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== MODIFIED AND NEW EDGES == '''Forbidden Edges''' – Artificer, Chi, Gadgeteer, Liquid Courage, Wizard '''MODIFIED BACKGROUND EDGES'''</br> '''Linguistic''' as base Edge you can speak and understand half your Smarts die at d6. You can also understand a number of additional languages equal to your Smarts die. You can understand and read/write these language at a d6 but ONLY to understand. When trying to speak these languages you suffer a -4 to your Skill roll to be understood by a native speaker. '''MODIFIED LEADERSHIP EDGES'''</br> '''Team Leader''' (from Superhero Companion) also, any allies in your command area count as one addition adjacent ally for the purpose of Gang Up bonuses. This can’t exceed the normal max Gang Up bonus of +4. '''MODIFIED POWER EDGES'''</br> '''Holy/Unholy Warrior''' (renamed ''Light/Dark-Side Legate''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Faith to Focus d6+).</br> '''Mentalist''' (renamed ''Force Persuasion''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Psionics to Focus d6+). '''MODIFIED WEIRD EDGES'''</br> '''Champion''': bonuses for Light siders apply to anyone ‘Tainted by the Darkside’ (i.e. Dark Side Points equal to ½ Spirits die). Bonuses for Dark siders apply to anyone with Arcane Background (Gifted) and no Dark Side Points. '''NEW BACKGROUND EDGES'''</br> '''Cyber Tolerance''' [Novice]: The characters Strain level increases by 3 points over the characters basic level. </br> '''Cybernetics Implants''' [Novice]: this edge grants the being 4 Strain worth of cybernetic systems (see Gear, and Strain in SFC pg. 29). Minor cybernetics (replacement heart or hand) do not require this edge nor does it cause any Strain. Note that you suffer a penalty to your Persuasion skills (as people are uncomfortable around you) and to any Focus skill checks equal to ½ your total Strain score (round up). Each level of Dark Side Point that you have negates one penalty to Focus skill.</br> '''Own your Own Ship''' [Novice]: the hero owns his own ship, either a used light Stock Freighter or light obsolete Starfighter. GM should approve of choice. When piloting your own ship, the character gains a +1 to Piloting skills with it. [[File:StarWars.Gunslinger.jpg | 250px | left]] '''NEW COMBAT EDGES'''</br> ''''Combat Ace''' [Seasoned, Ace, Piloting d8+]: You are a starfighter pilot who know how to avoid getting hit in space battles. The target number to hit a starfighter you are piloting is 2 + ½ your Piloting skill.</br> '''Quick Draw''' [Novice, Agility d8+, Shooting d6+]: When on Hold the hero adds +2 to Agility checks to interrupt an opponent’s actions if drawing a weapon and when rolling for Surprise may check Agility instead of Notice to act first in the Round. If the hero has the Danger Sense edge can also substitute Agility for Notice roll with the listed bonus.</br> '''Rocket Jock''' [Season, Ace, Boating or Drive or Pilot d8+, Shooting d8+]: The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.</br> '''Spring Attack''' [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’. '''NEW POWER EDGES'''</br> '''Lightsaber Deflect''' [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional ranged energy attacks in a round but each additional attack counts as an Action (see Multiple Action penalty). : '''Improved Lightsaber Deflect''' [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round. '''NEW PROFESSIONAL EDGES'''</br> '''Bodyguard''' [Novice, Vigor d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a target that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him instead of the original target (toughness +1 vs. this damage and to any Soak rolls, but only from this attack). This does not count as an action.</br> '''Bounty Hunter''' [Novice, Smarts d6+, Notice d6+, Research d6+]: Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. You gain a +2 to Networking checks to follow up on anything related to bounties (SWA pg. 133) and you gain a +1 to Intimidate checks. : '''Elite Bounty Hunter''' [Seasoned, Bounty Hunter, Marksmen, Shooting d8+]: The elite bounty hunter is adept at shooting to incapacitate instead of killing. The bounty hunter does not suffer a -2 penalty for attacks to the limbs. If they player wishes, he can limit the maximum level of damage on the knockout table to 3 (i.e. the target will not bleed out). '''Enforcer''' [Novice, Spirits d6+, Intimidate d6+, Research d4+]: The task of law enforcement takes many forms throughout the galaxy – backwater constable, sector rangers, corporate security to name just a few. Enforcers gain a +2 to Intimidate skill. You also get +2 Networking check checks to recognizing someone with a criminal record or searching for records (SWA pg. 133).