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= THE FORCE = To make things a little easier I am using the base Powers (spells) from the core SWAE, but I am updating a number of them to fit to get to my idea of a Star Wars feel. First there is only one form of Arcane Background and that is a somewhat modified version of Gifted. The skill used to activate any Power is Focus (Spirits). Note also that to better fit the Star Wars feel there are no real 'Rank' requirements for most powers. Padawans use Telekinesis early on, etc. '''ARCANE BACKGROUND (GIFTED)''' grants two starting powers that must be ''Detect/Conceal Arcane'' and ''Empathy''. The character also starts with 15 Power Points. As per normal, new Powers grants 2 addition new powers but now Power Points grants +10 Power Points each time the Edge is taken. All Force Sensitive character can spend a Benny to temperately gain any one Force Power, of its Rank or lower, by '''''Calling on the Force'''''. This power only lasts for the basic powers duration (i.e. if it is instant it only lasts one round, etc.). The character must qualify with all the Power’s requirements and power still uses the normal Power Point Cost. Whenever you use a Power you can add the Dark Side description by '''''Calling on the Dark Side'''''. This either decreases the Power Point cost by 1 (minimum 1 point) or increases the damage of any damaging power by +1 step (i.e. 2d4 because 2d6, 3d6 become 3d8, etc. or with Smite damage is +3, +6 with a Raise), Using a Dark Side Power or adding the Dark Side description automatically adds one to the users Dark Side Point until they have been Consumed by Darkness (see Houserules). [[File:StarWars.Force.jpg]] '''POWERS NOT FOUND IN STAR WARS''': not all the powers listed in SWA are a good fit for the setting. Disallowed include Burrowing, Damage Field, Fly, Growth/Shrinking, Resurrection, Shape Change, Summon Allies, Wall Walker and Teleport. '''LIGHT SIDE POWERS''': as noted earlier some powers are considered Light Side Powers. Light Side powers include Banish (in Star Wars works against dark force ghosts and spirits and Sith zombies/undead), Beast Friends, Entangle, Healing, Relief and Slumber. '''DARK SIDE POWERS''': consequentially there are some powers that are always consider Dark Side Powers when used. Dark Side Power include Fear, Puppet and Zombie. Just knowing these powers does not cause any additional Dark Side Points but using them does. '''LIMITED POWERS''': the following Powers automatically have the Limitation of Range: Self (SWAE pg. 150). Those Powers that include the * include the Aspect Limitation also. One cannot normally share powers in the Star Wars setting. This includes Arcane Protection, Darksight, Deflection, Disguise, Elemental Protection, Farsight, Intangibility, Protection, Speed*, Smite, Speak Language and Warrior’s Gift. == NEW POWER MODIFIERS AND CHANGES == For all Powers the player should come up with a cool Star Wars like name for the Trappings of every power. Below are some examples but you can make up your own, depending on your tradition and background. '''BOOST/LOWER TRAIT''': Trappings – Battle Mind</br> '''Additional Modifiers''': :'''Battle Meditation (+4/+8)''': For +4 points you affect everyone in a Medium Burst Template (and can boost or lower those as you see fit). For +8 points you affect everyone in a LBT. '''DIVINATION''': Trapping – Farseeing. Per the Divination power but gain your answers from the Force and not some deity (although you may believe it is).</br> '''Additional Modifiers''': :'''Group Visions (+1)''': This allows the Force Users to use Support (SWA pg. 106) and share the same vision with Farseeing. :'''Visions (+2)''': By meditating for an hour with success the user can view the area around one creature or place that it knows. The user can use ‘Send Thoughts’ to this creature if it wish and with raises the user gains glimpses of the future or past of the creature. Future events are always cloudy and ever changing but can grant the user some forwarding etc. '''DRAIN POWER POINTS'''; Trapping – Suppress Force</br> '''Additional Modifiers''' :'''Steal Life (+4)''' (this is a Dark Side ability and requires Legendary rank) – You attempt to steal the life force or a target (and it does not need to be a Force User). The target must make a contested check with its Vigor. Failure and it is Stunned until the end of its next round and you recover a level of Fatigue if you are suffering from one. If you got a raise over the target’s check it suffers a Wound and you heal one Wound if you are suffering from one. :'''Steal Power (+3)''' (this is a Dark Side ability) – the user attempts to steal a Force Power from the target in addition to power points. The target resists with a contested Use the Force skill check. Failure and you temporally gain one of its powers for 3 rounds (6 if you won with a raise). '''EMPATHY''': Trappings – Force Enhancements</br> '''Additional Trappings''': :'''Search your Feelings (+0)''': the user can make a Focus skill check to determine if a course of action if favorable or not. It takes one minute to use this ability and it only shows near future repercussions and not the long term consequences and changes the duration of Instant. Generally you can only use this ability effective once a day. Each additional