

ADALINE from Minneapolis
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