</br> '''Entertainer''' [Novice, Performance d8+]: Master performers who specialize in one field, such as music, acting, or dancing. Grants a +2 bonus to any Performance checks and can re-roll a failed check so long as it was not a Critical Failure. After a successful performance (resisted by Spirits if an indifferent audience), the entertainer also gains a +2 to Persuasion with his audience. This requires a willing audience.</br> '''Force Adapt''' [Novice, Arcane Background (Gifted), Spirit d6+, Focus d6+, Occultism d6+]: Adapts have studied the Force under non-traditional ways and have a natural understand of its full potential. Force Adapts gain a +2 to all Trait rolls to resisting Force powers and gain +2 to their Toughness scores against Force Power with the Dark Side descriptor to it. Finally you can ‘enchant’ a normal item to create a ‘force talisman’ that while being worn grants you a +1 to Focus skill checks. This takes about an hour of meditation and thereafter only works for you. They may only posse one such talisman at a time and often have sentimental value to the Adapt.</br> '''Gambler''' [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.</br> '''Gunner''' [Seasoned, Shooting d8+]: You are highly skilled at vehicle and starship guns. You gain a +1 to your Shooting skill and deal an additional +1d die type of damage with any heavy weapons fired from a vehicle or starship that you are not driving, piloting or controlling.</br> '''Infiltrator''' [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.</br> [[File:StarWars.Jedi3.jpg | 200px | right]] '''Jedi Trainee''' [Novice, Arcane Background (Gifted), Spirit d6+, Fighting d6+, Focus d6+, Occultism d6+; cannot start more than 2 Dark Side Points]: You have begun your training in the Force and start with a lightsaber for free. With an activated lightsaber you may use your Parry defense against ranged attacks that you are aware of. : '''Jedi Knight''' [Veteran, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Arcane Background (Gifted), Spirit d8+, Fighting d6+, Focus d8+, Occultism d8+; cannot start more than 2 Dark Side Points]: This dedicated character has been judged worthy by one of the Jedi Councils to bear the title of Jedi Knight. This requires having demonstrated both sufficient command of the Force, and a firm understanding of and belief in Jedi principles. Their training and confidence grants you a +1 to Persuasion and Intimidate checks. The Jedi gains a +1 to his Parry and in addition is granted access to Order funding and supplies to aid in the completion of missions, in addition to receiving a reasonable stipend to live on. On the downside, they must also take orders from the Jedi Councils. You can take the Edge Sidekick (gaining a Jedi Padawan) before gaining Legendary rank. The Knight has crafted her own lightsaber as part of her trails to becoming a knight and gains +1 to Fighting skills when using it (this stacks with Trade-Mark Weapon and Improved Trade-Mark Weapon). : '''Jedi Master''' [Legendary, Wild Card, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Jedi Knight, Professional (Focus), Spirit d10+, Fighting d8+, Focus d10+, Occultism d10+; cannot start more than 2 Dark Side Points]: A true master of the Force, who is greatly respected by the Republic and those who respect the Force. Jedi Masters gain a Padawan Jedi Learner follower (free Edge Sidekick) and +1 to Persuasion and +1 to Intimidate checks (these stack with the bonuses from Jedi Knight). Finally it have the equivalent of Arcane Resistance to resist all Force Power with the Dark Side descriptors and from Temptation tests (a Sith Masters ability). '''Privateer''' [Seasoned, Boating, Driving or Pilot d8+, Shooting d8+]: You are a skilled pirate or privateer who specialize in capturing vehicles. When firing vehicle mounted Ion weapons add +1 to Shooting skill and +1d extra dice of weapon damage and also add +2 to their Electronic skill when making a 'Grab' checks with a Tractor Beams.</br> '''Slicer''' [Novice, Smarts d8+, Hacking d8+]: You are good with computers. Slicers gain a +2 to Hacking skill checks and a +2 to Repair skill checks when repairing computers. You also gain any +2 Research and Common Knowledge checks when using a computer to do searches.</br> '''Smuggler''' [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of.
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