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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 (SFC Update).
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* '''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''''' (Species start with a d8 in each of their 'Native Languages'. Then see updated Linguistic Edge for additional languages. Character start with this 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).
 
* '''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''''' (Species start with a d8 in each of their 'Native Languages'. Then see updated Linguistic Edge for additional languages. Character start with this 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 ==
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== HOUSERULE - THE DARK SIDE OF THE FORCE ==
===THE DARK SIDE OF THE FORCE===
 
 
[[File:StarWars.SithAco.jpg | 200px | left]]
 
[[File:StarWars.SithAco.jpg | 200px | left]]
 
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.</br>
 
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.</br>
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'''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.  
 
'''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.  
  
'''Calling on the Dark Side'''</br>
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'''CALLING N THE DARK SIDE'''</br>
 
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.
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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'''</br>
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'''REDEMPTION'''</br>
 
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+.
 
===HYPERSPACE AND HYPERDRIVE ENGINES===
 
[[File:Hyperspace.kigi.jpg | 250px | right]]
 
Hyperspace and the engines that allow ships to operate within it 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. Major Hyperspace lanes grant a bonus of +1 to +4. 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.
 
 
The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.</br>
 
  
 
= CHARACTER CREATION =
 
= CHARACTER CREATION =
 
:'''Traits''' – 5 points for Attributes and 15 for Skills.
 
:'''Traits''' – 5 points for Attributes and 15 for Skills.
 
:'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free.  
 
:'''Bonus Edge''': All Heroic character start with the '''Elan''' Edge for free.  
:'''Bonus Advance''': as it were. All characters start with one of the following...
 
:: * 6 points for Attributes
 
:: + 17 points for Skills
 
:: * a free Novice Edge so long as you quality with the rest.
 
 
:'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9.
 
:'''Hindrances''': one Major and two Minor Hindrances. Spend them as explained on SWAD pg. 9.
 
:'''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 value of no less then -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.
 
:'''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 value of no less then -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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:'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1
 
:'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1
 
:'''Limited Language''': can only really speak their own tongue.   
 
:'''Limited Language''': can only really speak their own tongue.   
:'''Primitive''': as Hindrance 'Low-Tech (Major)'. Gamorrean are extremely traditional and reject most adventured tech. They might enjoy its use but don’t develop themselves.
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:'''Primitive''' Low-Tech (Major): Gamorrean are extremely traditional and reject most adventured tech. They might enjoy its use but don’t develop themselves.
 
:'''Size +1''': and so an increase of Toughness by one.
 
:'''Size +1''': and so an increase of Toughness by one.
 
:'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1
 
:'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1
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: '''Triple Eyes''': as the Marksman Edge
 
: '''Triple Eyes''': as the Marksman Edge
 
: '''Homeworld''': Kinyen
 
: '''Homeworld''': Kinyen
: '''Native Language''': Gran and Basic
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: '''Language''': Gran and Basic
 
 
'''Miraluka''': a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision.  The strength of a Miraluka's connection to the Force varied by individual.
 
:'''Force Sensitive''': start automatically with Arcane Background (Gifted) and start with the Focus skill at a d4.
 
:'''Force Sight''': ignore darkness penalties and from non-force Invisibility penalties. Anything that can suppress the Force can also cause them blindness. They can also use ether their Focus or Notice skills when making a perception checks.
 
:'''Pacifism''': as Minor Hindrance. 
 
:'''Homeworld''': Alpheridies
 
:'''Native Languages'': you can speak, read and write Basic and Miralukes.'
 
  
 
'''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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[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
'''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 the Charisma Edge.
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: '''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.
 
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.  
 
