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'''BASIC RULE SYSTEM NOTES''' | '''BASIC RULE SYSTEM NOTES''' | ||
* '''Rule Setting''' Savage World Adventure Edition (SWAE) | * '''Rule Setting''' Savage World Adventure Edition (SWAE) | ||
− | * '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below | + | * '''Savage Worlds Science Fiction Companion''' (SFC) for additional rules for Cyberware (pg. 29 31), Starship (pg. 40-50) and Vehicles (pg. 51-57). Allowed Hindrance (pg.11): Low Tech (minor or major). The vehicles rules have changed with the Adventure edition updates' see Vehicles below. |
− | * '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' ( | + | * '''Setting Rules''' (SWAE pg. 136-141) – '''''Born a Hero''''' (ignore rank requirement at character creation), '''''Conviction''''' (Heroes can gain Conviction Tokens which add a d6 to a Trait or damage roll; awarded for personal triumph or tragedy), '''''High Adventure''''' (benny to gain a combat edge you qualify for), '''''More Skill Points'''''' (start with 15 skill points instead of 12), '''''Multiple Languages''''' (see updated Linguistic edge. Character start with thating the edge once for free), '''''Unarmored Heroes'''''' (Wild Cards who don’t wear armor gain +2 to soak rolls), '''''Wound Cap''''' (heroes suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls). |
* '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed. | * '''Arcane Background (Gifted)''' with the Skill '''Focus''' (Spirits) is only Power type allowed. | ||
*'''Wealth''' as rules SWAE pg. 145, but updated. See Gear | *'''Wealth''' as rules SWAE pg. 145, but updated. See Gear | ||
− | == HOUSERULE | + | == HOUSERULE - FALLING TO THE DARK SIDE == |
− | + | Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically. | |
− | + | : '''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ its’ Spirit is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Benny and activate any non-Light side Force Power as a Free Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either. | |
− | Dark Side Score and Falling to the Dark Side In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically. | + | : '''Tainted by Darkness''': A character with a Dark Side Score greater than ½ its’ Spirit die but less than its full die has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +1 dark side bonus to and Focus skill check to active any Dark Side Force Power. However they must pay one additional Power Point to use a Light Side Force Power and suffer a -1 to the Focus skill check to active such powers. All characters (not just Force Users) suffer a -1 to Persuasion skill checks but gain a +1 to Intimidate skill checks. |
− | '''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ its’ Spirit is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Benny and activate any non-Light side Force Power as a Free Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either. | + | : '''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power. |
− | '''Tainted by Darkness''': A character with a Dark Side Score greater than ½ its’ Spirit die but less than its full die has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +1 dark side bonus to and Focus skill check to active any Dark Side Force Power. However they must pay one additional Power Point to use a Light Side Force Power and suffer a -1 to the Focus skill check to active such powers. All characters (not just Force Users) suffer a -1 to Persuasion skill checks but gain a +1 to Intimidate skill checks. | ||
− | '''Consumed by Darkness''': A character with a Dark Side Score equal to its’ Spirit die has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Dark Side powers and they can no longer use any Light Side Power. All whom have been consumed by the Dark Side gain a +2 to Intimidate skill checks but suffer a -2 to Persuasion skill checks. These bonus and penalties can be ignored by the Dark Sider when it uses Conceal Arcane power. | ||
− | ''' | + | '''Call on the Dark Side''': Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were. |
− | Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were. | ||
: '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more. | : '''Calling on the Dark Side''' (force sensitive only): A force used can gain the use of a Dark Side Power without having to spending a Benny (see the Force)!! The character automatically gain a Dark Side Point and if their actions warrant it may even increase more. | ||
: '''Dark Fortune''': When a character spends a Benny to re-roll a check it gains a +2 bonus to its total (this stacks with the Elan edge). This increase the characters Dark Side Score by 1. | : '''Dark Fortune''': When a character spends a Benny to re-roll a check it gains a +2 bonus to its total (this stacks with the Elan edge). This increase the characters Dark Side Score by 1. | ||
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: '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1. | : '''Renew''' (force sensitive only): As a Action you regain 5 spent Power Points back (up to your maximum amount). This increase the characters Dark Side Score by 1. | ||
− | '''Redemption''' | + | '''Redemption''': There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+. |
− | There are two ways to lower ones Dark Side Point score. The first is by spending an Advance, which reduces your Dark Side Points by 2. Another way would be to go on a Quest of Redemption set by the GM or be preforming various heroic deeds. This should be a heroic type endeavor and require some sacrifice by the character. Reduces Dark Side Points by 1+. | ||
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= CHARACTER CREATION = | = CHARACTER CREATION = | ||
− | :'''Traits''' – 5 points for Attributes and 15 for Skills. | + | :*'''Traits''' – 5 points for Attributes and 15 for Skills. |
− | :''' | + | :*All '''Wild Card''' characters began with the '''Elan''' edge for free. |
− | :''' | + | :*'''Languages''' – see updated Linguist below. All characters should start with their Native language at a d8. Each Species has their native listed. Basic is the other language that everyone should have (either as a native or secondary languages). |
− | + | :*'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth pen down to -1) but nothing greater than licensed or uncommon availability. You also start with up to six 'cheap' (+1 and +2) items and two more 'moderate' (-1) items. Aristocrat and Rich can purchase one 'expensive' (down to -3) item and the Very Rich can start with two. Characters with the Poor Hindrance start with either a Weapon or one other piece of equipment that is of moderate value (-1) only. Then gains 2 cheap items but no other purchases are allowed. | |
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− | :'''Starting Gear''': Characters start with a set of Civilian Garb, one basic weapon and any one other piece of equipment, both must be of 'moderate' value (Wealth | ||
== SPECIES == | == SPECIES == | ||
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The galaxy is an unimaginably vast place, and few people can claim to have seen more than a handful of the intelligent species out there. Thanks to parallel evolution, most species are fairly humanoid in appearance, although the specifics tend to get fuzzy. All have been created using those found in SWAE pg. 18-20 but are built with +4 Positive Racial Abilities instead of the base +2 from the core rules. | The galaxy is an unimaginably vast place, and few people can claim to have seen more than a handful of the intelligent species out there. Thanks to parallel evolution, most species are fairly humanoid in appearance, although the specifics tend to get fuzzy. All have been created using those found in SWAE pg. 18-20 but are built with +4 Positive Racial Abilities instead of the base +2 from the core rules. | ||
Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course). | Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course). | ||
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'''Humans''': The most common and populous of the various species of the galaxy, humans are as unique and varied as the many worlds they inhabit. | '''Humans''': The most common and populous of the various species of the galaxy, humans are as unique and varied as the many worlds they inhabit. | ||
: '''Adaptable''': One free Edge of choice, must still meet requirements | : '''Adaptable''': One free Edge of choice, must still meet requirements | ||
: '''Versatile''': increase starting Attribute Traits by one (6 trait attribute points at character creation) | : '''Versatile''': increase starting Attribute Traits by one (6 trait attribute points at character creation) | ||
: '''Homeworld''': Unknown (possibly multiple worlds) | : '''Homeworld''': Unknown (possibly multiple worlds) | ||
− | : '''Native Language''': Basic | + | : '''Native Language''': Basic |
'''Duros''': One of the oldest species of the Republic, they were also one of the first to develop hyper-space drives systems (it is not really known if it was Humans, Duros, or Zabraks or some other species that first developed space flight). Having almost completely abandoned their worn out and polluted home-world in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races. | '''Duros''': One of the oldest species of the Republic, they were also one of the first to develop hyper-space drives systems (it is not really known if it was Humans, Duros, or Zabraks or some other species that first developed space flight). Having almost completely abandoned their worn out and polluted home-world in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races. | ||
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: '''Spacers''': base skills in Piloting d4 and Repair d4. | : '''Spacers''': base skills in Piloting d4 and Repair d4. | ||
: '''Homeworld''': Unknown | : '''Homeworld''': Unknown | ||
− | : '''Native Languages''': Durese | + | : '''Native Languages''': Durese or Basic |
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'''Gran''': The Gran are easily distinguished by their triple eyestalks, small horns, and jutting jaw lines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation. Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole. | '''Gran''': The Gran are easily distinguished by their triple eyestalks, small horns, and jutting jaw lines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation. Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole. | ||
− | : '''Keen Senses''': +2 to | + | : '''Keen Senses''': +2 to Notice checks |
: '''Loyal''': as Minor Hindrance, to society and friends | : '''Loyal''': as Minor Hindrance, to society and friends | ||
: '''Outgoing''': base Persuasion skill d6 and maximum starting of a d12+1. | : '''Outgoing''': base Persuasion skill d6 and maximum starting of a d12+1. | ||
: '''Triple Eyes''': as the Marksman Edge | : '''Triple Eyes''': as the Marksman Edge | ||
: '''Homeworld''': Kinyen | : '''Homeworld''': Kinyen | ||
− | : ''' | + | : '''Language''': Gran |
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'''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. | '''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. | ||
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: '''Scholar''': as the edge with any one Knowledge bases skill of chose. | : '''Scholar''': as the edge with any one Knowledge bases skill of chose. | ||
: '''Homeworld''': Mon Cala | : '''Homeworld''': Mon Cala | ||
− | : '''Native Language''': Mon Calamarian | + | : '''Native Language''': Mon Calamarian |
'''Togruta''': The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance. | '''Togruta''': The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance. | ||
: '''Hunters''': base Survival of d4 | : '''Hunters''': base Survival of d4 | ||
: '''Loyal''': as Minor Hindrance, to friends and family (pack) | : '''Loyal''': as Minor Hindrance, to friends and family (pack) | ||
− | : '''Spatial Awareness''': as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT; Limited- Cannot wear a helmet, vacc suit, etc.) | + | : '''Spatial Awareness''': as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT centered on hero; Limited- Cannot wear a helmet, vacc suit, etc.) |
: '''Homeworld''': Shili | : '''Homeworld''': Shili | ||
− | : '''Native Language''': Togruti | + | : '''Native Language''': Togruti |
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'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners. | '''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners. | ||
− | : '''Charmers''': gain | + | : '''Charmers''': gain a free re-roll with Persuasion checks (stacks with Charisma Edge). |
: '''Low-Light Vision''': no penalties in Dim and Dark illumination. | : '''Low-Light Vision''': no penalties in Dim and Dark illumination. | ||
− | : ''' | + | : '''Secret Language''': Lekku (sort of a secret head-tail sign language) |
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: '''Homeworld''': Ryloth | : '''Homeworld''': Ryloth | ||
− | : '''Native Languages''': Ryl and Lekku (only Twi’lik can 'speak' it | + | : '''Native Languages''': Ryl and Lekku (only Twi’lik can 'speak' it) |
'''Wookiee''': Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt. | '''Wookiee''': Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt. | ||
− | : '''Big''': armor and clothing not made for their size imposes a -2 penalty for most skills. Armor and clothing (and protective gear) | + | : '''Big''' (Minor): armor and clothing not made for their size imposes a -2 penalty for most skills. Armor and clothing (and protective gear) costs twice as much for their size. |
: '''Climbing Claws''': can re-roll Athletic checks for climbing so long as it was not a Critical Fumble. | : '''Climbing Claws''': can re-roll Athletic checks for climbing so long as it was not a Critical Fumble. | ||
: '''Limited Speech''' (Minor): cannot speak Basic (understand only). Others cannot normally learn to speak their language either, only understand it. | : '''Limited Speech''' (Minor): cannot speak Basic (understand only). Others cannot normally learn to speak their language either, only understand it. | ||
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: '''Very Strong''': base Strength d8 and max starting is d12+2 | : '''Very Strong''': base Strength d8 and max starting is d12+2 | ||
: '''Homeworld''': Kashyyk | : '''Homeworld''': Kashyyk | ||
− | : '''Native Language''': Shyriiwook | + | : '''Native Language''': Shyriiwook |
== DROIDS == | == DROIDS == | ||
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: '''Outsider''': as Major Hindrance. Suffer -2 with Persuasion with non-Droids and are considered property with no civil rights. | : '''Outsider''': as Major Hindrance. Suffer -2 with Persuasion with non-Droids and are considered property with no civil rights. | ||
: '''Vow''': as Major Hindrance. Droids are designed with a particular purpose. Player characters have a broad directive such as servicing a particular role within a group or government agency. | : '''Vow''': as Major Hindrance. Droids are designed with a particular purpose. Player characters have a broad directive such as servicing a particular role within a group or government agency. | ||