time you use it within a day there is a cumulative -4 penalty to the check. :'''Sense Life (+1)''': with a successful Empathy check the user can and sense any living being within its Smarts” for the duration of the Power (base 5 rounds). She ignores all illumination penalties including from invisibility against all living targets within her Smarts”. This only works on living beings not droids, etc. :'''Sense the Force (+1)''': The users automatically detect any great disturbance in the Force (like the destruction of a planet) without a check or at the cost of power points. The user may also use an action to make a Focus skill check to detect minor disturbances and places that are strong in the light or dark side of the Force, within its Spirits x 50 miles range. '''ENVIRONMENTAL PROTECTION''': Trapping – Resist Elements</br> '''Additional Modifiers''': :'''Energy Absorption (+1/use)''': If you are maintaining Resist Elements once per round, when you have been successful hit with an energy attack (from a power or weapon), you can spend a Power Point as a free action and make a Focus check. If your result is equal to or greater than the damage dealt by this attack you negate the damage and do not suffer its results. '''FARSIGHT''': Trapping – Enhanced Senses</br> '''Additional Modifiers''': :'''Remote Viewing (+2)''': You cast your vision out to Smart die in kilometers away allowing you this spot as if you were standing there. You ignore any vision penalties due to darkness at this point. While maintaining this view you are blind to your own surroundings (unless you are looking back at yourself, etc. with your remote viewpoint). '''MIND LINK''': Trapping – Link Minds</br> '''Additional Modifiers''': :'''Send Thoughts (+1)''': The player may send short messages or thoughts to an ally or friend. Only a few words or ideas can be sent at once with a successful check; like “Danger!”, “Help me” or “It’s a trap!” The difficulty is increased by the distance… :'''Modifier Distance''' :: +0 Within 10 km ::-1 Within 1000 km ::-2 Same planet ::-4 Same star system ::-6 Nearby star system ::-8 Same Rim ::-10 Same Galaxy '''PUPPET''' (Dark Side Power): Trapping - Control Mind</br> '''Additional Modifiers''': :'''Dark Command (+2)''': With the Dark Side of the Force you gain greater control over huge numbers of troops. This requires full concentration on your part. You have the game effects of Command and Leader of Men edges for these troopers. The number you can affect is your Dark Side Affinity level times 100 (500 with a raise). The troopers must be within the same star systems as you in order to gain the benefits of your command. '''SPEED''': Trappings – Surge. The Speed power (without additional modifiers and range of Self only) can be activated as a free action with no Multi-Action penalty. While Speed is active the users also gains +2” to long and high jump distances (+3” with a Raise) for the duration.</br> '''TELEKINESIS''': Trappings – Move Object.</br> '''Additional Modifiers''': :'''Force Grip (+1)''': When you successfully grab a target with Telekinesis you also deal your Spirits +1d6 damage to it each round on your action. The target is considered Grabbed and must escape against your TK strength. :'''Kinetic Combat (+1/+2)''': You can wield a melee weapons telekinetically in combat and at range or two melee weapons for +2 power points without suffering a Multi-Action penalties for making extra attacks so long as the attacks are with the separate weapons. :'''Stronger (+2)''': Strength increases to a d12+2 (d12+4 with a raise). You can lift 1,000lbs (4,000lbs with a raise) with your power now. '''WARRIOR’S GIFT''': Trappings – Battle Mind</br> '''Additional Modifiers''': :'''Battle Master (+2)''': For the duration of this power also gain a +1 to Fighting (+2 with a raise) skill checks and +1 to Parry for the duration of the power. '''ZOMBIE''' (Dark Side Power): Trappings – Create Revenant. Per the Zombie power the dark side can create a fanatical revenant with the Dark Side of the Force.</br> '''Additional Modifiers''': :'''Create Wraith (+2)''': You create a Force Wraith (see NPC monsters). == NEW POWERS == '''SUGGESTION''' :'''Rank''': Novice :'''Power Points''': 2 :'''Range''': Smarts :'''Duration''': Instant :'''Trappings''': Mind Trick ''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.</br> '''Additional Modifiers''' :'''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template. [[File:StarWars.Jedi4.jpg | 300px | right]] '''TRANCE''' :'''Rank''': Novice :'''Power Points''': 1 :'''Range''': Self :'''Duration''': Varies :'''Trappings''': Force Trance ''Trance'' allows the user to enter a traces-like state with a Focus skill check. This trance is as good as a full night’s sleep, but only requires two hours and the character is fully aware of his or her surroundings (no Notice penalties). After this trance, once per day, can also make a normal Natural Healing tests (basic penalties and benefits if any). Success heals a Wound, a raise heals two. Also once per day can spend a full minute in full meditation (but still aware of surrounds) to make a skill check to regain one loss Fatigue from any source. '''Additional Modifiers'''</br> :'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity.
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