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  1. Notes

Into the Stars

Rules

The following is an (even more!) rules-lite approach to Star Wars, based on Into the Odd.

Character Creation

Roll a 3d6 for each Ability Score.

  • STRENGTH — fortitude and physical prowess.
  • DEXTERITY — sneaking, athletics, and reflexes.
  • WILLPOWER — self-discipline and magic.

In addition, roll 3d6 as your Extra Roll. You may then swap any two of your rolls once. You then gain your Extra Roll in Credits x10.

An Ability Score of 10 is the human average.

Roll d6 for your Hit Points, a measure of how safe you are from taking life-threatening Critical Damage. More HP means the character is safer.

Features

  • Assassin: Your Enhanced attacks against unaware or helpless opponents bypass HP.
  • Berserker: Roll twice for HP, take the better result. After taking first Damage in combat, increase your melee weapon Damage dice by one and gain Advantage on subsequent Saves against Critical Damage till the combat ends.
  • Brawler: Roll twice for HP and take the better result. While not wearing any armour, your Armour score is 1. Gain bonus d4 unarmed Damage die.
  • Commander: Once per combat, issue a command to one ally to Enhance their attack this round or to restore d6hp to them. The command does not count as your action.
  • Duelist: Roll twice for HP and take the better result. Once per combat, until it ends, you can concentrate on fighting a single adjacent opponent, Enhancing your melee attacks against them and Impairing their melee attacks against anyone but you. All other enemies’ attacks against you are Enhanced.
  • Healer: Gain Healing Supplies. While resting, consume the Healing Supplies to restore d6 Ability Score Loss to an ally or yourself, or take a 4-in-6 chance to subdue some other ailment.
  • Force-Sensitive: You can spend 3 points to spend on Force Powers. A Force Power cost is equal to its level.
  • Sharpshooter: After a ranged attack, gain bonus weapon Damage die with this weapon on the same target until you attack another target or the combat ends.
  • Swashbuckler: Roll twice for HP and take the better result. While attacking, you can hit a second target, rolling your weapon Damage dice without any bonus dice.
  • Tactician: Roll twice for HP and take the better result. When performing an attack, you may add a Manoeuvre to it (push, trip, disarm, grapple for their next turn, etc.) The attack is carried out as usual, and the opponent must make a Save to avoid an additional effect described by you.
  • Warrior: Roll twice for HP and take the better result. Gain bonus d4 weapon Damage die.

Equipment

TypeCostExamplesTags
Crude Weapons10 CQuarterstaff, DLT-19d6, Bulky
Hand Weapons100 CDagger, DH-17d6
Field Weapons500 CA280Bulky, d8
Noble Weapons1000 CVibrosword, DL-44d8
Power Weapons1500 CIQA-11, Vibro-AxBulky, d10
Exotic Weapons2000 CLightsaberd10, Counter(3)
Shock Weapons500 CCR-2Bulky, Blast, d6
Support Weapons1000 CA280-CBulky, Blast, d8
Heavy Weapons1500 CE-Webd12, stationary
Grenade200 CThermal DetonatorBlast, d6

Armour

  • Light Armour: 1 AP, 100 C
  • Crude: 1 AP, Bulky, 50 C
  • Combat Armour: 2 AP, Bulky, 1000 C

Properties

  • BLAST DAMAGE: Attacks marked with BLAST affect all targets in the appropriate area, rolling separately for each target. They range from explosive or automatic weapons to giant sweeping limbs. If in doubt as to how many targets can be affected, roll the weapon’s die.
  • BULKY Items: Generally, items that need two hands to carry, or are otherwise awkward, count as BULKY. Anyone carrying more than two BULKY items is reduced to 0HP.
  • Counter X: DAMAGE rolls of X or less against you are bounced back against your attacker.

Playing The Game

Saves

Roll d20 equal or under the appropriate Ability Score to succeed. 1 is always a success and 20 is always a failure.

Advantage and Disadvantage

Whenever someone has increased or decreased odds of succeeding on a Save, the Referee may give them Advantage or Disadvantage. Roll twice and take the better or worse of the two rolls respectively. Advantage and Disadvantage cancel each other out.

