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    savagE worlds Roleplaying gAme convErsion

    By Victor ThexFallenxOne Lacroix. With inspiration and unwilling (and unknowing) help from Paul Tobia,Jon Woodland, Ted Arlauskas and Jhon Brown.

    Dedicated to my daughter. Hope the Force is always with you.

    Savage World, Smilin Jack, 50 Fathoms, Great White Games, the GWG shark, and the Pinnacle logo are

    Copyright Great White Games, LLC; DBA Pinnacle Entertainment Group.Star Wars, and all associated terms, imagery and stuff is copyrighted Lucasarts. Used withoutpermission. This is a non-profit Fan work, made solely for fun. Please dont sue.

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    INTRODUCTION 5

    NEW CHARACTER RULES 5

    SPECIES 5HUMAN: 5BITH: 5BOTHANS: 5CEREANS: 5DEVARONIAN: 5DUROS: 5EWOKS: 6GAMORREAN: 6GAND: 6GUNGANS: 6ITHORIANS: 6JAWA: 6KEL DOR: 6MIRALUKA: 7MON CALAMARI: 7NAUTOLANS: 7QUARREN: 7RODIANS: 7SULLUSTAN: 7TOGRUTA: 7TRANDOSHAN: 7TW ILE K: 7UBESE: 8

    WOOKIE: 8ZABRAK: 8DROID CHARACTERS 8CREATION RULES 9DROID(SPECIES) : 9DROID HINDRANCES 9DROID EDGES 9NON DROIDS EDGES AND HINDRANCES: 10EDGES AND HINDRANCES 10NEW HINDRANCES: 10NEW EDGES: 10

    THE FORCE 12

    NEWRULES FORTHEFORCE 12THEFORCE: TRAINING 12THEFORCE: POWERS 13LIGHTSABER FORMS 16

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    NEW SETTING RULES 17

    NEWSKILLSRULES 17NEWSKILL 17NEWFEAR RULES 17FEARTABLE 17NEWSTARSHIPRULES 18

    WEAPONS AND GEAR 19

    CHARACTER CREATION SUMMARY 20

    SPECIES SUMMARY 21HINDRANCES SUMMARY 22DROID HINDRANCES SUMMARY 22EDGES SUMMARY 23NEW EDGES SUMMARY 24DROID EDGES SUMMARY 25LIGHTSABER FORMS SUMMARY 25FORCE POWERS SUMMARY 26ARMOR TABLE 26MELEE WEAPONS TABLE 27RANGED WEAPONS TABLE 27STARSHIP WEAPONS TABLE 27

    ACKNOWLEDMENTS 28

    FINAL THOUGHTS 28

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    ewoks:Agile:Starts with d6 AgilityWeak: Half Lifting limit, cost twice to raiseStrength. Must dedicate two levelingadvancements to raise it afterwards.Small:-1 Toughness.Primitive:As the All Thumbs Hindrance, alsocannot learn the Repair, Computer Use andPiloting skills. Cannot read Basic. May bebought off with a Leveling Advancement.Scent: Ewoks may guide themselves troughsmell. They ignore concealment in mediumburst around them, and gain a +2 to Trackingwhen the target may leave odors.Sneaky:Starts with a d4 in Stealth. +2 to Stealthrolls.Survivalist:+2 to survival rolls.Languages:Ewokesse and Basic.

    gamorrean:Strong:Starts with a d6 in Strength.All Thumbs:As the Hindrance.Primitive:Cannot learn Repair, Computer Useand Piloting Skills, Cannot read Basic. May bebought off with a leveling advancement.Clueless:As the Hindrance.Brawny:As the Edge.Nerves Of Steel:As the Edge (Ignore 1 penaltyfrom wounds).Languages: Basic and Gamorrean. Gamorreanscan only Speak Gamorrean, but may learn to

    understand any other languages.

    gAnD:Cunning:+2 to Tracking, Survival and Stealth.Outsider:As the Hindrance (-2 Charisma)Darkvision:Ignores Penalties for lighting. Onlysees in black and white.Hard to Kill:As the Hard to Kill EdgeSpecial Equipment:Outside their homeworld,Gands cannot survive without breathingapparatus. If a Gand loses his breathing maskhe starts to suffocate. Gands also have aTransliterator, without it Gands cannotcommunicate in any language except Gand.Limb Regeneration:Gands may regenerate lostlimbs and permanent crippled limbs 1d10 days.Languages:Gand and Basic.

    Gungans:Agile:Starts with a d6 in AgilityClueless:As the Hindrance.Distrustful: Gungans are suspicious of everyother species in the galaxy, making it hard tointeract with them. They suffer a +2 Charismawhen dealing with others beside Gungans.

    Semi-Aquatic:Gungans can hold their breath 4xtheir vigor die minutes; they start with a d4 inswimming.Luck:As the Edge.Low-Light Vision:No penalties for Dim and Darklighting.Languages:Gunganesse and Basic

    ithorians:Spirited:Starts with a d6 in spirit.Charismatic:As the Edge.Clumsy: It cost them twice to raise Agility, andmust dedicate two leveling advancements toraise it afterwards.Bellow:As Stun Power, with a sonic Trapping,may be used once a day.Languages: Basic and Ithorian.

    JAwA:Weak: Half Lifting limit, cost twice to raiseStrength. Must dedicate two levelingadvancements to raise it afterwards.Agile:Starts with a d6 Agility.Small:-1 Toughness.Darkvision:Ignores Penalties for lighting. Onlysees in black and white.Scavenger:Jawas add 1 extra die of damage toIon Weapons. (e.g. Ion gun does 2d6 iondamage, a Jawa firing it does 3d6 ion damage).Mechanic:Jawas start with the Mr Fix it Edgeand a d4 in Repair.

    Language: Jawa, Jawa Trade Language andBasic.

    Kel Dor:Agile:Starts with a d6 in AgilityWise: Starts with a d6 in SpiritFrail: -1 Toughness, cost twice to raise Vigor.Must dedicate two leveling advancements toraise it.Force Senstive:Kel Dors start with the EdgeForce SensitiveLow-Light Vision:No penalties for Dim and Darklighting.Special Equipment:Outside their homeworld, KelDors cannot survive without special gogglesand breathing apparatus. If a Kel dor loses hisgoggles is considered Blind, and if he loses hisbreathing mask he starts to suffocate.Languages:Kel dor and Basic.

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    miraluka:Smart: Starts with a d6 in Smarts.Slow Reaction: Miralukas are dealt two initiativecards and act in the worst one.Force Sensitive:Miraluka starts with the ForceSensitive Edge.Force Sight:Even though blind, Miraluka do notreceive penalties to any rolls when in presenceof living beings. This also works as Darkvision.Beings invisible to the force (Like the YuuzhanVong and the Ysalamari) are invisible to theMiraluka. So is the Miraluka truly blind in zonesthat dampen o suppress the Force.Languages:Miralukese and Basic.

    mon cAlamari:Smart: Start with a d6 in SmartsFrail: -1 Toughness, cost twice to raise Vigor.Must dedicate two leveling advancements toraise it.Aquatic: Cannot drown. Starts with a d4 inswimming.Low-Light Vision:No penalties for Dim and Darklighting.Alertness:As the Edge.Languages:Mon Calamarian and Basic.

    NautolanS:Vigorous:Nautolans start with a d6 in Vigor.Aquatic: Cannot drown. Starts with a d4 in

    swimming.Low-Light Vision:No penalties for Dim and Darklighting.Hardy:+2 Toughness.Clueless:-2 to most common Knowledge rolls.Languages:Nautila and Basic.

    quarren:Tough:Starts with a d6 in Vigor.Rude: Quarren are rude and lack social grace.They get -2 Charisma.Weak-Willed:Quarrens are easily tricked. They

    get -2 to resist Tricks and Taunts.Aquatic: Cannot drown. Starts with a d4 inswimming.Low-Ligth Vision:No penalties for Dim and Darklighting.Persuasive: Starts with d4 in Persuasion.Languages:Quarren and Basic.

    Rodians:Agile:Starts with a d6 in Agility.Overconfident:As the Hindrance.Mean:As the Hindrance (-2 Charisma.)Alertness:As the Edge.Low-Ligth Vision:No penalties for Dim and Darklighting.