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.  
: '''Natural Talkers''': start with the skill of Persuasion at a d6 instead of a d4 (and maximum starting level of d12+1).
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: '''Natural Talkers''': start with a basic starting skill of Persuasion of a d6 instead of a d4 (and maximum starting level of d12+1).
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
: '''Homeworld''': Ryloth
 
: '''Homeworld''': Ryloth
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'''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 =
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= 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.
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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 ====
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'''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.
:'''Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty.
+
:'''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 minute, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
 
:'''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 minute, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
  
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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, Touch attack
+
| 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
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| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
 
| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
 
|-
 
|-
| Vibro-sword || Str+d10 || 4 || d8 || 4 || -2 (L) || Longsword 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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| '''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, Handed
+
| Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, ½ Handed
 
|-
 
|-
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
 
|-
 
|-
| Blaster, light repeating || 30/60/120 || 2d8 || 3 || 4 || 200 || d8 || 24 || -2 (M) || Snapfire, 2-handed  
+
| 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 || d6 || 12 || -2 (L) || Stun, 3RB, 2-handed
+
| 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)* || Handed
+
| 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 die steps Strength. +2 vs. hostile environments
+
| Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, light || 5 || d6 || 18 || -1 (L) || Full body. +2 vs. hostile environments
+
| Battle armor, light || 6 || d6 || 18 || -1 (L) || Full body. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. +2 vs. hostile environments
+
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. Vacuum (18hrs)
 
|-
 
|-
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  
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:'''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).
  
== SAMPLE VEHICLES ==
+
=SFC Updates=
'''SURFACE VEHICLES'''
+
Created using the Science Fiction Companion but updated below...  
*''Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.''</br>
 
These are only a few examples. See the SPC Update below for the rules on creating additional vehicles.
 
 
 
'''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: 230 MPH; Toughness: 15 (4); Crew: 1+3; Wealth Pen: -4; Mods (+8 remaining): Exposed Crew, Ground Repulsorlift (1), Handling +1 (2), Speed IV (4).
 
 
 
'''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. </br>
 
:'''Light Vehicle: Size 1'''; Handling: +2; Top Speed: 240 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3; Mods (+0 remaining): Exposed Crew, Ground Repulsorlift (1), Speed IV (4).
 
 
 
'''Swoop Races''': a stripped down landspeeder with huge hyper-changed repulsolift engines attacked. These vehicles are very fast but hard to control and offer little room for anyone but the operator.
 
:'''Large Vehicle: Size 4'''; Handling: -1; Top Speed: 575MPH; Wounds* +1; Crew: 1; Wealth penalty -6; Mods (+0 remaining): Poor Handling -1, Fewer Crew 2 (+2), Speed XI (22)
 
 
 
'''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: +0 (-1 in water); Top Speed: 45 MPH (22 on water surface, 11 underwater); Toughness: 20 (5); Wounds* +1; Crew: 1+5; Wealth penalty: -7; Mods (+12 remaining): Amphibious, Submersible (4), Speed II (4).
 
 
 
'''AIR VEHICLES'''</br>
 
'''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: +0; Top Speed: 500 MPH; Toughness: 15 (4); Crew: 1+4; Cost: -5; Mods (+7 remaining*): Repulsorlift Aircraft (2), Speed IV (6).
 
 
 
'''MILITARY SURFACE VEHICLES'''</br>
 
'''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 launches.
 
:'''Medium vehicle: Size 3'''; Handling: +1; Top Speed: 70 MPH; Toughness: 22 (8; heavy); Crew: 1; Cost: -6 (M); Mods (+0 remaining): Armor II (2), Exposed Crew, Fixed Weapon Mount (4), Improved Handling I (1), Reduced Crew (+1), Reinforced Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed IV (4), Targeting System (1). Walker (2 legged) (2).
 
:'''''Weapons''''': Forward Blaster Cannon – Range 300/600/1,200; Damage 3d10; AP 8; ROF 3
 
:Forward fixed Grenade Launcher – Range: 100/200/400; Damage 4d6; AP 0; ROF 1; Medium Burst Template; Ammo 20
 
 
 
'''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: -1; Top Speed: 30mph; Toughness: 62 (21; heavy); Wounds*: +3; Crew: 6 +54; Wealth penalty -15 (M); Mods (+4 remaining): Armor VI (6) (Heavy), Environmental Sealed (2), Handling I (3), Hanger (10), Reinforced Chassis V (15), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed I (3), Walker (6) (4-legged)
 
:'''''Weapons''''': Two forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 to ''Shooting''.
 