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− | Then add Droid’s '''DEGREE''' type (Choice one of the following)… | + | Then add Droid’s '''DEGREE''' type (Choice one of the following)… |
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'''1st DEGREE''' Technical and Medical droids | '''1st DEGREE''' Technical and Medical droids | ||
: ''Skills bonus'': Academics d6 (and maximum starting of a d12+1) plus one of the following skills at d6 (and max starting of d12+1 with that skill) – Battle, Drive, Electronics, Hacking, Healing, Piloting, Repair, Research or Science. | : ''Skills bonus'': Academics d6 (and maximum starting of a d12+1) plus one of the following skills at d6 (and max starting of d12+1 with that skill) – Battle, Drive, Electronics, Hacking, Healing, Piloting, Repair, Research or Science. | ||
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'''2nd DEGREE''' Mechanic or Astromech droids | '''2nd DEGREE''' Mechanic or Astromech droids | ||
: ''Bonus Edge & Skill'': Mr. Fix It edge and base skill Repair d6 (maximum starting of d12+1); or Navigation Databank Droid edge and base skill Science d6 (maximum starting of d12+1). | : ''Bonus Edge & Skill'': Mr. Fix It edge and base skill Repair d6 (maximum starting of d12+1); or Navigation Databank Droid edge and base skill Science d6 (maximum starting of d12+1). | ||
− | : ''No Vocabulator'' (Minor): | + | : ''No Vocabulator'' (Minor): cannot speak Basic (understand only). Cannot normally learn to speak other languages, only understand them. |
: ''Wheeled Movement'' (Minor): see droid Hindrances below. | : ''Wheeled Movement'' (Minor): see droid Hindrances below. | ||
'''3rd DEGREE''' Protocol and Entertainment droids | '''3rd DEGREE''' Protocol and Entertainment droids | ||
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'''5th DEGREE''' Labor and Hauler droids. | '''5th DEGREE''' Labor and Hauler droids. | ||
: ''Base Strength'' d8 (and a maximum starting of d12+2) | : ''Base Strength'' d8 (and a maximum starting of d12+2) | ||
− | : ''Size'' +2 (and | + | : ''Size'' +2 (and Toughness +2). |
: ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills). | : ''Attribute Penalty'': suffering a -1 to Agility based tests (not linked skills). | ||
'''DROID ONLY HINDRANCES''' | '''DROID ONLY HINDRANCES''' | ||
− | : '''Behavioral Inhibitor''' | + | : '''Behavioral Inhibitor''' [Minor/Major]: Behavior Inhibitor act as the Pacifist Major Hindrance but is restricted to living beings. Droids might also feel the need to obey who it feels is its owner and master (as Loyal). |
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: '''No Hands''' [Minor]: The droid has claws, pincers or something similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items. | : '''No Hands''' [Minor]: The droid has claws, pincers or something similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items. | ||
− | : '''No Vocabulator''' [Minor]: | + | : '''No Vocabulator''' [Minor]: cannot speak Basic (understand only). Others cannot normally learn to speak in Basic either, only understand it. Can speak in Binary out loud. |
: '''Weak Battery''' [Minor]: the droid has a faulty battery that last less than normal ones. It needs to recharge every day for one hour instead of every three days. | : '''Weak Battery''' [Minor]: the droid has a faulty battery that last less than normal ones. It needs to recharge every day for one hour instead of every three days. | ||
: '''Wheeled Locomotion''' [Minor]: the droid as a wheeled system of transport, making it harder to climb stairs or cover rough terrain. In these situations halves its pace and applies a -4 penalty when climbing. | : '''Wheeled Locomotion''' [Minor]: the droid as a wheeled system of transport, making it harder to climb stairs or cover rough terrain. In these situations halves its pace and applies a -4 penalty when climbing. | ||
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'''MODIFIED BACKGROUND EDGES'''</br> | '''MODIFIED BACKGROUND EDGES'''</br> | ||
− | '''Linguistic''' | + | '''Linguistic''' You understand additional languages equal to your Smarts die 'levels'. To only 'understand' a language requires 1 level while speaking and undering it requires 2 levels. Each of these languages is at a d6 skill (i.e. a character with a d6 Smarts could understand up to 6 languages but not be able to speak any of them, or could speak and understand 3 languages or any combination up to 6 levels). |
'''MODIFIED LEADERSHIP EDGES'''</br> | '''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. | '''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. | ||
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'''MODIFIED POWER EDGES'''</br> | '''MODIFIED POWER EDGES'''</br> | ||
− | '''Holy/Unholy Warrior''' (renamed ''Light/Dark-Side Legate''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Faith to Focus d6+). | + | '''Holy/Unholy Warrior''' (renamed ''Light/Dark-Side Legate''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Faith to Focus d6+). |
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'''Mentalist''' (renamed ''Force Persuasion''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Psionics to Focus d6+). | '''Mentalist''' (renamed ''Force Persuasion''; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Psionics to Focus d6+). | ||
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'''MODIFIED WEIRD EDGES'''</br> | '''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. | '''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> | '''NEW BACKGROUND EDGES'''</br> | ||
− | '''Cyber Tolerance''' [Novice]: The characters Strain level increases by | + | '''Cyber Tolerance''' [Novice]: The characters Strain level increases by 4 points over the characters basic level. |
− | '''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. | + | |
+ | '''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. | ||
+ | |||
'''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. | '''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. | ||
− | + | ||
'''NEW COMBAT EDGES'''</br> | '''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. | + | ''''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. |
− | '''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. | + | |
− | '''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. | + | '''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. |
+ | |||
+ | '''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. | ||
+ | |||
'''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’. | '''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> | '''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 | + | '''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 bolts in 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. | : '''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> | '''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. | + | '''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. |
+ | |||
'''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. | '''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). | : '''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). | + | |
− | '''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. | + | '''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). |
− | '''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. | + | |
− | '''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. | + | '''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. |
− | '''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. | + | |
− | '''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. | + | '''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. |
− | + | ||