    Tracker:Starts with a d4 in tracking.Survivalist:+2 to Survival rolls.Languages:Rodese and Basic.

    Sullustan:Agile:Start with a d6 Agility.Frail: -1 Toughness, cost twice to raise Vigor.Must dedicate two leveling advancements toraise it.Darkvision:Ignores Penalties for lighting. Onlysees in black and white.Climber:Starts with a d4 in Climbing.Alertness:As the Edge.Languages:Sullustese and Basic.

    togrutA:Agile:Start with a d6 Agility.Pack Hunter:If you have Gang up bonus againstyour enemy, your attacks have +2 damage.Sneaky: Starts with a d4 in Stealth. +2 to Stealthrolls.Spatial Awareness: When making Notice Rolls,Togrutas ignore cover and concealment in amedium burst around them.Frail:-1 Toughness.Languages:Togruti and Basic.

    Trandoshan:Strong:Starts with a d6 in StrenghtClumsy: Cost twice to raise Agility. Must

    dedicate two leveling advancements to raise it.Darkvision:Ignores Penalties for lighting. Onlysees in black and white.Limb Regeneration: Trandoshans mayregenerate lost limbs and permanent crippledslimbs 1d10 days.Natural Armor:+1 ToughnessLanguages:Dosh and Basic

    Twilek:Charismatic:As the Edge.

    Weak-Willed:Twileks are easily tricked. Theyget -2 to resist Tricks and Taunts.Fortitude:+2 to resist Poison and diseases. +2to remove Shaken.Low-Light Vision:No penalties for Dim and Darklighting.Deceptive:Starts with d4 in Persuasion.Languages:Ryl and Basic.

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    ubesE:Agile:Start with a d6 Agility.Frail: -2 to vigor rolls to resist fatigue, poisonand disease. -1 Toughness.Aggressive:The character gains a +2 bonus todamage from a Wild Attack (For a +4 total extradamage)Survival Instinct:Starts with a d4 Survival.Suspicious:gain the Alertness Edge.Special Equipment:Outside their homeworld,Ubese cannot survive without breathingapparatus. If he loses his breathing mask hestarts to suffocate. Ubese cannot make soundslouder than a whisper without a voicemodulator. Ubese also wear Environmentalsuits when outside their homeworld thatprotects them from the hazards of otherenvironments. This suit gives them +1 armorand +1 to Vigor rolls to resist environmentalhazards (Heat, Cold, Radiation, etc).

    wookie:Strong:Starts with a d6 in StrengthBrawny:As the Edge.Berserk: As the Edge.Intimidate:Starts with a d4 in Intimidate.Outsider:As the Hindrance (-2 Charisma).Clumsy: Cost twice to raise Agility. Mustdedicate two leveling advancements to raise.Languages: Shyriiwook and Basic. Wookiescannot speak Basic.

    zabrak:Alertness:As the Edge.Harsh Environment:+2 to rolls to resist Fatiguefrom heat and cold. +1 Toughness.Languages:Zabrak and Basic

    droid charactErs Players who want to play a Droid have twooptions. Choose one premade Droid and use it

    as template or create a new droid fromscratch. In any option, there are severalcommon rules.Droid Special Rules:Every Droid player character is consideredindependent, sentient and with free-will. Itsconsidered to have a Heuristic Processor thatallows free interpretation and learn from doing,making them no different to play that any othercharacter.Droids may be shut down, willingly or by force.To shut down an unwilling Droid, first must begrabbed, and make a Repair roll, if successful,the Droid is shut down, and is consideredhelpless and unconscious.

    A Droid may be restricted by a Restraining Bolt.A Restraining Bolt shut down the Droids motorimpulsor without shutting down the droid. TheRestraining Bolt is activated remotely by a DroidCaller, a handheld transmitter. When activated, itoverrides the Droids motor function and impelsit towards the caller for as long as it isactivated.Unless stated otherwise, the Droid is equippedwith a Vocabulator enabling it to speak thelanguages it knows.Droids learn new skills by way of programming.When a Droid Player Character advances inexperience, it cannot learn new skills (at d4)without reprogramming. Reprogramming tolearn a new skill requires a Computers roll. TheDroid can make the roll itself at a -4. In a fail,the Droid loses a die type on a skill it alreadyhave at random, as a result of a minormemory leak (besides not learning the new

    skill) . In a success the new skill is learned atd4 .Droids can also be reprogrammed at any timeto reset their skill points. A Computers roll at -2is made (-6 if the Droid itself makes it). In asuccess the Droid may redistribute its skillsdies. In case of failure, the Droid loses one dietype on a random skill.Droids cannot be Force Sensitive, and cannotlearn Force Edges or Powers. They are notaffected by Powers that affect the mind or theliving.Droids cannot be healed by the Healing skill orForce powers and do not make natural healingrolls. The Repair skill replaces the use of theHealing skill for Droids. Droids dont bleed out.When rolling on the Incapacitation Table in a rollof Failure the Droid is incapacitated untilrepaired and roll in the Injury Table for aPermanent Injury (meaning that spare partsand a expert is needed to fix the broken piece).In case of Death, there is still hope for the Droid;another player may make a Repair roll torecover the Memory bank of the Droid. If it isrecovered it can be installed in a new chassis,preserving all the memories and skills of theDroid. Smarts and Spirit are preserved, but

    Strength, Agility and Vigor depends on the newchassis.

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    creation Rules Start with the Droid and treat it as a Speciestrait. Droid characters have access to exclusiveEdges but there are Edges and Hindrances notallowed to them.

    droid (species):Construct:+2 to recover from shaken, nowound penalties, not affected by poison nordiseases. No damage from stun weapons.Ion Vulnerability:Droids take full non-lethaldamage from Ion weapons.Maintenance:Droids must recharge at least 1hour every 3 days. After that, droids suffer onefatigue every hour until incapacitated. Whilerecharging droids are shut down andunconscious.Languages:Basic and Binary

    droid hindrances Behavioral Inhibitor [Minor/Major]Behavioral Inhibitor acts as the PacifistHindrance but restricted to Living beings, andthe Droid feels the need to obey who it feels isits owner and master.

    No thumbs [Minor]The Droid has claws, pincers or something

    similar instead of a intended hand, making itharder for it to handle tools and weapons madefor normal hands. It can wield a gun, but mayhave trouble firing it. Apply a -2 to any such try(including attacks made with weapons madefor normal hands).

    No Vocabulator [Major]The droid lacks a Vocabulator, so it cannotspeak other than machine code. It canunderstand any language it knows, but cannotspeak it. Only someone who knows binary canunderstand the Droid.

    Weak bat tery [Minor]The droid have a faulty battery that last lessthan normal batteries. It needs to rechargeevery day for one hour instead of every 3days.

    Wheeled [Minor]The droid has a wheeled system for transport,making it hard for it to climb even stairs.In rough terrain halves its pace and apply a -4penalty when climbing (assuming it has anotherway of holding, like arms) .

    droid edgEs FearlessYour droid did not have F ear programmed intoit, making it immune to its effect.

    HardyThe Droid have a reinforced chassis making itso only strong well placed blows can take itdown. If the Droid is Shaken, further shakenresults have no effect. They do not cause awound.

    Heat SensorsThe Droid is equipped with sight sensor thatdetect the heat of living beings. It halvespenalties due to lighting when attacking livingbeings.

    Improved SensorsThe Droid have improved sight sensors thatallows it to see in all but the blackest darkness.The droid suffers no penalties for dim and darklighting.

    DarkvisionRequirement:Improved Sensors.This upgrade allows the droid to see in totaldarkness. While in total darkness colors cannotbe perceive. The droid suffers no penalties forlighting but can only see in black and white

    while in total darkness.

    Wall WalkerThe droid have a system that allows it to clingto walls or ceilings with ease. It may move itspace while climbing and only makes climb rollson the most adverse or stressful situations.

    Exotic ChassisThe droid is built so there is no way ofguessing where its vital systems are. The droidsuffer no extra damage from called shots.

    Memory BackupThe droid posses a black box allowing itsmemory to be recovered automatically if itsbody is destroyed. Anyone looking for it finds itwithout any roll.