:Two forward fixed dual-linked Laser cannons - Range 600/1,200/2,400, Damage 4d10+2, AP 15, ROF 1; +1 to ''Shooting''.
 
 
 
'''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.
 
:'''Moderate Vehicle: Size 2'''; Handling: +1; Top Speed: 235 MPH; Toughness: 14 (3); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon Mount (1), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (1), Reinforce Chassis I (1), Sensor Suite (1) (+4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards),  Speed IV (4), Targeting System (1).
 
:'''''Weapon''''': forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon.
 
 
 
'''MILITARY AIR VEHICLES'''</br>
 
'''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 IV (4), Reinforce Chassis I (1), Replsorlift 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).
 
:'''''Weapons''''': forward fix twin linked Blaster Cannon – Range 300/600/1,200; Damage 3d10+2; AP 8; ROF 3; +1 ''Shooting''.
 
 
 
== SAMPLE SPACECRAFT ==
 
Just a couple of examples of the more common ships of the Star Wars Movie Era. All Starship
 
Armor is considered Heavy Armor and all weapons are considered Heavy Weapons automatically.
 
 
 
'''STARFIGHTERS'''</br>
 
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.
 
:'''Tiny Starship: Size 6'''; Handling: +3; Top Speed: 10 space (base 1,000mph); Toughness: 31 (12); Wounds* +1; Crew: 1; Energy: 25; Wealth: -7 (M); Modifiers (+5 remaining): AMCM (1), Armor III (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling I (3), No Internal Life Support (as Exposed Crew just for life support), Planetary Sensor Suite (1), Speed VI (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.
 
:'''Average Starship: Size 8'''; Handling: +2; Top Speed: 7 space scale (700mph); Toughness: 36 (11); Wounds* +2; Crew: 1 +1 Astromech droid; Energy: 40; Cost: -9 (R); Modifiers (+5 remaining): AMCM (1), Armor II (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 8, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis I (2), Speed II (4), 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 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon
 
 
 
'''TRANSPORTS'''</br>
 
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.</br>
 
:'''Greater Starship: Size 16'''; Handling: +0; Top Speed 4 space scale (400mph); Toughness: 42 (11); Wounds* +4; Crew: 2+6; Energy: 60; Wealth penalty: -11; Modifiers (+48 remaining): Atmospheric (6), Armor I (2), Backup Hyperdrive (2), Force Field (8) (Threshold 16, Max 160), Planetary Sensor Suite (1), Reduced Crew (+8), Slow Hyperdrive (8), Standard A.I. (1), Turret linked (2)
 
:'''''Weapons''''': Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to ''Shooting''.
 
 
 
= THE FORCE =
 
To make things a little easier I am using the base Powers (spells) from the core SWAE, but I am updating a number of them to fit to get to my idea of a Star Wars feel. First there is only one form of Arcane Background and that is a somewhat modified version of Gifted. The skill used to activate any Power is Focus (Spirits).
 
 
 
Note also that to better fit the Star Wars feel there are no real 'Rank' requirements for most powers. Padawans use Telekinesis early on, etc.
 
 
 
'''ARCANE BACKGROUND (GIFTED)''' grants two starting powers that must be ''Detect/Conceal Arcane'' and ''Empathy''. The character also starts with 15 Power Points. As per normal, new Powers grants 2 addition new powers but now Power Points grants +10 Power Points each time the Edge is taken.
 
 
 
All Force Sensitive character can spend a Benny to temperately gain any one Force Power, of its
 
Rank or lower, by '''''Calling on the Force'''''. This power only lasts for the basic powers duration (i.e. if it is instant it only lasts one round, etc.). The character must qualify with all the Power’s requirements and power still uses the normal Power Point Cost.
 
 
 
Whenever you use a Power you can add the Dark Side description by '''''Calling on the Dark Side'''''. This either decreases the Power Point cost by 1 (minimum 1 point) or increases the damage of any damaging power by +1 step (i.e. 2d4 because 2d6, 3d6 become 3d8, etc. or with Smite damage is +3, +6 with a Raise), Using a Dark Side Power or adding the Dark Side description automatically adds one to the users Dark Side Point until they have been Consumed by Darkness (see Houserules).
 