+ | '''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. | ||
+ | |||
+ | '''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. | ||
+ | |||
+ | '''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. | ||
+ | |||
'''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 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 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). | : '''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. | + | |
− | '''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. | + | '''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. |
+ | |||
+ | '''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. | ||
+ | |||
'''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. | '''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. | ||
− | = WEALTH AND GEAR = | + | = WEALTH, WEAPONS, ARMOR AND GEAR = |
'''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die. | '''Wealth'''. Per SWAE a base Wealth die is a d6. Those whom took the Poor Hindrance only have a d4 Wealth die. The Rich edge grants a d8 Wealth die and the Very Rich edge grants a d10 Wealth die. | ||
− | + | Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich). Prices are listed from Cheap (bonuses to your Wealth check of +1 or +2) to Moderate (bonus or penalty to your Wealth die of +0 to -1), Expensive (penalty to Wealth dice of -2 to -3) or Very Expensive (-4 or more). | |
− | Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich | ||
Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check. | Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check. | ||
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Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships. | Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything '''Licensed''' (L) or '''Scares/Uncommon''' (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. '''Restricted''' (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. '''Illegal''' (I) and '''Military''' (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. '''Artifacts''' (A) are not available generally at any price. Things like lightsabers or Military Capital Ships. | ||
− | + | '''New Weapon Features/Notes''' | |
:'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires. | :'''Fire''' – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires. | ||
:'''Holdout''' - gain +2 to Stealth when hiding on own body | :'''Holdout''' - gain +2 to Stealth when hiding on own body | ||
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing. | :'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing. | ||
− | :''' | + | :'''½ Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty. |
− | :'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per | + | :'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per 10 minutes, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage. |
== ADVANCED MELEE WEAPONS == | == ADVANCED MELEE WEAPONS == | ||
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| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach | | Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach | ||
|- | |- | ||
− | | Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only | + | | Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only |
|- | |- | ||
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered | | Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered | ||
|- | |- | ||
− | | Vibro-blade || Str+ | + | | Vibro-blade || Str+d4 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered |
|- | |- | ||
− | + | | Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || Parry -1, 2-handed. Greataxe unpowered | |
− | |||
− | | Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || 2-handed. Greataxe unpowered | ||
|- | |- | ||
|} | |} | ||
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All advanced melee weapons but the lightsaber require power cells to operate. For non Lightsabers these last about an hour of continual use before requiring recharge or replacement. Generally cost +2 for each, +0 for a set of 5 and weight ½lb each. Lightsaber crystals last for years. | All advanced melee weapons but the lightsaber require power cells to operate. For non Lightsabers these last about an hour of continual use before requiring recharge or replacement. Generally cost +2 for each, +0 for a set of 5 and weight ½lb each. Lightsaber crystals last for years. | ||
− | + | : *'''''Lightsabers''''': Without the Jedi Trainee edge an attacker is at -2 to Fighting and -1 to its Parry. Lightsabers ignores all non-Force Field Armor Points and the Hardness Rating of items is halved. Targets are considered unarmed unless they are wielding a lightsaber or a weapon that can "Parry lightsabers" (via weapons or powers). | |
− | '''''Lightsabers''''' | + | :Lightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for M price depending on the locale and availability. This price includes all but the most important part: the crystal. The lightsaber crystal affects the length and color of the blade, and rare ones may provide other bonuses as well (GM’s call). The modern Jedi usually goes on a quest to find his first. A Jedi or Sith may construct several lightsabers over the course of a lifetime, each reflecting changes in his personal taste and abilities. Construction of a lightsaber requires at least Veteran Rank and usually takes around a month of dedicated work once all of the parts have been assembled, although it could be completed in less time if the builder is very good. This requires a Focus skill check with a month work. A -1 to the check can shave off a week of time, -2 for only requires two weeks or -4 to make the check in just one weeks’ time. Constructing one’s own lightsaber grants a +1 bonus to Fighting but only for you. |
− | Without the Jedi Trainee edge an attacker is at -2 to Fighting and -1 to its Parry. Lightsabers ignores all non-Force Field Armor Points and the Hardness Rating of items is halved. Targets are considered unarmed unless they are wielding a lightsaber or a weapon that can "Parry lightsabers" (via weapons or powers). | ||
− | |||
− | Lightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for | ||
== RANGED WEAPONS == | == RANGED WEAPONS == | ||
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| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | | '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES''' | ||
|- | |- | ||
− | | Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, | + | | Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, ½ Handed |
|- | |- | ||
− | | Blaster E-Web || 50/100/200 || | + | | Blaster E-Web || 50/100/200 || 3d10 || 6 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted |
|- | |- | ||
− | | Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || | + | | Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || d10 || 24 || -2 (M) || Snapfire, 2-handed |
|- | |- | ||
| Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout | | Blaster pistol, holdout || 6/12/24 || 2d6 || 3 || 1 || 10 || d4 || 1 || +0 (R) || Holdout | ||
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| Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun | | Blaster pistol || 15/30/60 || 2d8 || 3 || 1 || 50 || d4 || 3 || +0 (L) || Stun | ||
|- | |- | ||
− | | Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || | + | | Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d8 || 12 || -2 (L) || Stun, 3RB, 2-handed |
|- | |- | ||
− | | Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || | + | | Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || ½ Handed |
|- | |- | ||
| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed | | Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed | ||