    Locked AccessThe Droid have its shutdown switch secured orlocated internally, preventing opponents fromshutting it down. The Droid must be disabled orhelpless before it can be shut down.

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    Hidden RestrictorBy rewiring its internal systems, the Droid havebecome immune to the effects of RestrainingBolts and Droid callers. The droid can still feelwhen it is being used and fake it though.

    Backup BatteryThe droid have a second battery set that allowsit to run for twice as long as normal beforeneeding to recharge.

    Translator UnitThe droid comes with a Translator Unit thatallows him to understand and speak (if itpossess a Vocabulator) most of the galaxyslanguages. In addition if a unknown language isfound it can make a Knowledge roll at -2 torecognize it as a dialect of another knownlanguage and try to translate it.

    ArmorThe droid chassis is reinforced, giving it +2Armor.

    Built-in WeaponThe droid have a weapon built into his body.This weapon cannot be disarmed nor lostunless the body part that houses it ispermanently crippled, meaning the weapon isdestroyed with it. Only one-handed weaponscan be built-in.

    Built-in EquipmentThe droid possess a set of tools within itsbody. It has +2 Repair rolls, and the equipmentmay include: Electric arc welder, Circular Saw,Fire extinguisher, Holorecorder and projector,50 meters syntherope, comlink, diagnosis tools.

    non droids edges andhindrancEs:

    The following Hindrances and Edges may not betaken by Droid characters.

    Hindrances:AnemicDelusionalElderlyObeseOutsiderPacifist (Replace with Behavioral Inhibitor)UglyYoung

    Edges:Force Sensitive

    AttractiveFast Healer

    HealerNerves of SteelNew PowerNoblePower PointsPower SurgeRapid RechargeTough as Nails

    edgEs andhindrances

    The following are Ed ges and Hindrances that donot work with the setting:

    Arcane Background (Any]Arcane Resistance

    Improved Arcane ResistanceChampionHoly/Unholy WarriorMentalistSoul DrainWizardWoodsman

    All Hindrances from the Corebook apply to thissetting.

    NEW hiNDRancES:Clouded Mind [Minor]The hero is often overwhelmed by his feelingsmaking it hard for him to keep a clear mind. Heis often brash and quick to take action andmakes an ill Jedi. He has -2 to rolls to resist theDark Side of the Force. Only Force Sensitivecharacters can take this Hindrance.

    NEW eDgES:Force Sensitive [Background]Your character was born with the ability tosense the Force. Besides training in the use ofthe Force, your innate knowledge allows you towhen you spend a Force Point (Bennies) to re-roll a trait test, you may instead choose to rolla d6 and add its result to your roll. This d6 canace as usual. The downside is that you can betainted by the dark side (See Dark side section).

    Force Training [Arcane Background]Requirements:Force Sensitive.

    Force training allows you to use the Force toallow super human feats. See The Forcesection for more information.

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    Lightsaber Defense [Combat]Requirements:Fighting d8, Force Sensitive.When your character is wielding a lightsaber, hehas +1 parry and he imposes a -1 penalty toenemies trying to hit with ranged weapons.This does not accumulate with the bonus from

    Dodge and Improved Dodge. Your character istoo busy using his saber to block to dodge theattacks.

    Lightsaber Deflect [Combat]Requirements: Seasoned, Fighting d10,Lightsaber Defense.When a ranged energy attack misses yourcharacter and he is wielding a Lightsaber hemay try to bounce the attack back. Make aFighting roll at -2 (plus any modifier fordarkness, cover and range) If he score asuccess he has hit his attacker, roll the damageof the weapon used (NOT the lightsaber, theweapon the enemy used) and resolve asnormal. A Raise scored in the Fighting roll doesnot add an extra 1d6 to the damage.

    Force Resistant [Background]Requirements:Not Force Sensitive.Your character is severed from the Force, andas such is hard to affect with it. Add +2 to anyroll to resist Force powers even friendlypowers. He also has 2 armor against damagingForce effects. Miraluka can still sense you andattack you, but at a -2, like if you had cover.

    Jedi [Professional]Requirements:Force Sensitive, Force Training.You have received training in the ways of theJedi. In so, you add +2 to your Force Use rollsto call Light and Neutral Powers, but you mustfollow the tenets of the Jedi Order. You havethe Code of Honor Hindrance. In Exchange youmay select an extra non Dark Side power. Also,you have a Lightsaber that is considered aTrademark Weapon (+1 to Fighting rolls). Thebonus is lost if the weapon is lost.

    Force Adept [Professional]Requirements:Force Sensitive, Force Training.You have been trained under other Forcewielding group outside of the Jedi or the Sith.You gain +1 to you Force Use rolls, and you gain+2 to resist the Dark Side taint when using DarkSide Powers. Choose one new Force Power.

    Bounty Hunter [Professional]Requirements: Shooting d8, Tracking d8,Streetwise d6.Bounty Hunters have +2 Streetwise andIntimidation in places where they are known. +2to tracking when following someone with a

    bounty on. Also they gain +2 damage whenattacking enemies they have a bounty on.

    Scoundrel [Professional]Requirements: Smarts d6, Gambling d8,Persuasion d8.Scoundrel gain +2 Charisma, +1 to gambling andan extra Force Point (Cumulative with LuckEdge).

    Gunslinger [Professional]Requirements:Shooting d10, Seasoned.Gunslingers can fan shot when using one-handed ranged energy weapons. The hero canmake a Fan shot to shoot three times in anround at a -2 penalty. Innocent bystanders arehit In a roll of 1-2.

    Scout [Professional]Requirements: Knowledge d6, Survival d8, Vigord6 .Scouts gains +2 Survival and dont suffer

    penalties to their Pace for terrain. In additionthey roll a d10 when running.

    Slicer [Professional]Requirements:Smarts d6, Computer Use d8.Slicers gain +2 to Computer Use and +2 Repairwhen used to repair computers. Also gain +2 toInvestigation and Common Knowledge rollswhen using a computer.

    Spaceborn [Background]Requirements:Novice, Piloting d6, Computer Used6 .

    Spaceborn characters gain +2 to Astrogationrolls and +2 to repair rolls when repairingStarships.

    Martial Arts [Combat]Requirements:Fighting d6The hero is trained to fight unarmed andagainst multiple enemies. He is neverconsidered unarmed and enemies gain noGang-up bonus against him.

    Ter s K si [Combat]Requirements:Fighting d8, Martial Arts.

    The hero has been trained in the most powerfulmartial art in the galaxy. His unarmed attacksdo Str +1d6 damage and he gains +1 parry.

    Master of Ter s K si [Combat]Requirements: Seasoned, Fighting d10, MartialArts, Teras K si.The hero has become a Master of Ter s K si,making his body a lethal weapon. His unarmedattacks have AP 4 and gains +1 Parry(Cumulative with the one from Ter s K si Edgefor a +2 total).

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    THE FoRcE New Rules for

    The Force

    BenniesBennies in Star Wars are called Force Pointsand represent the ability of characters to callinto this power and change fate. Even peoplethat are not Force sensitive, or do not believe init can call upon it. They call it luck. Forcesensitive characters have more control over it,as denoted by the Force Sensitive Edge, butnonetheless, everyone can use it.Force points fill the same functions as Benniesin the Savage Worlds Corebook. Soak wounds,re-roll trait tests and remove shaken status.Every character start the story with 3 Forcepoints (unless modified by Edges orHindrances), and the game master isencouraged to give more during the session toheroic or imaginative players.The difference is that Force Sensitive charactermay get tainted by the Dark Side. Every time aForce Sensitive hero uses a Force Point to re-roll or add a d6 to its roll, and she does it foran evil or immoral reason, she may give intothe dark side. She must make a Taint Roll. Evilreasons may include, trying to attack someone,

    not in self defense, stealing without a goodreason, running away and leaving others indanger. Jedi characters must be even morecareful as using the force while angry or fearfulmay bring them down to the dark side.