Taking your Turn

In a combat situation, the Referee decides which side acts first. When this is unclear, player characters must pass DEX Saves to be able to act before their opponents. After such initial turn, all player characters act together as usual. On their turn, characters can generally move (or change items they are holding instead) and then carry out one action. All characters declare their intentions and after that the dice are rolled.

Attacking

Roll your weapon’s Damage die, or for both weapons if wielding two, along with any bonus Damage dice you have. The highest single roll is identified, and the attack causes this much damage. Ranged weapons cannot be used while engaged in melee combat.

Being Attacked

When attacked, you can choose to:

  • Counter-attack. The attacker takes damage, reduced by their Armor. To counter-attack a ranged attack, you need a ranged weapon.
  • Dodge. Make a DEX Save to avoid all damage.

Ganging Up

When multiple attackers target an individual, they roll together and keep the highest result, plus 1 point of Damage for each additional attacker, up to +5. Once the attack has been resolved, the target cannot be attacked again until their next turn.

When some of these attacks directly target Ability Scores, they are grouped together by Ability Score targeted and resolved by the same Ganging Up rule, separately from normal attacks.

Impaired and Enhanced Attacks

Attacks that are Impaired, such as firing through cover or a resistant target, roll d4 Damage regardless of weapon, no bonus Damage dice allowed.

Attacks that are Enhanced by a risky stunt or a vulnerable target gain bonus d12 Damage die. Enhancement and Impairment negate each other.

Maneuvers

Instead of making a normal attack, you may spend your turn trying to carry out another maneuver, such as knocking an opponent down, snatching an item or fleeing. In these cases, the side most at risk makes a Save to avoid consequences.

Armour

Armour subtracts its score from the result of any Damage rolls against the wearer. If the Damage bypasses HP, it is still affected by target’s Armour unless stated otherwise. Total Armour score for a creature cannot exceed 3.

Damage

When taking damage, you lose that many Hit Points. If you have any HP left, then the attack was mostly avoided or only a minor wound was inflicted. When you run out of HP, any remaining Damage is removed from your STR score. Now you must pass a STR Save to avoid Critical Damage. 

Blast Damage

Blast attacks affect all targets in the appropriate area, rolling once for each target. If unsure how many targets are affected, roll Damage die.

Critical Damage

Characters that take Critical Damage are unable to take further action until they are tended to by an ally and have a Rest. If they are left untended to for an hour, they die.

Ability Score Loss

The character dies at STR 0. At DEX 0 or WIL 0 the character is paralyzed or catatonic respectively, cannot act until Healing, and must be carried to safety.

Death

When a character dies, the player creates a new character and the Referee finds a way to have them join the group as soon as possible. Alternatively, the player may take control of a Hireling or Apprentice.

Morale

The leader of a group must pass a WIL Save to avoid their group being routed when they lose half of their total numbers. Lone combatants must pass this Save when they are reduced to 0hp. This applies to opponents and allies but not player characters. Mindless or fearless opponents are exempt as well.

Retreat

Fleeing to safety under pursuit requires a DEX Save and somewhere to run to.

Rest

A few minutes of rest and a swig of water recovers all of character’s lost Hit Points. Resting may waste time or attract danger. Resting might be prohibited due to harsh weather, hostile environment, lack of rations, etc.

Healing

Ability Score Loss and other serious ailments require the aid of an Expert service or technology to recover. 

Assumed Ability Scores

Any Ability Score not listed is treated as 10.

Reaction

When a reaction to a character is uncertain, pass a WIL Save to avoid a negative reaction.

CONDITIONS

  • Blinded creatures may require a DEX Save to carry out actions that rely on sight, their attacks are Impaired, and DEX Saves from external threats are rolled at Disadvantage.
  • Hidden creature’s attacks are Enhanced, but any attack or other similar action unveils the attacker.
  • Invisible creature’s attacks are Enhanced, attacks targeted at invisible creatures are Impaired.
  • Stunned creatures cannot perform actions on their turn and have disadvantage on DEX Saves; attacks targeted at them are Enhanced.
  • Unconscious creatures are reduced to 0hp