Star Wars: Apocalypse
Talk My Way Out of It
When you try to seduce, manipulate, bluff, fast-talk, or lie, tell them what you want, give them a reason, and roll . For NPCs, on a 10, they’ll go along with you, unless or until some fact or action betrays the reason you gave them. On a 7-9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first.
For PCs, on a 10+, both, on a 7-9, choose 1:
- If they do it, they mark experience.
- If they don’t, they’re acting under fire.
On a miss for either PCs or NPCs, expect the worst.
When you consult your training, roll . On a 10, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting, it’s on you to make it useful. The GM might ask, “How do you know this?” You can only consult your training on a particular situation once, unless that situation significantly changes.
Read a Person
When you read a person, roll . On a 10, hold 3. On a 7-9, hold 1. While you’re interacting with them, spend hold to ask questions, 1 for 1:
- Are you telling the truth?
- What are you really feeling?
- What do you intend to do?
- What do you wish I’d do?
- How can I get you to ____?
Read a Situation
When you read a situation, roll . On a 10, ask 3. On a 7-9, ask 1.
- What’s my best escape route/way past/way in?
- Who/what is most vulnerable to me?
- Who/what is the biggest threat here?
- What should I be on the lookout for?
- What’s my enemy’s true position?
- Who’s in control here?
- What happened here recently?
Aid or Hinder
When you aid or hinder another, roll +Hx. On a hit, they are raised or hindered, your choice. On a 7-9, you expose yourself to possible danger or retribution. Give the GM 1 hold over you.
Stretch Out With Your Feelings
Is it the Force? Psychic power? Lucky guessing? Once per game, you may roll to ask the universe what the best course is. On a 10, the MC will tell you. If you pursue that course, take +1 to your next roll in said pursuit. On a 7-9, the same applies, but the MC marks hold. On a 6-, the MC still marks hold and you get nothing. Also, expect things to get worse rather than better.
Bait a Trap
When you’re the bait, roll . On a 10, choose 2. On a 7–9, choose 1:
- You draw your prey all the way into the trap. Otherwise, they only approach.
- Your prey doesn’t suspect you. Otherwise, they’re wary and alert.
- You don’t expose yourself to extra risk. Otherwise, any harm your prey inflicts is +1.
On a miss, the GM chooses 1 for you.
When you’re the cat, roll . On a hit, you catch your prey out. On a 10, you’ve driven them first to a place of your choosing; say where. On a 7–9, you’ve had to follow them where they wanted to go; they say where. On a miss, your prey escapes you.
Escape a Hunter
When you’re the mouse, roll . On a 10, you escape clean and leave your hunter hunting. On a 7–9, your hunter catches you out, but only after you’ve led them to a place of your choosing; say where. On a miss, your hunter catches you out and the GM says where.
Turn the Tables
When it’s not certain whether you’re the cat or the mouse, roll . On a hit, you decide which you are. On a 10, you take +1forward as well. On a miss, you’re the mouse.
At the end of the session, go around the table. Each player names one character that now knows their character better. That character gains +1Hx to their character.