    The Dark Side TaintAnytime your character must make a Dark sideroll, he makes a Spirit roll and applies hiswound modifiers and his taint modifier aspenalties. Yes, its easier for a wounded andtainted character to fall down. The path to thedark side is an easy one, and heroes not

    thinking clearly may slip. If the hero fails the rollshe gains a Taint point. Taint makes it easier forheroes to call upon the dark side, while at thesame time making it harder to call upon theForce for any purpose but to cause mayhemand chaos.With 1 Taint point, your character gains +2 toForce Use when using Dark Side Powers, and ifhe spends a Force Point to do evil, he adds +2to the result of the d6 or re-roll.With 2 Taint points, the same bonus applies, buthe now suffer a -2 penalty to any Force Userolls that do not call upon Dark Side Powers,and to the d6 or re-roll when spending a ForcePoint not to indulge in his dark desires.

    When the character gains his third point, he istoo far gone in the dark side. Only a redeeming,selfless act may bring him back. Probably dead.When the hero wins this last point, he has littletime to redeem himself before he is truly lostand becomes an evil in the hands of the GameMaster. He has 1d6 days to clean at last onepoint of Taint. If after that time, or if he gainsanother Taint point, he is lost to the Dark sideand becomes an NPC in control of the GM.

    Cleansing the Taint.To cleanse the taint, the hero must be willing tomake sacrifices, both physical and mental. Hemust be able to meditate at least 3 hours a dayduring a week. During this time he cannot callupon the Force. At the end of the week he mayspend a Force Point and make a Spirit rollmodified by the Taint. If successful, he loses 1point of Taint.The other way is making a heroic sacrifice, byputting the life of others before his, and doing itdramatically (not stupid suicide), the GM mayallow a Spirit Roll to lose 1 point of Taint. Thisself sacrifice must be selfless, dramaticallyappropriate and must at least leave some kindof lasting evidence (so be it a wound scar orsome psychological evidence) . This is finally upto the GM discretion.Taint Effect

    0 No effect1 +2 to Force Use Dark Side Powers2 +2 to Force Use Dark Side Powers

    -2 To Force use any other powers3 Same as before. 1d6 days to redeemself.

    The Force: Training

    Force TrainingRelated Skill:Force Use (Spirit)Starting Power Points:10Starting Powers:2This Edge allows heroes that are force

    sensitive to achieve feats through the Force.Every power is activated through the ForceUse skill, Jedis, Sith and Force Adepts are themost typical Force Users. A high Spirit and highForce Use are helpful for those that follow anyof those paths. Force powers do not have Rankrequirements, so even a newbie Force user canachieve great things.Force Powers use Force Power points (toseparate from Force Points) and thisrepresents the fatigue caused by calling into theForce.

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    Control PainPower Points:2Range:SelfDuration:3/ 1Trapping: The Force fills you with will tocontinue despite your injuries.

    Control Pain allows you to ignorepenalties due to wounds.On a success you ignore 1 point of

    Wound penalties. On a Raise ignore 2 points ofWound penalties.

    Dark Rage [Dark Side]Power Points: 3Range: SelfDuration: 3/1Trapping:You use your inner feelings of rageand hatred to help you fight.

    Dark Rage uses hatred, fear, revengeas its fuel to increase your ability to fight andwithstand pain.

    While Dark Rage is active you gain +2fighting, +2 toughness, ignore wound andfatigue penalties and become immune to mindeffects and tricks. You can still be taunted andyou suffer -2 parry.When Dark Rage ends, you suffer one fatiguelevel. If you scored a Raise in the Force Use rollto use this power, ignore the Fatigue at the endof the power.

    Enhance SensesPower Points:2Range:SelfDuration:3/ 1Trapping:Through the Force you extend yoursenses and see and hear beyond yourcapability.

    Enhance Senses allows you toincrease your perceptions to see and hearbeyond normal capacity.

    On a success gain +2 to Notice rolls, ona Raise the bonus increase to +4.

    FarseeingPower Points:3

    Range:SelfDuration:SpecialTrapping:You close your eyes and concentrate.

    Farseeing allows you to see anotherplace, where someone you know is right now.You can see around them and follow them,

    Make a Force Use roll modified bydistance. People in zones where the Force isnullified cannot be seen. You can see for 1minute for success and 1 more for raise youget in the roll.

    Fear [Dark Side]

    Power Points: 2Range: SmartsDuration: Instant

    Trapping: You stare at your enemies and letyour dark aura fill the place.

    Fear allows you to scare enemiessenseless and let them shaking their knees.

    You channel your inner dark self intoyou target, He makes a Fear roll (-2 if youscored a raise in you Force Use roll).

    Force DampenPower Points:3Range:SelfDuration:1 hourTrapping: You concentrate to repel the Forcefrom you and your surroundings.

    Force Dampen allows you to negateThe Force in you and around you, making youinvisible to Force Sensitive characters andsomewhat resistant to Force Powers.

    On a success, Force SensitiveCharacters get a -2 to sense you through SenseThe Force and Sense Life, and Miralukas andother characters that use the Force to see geta -4 to hit you, like you had heavy cover. In araise, the penalties increase by -2. In additionyou gain a bonus of +2 on a success and +4 onraise to resist Force Powers. If you use theForce Use skill or a Force Power, this powerends automatically.

    Force Grip [Dark Side]Power Points: 3Range: 10/20/30Duration: 1/1

    Trapping: You extend your hand and choke theair, while your target floats nearby choking.

    Force Grip allows you to grapple thethroat of your enemies and crush it, suffocatingand killing them.

    If your Force use is successful youinflict 2d6 initial damage and grapple yourtarget. Every turn afterwards that you maintainthe power you inflict your Spirit in damage asyou crush its larynx. He may attempt to escapeas an action, making an Strength roll againstyour Spirit. On a Success he is free, and on aRaise he is free and may act normally that turn.

    You may move up to your pace whilemaintaining this power, but cannot make anyother action. If you are shaken or wounded, youlose the grapple on your target.

    Force JumpPower Points:2Range:SelfDuration:InstantTrapping:You seem to fly as you move easily inthe air and reach enormous heights.

    Force Jump allows you to leap greatdistances or reach vey high places.

    On success you can jump 2 (4meters) in vertical and 4 (8 meters) inhorizontal. A Raise adds another 2 to the jump.

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    Force Lightning [Dark Side]Power Points: 2Range: Flame TemplateDuration: InstantTrapping: Lightning comes out of your fingersand burn the skin of those in front of you.

    Force Lightning allows you to, wellthrow lightings at people. An obvious Dark Sidepower and powerful enough to clean rooms ofenemies on one sweep.

    Targets on cone make agility rolls orsuffer 2d10 damage

    Force SlamPower Points: 2Range: Flame TemplateDuration:InstantTrapping:You push the air throwing debris andforcing your enemies to knock down.

    Force Slam is the non-lethal version ofthe Lightning power, allowing you to knockdown your enemies as well as hitting them.

    Targets in cone make agility rolls orsuffer 2d6 non-lethal damage and be knockedprone.

    Force StunPower Points: 2Range: Medium Burst Centered on you.Duration: InstantTrapping: You open your arms as an invisibleforce shakes the enemies around you.

    Force Stun allows you to stop enemiesaround you, and not kill them.

    Anyone in the burst must make Vigorrolls (-2 if you scored a raise in the Force Useroll) or be shaken.

    Force TelekinesisPower Points: 5Range: SmartsDuration: 3/1Trapping: Concentration and a wave of hand.You push the air; You grab something in yourmind.

    Telekinesis is the ability to move a

    single object or creature with The Force. Theweight a caster can lift is equal to 20 kg (1 0lbs) times his Spirit die type, or 100 kg (50 lbs)times his Spirit with a raise.Disarm: Characters may attempt to pull theweapons of enemies hands. Targets mayresist with a opposed Strength roll versus theForce Use roll. If the Force Use roll issuccessful, the weapon is grabbed from theopponents hand and may be moved up to thecharacter Smarts in inches.Lifting Creatures:Living targets may resist withan opposed Spirit roll. If the roll is greater thanthe character Force Use skill total, the victim isunaffected. If the creature loses, however, it is

    lifted as usual and does not get anotherattempt to break free.Occasionally a victim might manage to grabonto something solid to prevent himself frombeing lifted. When this happens, the victim maymake an opposed Strength roll versus playerForce Use skill. If the victim is successful, hemanages to grab onto whatever was availableand is not moved, bashed, or otherwiseaffected that round.Telekinetic Weapons: A cast er can usetelekinesis to wield a weapon. When thisoccurs, the weapons Fighting is equal to hisForce Use skill, and its damage is based on thecasters Spiri t instead of his Strength. ALightsaber that does Strength+3d8 damage,for example, does Spirit+3d8 when wielded bytelekinesis. The weapon otherwise functionsnormally, including granting bonus damagewhen it strikes with a raise.

