The adventure continues with our heroes racing through the streets towards the docking bay…

Encounter 6: All aboard

Option B: The docking bay is guarded by stormtrooper squads (2 of them with three troopers each) instead of security droids. Trex is alerted and has taken up a defensive position inside the docking bay. A wins 7 to 2, by the book.

-As we race towards bay Aurek I use my last stimpack on myself to recover from the blaster burn I suffered during the stormtrooper encounter (regain 4 hp, back at 5). Oskara uses one of her stimpacks as well, since she still has pain (regain 4 hp, back at 7, one stimpack left).

-The large circular structure ahead has a giant letter aurek stenciled onto the building’s side. It’s the landing bay! The bay doors are open and I can see the YT-1300 transport inside. The loading ramp is lowered and guarded by two security droids. Two more security droids stand guard at the entrance to the bay.

-I signal Oskara to halt, we take cover in a doorway and watch the bay for a few moments, thinking about a plan to get in.

Out of character remarks:

At this point in the adventure it becomes apparent that the adventure is actually not well thought out if you read the options given for the PCs in the book. I mean Mos Shuuta is probably not a very big city with only two landing bays. Teemo is the Hutt crime lord that runs the place and has his residence there, meaning he will have eyes and ears on the streets and knows what is going on. The characters have all worked for Teemo in the past and for a while, so their faces are probably familiar to Teemo’s men and even if not, after they decided to leave his services he will have put the word out to look for them, as implied by encounter one and two.

So, so far the characters have killed or seriously injured a few of Teemo’s Gamorreans, then they (apparently) robbed a junk dealer using force and killed a total of six stormtroopers, that were also looking for them. The starport control encounter also had the option for using force. At this point one would expect the heroes’s faces plastered all over the place on holo broadcasts etc.

Even if the security droids are “neutral” starport guards and not Teemo’s droids I would expect them to be updated with the newest local wanted lists, including pictures. So in my book, walking up to the droids and making some kind of story should have no chance of success whatsoever and the droids should immediately recognize the heroes as the current most wanted criminals.

Then again, it could be that it all happens so fast that the local security can’t keep up with all the events.

However, I do know that the adventure is primarily designed to ease new players and GMs into roleplaying and teach the mechanics, so it certainly does a good job at that.

Now back to the game…

-“As I see it, we have only two options: Fight our way in or try to find a different entrance. Since we don’t have anything to lose I suggest we scout out the area first, the fighting does not run away.”

-Oskara agrees. We decide that I will cover her from here while she takes a quiet look around.

-Stealth check (Body) vs. the droid’s Mind of 2: 5, 4, 2 vs. 5, 2, draw, roll off: Oskara 1 vs. Droids 5, fail.

-Time for some stats: Security Droid: B: 2, M: 2, C: 1, HP 2, Damage 1 (built in blaster pistol)

-Determine initiative: Pash 5, 4, 3, 1, pass; Oskara 4, 2, 1, pass, so Pash, Oskara, Droids

-Round 1:

-The security droids have noticed Oskara and move to intercept. I fire at the nearby droid: 3, 1, a miss, damn!

-Oskara is alerted by the shooting and turns to fire as well: 6, 2, 1, 1, a hit, 2 damage, one droid goes down.

-One droid goes down as the second one fires at Oskara: 3, 3, miss, the shots go wide. The droids from inside the bay move outside to assist (move) and also fire at her (action): 6, 1, a hit and 3, 2, a miss (difficulty is 4 since target is nearby). Oskara takes one damage and is at 6 hp.

-Oskara manages to dodge the last split second, the bolt grazes her armor.

-Round 2:

-I fire at the closest droid: 4, 1, hit, 1 damage, one droid at 1 hp.

-Oskara shoots a different droid: 4, 3, 2, 2, a hit, 2 damage, droid goes down.

-Two droids are still standing. One of them turns to fire at me: 4, 1, a hit, 1 damage, Pash at 4 hitpoints. The shot grazes my jacket and leaves a burn mark. The other one fires at Oskara: 6, 4, hit, 1 damage, Oskara at 5 hp.

-Round 3:

-I fire at the droid that I hit before: 4, 3, hit, 1 damage, droid goes down. I hit it square in it’s metal chest and it goes down. I then race towards the loading ramp of the freighter inside the bay.

-Oskara shoots the last remaining droid: 6, 6, 4, 3, hit, 2 damage, droid down. The last droid goes down and she races to join me.