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| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs) | | Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs) | ||
|- | |- | ||
− | | Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 | + | | Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 steps Strength. Vacuum (18hrs) |
|- | |- | ||
− | | Battle armor, light || | + | | Battle armor, light || 6 || d6 || 18 || -1 (L) || Full body. Vacuum (18hrs) |
|- | |- | ||
− | | Battle armor, medium || 8 || | + | | Battle armor, medium || 8 || d8 || 32 || -2 (L) || Full body. Vacuum (18hrs) |
|- | |- | ||
− | | Battleframe || 3 || d6¹ || 20¹ || -3 || +2 | + | | Battleframe || 3 || d6¹ || 20¹ || -3 || +2 steps Strength. Pace & Run +2 |
|- | |- | ||
| Blast helmet || 4 || d4 || 6 || +1 || Head. Comlink, +4 vs. flash/blind | | Blast helmet || 4 || d4 || 6 || +1 || Head. Comlink, +4 vs. flash/blind | ||
|- | |- | ||
− | | Blast vest || | + | | Blast vest || 5 || d6 || 10 || +0 || Torso |
|- | |- | ||
| Combat jumpsuit || 3 || d4 || 8 || +0 || Torso, arms, legs | | Combat jumpsuit || 3 || d4 || 8 || +0 || Torso, arms, legs | ||
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| Fleet armor || 14 || n/a¹ || 400¹ || -5 (M) || Full body, Size 2, Str d12+2, Fly 6 in z-g, Pace & Run -2. Vacuum (24hrs). | | Fleet armor || 14 || n/a¹ || 400¹ || -5 (M) || Full body, Size 2, Str d12+2, Fly 6 in z-g, Pace & Run -2. Vacuum (24hrs). | ||
|- | |- | ||
− | | Ixian battleframe || 4 || d6¹ || 20¹ || -3 (L) || Torso, arms, legs. +2 | + | | Ixian battleframe || 4 || d6¹ || 20¹ || -3 (L) || Torso, arms, legs. +2 steps Strength. Concealable (-2 Notice) |
+ | |- | ||
+ | | Trooper armor || 6 || d6 || 24 || -2 (R) || Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments | ||
|- | |- | ||
| Scout trooper armor || 4 || d6 || 12 || -2 (R) || Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments | | Scout trooper armor || 4 || d6 || 12 || -2 (R) || Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments | ||
− | |||
− | |||
|- | |- | ||
| Vacuum suit || 2 || d4 || 12 || +0 || Full body. Vacuum (24hrs) | | Vacuum suit || 2 || d4 || 12 || +0 || Full body. Vacuum (24hrs) | ||
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== MISCELLANEOUS GEAR == | == MISCELLANEOUS GEAR == | ||
− | BASIC GEAR | + | BASIC GEAR |
− | '''Aquata Breather''': Aquata Breather is a compact mouthpiece designed to supply the user with 6 hours of breathable air underwater, and in other similar environments. It comes in many varieties for all different species. Wt. none, Price +0 | + | :'''Aquata Breather''': Aquata Breather is a compact mouthpiece designed to supply the user with 6 hours of breathable air underwater, and in other similar environments. It comes in many varieties for all different species. Wt. none, Price +0 |
− | '''Bacta Tank''': A full-immersion tank filled with bacta, this device is used to treat serious injuries over the long term. Due to its weight and expense, bacta tanks are only available in major medical facilities. Characters immersed in a bacta tank may make recovery checks every hour, but automatically gain one level of Fatigue for each wound healed (can’t kill). Wt. 5 tons, Price -8 | + | :'''Bacta Tank''': A full-immersion tank filled with bacta, this device is used to treat serious injuries over the long term. Due to its weight and expense, bacta tanks are only available in major medical facilities. Characters immersed in a bacta tank may make recovery checks every hour, but automatically gain one level of Fatigue for each wound healed (can’t kill). Wt. 5 tons, Price -8 |
− | '''Breath Mask''': provides 12 hours of breathable air in most environments and +4 to Vigor tests vs. air born Toxins, Gases etc. They do not work underwater or in a vacuum. Wt. 2, Price +1 | + | :'''Breath Mask''': provides 12 hours of breathable air in most environments and +4 to Vigor tests vs. air born Toxins, Gases etc. They do not work underwater or in a vacuum. Wt. 2, Price +1 |
− | '''Comlink''': clear communication within 50 miles and low-orbit on most worlds. Wt. none, Price +1 | + | :'''Comlink''': clear communication within 50 miles and low-orbit on most worlds. Wt. none, Price +1 |
− | '''Chronometer''': keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time. Can be added to a Comlink or Datapad. Wt. none, Price +2 | + | :'''Chronometer''': keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time. Can be added to a Comlink or Datapad. Wt. none, Price +2 |
− | '''Datapad''': This is a simple text and data recorder with a keypad & a readout screen. Wt. 0.5, Price +1 | + | :'''Datapad''': This is a simple text and data recorder with a keypad & a readout screen. Wt. 0.5, Price +1 |
− | '''Death Sticks''': Cigarettes, a pack of 20. Vigor check or Distracted and Vulnerable for 1d6 minutes afterwards. Wt. none, Price +1 | + | :'''Death Sticks''': Cigarettes, a pack of 20. Vigor check or Distracted and Vulnerable for 1d6 minutes afterwards. Wt. none, Price +1 |
− | '''Glowrod''': Provides full light within 5” and Dim darkness conditions within 15”. Or can be used as a flashlight at double ranges but only within the beam. Battery lasts years. Wt. 0.5, Price +2 | + | :'''Glowrod''': Provides full light within 5” and Dim darkness conditions within 15”. Or can be used as a flashlight at double ranges but only within the beam. Battery lasts years. Wt. 0.5, Price +2 |
− | '''Macrobinoculars''': Computer enhanced images out too several kilometers (-1 Notice per 1,000”), +2 Notice checks. Wt. 3, Price 0 | + | :'''Macrobinoculars''': Computer enhanced images out too several kilometers (-1 Notice per 1,000”), +2 Notice checks. Wt. 3, Price 0 |
− | '''Medpac''': containing bandages, disinfectants, and distilled Bacta injections, this kit gives the user +2 on all Healing skill rolls. Wt. 3, Price 0 | + | :'''Medpac''': containing bandages, disinfectants, and distilled Bacta injections, this kit gives the user +2 on all Healing skill rolls. Wt. 3, Price 0 |
− | '''Restraining Bolt''': are used to maintain control over droids. It can be used to remotely shut down a droid’s motor functions. It takes an action to place a bolt onto a willing droid, removing a bolt requires a Repair check (-4 by the Droid wearing it; can try a max of once per day). When engaged, droid considered Incapacitated. Sold as pair, as the bolt and controller. Wt. 1 each, Price 0 | + | :'''Restraining Bolt''': are used to maintain control over droids. It can be used to remotely shut down a droid’s motor functions. It takes an action to place a bolt onto a willing droid, removing a bolt requires a Repair check (-4 by the Droid wearing it; can try a max of once per day). When engaged, droid considered Incapacitated. Sold as pair, as the bolt and controller. Wt. 1 each, Price 0 |
− | '''Restraints''': A pair of synthetic-plastic restraints, Agility or Strength -4 roll to escape, once an hour but causes a level of Fatigue. Wt. 1, Price +1 | + | :'''Restraints''': A pair of synthetic-plastic restraints, Agility or Strength -4 roll to escape, once an hour but causes a level of Fatigue. Wt. 1, Price +1 |
− | '''Sabacc Deck''': deck of electronic of card for Sabacc. Wt. none, Price +2 | + | :'''Sabacc Deck''': deck of electronic of card for Sabacc. Wt. none, Price +2 |
− | '''Spacers Food''': vitamins and mineral packed food, per day. Wt. 1 each, Price +2 for 5 days of food. | + | :'''Spacers Food''': vitamins and mineral packed food, per day. Wt. 1 each, Price +2 for 5 days of food. |
− | '''Syntherope 20 yards''' (10"): Strong enough to support 1,000lbs from a liquid dispenser. Wt. 1, Price +1 | + | :'''Syntherope 20 yards''' (10"): Strong enough to support 1,000lbs from a liquid dispenser. Wt. 1, Price +1 |