    Dropping Things:Particularly ruthless charactersoften use telekinesis to drop their foes or bashthem into walls and the like. A creature affectedby this power can be moved up to the castersSmarts in inches per turn in any direction.Dropped creatures suffer falling damage asusual. Victims who are bashed into walls orother solid objects suffer the casters Spirit+d6as damage.

    Force Scream [Dark Side]Power Points: 2-6Range Medium Burst Centered on you.

    Duration: instantTrapping: You let go a scream that shatterglass, bones and souls.

    Anyone in the burst makes Vigor rollsor suffers 2d6 sonic damage. For double PowerPoint cost, you can increase the damage to 3d6.And you can increase the range to a LargeBurst by doubling the Power Point cost.

    IonizePower Points1-2Range: 10/20/30Duration: InstantTrapping: Blue electricity flies from your hand toyour target.

    Ionize lets you damage the innercircuits of machinery and droids, acting just likea Ion Gun.

    The Force Use roll works as theShooting roll for purpose of this power andrange penalties apply. If your target is hit hesuffers 2d6 ion damage. You can spend anotherPower Point to increase the damage to 3d6.

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    Mind TrickPower Points: 3Range: SmartsDuration: InstantTrapping: A wave of the hand and a well placedword.

    Mind trick allows you to makeunbelievable suggestion that do not threaten thetarget.

    Make an opposed Force Use vs. SpiritRoll, on success the target believes your lie orfollows your suggestion like it was his idea.

    You can also make small illusions thatdistract your target. Make a Force Use roll, onsuccess your target is distracted for one round,and you may attempt a Stealth roll even if hewas watching you before, or you can attemptto get the drop on him. If you attempt to get thedrop, your target get a Notice roll (-2 if youscored a raise in your Force Use roll) to avoidgetting surprised.

    Sever F orce [Light Side]Power Points: 5Range: Smarts x2Duration3Trapping: Concentrate in the target.

    Sever Force allows you to cuttemporally the connection to the Force ofothers.

    This is an opposed roll of F orce use vs.Spirit. If successful the target cannot spendForce Points or use Force Powers for the

    duration of the power. If a Raise is scored, theduration is doubled.

    SurgePower Points: VariableRange: SelfDuration3Trapping: Concentrate a second, then become ablur.

    Surge allows you to become a blur ofswings or running at high speeds.Running, 1 Power Point: Success doubles pace,raise makes running a free action and so

    negates the -2 running penalty.Quickness, 4 Power Points: Two actions per turnwith no penalty, on raise also discard initiativecard of 8 or lower and redraw.

    SlowPower Points: 2Range: Smarts x2Duration3Trapping: You wave your hand and your enemybecomes lethargic and lame.

    Slow allows to deter enemies fromfollowing you or to keep them at firing distance.

    On success halves pace of target, onraise also lowers Agility by one die type.

    Vital Transfer [Light Side]Power Points: 3Range: TouchDuration: InstantTrapping: You put your hands over the woundsand they seem to heal like a miracle.

    Vital Transfer allows you to healwounds of others, by sharing part of your ownhealth.

    Vital transfer heals one wound persuccess and raise on the roll. Also you sufferone fatigue per wound healed. This fatigue canonly be restored by resting at least an hour perpoint of fatigue. You cannot use this power onyourself.

    Wound [Dark Side]Power Points: 1-6Range: Smarts x2Duration: InstantTrapping: Your target suffer in pain as youwreck his organs with the Force.

    Wound target suffers as the Forcedestroys them from inside.

    Wound does 2d6 damage to the targeton success. You can make from one to threewounds per use. By doubling the Power Pointcost you can increase the damage to 3d6.Works like Bolt Power.

    lightsAber forms Lightsaber Forms are combat styles

    taught by the Jedi, each suited for differentcircumstances. In game terms, they arespecialized Combat Edges, they all share thesame requirements and can be learned in anyorder. A Player may learn more than one, butmay benefit only from the bonus of one everyround. Changing styles is a free action that canbe taken at the start of the players turn.

    Common Requierements: Force Sensitive,Force Training, Jedi. Must wield a Lightsaber.

    Form I: Shii-ChoRequirements: Must wield the Lightsaber two-handed.Shii-Cho was the basic form, taught toapprentices of the Jedi ways. Is a strongdefensive form and its strikes are precise toend the fight quickly and with the lessbloodshedding disarming its opponents orcutting their fighting limbs (The classical moveof hand-cutting).Bonus: +1 parry and the Jedi ignore up to -2penalty for called attacks.

    Form II: Makashi

    Requirements: Must wield the Lightsaber in onehand.

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    Makashi was a form created to duel otherlightsaber wielders and single opponents. Itconsists of quick, elegant and fluid moves. Itrelies on parries, quick cuts and feints as wellas precise footwork.Bonus: +2 Parry, +2 Fighting rolls, -2 Damage.

    Form III: SoresuSoresu was developed to counter enemiesblaster fire. It was the most defensive form,being excellent for Jedis with extreme patiencethat could wait for an opening in their enemieswhile defending themselves.Bonus: +2 Parry, -2 to be hit with rangedattacks, Ignore 1 point of Gang-Up bonus.

    Form IV: AtaruAtaru was an aggresive form, that relied onfast, powerful strikes and acrobatic moves. Itspracticioners were always on the offensiveattacking with strong, quick swings.Bonus: The Jedi can make an extra attack at -2(as the Frenzy Edge). Also can spend ForcePoints in damage rolls. -2 Parry.

    Form V: Shien/Djem SoShien/Djem so was developed by practitionersof Soresu that felt that the defensive formwould unnecessarily extend time spent incombat by forcing its users to wait for anopportunity to strike, rather than creating theirown openings. It was focused on returning theblaster fire at its origin.Bonus: -2 to be hit with ranged attacks. Ignorethe penalty on Lightsaber Deflect attacks.

    Form VI: NimanNiman attempted to balance all elements oflightsaber combat, combining the techniquesfrom forms that came before into a lessintensely demanding combat style. In practice,Niman was a combination of older forms(F orms I, III, IV, and V) , and all of them inmoderation.Bonus: +1 Parry, -1 to be hit with ranged attacks,+2 to resist Force Powers, +1 Armor against

    Force Powers.

    Form VII: VapaadVaapad was described as more than a fightingstyle; it was a state of mind that led throughthe penumbra of the dark side, requiring theuser to enjoy the fight, and relish thesatisfaction of winning. It uses the innerdarkness to fight. It was strong andunpredictable. The Dark Side version of thisform, called Juyo, was filled with fury andgrace.Bonus: +2 Fighting, +2 damage. A Jedi using this

    style may risk Dark Side taint if used underheavy emotions or to achieve evil endings.

    New Setting Rules

    New Skills Rules

    Guts is not necessary in this setting with thenew Fear rules included. Fear is not as strongin Star Wars, and the heroes shouldnt bescared to die of a heart attack.

    Lockpicking is replaced by the use of theComputers skill, which has included hacking,digital lockers, keypads and mostly all thesecurity in Star Wars. You will not find ironlocks here.

    New Skill

    Computer Use Smarts)Allows using computers and other digitaltechnology. From hacking, looking for a file,decrypting a coded Datapad, unlocking a keypad,programming a droid and finding a place on astarship computer without a astromech droidand making astrogation rolls when no routedata is stored.

    New Fear rules

    I felt that the Fear rules from the corebook aretoo intense for Star Wars and lacked the pulphero feeling of looking evil in the face withoutsoiling your pants. Still I wanted to keep a Feartable that makes characters run away andscare themselves with spirits and mindpowers.In the case the heroes need to do a Fear roll,roll Spirit and if failed, roll in the new Fear Table.

    fear Table

    1 d20 Effect

    1 -4

    Adrenaline Surge: The heros Fightresponse takes over, he adds +2 to alltraits and damage rolls on his next action,which MUST put him closer to the source ofthe fear.