 
 
[[File:StarWars.Force.jpg]]
 
 
 
'''POWERS NOT FOUND IN STAR WARS''': not all the powers listed in SWA are a good fit for the setting. Disallowed include Burrowing, Damage Field, Fly, Growth/Shrinking, Resurrection, Shape Change, Summon Allies, Wall Walker and Teleport.
 
 
 
'''LIGHT SIDE POWERS''': as noted earlier some powers are considered Light Side Powers. Light Side powers include Banish (in Star Wars works against dark force ghosts and spirits and Sith
 
zombies/undead), Beast Friends, Entangle, Healing, Relief and Slumber.
 
 
 
'''DARK SIDE POWERS''': consequentially there are some powers that are always consider Dark Side
 
Powers when used. Dark Side Power include Fear, Puppet and Zombie. Just knowing these powers does not cause any additional Dark Side Points but using them does.
 
 
 
'''LIMITED POWERS''': the following Powers automatically have the Limitation of Range: Self (SWAE pg. 150). Those Powers that include the * include the Aspect Limitation also. One cannot normally share powers in the Star Wars setting. This includes Arcane Protection, Darksight, Deflection, Disguise, Elemental Protection, Farsight, Intangibility, Protection, Speed*, Smite, Speak Language and Warrior’s Gift.
 
== NEW POWER MODIFIERS AND CHANGES ==
 
For all Powers the player should come up with a cool Star Wars like name for the Trappings of every power. Below are some examples but you can make up your own, depending on your tradition and background.
 
 
 
'''BOOST/LOWER TRAIT''': Trappings – Battle Mind</br>
 
'''Additional Modifiers''':
 
:'''Battle Meditation (+4/+8)''': For +4 points you affect everyone in a Medium Burst Template (and can boost or lower those as you see fit). For +8 points you affect everyone in a LBT.
 
 
 
'''DIVINATION''': Trapping – Farseeing. Per the Divination power but gain your answers from the Force and not some deity (although you may believe it is).</br>
 
'''Additional Modifiers''':
 
:'''Group Visions (+1)''': This allows the Force Users to use Support (SWA pg. 106) and share the same vision with Farseeing.
 
:'''Visions (+2)''': By meditating for an hour with success the user can view the area around one creature or place that it knows. The user can use ‘Send Thoughts’ to this creature if it wish and with raises the user gains glimpses of the future or past of the creature. Future events are always cloudy and ever changing but can grant the user some forwarding etc.
 
 
 
'''DRAIN POWER POINTS'''; Trapping – Suppress Force</br>
 
'''Additional Modifiers'''
 
:'''Steal Life (+4)''' (this is a Dark Side ability and requires Legendary rank) – You attempt to steal the life force or a target (and it does not need to be a Force User). The target must make a contested check with its Vigor. Failure and it is Stunned until the end of its next round and you recover a level of Fatigue if you are suffering from one. If you got a raise over the target’s check it suffers a Wound and you heal one Wound if you are suffering from one.
 
:'''Steal Power (+3)''' (this is a Dark Side ability) – the user attempts to steal a Force Power from the target in addition to power points. The target resists with a contested Use the Force skill check. Failure and you temporally gain one of its powers for 3 rounds (6 if you won with a raise).
 
 
 
'''EMPATHY''': Trappings – Force Enhancements</br>
 
'''Additional Trappings''':
 
:'''Search your Feelings (+0)''': the user can make a Focus skill check to determine if a course of action if favorable or not. It takes one minute to use this ability and it only shows near future repercussions and not the long term consequences and changes the duration of Instant. Generally you can only use this ability effective once a day. Each additional time you use it within a day there is a cumulative -4 penalty to the check.
 
:'''Sense Life (+1)''': with a successful Empathy check the user can and sense any living being within its Smarts” for the duration of the Power (base 5 rounds). She ignores all illumination penalties including from invisibility against all living targets within her Smarts”. This only works on living beings not droids, etc.
 