-I reach the loading ramp but come to a sudden stop as a blaster bolt hits the ground in front of me. At the upper end of the ramp is a tough looking Trandoshan, armed with a blaster rifle and wearing battle armor. It’s Trex! (Stats: B: 3, M: 2, C: 1, HP: 7, Damage 2 (ranged/melee), Cliches: ruthless slaver, cruel bounty hunter

-Round 4:

-I duck behind a loading ramp strut and fire at Trex who is nearby: 4, 4, hit, 1 damage, Trex at 6 hp.

-Oskara takes up position behind the other strut (move) and fires: 6, 3, 2, 1, hit, 2 damage, Trex at 4 hp.

-Trex moves to engage us in melee combat (move) and attacks me with his vicious claws. However, I manage to sidestep, use the strut for leverage and swing around it to kick him in the side! Trex failed the check so he took damage, he is down to 3.

-Round 5:

-I have no intention of fighting this Trandoshan in melee so I try to disengage and withdraw up the ramp (1d6: 5, odd, failure). However, he grabs me and drags me back down. I try to shoot him at point blank range (difficulty 6): 2, 4, miss.

-Oskara tries to get a shot in as well (difficulty 6 as well since engaged): 4, 3, 3, 1, miss.

-Trex continues to slash at me with his claws. He wins with 9 (Rule of 6) vs. 4. I take 2 damage (down to 2).

-Round 6:

-I am desperate and try again to get away (move, 3, failure). As that fails I try to shoot him: 5, 2, a miss.

-Oskara tries to withdraw up the ramp (move, 1, failure) but he can keep both of us in the infight. Oskara tries to bring her rifle to bear: 6, 5, 2, 1, a hit!, 2 damage, Trex at 1 hp.

-Trex slashes at me: He fails and takes damage and goes down!

-I block his blow and kick him off the loading ramp. He lands on his back and stays down.

-Quick! Into the ship. Let’s get out of here…

Continuing my playthrough of the Beginner Box adventure I present encounter 5, in which our intrepid heroes fight off two squads of imperial stormtroopers. I was very pleased with the combat rules in action.

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The adventure continues as the heroes try to gain access to starport control in order to release the docking clamps that hold the ship in place…

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The adventure continues with the intrepid heroes leaving the cantina and heading for the junk shop to aquire a spare part needed to repair the hyperdrive of the ship they eventually plan to steal. However, you have to put up with handwritten notes again.

Encounter 3: The junk shop

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I really like the quick and elegant so1um rules created by Matt Jackson so I tinkered with them a little and did some brainstorming for a slightly more complex but not necessarily more complicated variant. Even though it is little more than mental notes at the moment I decided to try a few concepts playing through the published adventure that came with the Edge of the Empire Beginner Game. I never played it, so I decided to go ahead and try it out, using the Miso RPG along with the GM apprentice deck to keep a little surprise for the solo player.

So here are the first two encounters:

Characters:

Pash – Human smuggler: Body 1, Mind 3, Charm 2, Hitpoints 5, Damage 1, Cliche: Lucky Smuggler

Oskara – Twi’lek bounty hunter: Body 3, Mind 2, Charm 1, Hitpoints 7, Damage 2, Cliche: Efficient Bounty Hunter

Setup:

The heroes are racing through the streets of Mos Shuuta on the desert planet Tatooine. They are on the run from a group of thugs in the employ of Teemo the Hutt, a local crime boss. They have decided to resign their service with Teemo’s organisation without asking him for permission, so they need to make a quick getaway. Unfortunately, the only way out of Mos Shuuta is by starship, which the heroes need to aquire somehow…

During the adventure I will document the events through the eyes of the smuggler Pash.

I will also use the technique of rewriting the adventure on the fly using the Miso RPG approach to retain some element of surprise for the solo player:

The scenario outlined in the published adventure will always be option A with a d10 assigned for odds and I will come up with a slightly different scenario that fits the context which will always be option B with a d6 assigned for odds.

When the encounter starts, I will roll off the options, higher roll wins, to see what is going on. If I need some sort of GM emulation or oracle I will use the GM apprentice card deck as randomizer.

Check it out here:

http://www.drivethrurpg.com/product/125685/The-GameMasters-Apprentice-Base-Deck?term=gm+apprentice&test_epoch=0

And the Miso RPG here:

http://dieheart.net/miso-v1/

Encounter 1: On the run

Option B: The patrons in the bar work for Teemo and have been warned by Teemo’s thugs by comlink that we are coming, since the Gamorreans have spotted us heading for the cantina. A wins 9 to 1, so it goes by the book.