    5-8

    Paralyzed: The hero just stands therelooking scared. He is not shaken, but heloses his next action putting his gametogether.

    9-1 4 Shaken: The hero is shaken.

    15-19Panicked: The hero runs away at is fullpace plus running die away from the

    source of fear.

    20Faint: The hero faints and is unconsciousfor 1d6 rounds, and then he is shaken.

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    wEaponS aNDgEaR

    Energy WeaponsIn Star Wars there are 2 primary types ofenergy weapons: Blasters, and Ion.Blasters is a catch all term for simple energyweapons. Blasters have a Non-letal Stun setting.A hero can swap between setting as a freeaction. Characters incapacitated by a Stunblaster are unconscious for 1d6 hours. Ionweapons do not do damage but cause non-letaldamage to droids and can be used toincapacitate them. Ion weapons also candeactivate computers and other electronic techdevices (as GM discretion).

    E-web Repeating BlasterThe E-Web is a huge tripod mounted weapon. 3men are needed to transport it and mount it. Itmust be connected to a power supply to beable to shoot.It counts as Heavy Weapon with a AP of 3 andRoF of 3 and can only fire on autofire.

    SlugthowersSlugthrowers are bullet (Slugs) shootingweapons only found on backwater planets andin hands of some ruthless bounty hunters.

    LightsabersLightsabers are the identifying weapon of theJedi. A blade made of plasma that cames froma hilt that houses its power pack and crystalsthat focus the Force. In the hands of a ForceSensitive hero, the Lightsaber does its completedamage, but in the hands of non-Forcesensitives reduce the damage by one die type.

    Lightsaber also ignore Armor protection, exceptNatural armor and Armor specially made toresist energy and/or Lightsabers (CortosisArmor).Also, since Lightsabers can cut most materialswith ease, a Lightsaber wielding hero treats allenemies as Unarmed, unless themselves arewielding a Lightsaber or a Cortosis weapon.

    Cortosis AlloyCortosis ore was a very rare, brittle, fibrousmaterial with conductive properties. The alloymade from it has the property to block attacksfrom Lightsabers and Blaster shots.Cortosis made weapons and armor are veryhard to find, and obviously expensive.Cortosis Armor ignores the ability of theLightsabers to ignore Armor, and ignore the APof blaster weapons.

    Cortosis Weapons allow the character to parrystrikes from Lightsabers, and if the hero hasthe Lightsaber Defense Edge, he can use aCortosis weapon to block the attacks fromBlaster weapons.

    Stormtrooper ArmorStormtroopers wear a special armor madefrom plastoid components, beyond the defenseit offers against energy and impacts it alsoworks as a high tech survival suit offeringresistance to environmental hazards, even totalvaccum for a short time. Specialized armor wasmade for extreme conditions, like the ones forSnowtroopers and Sandtroopers which makesthe wearer inmunne to cold the former andheat the later. They also include a hands-freecomlink in the helmet and optic sensors. Thewearer adds +2 to notice rolls and has low-lightvision. Clone troopers wear a similar armor.

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    ch r cter cre tion summ ry

    1. Species: Choose any species or DROID.

    2. Traits: Your Hero starts with a d4 in eachAttribute, unless their species says otherwise,and 5 points with which to raise them. Raisingan Attribute one die type cost 1 point.

    3. Skills: Your Hero has 15 points to spend onSkills. Each die type cost 1 point up to the linkedAttribute. Going over the linked Attribute cost 2points.

    4. Edges and Hindrances: You may take oneMajor Hindrance and two Minor Hindrances for 4extra points. For 2 points you may: Gain anotherAttribute point or choose a new Edge. For onepoint you may: Gain another Skill point or doubleyour starting Credits.

    5. Secondary Stats: Charisma is 0 plus orminus any bonus or penalties from Species orEdges/Hindrances. Pace is 6 unless notedotherwise. Parry is 2+ Fighting die.Toughness is 2+ Vigor die + any armor worn.Note that extra toughness from Armor onlyapplies to the zones it protects.

    6. Gear: Heroes start with 1000 credits tospend.

    7. Final touches: Fill up any background detailsyou may like.

    sKillS

    Skill AttributeBoating AgilityClimbing StrengthComputer Use SmartsDriving AgilityFighting StrengthGambling SmartsHealing SmartsIntimidation SpiritInvestigation SmartsKnowledge SmartsNotice SmartsPersuasion Spirit

    Piloting AgilityRepair SmartsRiding AgilityShooting AgilityStealth AgilityStreetwise SmartsSurvival SmartsSwimming AgilityTaunt SmartsThrowing AgilityTracking Smarts

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    species summary Species TraitsHumans One Extra Edge.Bith E volv ed Intelect, Frail, Heightened Awareness, Med itativ e Trance.Bothans A gile, Iron Will, F rail, Spy N etwork.

    Cereans Smart, Intuitive, ClumsyDevaronian Manipulator, Natural Curiosity, Agile (Male) Mean (Male), Greedy (Male) , Smart (Female), Stubbor(Female), Cautious (Female)

    Duros Agile, Expert Pilot, Frail.E wok Sm all, Agile, Weak, Primitiv e, Scent, Sneaky, Surv ivalist.Gamorrean Strong, All Thumbs, Primitive, Brawny, Nerves of Steel.Gand Cunning, Outsider, Darkvision, Hard to Kill , Spec ial Equipment, Limb Regenerat ion.Gungans Agile , Clueless , Distrustful , Semi-Aquatic , Luck, Low-light Vision.It horians S pirit ed , C harism at ic, C lumsy, Bellow.J awa Weak, A gile, Small, Darkv ision, Scavenger, Mechanic.Kel Dor Agile , Wise, Frai l, Force Sensi tive, Low-light Vision, Special Equipment .Miraluka Smart , S low R eact ion, Force Sensitive, Force Sight .Mon Calamari Smart, Frail, Aquatic, Low-light Vision, Alertness.

    Nautolans Vigorous, Aquatic , Low-light Vision, Hardy, Clueless .Quarren Tough, Rude, Weak-wil led, Aquatic , Low-light Vision, Persuasive.Rodian Agile , Overconfident , Mean, Alertness, Low-light Vision, Tracker, Survival is t.Sullustan Agi le, Frail, Darkvision, Climber, Alertness.Togruta Agile, Pack Hunter, Sneaky, Spat ial Awarenes, F rail.Trandoshan Strong, Clumsy, Darkvision, Limb Regeneration, Natural Armor.TwiLek Charismat ic , Weak-willed , Fort itude, Low-light Vis ion, Deceptive.Ubese Agi le, Frail, Aggressive, Surv ival Inst inct , Susp ic ious, Spec ia l Equipment.Wook ie S trong, Brawny, Berserk, Int im idat e, Out sider, Clumsy.Zabrak Alertness, Harsh Enviroment.DROID Construct, Ion Vulnerability, Maintenance.

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    hindrances summary Hinderance Type EffectAll Thumbs Minor -2 Repair; Roll of 1 causes malfunctionAnemic Minor -2 Vigor to resist sickness, disease, poison, environmentArrogant Major Must humiliate opponent, challenge the leader.

    Bad Eyes Minor/Major -2 to attack or notice something more than 5 away.Bad Luck Major One less Force Point per session.Big Mouth Minor Unable to keep a secret, blabs at the worst time.Blind Major -6 to all actions that rely on vision, -2 on social rolls, gains additional Edge.Bloodthirsty Major Never takes prisonersCautious Minor Character is overly careful.Clouded Mind ( *) Minor -2 Spirit to resist Dark Side taint.Clueless Major -2 to Common Knowledge rolls.Code of Honor Major Character keeps his word and acts like a gentlemanCurious Major Character wants to know about everything.Death Wish Minor Hero wants to die after completing some taskDelusional Minor/Major Character suffers from grave delusions.Doubt ing Th omas M inor Character doesnt believe in the supernatural ( Includ ing The Force)

    Elderly Major Pace -1 , -1 to Strength and Vigor die Types; 5 extra skill points for smart skills.Enemy Minor/Major Character has a recurring nemesis of some sort.Greedy Minor/Major Character is obsessed with wealth.Habit Minor/Major Charisma -1 ; F atigue rolls when deprived of Major Habits.Hard of Hearing Minor/Major -2 to Notice sounds; Automatic failure if completely deaf.Heroic Major Character always helps those in need.Illiterate Minor Hero is unable to read or write.Lame Major -2 to pace and running die is a d4.Loyal Minor The hero tries to never betray or disappoint his friends.Mean Minor -2 to Charisma for ill-temper and surliness.Obese Minor +1 Toughness, -1 Pace, d4 running die.One Arm Major -4 to task requiring two arms. Cannot be replaced by cyber-implant.One Eye Major -1 Charisma, -2 to rolls requiring deep perception. Cannot be replaced by implant.

