Tuesday, April 25, 2017

Star Wars: A 1974 Style Campaign - Part 1

With May approaching fast, my library is being very big into Star Wars, even I, the guy who hosts RPG games for teens at the library has gotten into the spirit of things with a planned Star Wars session or two. To make things easier, I decided to go back to a personal favorite that I've been using to run our fantasy games: 1974 Style. So, using that as a base and some nods from James Spahn's 'White Star' I present Star Wars: 1974 Style. This first part is all about classes.

Precis: This focuses on running Star Wars and other Science-Fantasy themed material using the 1974 Style system.


At the start of play characters select a class that they wish to play. Classes share some common features, which are the following:

HD: d6+2 per level
Attack Bonus: +1 per level
Skill Roll: +1 per level

Thus a 1st level Jedi has d6+2 hit points, +1 Attack, and +1 Skill roll.

The customization and abilities are sorted by the classes.


Brief: The Jedi are guardians of peace and justice in the galaxy- unless they get corrupted then they are tyrannical villains with skin conditions. They wield the mystical of the universe known as 'the Force'.


Saving Throw: 14 (-1 to Target Number after level 1 to a total of TN 4 at level 11)

Adjustments: +2 vs. Force Powers.

Armor Training: Light - Jedi rarely wear armor, preferring their faith in the Force to be their shield. They can at times don equipment such as Flight Suits which grant light armor.

Weapon Training: Lightsabers, Light, & Regular Weapons. Jedi tend to stick to Lightsabers and use little else, but they can gain training in Heavy weapons by spending their upgrade.

Jedi Training: At the start of play a Jedi begins with a Lightsaber (D: d10; R: Close, Thrown). They gain +1 on Acrobatics checks due to emphasis on maneuverability on the battlefield.

Lightsaber (1/day): A Jedi with their Lightsaber drawn gains +2 AC as this represents their ability to deflect blaster bolts or parry lightsabers attacking them. Once per day, Jedi can increase their AC by another +2 making a total of +4. Attackers that Roll a Natural 1 are counterattacked as the Jedi has either deflected a blaster bolt or has found a devastating opening which to attack the target with.

Jedi Powers: At the start of play a Jedi begins with two powers, each having a once per day use. Below are some samples, though the GM is encouraged to create more.

Influence Mind (1/day): A Jedi can influence the mind of a target with a hand gesture a single sentence, such as: "You don't need to see his identification...". Targets get a Saving Throw to avoid at a Disadvantage, unless the suggestion is something self-destructive in nature which will grant an Advantage to the target.

Force Leap (1/day): A Jedi can perform an act of acrobatics that astounds the on-looker. They either automatically make leaps or bounds or gain an Advantage to their Acrobatics check.

Telepathic Bond (1/day): A Jedi can form a receptive and projected telepathic bond with a target they are familiar with. Targets that are within sight can be formed automatically (subject may make a Saving Throw to resist). Subjects out of sight require a roll vs. a TN of at least 10. Jedi may have the Disadvantage depending on distance or conditions that impact the reception of the Force in the area.

Force Push (1/day): Jedi can move objects with their mind. The size and damage depend on level with the following chart as a guideline:

Object Size/Damage
1d6 – Light objects
1d8 – Moderate objects
1d10 – Heavy Objects
2d6 – Very Heavy Objects
3d6 - Super Objects
4d6 – Ridiculous Objects

Advancement: Every other level a Jedi should gain a new ability or add an extra per day use of one of their existing abilities at the Discretion of the Player/GM.


Brief: Throughout the galaxy, grand noble houses continue the endless waltz of political maneuver and intrigue. While most Nobles prefer the existence of soft warm idleness, there are some of those who prefer to seek to make a name through higher ideals, struggle, or adventure.


Save: Saving Throw: 15 (-1 to Target Number after level 1 to a total of TN 4 at level 12)

Saving Throw Adjustments: +2 vs. Enchantment

Armor Training: Light - Most Nobles do not wear a lot of armor. They can train overtime to wear Medium or Heavy armor at a step of 1 per upgrade level (every other level).

Weapon Training: Small, Regular - Nobles can gain training in Heavy weapons by spending an advancement point.

Diplomatic Training: Nobles have a permanent +1 to Diplomacy and Notice checks.

Resources (1/day): Nobles are have a secured line of credit, have the backing of rich friends, or have their own credits to toss around. A Noble can always make a d20+level check to use their resources in a timely manner to get what they want done. Disadvantage or penalties can be applied depending on how out of the way they are in the Galaxy (for instance, the Fringe planets don't care for Republic Credits). Once per day, the Noble can roll with the Advantage on a Resource check.

Inspire: A Noble can grant a +1 to various aspects to his party members. This can include: +1 Attack Bonus (Keep Fighting Men!) or +1 to AC (Keep your heads down!) or +1 to Skill Checks (Keep up the good work or... perhaps I could give you some advice). These bonuses do not stack with other nobles, so multiple nobles are advised to change up their bonuses.

Boon (1/day): Once per day, a Noble can inspire target ally to gain an extra action. This can include an extra attack or extra movement. The Noble cannot target themselves for this.

Advancement: Every other level a Noble can either add an extra use per day of his abilities, gain a new ability at the GM/Player's collaboration, or upgrade the armor they are proficient with.