:'''Sense the Force (+1)''': The users automatically detect any great disturbance in the Force (like the destruction of a planet) without a check or at the cost of power points. The user may also use an action to make a Focus skill check to detect minor disturbances and places that are strong in the light or dark side of the Force, within its Spirits x 50 miles range.
 
 
 
'''ENVIRONMENTAL PROTECTION''': Trapping – Resist Elements</br>
 
'''Additional Modifiers''':
 
:'''Energy Absorption (+1/use)''': If you are maintaining Resist Elements once per round, when you have been successful hit with an energy attack (from a power or weapon), you can spend a Power Point as a free action and make a Focus check. If your result is equal to or greater than the damage dealt by this attack you negate the damage and do not suffer its results.
 
 
 
'''FARSIGHT''': Trapping – Enhanced Senses</br>
 
'''Additional Modifiers''':
 
:'''Remote Viewing (+2)''': You cast your vision out to Smart die in kilometers away allowing you this spot as if you were standing there. You ignore any vision penalties due to darkness at this point. While maintaining this view you are blind to your own surroundings (unless you are looking back at yourself, etc. with your remote viewpoint).
 
 
 
'''MIND LINK''': Trapping – Link Minds</br>
 
'''Additional Modifiers''':
 
:'''Send Thoughts (+1)''': The player may send short messages or thoughts to an ally or friend. Only a few words or ideas can be sent at once with a successful check; like “Danger!”, “Help me” or “It’s a trap!” The difficulty is increased by the distance…
 
:'''Modifier Distance'''
 
:: +0 Within 10 km
 
::-1 Within 1000 km
 
::-2 Same planet
 
::-4 Same star system
 
::-6 Nearby star system
 
::-8 Same Rim
 
::-10 Same Galaxy
 
 
 
'''PUPPET''' (Dark Side Power): Trapping - Control Mind</br>
 
'''Additional Modifiers''':
 
:'''Dark Command (+2)''': With the Dark Side of the Force you gain greater control over huge numbers of troops. This requires full concentration on your part. You have the game effects of Command and Leader of Men edges for these troopers. The number you can affect is your Dark Side Affinity level times 100 (500 with a raise). The troopers must be within the same star systems as you in order to gain the benefits of your command.
 
 
 
'''SPEED''': Trappings – Surge. The Speed power (without additional modifiers and range of Self only) can be activated as a free action with no Multi-Action penalty. While Speed is active the users also gains +2” to long and high jump distances (+3” with a Raise) for the duration.</br>
 
 
 
'''TELEKINESIS''': Trappings – Move Object.</br>
 
'''Additional Modifiers''':
 
:'''Force Grip (+1)''': When you successfully grab a target with Telekinesis you also deal your Spirits +1d6 damage to it each round on your action. The target is considered Grabbed and must escape against your TK strength.
 
:'''Kinetic Combat (+1/+2)''': You can wield a melee weapons telekinetically in combat and at range or two melee weapons for +2 power points without suffering a Multi-Action penalties for making extra attacks so long as the attacks are with the separate weapons.
 
:'''Stronger (+2)''': Strength increases to a d12+2 (d12+4 with a raise). You can lift 1,000lbs (4,000lbs with a raise) with your power now.
 
 
 
'''WARRIOR’S GIFT''': Trappings – Battle Mind</br>
 
'''Additional Modifiers''':
 
:'''Battle Master (+2)''': For the duration of this power also gain a +1 to Fighting (+2 with a raise) skill checks and +1 to Parry for the duration of the power.
 
 
 
'''ZOMBIE''' (Dark Side Power): Trappings – Create Revenant. Per the Zombie power the dark side can create a fanatical revenant with the Dark Side of the Force.</br>
 
'''Additional Modifiers''':
 
:'''Create Wraith (+2)''': You create a Force Wraith (see NPC monsters).
 