− | '''Utility Belt''': Includes a medpac, 20yd of synthe-rope, and 4 days of spacers’ food. Wt. 6, Price 0 | + | :'''Utility Belt''': Includes a medpac, 20yd of synthe-rope, and 4 days of spacers’ food. Wt. 6, Price 0 |
− | '''Voice Synthesizer''': Programmed to speak known languages, with any number of prepared phrases or can type out conversations, etc. Wt. 1, Price 0 | + | :'''Voice Synthesizer''': Programmed to speak known languages, with any number of prepared phrases or can type out conversations, etc. Wt. 1, Price 0 |
− | + | CLOTHING | |
− | CLOTHING | + | :'''Civilian Garb''': includes worker utility clothing and everyday clothing. Includes shirt, pants, shoes, belt and light jacket or cloak. Wt. 6, Price +1 |
− | '''Civilian Garb''': includes worker utility clothing and everyday clothing. Includes shirt, pants, shoes, belt and light jacket or cloak. Wt. 6, Price +1 | + | :'''Executive Wear''': formal wear of business and corporate leaders. Wt. 8, Price -1 or more. |
− | '''Executive Wear''': formal wear of business and corporate leaders. Wt. 8, Price -1 or more. | + | :'''Formal Wear''': Current high fashion. +1 Persuasion checks and Networking for those impressed by such. Wt. 12, Price -3 or more. |
− | '''Formal Wear''': Current high fashion. +1 Persuasion checks for those impressed by such. Wt. 12, Price -3 or more. | + | :'''All-Weather Cloak''': Includes advanced heat and cold weather resistant fabric, boots and pouches. +2 Survival checks and Vigor trait tests in hostile environmental conditions. Wt. 8, Price -1 |
− | '''All-Weather Cloak''': Includes advanced heat and cold weather resistant fabric, boots and pouches. +2 Survival checks and Vigor trait tests in hostile environmental conditions. Wt. 8, Price -1 | + | :'''Skin Suit''': very light vacuum suit that includes a clear plastic helm. Vacuum sealed for 24 hours. Wt. 4, Price 0 |
− | '''Skin Suit''': very light vacuum suit that includes a clear plastic helm. Vacuum sealed for 24 hours. Wt. 4, Price 0 | + | :'''Wet Suit''': specialized torso and limb suit that can retain moisture. For aquatic species (with dependence on immersion), these suits act as being “submerged in water” for an hour each day (at least a week without needing maintenance, generally just fresh water). Wt. 8, Price 0 |
− | '''Wet Suit''': specialized torso and limb suit that can retain moisture. For aquatic species (with dependence on immersion), these suits act as being “submerged in water” for an hour each day (at least a week without needing maintenance, generally just fresh water). Wt. 8, Price 0 | ||
− | SPECIAL GADGETS AND GEAR | + | SPECIAL GADGETS AND GEAR |
− | '''Camo-Suit''': skin-tight body suit and hood that can adapt to background. Add +4 to Stealth when standing still and +2 when moving. Wt. 8, Price -4 (L) | + | :'''Camo-Suit''': skin-tight body suit and hood that can adapt to background. Add +4 to Stealth when standing still and +2 when moving. Wt. 8, Price -4 (L) |
− | '''Data-Tap''': Electronic kit to break into secure computer systems (Holonet, etc.). +2 Hacking checks when trying to bypass a computer or device security protocols. Wt. 1, Price 0 (R) | + | :'''Data-Tap''': Electronic kit to break into secure computer systems (Holonet, etc.). +2 Hacking checks when trying to bypass a computer or device security protocols. Wt. 1, Price 0 (R) |
− | '''Eagle Eye-I Contacts''': these contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Notice rolls, and come in a variety of colors. Wt. none, Price -1 | + | :'''Eagle Eye-I Contacts''': these contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Notice rolls, and come in a variety of colors. Wt. none, Price -1 |
− | '''Eagle Eye-II –Night Visor''': these light goggles include +2 to vision-based Notice rolls and grant the wearer the ability to see in low-light (as the Night Vision edge). Wt. 2, Prices -1 | + | :'''Eagle Eye-II –Night Visor''': these light goggles include +2 to vision-based Notice rolls and grant the wearer the ability to see in low-light (as the Night Vision edge). Wt. 2, Prices -1 |
− | '''Exoskeleton''': This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. Wt. 15 (weight does not count towards encumbrance when on), Price -2 | + | :'''Exoskeleton''': This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. Wt. 15 (weight does not count towards encumbrance when on), Price -2 |
− | '''Grapple Gun''': pistol that can shot a spike up to 100yds of sytntherope and lift up to 500lbs (Pace 5, no running, a round). Wt. 5, Price +1 | + | :'''Grapple Gun''': pistol that can shot a spike up to 100yds of sytntherope and lift up to 500lbs (Pace 5, no running, a round). Wt. 5, Price +1 |
− | '''Ixian Diagnostic Computer''': this handheld contains a wealth of information & helpful tips concerning all things technology. Gain a +2 all Knowledge base skill checks. Wt. 2, Price -2 | + | :'''Ixian Diagnostic Computer''': this handheld contains a wealth of information & helpful tips concerning all things technology. Gain a +2 all Knowledge base skill checks. Wt. 2, Price -2 |
− | '''Jetpack''': this is a backpack device that allows limited flight. Pace 10 (run d6+4), 10 charges (each round of either flight or ‘hover’ uses a charge for a Size +0 being). Wt. 14, Price +0 (R) | + | :'''Jetpack''': this is a backpack device that allows limited flight. Pace 10 (run d6+4), 10 charges (each round of either flight or ‘hover’ uses a charge for a Size +0 being). Wt. 14, Price +0 (R) |
− | '''Multi-Tool''': With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +1 to Repair checks. Wt. 5, Price +0 | + | :'''Multi-Tool''': With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +1 to Repair checks. Wt. 5, Price +0 |
− | '''N-Reticule Accusight Visor''': this Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +1 to Shooting. Wt. 1, Price -2 (R) | + | :'''N-Reticule Accusight Visor''': this Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +1 to Shooting. Wt. 1, Price -2 (R) |
− | ''' | + | :'''Scope''': adds +1 Shooting and ½ Range Penalties with the Aim maneuver, +2 Notice, Wt. ½, Price 0. Add Low-Light and Thermal upgrade, Price -1. |
− | '''Security Kit''': Tools for breaking electronic locks. +2 Thievery check to bypass electronic security locks and doors. Wt. 3, Price 0 (I) | + | :'''Security Kit''': Tools for breaking electronic locks. +2 Thievery check to bypass electronic security locks and doors. Wt. 3, Price 0 (I) |
== CYBERNETS == | == CYBERNETS == | ||
− | |||
Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check, | Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check, | ||
Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It | Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It | ||
generally requires an hour of surgery in a hospital per Strain Point and at least a week of rest per Strain Point (or 24 hours in a Bacta Tank who emerges with two levels of Fatigue). The surgery cost -2 for up to 3 Strain, -4 up to 5 Strain, -5 for 6 more Strain. | generally requires an hour of surgery in a hospital per Strain Point and at least a week of rest per Strain Point (or 24 hours in a Bacta Tank who emerges with two levels of Fatigue). The surgery cost -2 for up to 3 Strain, -4 up to 5 Strain, -5 for 6 more Strain. | ||
− | + | *'''Adrenal Surge''' [1] (+2 to recover from Shaken and Stunned. Stacks with Combat Reflexes. Strain 2, Cost -3) | |
:'''Aquatic Package''' [1] (Can breathe in any oxygen-filled liquid and can move full Pace underwater. Strain 2, Cost -3) | :'''Aquatic Package''' [1] (Can breathe in any oxygen-filled liquid and can move full Pace underwater. Strain 2, Cost -3) | ||
