In a galaxy where effectively all physically-possible technologies have been invented by someone at least once, and having access to that technology is just a matter of having the resources to pay for it, financial power is arguably the most important attribute a person can have.
That said, it is important to note that Wealth rating is very much an abstraction designed to minimize accounting mechanics. To that effect, there is a great deal of handwaving at work. The stat is there to basically set a gauge as to how affluent a character is and therefore quickly answer questions like “How nice of a spaceport is this” or “Can I afford some Mandalorian armor?”
A character's Wealth rating is on a scale of 0 to 5.
Rating | Description | Examples of purchasing power |
---|---|---|
0 | Dirt poor | None! You have to beg, steal, or hunt to even eat. |
1 | Impoverished | Bad food, questionable shelter, no transportation. You made your own knife. |
2 | Stable | Sufficiently fed, clothed, and housed. You might have a landspeeder and a decent blaster. |
3 | Well-off | It's not fancy, but you have your own starship and a droid to maintain it. |
4 | Rich | You have custom-fitting armor, and your ship has a full crew so you never have to lift a finger. Your home is a palace. |
5 | Extravagant | You own a moon, and have enough resources to almost qualify as a small kingdom. |
A character with Wealth rating X can own up to X items from the Gear section with Cost equal to or lesser than X. That is to say: a Wealth 2 character can own a blaster of Cost 2 and a landspeeder of Cost 2, but those are the only two items of significance that character can afford at the time.
An item can be sold and traded in for a different item of equal value and same type (i.e.: a spaceship for a spaceship, not a vibrosword for a spaceship, even if they have the same Cost), if it is available in game. Additional items beyond a character's Wealth rating can be earned/found/looted during gameplay and do not count towards the character's inherent Wealth rating. Items lost during the course of gameplay can be replaced without fuss, at the appropriate Cost level, provided they are available.
Example: Bob has Wealth 1 and is proud to own a Cost 1 slugthrower handgun. He kills a Rodian bounty hunter with a lucky shot and takes the greenskin's fancy Cost 3 blaster. Good for Bob! Later, though, a Bothan slips into Bob's seedy apartment and steals both of his weapons. When Bob wakes up the next day, he can easily replace the slugthrower through a secondhand dealer (that's his 1 item of Cost 1), but that looted blaster is now gone.
The idea is that your character has a certain number and quality of items which are treated as semi-permanent fixtures to the character (think Relics in Scion) and anything else you might pick up along the way is effectively easy-come-easy-go material.
Legend represents how epic a character is. “Extras” (aka “minions” or “cannon fodder”) possess a Legend rating of 0. Player characters start with a Legend rating of 1.
Legend points are calculated by squaring the character's Legend rating.
Legend Rating | Legend Points |
---|---|
0 | 0 |
1 | 1 |
2 | 4 |
3 | 9 |
4 | 16 |
5 | 25 |
6 | 36 |
7 | 49 |
8 | 64 |
9 | 81 |
10 | 100 |
Spending one Legend Point will allow any character to:
Legend Points are also spent to power various Force abilities, as defined in each ability's writeup.
A Stunt is defined as the player's flavorful description of exactly how their character is attempting something that results in a die roll. An example would be saying “I draw my blaster, fire it once, then spin in place as I draw my second blaster and fire it.” This is a preferable narrative over “I shoot twice,” so is rewarded.
The level of reward is strictly up to the Gamemaster's arbitration. Any attempt at a Stunt is worth +1 die to the roll and the recovery of 1 Legend Point (which occurs after the die roll itself). A Stunt that particularly impresses the Gamemaster may be worth +2 dice and +2 Legend Points. A Stunt that is extremely impressive might be worth the maximum of +3 dice and +3 Legend Points.
Any Legend Points recovered which would exceed the character's normal Legend Point cap are discarded.
A successful attempt at fulfilling one of a character's Natures recovers 1 spent Legend Point. It is the player's responsibility to announce when a Nature has been satisfied. The point is awarded after the action is complete and successful. If an action fulfills multiple Natures, only one Legend Point is rewarded.
Note that this usually makes it a decent investment to spend a LP on an action that you suspect will fulfill one of your Natures to insure that it will be successful, as the point will be then recovered immediately afterwards.
Enhanced Attributes are treated as autosuccesses with regards to rolls with their associated Attribute. These autosuccesses are at a 1:1 ratio (unlike the Fibonacci progression in Scion).
For instance – a character with Strength: 3, Enhanced Strength: 2, and Athletics: 4 would be rolling 7 dice on an Athletics test, then adding in 2 autosuccesses to the result.
Some derived statistics add Enhanced Attributes directly into their formula. An example would be that Enhanced Dexterity adds directly into the Physical DV of a character.
Skills are rolled in conjunction with specific Attributes.