-As we race through the sandy streets of this rathole of a spaceport I spot a cantina ahead. “Quick Oskara…in there! Maybe this place has a backdoor to slip away unnoticed.” We head for the entrance.

-The air inside the room is cool, a few patrons are in the room and most of them including the bartender stare at us. In the back, behind a dancing stage, I spot a doorway and point at it: “That’s our exit!”

-We race for the exit, the stage is occupied by a Twi’lek dancing girl. I try to convice her to let us pass and get backstage. Charm (2) vs. difficulty of 3 (easy, since that is what the adventure suggests and because I have a fellow Twi’lek with me): 6, 3, success.

-The dancing girl nods and moves aside: “Quick, in here, I try to distract whoever is coming for you.”

-Only moments after we slip through the door the Gamorreans arrive, look around, squeak at each other and then turn to leave. The perfect moment to strike has come…

Encounter 2: A gang of Gamorreans

Option B: The Gamorreans are not only armed with melee weapons but also with blasters and a few of the patrons take side for them, since they fear Teemo. A wins 7 to 2, so by the book again.

-We can surprise them. I take aim with my blaster pistol, Oskara with her blaster carbine. “On my mark…the one that is closer…” I whisper.

-Time for some stats: Gamorrean thugs: B: 3, M: 1, C: 1, HP: 3 each, steel club (melee, damage 2)

-A ranged attack against a target that is nearby, Body + cliche vs. 4: Pash 6, 2, hit; Oskara 1, 5, 4, 3, hit. Our two blaster bolts strike the closest Gamorrean. He goes down, he never knew what hit him.

-Does the remaining Gamorrean press the attack? (even odds, GM apprentice draw) No, he decides to flee. He sprints out of the cantina.

-I try to get one last shot in, I want to wound him and aim for his leg (called shot, difficulty 6: 4, 3, miss). My shot goes wide. “Quick Oskara, don’t let him get away!”

-She shoots: 3, 3, 5, 5, miss. Her shots miss by only a hair but the Gamorrean gets away.

-We shouldn’t stick around to long, let’s get out of here.

-As we hop off stage the bartender signals for us: “If I were you I would get the hell out of Mos Shuuta now. To bad that the only ship in town at the moment is owned by a Trandoshan named Trex who is in the employ of Teemo. It is also unfortunate that the ship has a broken hyperdrive. Anyhow, it is in bay Aurek right now, I don’t know for how long. Now get out of my cantina!”

 

To be continued…

While browsing through Drivethrurpg.com, looking for some more quick start rules to try out I stumbled upon a nice little game called The Basic Hack. You can check it out here:

http://www.drivethrurpg.com/product/200340/The-Basic-Hack

It was written by Nathan J. Hill.

It uses some interesting mechanics and I figured it couldn’t hurt to try it out. Character generation is quick and straightforward and I was playing within a few minutes. Even though I died quickly I still enjoy the system and I will use it again.

So here is my actual play of my short adventure:

Character:

Vincent de Vega: Cunning human rogue, swashbuckler, gambler and disinherited son of a minor noble house.

Str 10, Dex 14, Con 6, Int 9, Wis 7, Cha 10, HP 11 (includes 3 armor points, leather armor)

-Advantage when trying to sneak, disarm traps and open locks.

Gear:
leather armor (3 armor points), 3x dagger (1d4 damage, finesse weapon, close/nearby), rapier (1d6 damage, finesse weapon, close), adventurer’s pack (backpack, bedroll, 5 torches, 5 rations, flint and steel, waterskin, skinning knife, fishook and line, crowbar, rope and grappling hook)

Gold: see notes

Rations: see notes

Setting:
The Nentir Vale

Quest:

-Vincent de Vega is hired by a broken and desperate father who has lost his only daughter to a group of Gruumsh cultists that used her in a ritual sacrafice. The old man, a respected craftsman in Fallcrest, has cobbled together all his savings and offers 100 gold pieces for wiping out the cultist group.

-According to rumors, they have their hideout in the woods between the Old Hills and the Gray Downs.

-Vincent has accepted the quest out of sympathy for the old man and because he feels sorry for his loss.