Brief:  For every rule, bend it. For every deal, squeeze it. For every score, take a little more for yourself. That could be a credo that Scoundrel's live by. Scoundrels typically live by a code that helps them a little more than it helps others. This can include smugglers or bounty hunters who prefer a shot in the back over face-to-face confrontation.


Save: Saving Throw: 15 (-1 to Target Number after level 1 to a total of TN 4 at level 12)

Saving Throw Adjustments: +2 vs. Dodging based saves.

Armor Training: Light - Medium: Depends on the scoundrel. Some like to wear light, stealth meshed clothing that helps them sneak better. Others prefer medium blast armor when things get dicey. Scoundrels must train to use heavy armor effectively.

Weapon Training: Small & Regular - Scoundrels must train to use Heavy weapons effectively.

Training: At 1st level a Scoundrel chooses two skills they gain a +1 bonus to represent the kind of training they get into. This can include: Notice, Stealth, Lockpicking, Diplomacy, Acrobatics, Knowledge (Choose Subject), Sleight of Hand, Swimming, or Climbing. For instance, a true Rogue might begin play with training in Stealth and Lockpicking, meaning they gain a permanent +1 bonus to their d20+level rolls to accomplish this task.

Sneak Attack: A Scoundrel that makes a successful Stealth vs. Notice roll can make a Sneak Attack. This Attack is made with the Advantage and changes the damage dice from the standard dice to 2d6. Static bonuses, such as a +1 for an upgraded blaster are added to the 2d6 damage.

At 1st level, a Rogue can choose one of the following abilities. Every other level they can either add an extra use per day or gain a new ability. Below are a sample with the GM and Player encouraged to collaborate. They include:

Fast Talk (1/day): A Scoundrel such as this can use their diplomatic skills to fast talk out of a situation. They make a Diplomacy check vs. the Guard's Insight (typically d20+level vs. d20+level). The Fast Talk feat grants the Scoundrel the advantage on their roll.

Hacker (1/day): Gain the Advantage on d20+level checks involving Lockpicking and Knowledge (Computer) checks. Player must declare the talent in use before dice are rolled.

Rogue (1/day): Gain the Advantage on d20+level checks involving Stealth, Lockpicking, or Sleight of Hand checks. Player must declare the talent in use before dice are rolled.

Commander Cody - Yeah, he's a thing.

Brief: Soldiers are the backbone of the grand armies of the galaxy. Soldiers are often the most common front-line troops that one encounters on worlds. This class also includes characters such as pilots and certain kinds of bounty hunters.

Saving Throw: 14 (-1 to Target Number after level 1 to a total of TN 4 at level 11)

Saving Throw Adjustments: +2 vs. Fortitude based saves, such as poison or disease.

Armor Training: Light - Heavy: Soldiers can wear any armor they so desire. Heavier armor slows them down, but protects them. Lighter armor is not as protective, but let's them move freely.

Weapon Training: Small, Regular, & Heavy - Soldiers are dangerous with weapons ranging from stone knives to blaster rifles.

Survivalist: Gain +1 to Survival, Swim, and Climbing rolls. All soldier types have spent some time in the field and know a little bit about surviving hostile worlds.

Combatant: Against 1HD or less, a Soldier can attack multiple opponents beyond their initial target up to their level. Example: A 1st level soldier against 1HD foes can attack 2 (the initial target and 1 target due to level).

At 1st level Soldiers gain one of the following and every other level they can add an extra use per day or gain a new ability with GM and Player collaboration.

Sniper (1/day): Gain +1 when using Ranged weapons. Once per day a Sniper can gain the Advantage on a ranged attack. This Advantage can be used to counter the Disadvantage for shooting at long range. Player must declare talent before die are rolled.

Medic (1/day): Gain +1 when making Healing checks. These checks heal a target 1d6 hit points. Once per day, a Medic can perform emergency medical treatment that restores 1d10 damage up to the character's maximum level.

Demolitions (1/day): Gain +1 when using Grenade weapons. Once per day a Demoman can add an extra d6 to grenade damage.

Martial Artist (1/day): Gain +1 when using Melee to Unarmed attacks. Once per day, they make an attack that upgrades their damage die by 1 step. Example - Humans have a d4 unarmed attack. When they use their Martial Artist power they increase their damage die to d6 damage. Static bonuses, if any, are added to this damage.

Sample Equipment

Armor is divided into three categories and is presented by the table below:

Street Clothes, Robes
Flight Suit, Survival Suit
Blast Vests, Stormtrooper Armor
Power Suits
Energy Shield

Weapons are listed below

Knives, Clubs, Fists, Slings
Swords, Blaster Pistols, Slugthrower Pistols, Bows
Halberds, Blaster Rifles, Slugthrower Rifles, Crossbows
Blaster Cannons, Grenades, Thermal Detonators
2d6 / 3d6 / 4d6

Weapon Notes

-Blasters have ROF 2. Meaning against the initial target, a Blaster can be fired twice compared to other weapons.

-Vibro versions of weapons exist. They add +1 or +2 depending on the quality of the blade and vibration. Thus a Knife deals d4, a Vibro-knife deals 1d4+1, a Mandalorian Steel Vibro-Knife deals 1d4+2.

Links of Note

1974 Style - The Core Game

White Star - A White Box RPG by James Spahn. A great RPG in it's own right for fans of White Box style gaming. It was also a great inspiration for writing these notes.

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