:'''Armor''' [3] (+2 Armor Points. Strain 1, Cost -2) | :'''Armor''' [3] (+2 Armor Points. Strain 1, Cost -2) | ||
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:'''Weapon, Melee''' [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3) | :'''Weapon, Melee''' [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3) | ||
:'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon). | :'''Weapon, Ranged''' [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon). | ||
+ | |||
+ | == VEHICLES == | ||
+ | Created using the Science Fiction Companion but some of the terminality has changed to better | ||
+ | reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples. We can expand on it as the game goes on. | ||
+ | |||
+ | :'''Hyperdrive Engines''' (Starships Size 12+ and larger may include a backup drive) - are what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For game effects a standard Hyperdrive engine takes around 24 hours (48 hours in the Knights of the Old Republic setting) to travel from one star system to another within the same region. Each region traveled is another 24 (48) hours of travel. The GM can reduce this for planets that are closer or on well-established Hyperspace lanes. | ||
+ | :Plotting a course through Hyperspace also requires a Science skill check -1 per “Region” (Within the Outer Rim, it’s an additional -1 and Wild Space is -2). For example traveling from a Core Worlds planet to the Deep Core is a -2 to the check (-1 for a nearby region -1 for the Deep Core). Not following an established Hyperspace route is an additional -2 to check. Plotting a course generally takes 1d6 minutes. You can reduce the time to 1d6 rounds for a -2 to the check or increase the time to one hour for +2 to the check. | ||
+ | :*A Slow Hyperdrive takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled. | ||
+ | :*A Standard Hyperdrive takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel. | ||
+ | :*A Fast Hyperdrive takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel. | ||
+ | :*A Backup Hyperdrive takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel. | ||
+ | :'''Force Fields''' – the vehicle includes energy shields that absorbs damage before the vehicle. A shield system can absorb the vehicle’s Size x10 points of damage before shutting down. Shields also have Threshold damage of Size x2 which is the max damage it can stop from any one attack. Shield can be purchased more than once, each time adding Size x10 to max damage a system can take for an additional ¼ Ship Size Mods. An action with a Repair skill check can restore ½ vehicle size in shield points. If the shields drop to 0 its takes a number of actions equal to ½ the vehicle’s size to make a Repair check at -2 to restore the vehicle’s size back in Shield points. | ||
+ | :When applying multiple levels of shield only the maximum damage that can be absorbed is added. | ||
+ | :The threshold remains the same. | ||
+ | :'''Ion Weapons''' - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled. | ||
+ | :Wounds, Shield and Speed loss from ion damage can be restored separately with Repair skill checks and one minute of work times the vehicles Size modifier. | ||
+ | :'''Smugglers Compartments''' – a compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks. | ||
+ | :'''Tractor Beams''' - Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then itself. Their range is short or 6 on the starship scale (300ft in an atmosphere), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's Electronics roll at –4 vs the target’s Electronics or Hacking or Piloting (ACCM also grants +2 to these rolls to resist being held). If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. | ||
+ | :'''Walker''' – as I am not 100% happy with Walkers from the SFC walker locomotion is added to standard vehicles. A two-legged Walker uses ¼ the vehicle’s Size in Mods. It also adds +10MPH to the Top Speed. A four-legged Walker uses ½ the vehicle’s Size in Mods. It also adds +1 to the vehicle’s Handling. A six-legged Walker uses ½ the vehicle’s Size in Mods. It reduces the base Top Speed by -10MPH but increases the vehicle’s Handling by +2. | ||
== SAMPLE VEHICLES == | == SAMPLE VEHICLES == | ||
'''SURFACE VEHICLES''' | '''SURFACE VEHICLES''' | ||
− | *''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.'' | + | *''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.'' |
− | |||
− | |||
'''Fast Landspeeder''': Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents. | '''Fast Landspeeder''': Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents. | ||
− | '''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: | + | :'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 200 MPH; Toughness: 12 (3); Crew: 1+3; Cost: -4 (-2 used); Mods (+6 remaining*): Exposed Crew, Ground Repulsorlift (1), Speed 3 (3). |
− | + | '''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars. | |
− | '''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars. | + | :'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3 (-2 used); Mods (+1 remaining): Exposed Crew, Ground Repulsorlift (1), Speed 3 (3). |
− | :'''Light Vehicle: Size | + | '''Submersible''': These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used. |
− | + | :'''Large Vehicle: Size 4'''; Handling: +1; Top Speed: 40 MPH; Toughness: 15 (4); Crew: 1+5; Cost: -4; Mods (+8 remaining*): Amphibious (1), Speed 4 (4), Submersible (2), Watercraft. | |
− | ''' | ||
− | :'''Large Vehicle: Size 4'''; Handling: | ||
− | ''' | + | '''AIR VEHICLES''' |
− | |||
− | |||
'''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis. | '''Airspeeder''': This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis. | ||
− | :'''Medium Vehicle: Size 3'''; Handling: + | + | :'''Medium Vehicle: Size 3'''; Handling: +1; Top Speed: 400 mph; Toughness: 12 (3); Crew: 1+3; Cost: -4; Mods (+3 remaining*): Repulsorlift Aircraft (2), Speed 4 (4). |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''' | + | '''MILITARY SURFACE VEHICLES''' |
− | |||
− | |||
− | |||
+ | '''AT-RT''': The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar launcher. | ||
+ | :'''Medium vehicle: Size 3'''; Handling: +2; Top Speed: 80 mph; Toughness: 18 (7 heavy); Crew: 1; Cost: -6 (M); Mods (0 remaining): Armor 2 (2), Exposed Crew, Fixed Weapon Mount (3), Improved Handling 1 (1), Reduced Crew (+1), Reinforced Chassis 1 (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 2 (2), Targeting System (1). | ||
+ | :Weapons: Forward Fixed Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP-8; ROF 3; Heavy Weapon. | ||
+ | :Forward fixed Mortar Launcher – Range: 150/250/350; Damage 3d8, Large Burst Template; AP-10; ROF 1; Ammo 10 | ||
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for | '''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for | ||
reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters. | reconnaissance and rapid battlefield transport. A typical model is capable of seating up to two people and has maximum altitude of 10 meters. | ||
− | :''' | + | :'''Light Vehicle: Size 2'''; Handling: +2; Top Speed: 200 mph; Toughness: 11 (2); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon (0), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (0), Reinforce Chassis 1 (1), Speed 3 (3). |
− | : | + | :Weapon: forward fix E-Web Blaster – Range 200/400/800; Damage 3d10; AP-8; ROF 3; Heavy Weapon. |
+ | |||
+ | '''MILITARY AIR VEHICLES''' | ||
− | |||
'''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating. | '''Cloud Car''': Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating. | ||