    One Leg Major -2 Pace, d4 running die, -2 to rolls requiring mobility, -2 to Swimming Skill.Outsider Minor -2 Charisma, Not trusted and treated badly by other Species.Overconfident Major The hero believes he can do anything.Pacif ist M inor/ Maj or Hero f igh ts only in self -def ense as Minor; Wont hurt liv ing creatures as Major.Phobia Minor/Major -2 or -4 to Trait tests when near the phobia.Poverty Minor Half starting funds, inability to hang onto future income.Quirk Minor Character has some minor but persistent foible.Small Major -1 Toughness.Stubborn Minor Hero always wants his way.Ugly Minor -2 Charisma due to appearance.Vengeful Minor/Major Character hold s a grudge; will kill as Major Hind rance.Vow Minor/Major A pledge to a group, deity, or religion.Wanted Minor/Major The Character is a known criminal of some sort.

    Yellow Major The character is cowardly and suffers -2 to fear tests.Young Major 3 points for Attributes, 10 skill points. +1 Force Point per session.

    droid hindrances summary Hindrance Type EffectsBehavioral Inhibitor Minor/Major As Pacifist, and Droid needs to obey its Master.No Thumbs Minor -2 to rolls to use anything made for humanoid hands.No Vocabulator Major Can only speak Binary.Weak Battery Minor Needs to recharge every day.Wheeled Minor pace on rough terrain, -4 to climb when even possible.

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    Power Points N, Force Training. +5 Force Power Points. Only once per Rank.Power Surge S, WC, Force Use Skill d10. +2d6 Force Power Points when dealt a joker.Professional L, d12 in Trait. Trait becomes d12+1-Expert L, Professional in Trait. Trait becomes d12+2--Master L, WC, Expert in Trait. Wild Die is d10 for the trait.Quick* N Discard draw of 5 or less.

    Quick Draw N, Ag d8 May draw weapon as a free action.Rapid Recharge S, Sp d6, Force Training Regain 1 Force Power Point every 30 minutes.-Rapid Recharge V, Rapid Recharge Regain 1 Force Power Point every 15 minutes.Rich* N 3x starting funds, 75k credits annual income.-Filthy Rich N, Noble or Rich 5x starting funds, 250k credits annual income.Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesnt move.Scholar N, d8 in affected Skills +2 to two different Knowledge skills.Sidekick L, WC Character gains a Novice WC sidekick.Steady Hands N, Ag d8 Ignore unstable platform penalty.Sweep N, St d8. F ighting d8 Attack all adjacent foes at -2.-Imp. Sweep V, Sweep As Sweep, but no penalty.Strong Willed N, intimidation d6 +2 Intimidation and Taunt, +2 to resist.Thief N, Ag d8, Climb d6, Stealth d8 +2 Climb, Stealth and security use of Computer sk

    Tough as Nails L Toughness +1-Imp. Tough as Nails L, Tough as Nails Toughness +2Trademark Weapon N , F ighting or Shooting d 10 + 1 F ighting or Shooting with particular weapon.-Imp. Trad em ark Weapon V, Trad em ark Weapon + 2 F ighting or Shooting with particular weapon.Two-Fisted N, Ag d8 May attack with a weapon in each hand without

    multi-action penalty.Weapon Master L, F ighting d12 Parry +1-Master of Arms L, Weapon Master. Parry +2

    new edges summary Edge Requirement Effects

    Bounty Hunter N , Shoot d8, Track d8, Streetwise d8 + 2 Tracking and damage against marked target.F orce Adept N, F orce Sensitive, Force Training. +1 Force Use rolls, +2 to resist Dark Side taint.F orce Resistant* N, cannot be F orce Sensitive. +2 to resist F orce Powers, even friendly ones.Force Sensitive* N May add 1d6 to the roll instead of rerolling when

    spending a Force Point.Force Training [AB] N, Force Sensitive. Allows you to use Force Powers.Gunslinger S, Shooting d10 Can Fan Shot when using one handed ranged

    energy weapons.Jedi N, Force Sensitive, Force Training. +2 to Light Side Force Powers, Lightsaber

    trademark weapon, One extra Force Power. HaveCode of Honor Hinderance.

    Lightsaber Defense N , F ighting d 8, F orce Sensitive. + 1 Parry, -1 to be hit with ranged attacks whenwielding a Lightsaber.

    -Lightsaber Def lec t S , F ighting d10, Lightsaber Defense. May return ranged energy a ttacks back atenemies.Martial Arts N, F ighting d6 Never unarmed, enemies gain no gang up against

    the Hero.-Teras Kasi N, F ighting d8, Martial Arts +1 Parry, unarmed attacks do Str + 1d6--Master of Teras Kasi S, F ighting d 10, Teras Kasi. + 2 Parry, unarmed attacks d o Str + 1 d6 [A P 4]Scoundrel N , Sm d6, Gambling d8, Persuasion d 8 + 2 Charisma, +1 Gambling rolls, +1 F orce point p

    session.Scout N, Knowledge d6, Survival d8, Vi d6. +2 Survival, d10 Running die, Pace is not dimin

    by terrain.Slicer N, Sm d6, Computer Use d8. +2 Computer use, +2 to repair computers.Spaceborn* N, Piloting d6, Computer Use d6 +2 Astrogation, +2 to repair starships.

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    droid edges summary Edge Requierements EffectsArmor N, DROID +2 Armor [Full Body]Backup Battery N, DROID Run twice as long before recharging.Built-in Equipment N , DR OID Droid possess tools build in its bod y. +2 repair rolls.

    Built-in Weapon N , DR OID Droid possess a weapon built into its bod y. Cannot be disarmed , nor lost.Exotic Chassis N, DROID Droid suffers no extra damage from called shots.Fearless N, DROID Immune to Fear.Hardy N, DROID Further shaken results dont result on a Wound.Heat Sensors N, DROID penalties for lighting when attacking living beings.Hidden Restrictor N, DROID Immune to restraining bolts.Improved Sensors N, DROID No penalties for dim and dark lighting.-Darkvision N, DROID Droid can see in total darkness, but only in black and white.Locked Access N, DROID Cant shut down Droid unless disabled or helpless.Memory Backup N , DROID Memory is recovered automatically if body is destroyed .Translator Unit N, DROID Droid understand any language.Wall Walker N, DROID Droid only makes climb rolls under stress.

    lightsaber forms summary Form EffectsForm I: Shii -Cho +1 Parry, Jed i ignores up to -2 penalt ies for called at tacks.F orm II: Makashi + 2 Parry, + 2 F ighting rolls, -2 Damage.Form III: Soresu +2 Parry, -2 to be hit with ranged a ttacks, ignores 1 point of gang up bonus.Form IV: Ataru Jedi can make a second at tack at -2 , can spend Force Poin ts on Damage rolls, -2 Parry.Form V: Shien/Djem So -2 to be hit with ranged attacks, ignores penalty on Lightsaber Deflect attacks.Form VI: Niman +1 Parry, -1 to be hit with ranged at tacks, +2 to resist and +1 Armor against Force PoweForm VII: Vapaad +2 F ight ing, + 2 Damage. May risk Dark S ide Taint .

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    force powers summary Force Power Drain Duration Range EffectAbsorb Energy 1 1/1 Self Negate or Absorb energy damage.Battle Mind 2 3/1 Touch Raise Trait one die type. Two on a Raise.Battle Strike 2 3/1 Self +2 weapon damage, +4 on a Raise.