Fallcrest:

-I try to gather some information about this cultist group. Maybe somebody on the streets has heard something and talks. Charisma test: 7, success. A fallen cleric who was expelled from the church has sympathy for my cause and shares some information: The group is run by an old aquaintance of him who has turned to evil. He tells me of a small descecrated shrine and makes a sketch on a piece of parchement to guide me there. It is located deep within the woods.

-I try to convince the cleric to accompany me, telling him that he doesn’t need to be part of a church to do good. Charisma check: 14, fail.

-The cleric declines.

-On foot I will need a little more than a day to get there.

-I spend one night in a nice tavern, rent a fine room, enjoy a big dinner and do some gambling. What is the most amount of money they are willing to bet? 1d6 gold pieces. 1 gp. That is not really worth the trouble so I don’t try to cheat. Determine winner: roll of 11+ on 1d20: 11, success. I win (add 1 gp, now 11).

-The next morning I pay the bill of 3 gp (8 left), pack my things and leave Fallcrest through the north gate.

The Wilderness:

-Do I encounter anything in the wilderness? Three encounter checks, morning, midday and evening, each with 2 in 6 chance: One encounter in the evening.

-Use Adventuresmith app to create encounter: A dead animal with a group of gnolls around it (5 gnolls).

-I don’t intend to fight them, so I try to sneak around: Dex check with advantage: 4, success. Silent and agile as a cat I circle around the gnolls unseen, who seem to feast on a dead deer.

-It is already dark and I don’t want to enter the woods in the dark. I get some more distance between me and the gnolls and make camp at the edge of the forest and eat a ration (4 left).

-Wisdom check (survival) to see if I was able to set up camp somewhat hidden: 17, fail. Do I encounter something during the night? 50%: Yes!

-Encounter: Story cubes: Snake and backpack.

-A large constrictor snake slithers out of the woods into my camp and wants to crush me. Do I wake up? Wisdom check: 8, fail.

-I wake up because of some intense pain that rips me out of my sleep. A giant snake has wrapped itself around me! (Disadvantage in combat)

-Constrictor snake: HP 8, Dmg 1d6

-I try to grab my dagger, which is difficult because the snake tries to crush me! Dex check with Disadvantage: 8, 19, pick 19, fail.

-The snake tightens it’s grip. I try to resist (Str check, no Disadvantage): 7, success. I grit my teeth and push against the snake. Maybe I can get out my dagger now (Dex with Disadvantage): 6, 7, pick 7, success. I get hold of my dagger and drive it into the snake’s body. 1 Damage, 7 left.

-I don’t get a good thrust in as the snake constricts again…Str check, 20, critical failure, double damage, 5 damage total, 6 hp left.

-I feel some of my rips crush. I gather all my resolve and drive my dagger into the snake again (3 damage, 4 hp left).

-I am able to resist the deadly grip some more but I can’t get out. The snake constricts again, pressing the air out of my lungs. It is getting dark…(2 damage, I have 4 hp left).

-I try one more time, without luck…

-I pass out as the snake constricts once more (6 damage, -2 hp, dead). Suddenly, there is no more pain…

A member of the G+ Lone Wolf Roleplaying community whipped up a nice little rules-light solo system called so1um. You can get the latest version here:

https://drive.google.com/file/d/0BxNLRuUwmjklNUo0YzZ0ZllEWnc/view

Credits go to Matt Jackson for creating it and sharing it with the community.

Unfortunately I have to bother you with hand written notes again, since I played on the train and during small stolen moments of time during which jotting down a few notes is just faster than firing up the laptop. So I hope you are familiar with my messy handwriting by now. If you can’t read it, try saving the pictures on your machine and zooming in.

 

so1um-1so1um-2so1um-3

Dear readers,

a member of the G+ Lone Wolf Roleplaying asked me to write a short summary of the final session that ended Cane Selcam’s mission.

I know my handwriting is hard to read so I will gladly comply:

After the encounter with the aggressive birds Cane set-up camp within the forest and decided to rest.

At this point it was time to determine what the installation actually was so that I had an idea about what to expect as the story progresses. So I whipped up a quick table with six possibilities and rolled. The result: The installation was a deep space scanning post, it didn’t have surface to air defenses and no TIE-fighter launch facilities but a landing pad on the roof of the compound. It’s surrounding defenses consisted of regular speeder bike patrols with scout troopers (all determined randomly).

While making camp Cane was attacked by a boarlike creature that was protecting it’s territory (random encounter). He managed to defeat it but suffered a minor wound.