− | :'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor | + | :'''Large Vehicle: Size 4'''; Handling: +0; Top Speed: 600 MPH; Toughness: 25 (12 heavy); Crew: 2; Cost: -7 (R); Mods (+2 remaining): Armor 4 (4), Reinforce Chassis 1 (1), Replsorlife Aircraft (2), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 4 (4), Vacuum Sealed (1). |
− | :''''' | + | :Weapon: forward fix twin linked Blaster cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; Heavy Weapon. +1 to Shooting. |
+ | |||
+ | '''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of six, passenger capacity for forty fully armed troopers and can carry up to four speeders. It is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit. | ||
+ | :'''Colossus vehicle -Size 12'''; Handling: -2, Top Speed: 30mph, Toughness: 60 (21, heavy), Wounds*: +3, Crew: 6 +40, Mods (5 remaining): Armor VI (6) (Heavy), Reinforced Chassis V (5), Enviornmental Sealed (2), Hanger (12), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (6), Walker (6) (4-legged) | ||
+ | :Weapon: Two forward fix twin linked Blaster cannons – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; HW. +1 to Shooting. | ||
+ | :Two forward fixed dual-linked Laser cannons - Range 600/1,200/2,400, Damage 4d10+2, AP 15, ROF 1, HW. +1 to Shooting. | ||
== SAMPLE SPACECRAFT == | == SAMPLE SPACECRAFT == | ||
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Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically. | Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically. | ||
− | ''' | + | '''STAR FIGHTERS''' |
+ | |||
Combat ships that are Size 6 and 8. | Combat ships that are Size 6 and 8. | ||
'''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap. | '''TIE Fighter''': The TIE/ln starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap. | ||
− | :''' | + | :'''Small Starship: Size 6'''; Handling: +4; Top Speed: 1,000 MPH (10 space scale); Toughness: 26 (11); Crew: 1; Energy: 25; Cost: -7 (M); Modifiers (+2 remaining): AMCM (1), Armor 3 (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling 1 (2), No Internal Life Support (as Exposed Crew just for life support), Planetary Sensor Suite (1), Speed 6 (6), Targeting System (1). |
− | : | + | :Weapons: Twin linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24), Damage 4d10+2, AP-15, ROF 1, +1 to Shooting. |
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator. | '''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and two proton torpedo launchers. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing's varied mission profile. The good shielding provides some protection for the pilot and astromech navigator. | ||
− | :''' | + | :'''Medium Starship: Size 8'''; Handling: +2; Top Speed: 700 MPH (7 space scale); Toughness: 31 (10); Crew: 1 +1 Astromech droid; Energy: 100; Cost: -9 (R); Modifiers (+2 remaining): AMCM (1), Armor 2 (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 16, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis 1 (1), Speed 2 (2), Slow Hyperdrive (4), Targeting System (1). |
− | : | + | :Weapons: Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24), Damage 4d10+4, AP-15, ROF 1, +2 Shooting. |
− | :Forward fixed Photon Torpedo – Range | + | :Forward fixed Photon Torpedo – Range 5/10/20, Damage 8d10, AP-40, ROF 1, Properties – Ammo 4 torpedoes, Capital Weapon, Space Only. |
+ | |||
+ | |||
+ | '''TRANSPORTS''' | ||
− | |||
Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used. | Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used. | ||
− | '''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner. | + | '''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner. |
− | :''' | + | :'''Large Starship: Size 12'''; Handling: +1; Top Speed: 500 MPH (5 space scale); Toughness: 37 (20); Crew: 2+6; Energy: 300; Cost: -10; Modifiers (+18 remaining): A.I. (1), Atmospheric (6), Armor 1 (1), Backup Hyperdrive (2), Force Field (6) (Threshold 24, Max 120), Planetary Sensor Suite (1), Reduced Crew (+10), Slow Hyperdrive (6), Turrets (2) |
− | : | + | :Weapons: Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24), Damage 4d10+2, AP-15, ROF 1, Notes +1 Shooting. |
= THE FORCE = | = THE FORCE = | ||
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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. | 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 | All Force Sensitive character can spend a Benny to temperately gain any one Force Power, of its | ||
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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). | 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). | ||
− | |||
'''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. | '''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. | ||
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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. | 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 | + | |
+ | '''BOOST/LOWER TRAIT''': Trappings – Battle Mind | ||
+ | |||
'''Additional Modifiers''': | '''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). | ||
− | |||
'''Additional Modifiers''': | '''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 | ||
− | |||
'''Additional Modifiers''' | '''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 | ||
− | |||
'''Additional Trappings''': | '''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 | ||
− | |||
'''Additional Modifiers''': | '''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 | ||
− | |||
'''Additional Modifiers''': | '''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 | ||
− | |||
'''Additional Modifiers''': | '''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''' | :'''Modifier Distance''' | ||
:: +0 Within 10 km | :: +0 Within 10 km | ||
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::-10 Same Galaxy | ::-10 Same Galaxy | ||
− | '''PUPPET''' (Dark Side Power): Trapping - Control Mind | + | |
+ | '''PUPPET''' (Dark Side Power): Trapping - Control Mind | ||
+ | |||
'''Additional Modifiers''': | '''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. |
+ | |||
+ | |||
+ | '''TELEKINESIS: Trappings''' – Move Object. | ||
+ | |||
'''Additional Modifiers''': | '''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 | ||
− | |||
'''Additional Modifiers''': | '''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. | ||
− | |||
'''Additional Modifiers''': | '''Additional Modifiers''': | ||
− | + | *'''Create Wraith (+2)''': You create a Force Wraith (see NPC monsters). | |
== NEW POWERS == | == NEW POWERS == | ||
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:'''Duration''': Instant | :'''Duration''': Instant | ||
:'''Trappings''': Mind Trick | :'''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. | + | ''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. |
+ | |||
'''Additional Modifiers''' | '''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. | |
+ | |||
− | |||
'''TRANCE''' | '''TRANCE''' | ||
:'''Rank''': Novice | :'''Rank''': Novice | ||
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:'''Trappings''': Force Trance | :'''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. | ''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''' | |
− | + | *'''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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= NPC AND CRITTER EXAMPLES = | = NPC AND CRITTER EXAMPLES = | ||
A short Star Wars Beastiary | A short Star Wars Beastiary | ||
== CRITTERS == | == CRITTERS == | ||
− | + | ACKLAY (Genonosis, Vendaxa), Large aquatic predator (ambusher) | |
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== NPCs == | == NPCs == | ||
− | + | STORMTROOPER | |
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