    Battle Concentration 2 3/1 Self +1 Shooting rolls, +2 on a Raise.Control Pain 2 3/1 Self Ignore 1 point of Wound Penalties, 2 points on a Raise.Dark Rage [Dark Side] 3 3/1 Self +2 F ighting, +2 Toughness, Ignore Wound penalties, -2

    Parry. Suffer fatigue when it ends.Enhance Senses 2 3/1 Self +2 Notice rolls, +4 on a Raise.Farseeing 3 Special Self You can see faraway places where people you know

    are.Fear [Dark Side] 2 Instant Smarts Enemy makes a Fear roll, -2 if you scored a RaiseForce Dampen 3 Self 1 Hour Makes you hard to sense or affect through the Force.Force Grip [Dark Side] 3 1/1 10/20/30 Cause 2d6 damage and grapple the enemy inflicting

    Spirit as damage every turn thereafter.Force Jump 2 Instant Self Jump 2 vertical or 4 horizontal, plus 2 per Raise.Force Lighting [Dark Side] 2 Instant F lame

    Template

    Targets on template roll agility or suffer 2d10 damage.

    Force Slam 2 Instant F lameTemplate

    Targets on template roll agility or suffer 2d6 non-lethaldamage and are knocked prone.

    Force Stun 2 Instant MediumBurst

    Enemies in burst make Vigor rolls (-2 if you scored aRaise) or are shaken.

    Force Telekinesis 5 3/1 Smarts Lift and move Spirit x20kg or Spirit x100kg on a Raise.Force Scream [Dark Side] 2-6 Instant Medium

    BurstEnemies in burst make Vigor rolls or suffer 2d6 sonicdamage. Damage and Range may be increased.

    Ionize 1-2 Instant 10/20/30 Enemy suffers 2d6 Ion damage, may be increased to3d6 by spending one additional Force Power Point.

    Mind Trick 3 Instant Smarts Target rolls Spirit or falls for your suggestion or trick.Sever Force [Light Side] 5 3 Smarts

    x2Target rolls Spirit vs. Force use, if he fails, he cant useForce Points or Powers.

    Surge 1 or 4 3 Self For 1 FPP, Doubles Pace and makes running a freeaction. For 4 FPP you have two actions at no penalty.

    Slow 2 3 Smartsx2

    Halves targets Pace. On Raise also lowers Agility byone die type.

    Vital Transfer [Light Side] 3 Instant Touch Heals one Wound per success and Raise. You sufferone fatigue for every Wound healed.

    Wound [Dark Side] 1-6 Instant Smartsx2

    Targets suffers 2d6 damage per use, you can make 3Wound per turn. You can increase damage to 3d6 bydoubling the FPP cost.

    armor table Type Armor Weight Cost NotesBlast Helmet +2 1 150 Covers HeadBlast Vest +3 2 350 Covers TorsoBattle Armor +10 15 6,000 Covers entire body. Pace -1 .Combat Jumpsuit +4 8 1,500 Covers Torso, legs and arms.F light Suit +4 5 2000 Covers entire body. Protects from Hazardous environments.F light Suit, Armored +6 10 4000 Covers entire body. Protects from Hazardous environments.Stormtrooper Armor +8 10 - Covers entire body. See notes.Scout Trooper Armor +4 6 - Covers entire body.Powersuit +8 20 10,000 Covers entire body. +2 to Strength rolls.

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    melee weapons table Weapon Range Damage RoF Weight Cost NotesVibro Dagger - Str +2d4 - 1 200 AP 1Vibro Sword - Str +2d6 - 2 250 AP 1Vibro Axe - Str +2d8 - 6 500 AP 1

    Vibro Spear - Str +2d6 - 5 500 AP 2; Reach 1Lightsaber, double - Str +3d8 - 2 - Parry +1 , Ignores Armor.Lightsaber - Str +3d8 - 1 - Ignores Armor.

    Ranged weapons table Weapon Range Damage RoF Weight Cost NotesBlaster Pistol 15/30/60 2d6 1 1 500 AP 1 , Stun.*Light (Sporting, Hold out) 7/15/30 2d4 1 0.5 300 Stun.*Heavy 20/40/80 2d6+1 1 2 750 AP 1 , Stun.Blaster Rifle 30/60/120 2d8+1 2 5 1000 AP 1 , Stun.*Light (Carabine, Sporting) 20/40/80 2d8 2 3 800 AP 1 , Stun.*Heavy 40/80/160 3d8 2 8 1500 AP 2, Stun.Repeating Blaster 20/40/80 2d8+1 3 6 1250 AP 1 , Autofire.*Light 15/30/60 2d8 3 5 1000 AP 1 , Autofire.E-web Repeating Blaster 40/80/160 4d8 3 50 5000 AP 3, Autofire, See notes.Archaic Weapons Range Damage RoF Weight Cost NotesWokiee Bowcaster 10/20/40 2d8+1 1 8 1500 AP 2Slugthrower Pistol 15/30/60 2d4+1 1 2 250 AP 1Slugthrower Rifle 25/50/100 2d6+1 2 6 300 AP 1

    Starship weapons table Weapon Range Damage RoF Weight Cost NotesLaser Cannon 200/400/800 1d8* 1 - - AP 8, HW, See notes.Ion Cannon 150/300/600 1d8* 1 - - AP 8, HW, See notes.Concussion Missile 300/600/1200 4d10 1 - - AP 15, HW.Proton Torpedo 200/400/800 6d20 1 - - AP 20, HW.

    New starships critical hit table 2d6 Effect

    2 Scrath and Dent:The attack merely scrapped the paint, nothing happens.3 Engine:The engine was hit, halve the acc/top speed.4 Wings/Flaps:The handling of the ship decreaes by 1. Minimum 0.5 Computer System: The navi-computer is hit and damaged. Astrogation rolls can be made with difficulty. Lose 1d of Fire

    Control.6-8 Chassis: Take the hit in the body, nothing happens.

    9-10

    Astromech or Life Support:Your Astromech is damaged and inoperative. If it is a Wildcard, resolve the damage against it asnormal. If the ship does not have an Astromech droid or it is already damaged, this attacks hit the Life Support system. If theship is wrecked, you go down with it, furthermore you only have a few minutes of air before starting to asfixiate (normally1d10 minutes).

    11 Weapon:One of your weapons (random) gets damaged and can no longer be used.12 Wrecked:The ship is automatically wrecked.

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    This game uses the Savage Worlds game system, available from Pinnacle Entertaiment Group(www.peginc.com).Savage Worlds, Smiling Jack, and all associated logos and trademarks are Copyright 2004, PinnacleEntertaiment Group. Used without permission.

    Savage Worlds and all associated references belong to Pinnacle Entertaiment Group and are usedwithout permission. Star Wars Saga Edition and D20 and all associated references belong to LucasfilmLtd and Wizards of the Coast and are used without permission. No claim is made to such materials,which are employed out of tribute and affection. So please dont sue!Thanks to all the people in PEGINC for Savage Worlds and all its settings. Thanks to to Paul Tobia, JonWoodland, Ted Arlauskas and Jhon Brown for their own conversion of Star Wars and their views onrules and aspects.Thanks to all the nice people on the internet (yeah, you, the few ones) for all the patience gathering infoand images on Star Wars.Thanks to George Lucas for making Star Wars. Yes, even the prequels.

    final Thoughts I hope you enjoyed this conversion, personally I made this for myself and my friends, but if you like it,you make me happy-Yes, I skipped a lot of info others have put, as I said, if you want info, go to the interwebs, buy the WOTCrpg books and the WEG (if you can get them).Most of what I did was for a Rebellion time, but is easy to adapt to other times.The conversion of John Sheriff288 Brown has a lot of info on making your own Lightsaber, prettyuseful for a Old Republic time setting. Check them out if you like.I include a modified version of Cheyenes Savage Star Wars Character Sheet and a lousy NPC and ShipRecord Sheet I made based on that one. Thanks to Cheyene for that awesome sheet.For rules on how to create/convert ships, read the Sci-Fi Toolkit. And if your players want to modify aFreighter so it is the fastest in the galaxy and use it to smuggle well, Sci-Fi Toolkit.

    Thanks everyone for reading.

    VL 2009. ThexFallenxOne has been Savaged

    Acknowledgments

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