After sundown the next day Cane moved closer and observed the base from all sides, took pictures and noted troop movements. The base had four large sensor dishes and a small building with a landing pad on the roof. All the time he had to avoid several patrols which he did thanks to some good rolls, his high level, skill and camo poncho.

After the recon was done he withdrew and headed for the pick up point, which was a three day march.

During the march I made random encounter checks. On the third day, shorty before Cane reached the pick up point, he encountered a small group of native savage-looking centaur-like horsepeople. They had long braided hear and muscular tatooed bodies. Cane decided it was not a good idea to stick around and managed to hide once again.

Since he had to wait at the pick-up coordinates for a while (I didn’t track the exact number of days but I figured the mission so far took about 12 days or so: 4 days march to the installation, 3 days march to the pick up point, and around 5 days resting and scouting) he set-up a more permanent camp and waited. I make one final encounter check and the check indicated an encounter. Cane encountered another group of native horsepeople, obviously on a war path. He heard the sound of war drums and a group of armed and tatooed horsepeople marched directly towards his camp. He managed to move his camp out of the way just in time and followed the group, who met the other group on a battlefield and it appeared to be some sort of clan feud. Cane decided to stay out of it and returned to the pick-up site.

Staying true to my principle “always give yourself a chance to fail” I made a final check, however with a 90% success chance, to see if the alliance would pick me up and they did.

Because of the weak defenses and the small troop contingent, the alliance decided to raid the base for information, technology and supplies after the mission debriefing.

Dear readers, I have to be hard on your eyes again. I went to visit my parents in Berlin, Germany and had time for solo role-playing during the five hour train ride from Cologne, Germany to Berlin.

Even though I have my laptop with me I decided on an old school approach and used a classic notepad, a pen and my android phone with a dice rolling app and the app called Tales of Mobile Entertainment or Tome, which is basically the Mythic GME with some extra functions for Android devices. I didn’t want to clutter my seat and table to much and I like this method of documentation as well.

So here is the final session of Cane’s mission. Oh, I also converted him to the ruleset I whipped up to test that as well and managed to advance to level 3 (I figured the advancement that he already had put him at level 2). However, a bonus of +5 with skill and equipment (camo clothing) is pretty high. Pretty hard to fail completely. But that’s alright since the original rules that I used state that you can’t fail if you have a skill. My rules make it hard to fail but not impossible, if you have a skill.

So here is the final session of Cane Selcam’s mission:

cane-mission-1cane-mission-2cane-mission-3cane-mission-4cane-mission-5

Just some random thoughts about a simple solo rpg ruleset inspired by the Apocalypse World engine of 2d6+modifiers and the Four Against Darkness (4AD) method of basing everything on your level as a single stat.

I got the idea to throw these two together after reading a review of 4AD and because I am testing AW at the moment and really like the task resolution.

So, here goes nothing:

Character creation:

  1. Pick a name, race and concept. This is mainly to give yourself or others a mental image and an idea of your character. It as no rules effect. You start at level 1. The maximum character level is level 5.
  2. Pick three skills from a list of skills appropriate to the setting and provided by your GM. Skills are the main element by which characters are defined and different from each other. There are no classes. A skill gives a +1 bonus to relevant task resolution rolls. If you advance a level, you get to pick an additional skill, so a character can have a maximum of seven skills at level 5 (3 starting skills + 1 skill per level at level 2, 3, 4 and 5). There are no combat skills for character combat: Attacks and defenses are determined by your level. This is different for vehicle combat since it is assumed that everybody is somewhat proficient with personal combat but to operate a vehicle in combat requires special training, so therefore attacks or actions with a vehicle in combat can benefit from a vehicle skill.
  3. Calculate hitpoints: 12 + 2 per level including first level, so 14 hp for 1st level characters.
  4. Example character: Han Solo at the end of A New Hope: Daring, fast-talking correlian smuggler, level 3, 18 hp, no armor, skills (used skill list from Star Wars Saga Edition): Gather Information, Deception, Pilot, Mechanics, Use Computer

Task resolution:

All actions are resolved by rolling 2d6 and adding your level as well as other modifiers. Other modifiers can come from a skill, equipment used or the environment as well as personal health level etc. This is called a check.

So it is:

2d6 + level + 1 if you have a relevant skill + other modifiers

So if Han Solo from above would try to con someone it would be a roll of 2d6+4 (3 for his level and +1 because he has the Deception skill).

If he would try to convince an imperial officer that he is actually an imperial officer working on an undercover assignment this might incur a -2 penalty because it is so far from the truth so the check would be a roll of 2d6+2.

The success of your action depends on your check result and follows the AW scale with a little extra:

An unmodified roll of 2 (called natural 2 or “snake eyes”): A criticil failure: The action fails no matter what. No positive modifiers will save you. The (emulated) GM gets to make a hard move against you. In combat you will take damage from the enemy.

6 or less: A failure. You don’t get what you want. In combat you take damage from the enemy. In AW terms: The (emulated) GM gets to make a hard move against you.

7-9: A partial success. You get what you want but at a price: In combat you hit the enemy and deal damage but the enemy also hits you (if the enemy has the appropriate weapons and is in range) or the GM or you as solo player set-up a dangerous situation. A soft move in AW terms.

10+: A success: You get what you want and don’t suffer any drawbacks. You hit the enemy but the enemy misses you etc.

An unmodified roll of 12 (natural 12): A success as above, in addition you get to make an advancement roll (see below).

Character advancement:

As you gain experience and survive adventures you become more competent overall. In game terms, your level increases.

When you roll a natural 12 you get to make an advancement roll: You roll 1d6 and you have to roll over your current level. So at level 1 you have to roll at least a 2.

If your advancement roll succeeds, you gain a level. If you gain a level you get +2 hitpoints and you get to pick another skill of your choice.

However, you are limited to one advancement roll per character and session, no matter how many natural 12s you roll and even if your advancement roll fails. You get one chance per session maximum to advance.

Combat and NPCs:

Combat is resolved just like any other task. There is no turn order or round structure. You just describe what you do and roll the dice. The outcome of the check dictates the course of the battle, you describe the situation, set-up an action and roll again.

Depending on your check result and action you might take damage or not or hit or miss or succeed at your desired task or not.

All rolls are made by the player, the GM never rolls for his characters, except when they deal damage. If an NPC is particulary special it can be figured in by imposing a penalty to the check.

If your hero hits you roll damage for the weapon, subtract the enemy’s armor value if it has one and subtract the remaining damage from the enemy’s hitpoints.

An NPC combat statblock example:

Stormtrooper: hp 1, stormtrooper armor (armor 2), blaster rifle (1d6+1 damage)

Or to keep it cinematic:

Stormtrooper Squad (acts as a single character): hp 12, armor 2, blaster rifle (1d6+1 damage), squad fire (if your check total is a critical failure you take 1d6+6 damage instead of 1d6+1)

An example for a main villain:

Darth Vader, Lord of the Sith: hp 20, life supporting armor (armor 1), lightsaber (1d6+1 damage, a 6 on the damage die is added and the die is rolled again), force choke (1d6 damage, ignores armor value), dark force powers (checks for actions against Vader suffer a -2 penalty)

Equipment:

Equipment and gear other than weapons or armor is handled in two ways:

A: It allows you to perform an action that you wouldn’t be able to do without the equipment. Examples: Without a toolkit you can’t perform repairs. Without a computer you can’t hack into networks. Without a digital camera you can’t take digital high res pictures etc.

B: It makes a task easier, providing a +1 bonus to relevant checks. Example: A camo poncho to hide in a forest. A knotted rope to climb a tree.

Supernatural Abilities:

If your setting includes supernatural abilities they are accessed by choosing an appropriate skill. Examples: Spellcraft, Psionics, The Force, Miracles etc.

If you have a supernatural ability it allows you to do things in a narrative way that characters without the ability couldn’t do. If you use a supernatural ability to deal damage, the damage is 1d6+x where x equals your level.

Example:

A Star Wars Jedi – Lia Siwan, young and idealistic Jedi Knight, 14 Hitpoints, no armor, Level 1, Skills: Use the Force, Acrobatics, Diplomacy, Gear: datapad, comlink, medpac, credchip, utility belt, lightsaber (1d6+1 damage, if damage die shows a 6 add and roll again)

-Lia walks through the streets of Mos Eisley as the encounters a stormtrooper patrol that orders her to stop. Lia doesn’t want to draw attention to herself so she stops and attempts a Jedi mind trick on the lead trooper. Roll 2d6+2 (level 1 + 1 for Use the Force skill). The check succeeds and they let her go. Without the Use the Force skill, Lia wouldn’t be able to attempt a mind trick.

So that is basically it. Try it out and let me know how it works for you.