 
 
== NEW POWERS ==
 
'''SUGGESTION'''
 
:'''Rank''': Novice
 
:'''Power Points''': 2
 
:'''Range''': Smarts
 
:'''Duration''': Instant
 
:'''Trappings''': Mind Trick
 
''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.</br>
 
'''Additional Modifiers'''
 
:'''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
 
 
 
[[File:StarWars.Jedi4.jpg | 300px | right]]
 
'''TRANCE'''
 
:'''Rank''': Novice
 
:'''Power Points''': 1
 
:'''Range''': Self
 
:'''Duration''': Varies
 
:'''Trappings''': Force Trance
 
''Trance'' allows the user to enter a traces-like state with a Focus skill check. This trance is as good as a full night’s sleep, but only requires two hours and the character is fully aware of his or her surroundings (no Notice penalties). After this trance, once per day, can also make a normal Natural Healing tests (basic penalties and benefits if any). Success heals a Wound, a raise heals two. Also once per day can spend a full minute in full meditation (but still aware of surrounds) to make a skill check to regain one loss Fatigue from any source.
 
'''Additional Modifiers'''</br>
 
:'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity.
 
 
 
=SFC UPDATES=
 
These rules were created using the Science Fiction Companion but updated below for the Adventure Edition.  
 
  
 
==Starship Frames==
 
==Starship Frames==
Line 728: Line 531:
 
|-
 
|-
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboard (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a  
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboard (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a  
 +
|-
 +
| '''Garage/Hanger (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of size of Giant can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. A external lift-hooks can carry a vessel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || -0.2, -1, -2
 
|-
 
|-
 
| '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || -0.25 x Size
 
| '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || -0.25 x Size
|-
 
| '''Hanger Bay (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of Giant size or larger can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. A external lift-hooks can carry a vessel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || -1, -2 or -4
 
 
|-
 
|-
 
| '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be crammed to hold two persons in each cell). || 1 || -0.2
 
| '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be crammed to hold two persons in each cell). || 1 || -0.2
Line 781: Line 584:
 
|}
 
|}
 
</font size>
 
</font size>
 +
 +
'''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.</br>
 +
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.</br>
 +
The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.</br>
  
 
==Vehicle Chassis and Size==
 
==Vehicle Chassis and Size==
Line 794: Line 601:
 
| Medium || 3 || 30mph || +0 || 15 (4) || 15 || 5 || -4 || Landspeeder
 
| Medium || 3 || 30mph || +0 || 15 (4) || 15 || 5 || -4 || Landspeeder
 
|-
 
|-
| Large || 4 || 25mph || +0 || 20 (5) || 20 || 8 || -5 || Transport landspeeder, Light submersible, AT-ST
+
| Large || 4 || 25mph || +0 || 20 (5) || 20 || 8 || -6 || Transport landspeeder, Light submersible, AT-ST
 
|-
 
|-
| Heavy || 6 || 20mph || -1 || 25 (6) || 25 || 10 || -6 || Military landspeeder transport, Double Cloud Car
+
| Heavy || 6 || 20mph || -1 || 25 (6) || 25 || 10 || -8 || Military landspeeder transport, Double Cloud Car
 
|-
 
|-
| Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || -8 || -10|| AAT Trade Federation Tank
+
| Super Heavy || 8 || 15mph || -2 || 30 (7) || 30 || 20 || -10|| AAT Trade Federation Tank
 
|-
 
|-
| Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || -10 || Light air yacht, Heavy transport
+
| Titan || 10 || 10mph || -2 || 35 (8) || 40 || 40 || -12 || Light air yacht, Heavy transport
 
|-
 
|-
| Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || -12 || AT-AT, Jawa tracked transport
+
| Colossus || 12 || 10mph || -3 || 40 (9) || 50 || 60 || -15 || AT-AT, Jawa tracked transport
 
|-
 
|-
| Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || -15 || Pleasure air transport yacht
+
| Goliath || 14 || 10mph || -4 || 45 (10) || 60 || 100 || -18|| Pleasure air transport yacht
 
|-
 
|-
 
|}
 
|}
Line 840: Line 647:
 
|-
 
|-
 
| '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || -0.3 x Size
 
| '''Handling (3)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vehicle's Handling score. || ½ Size || -0.3 x Size
|-
 
| '''Hanger (U)''': A hangar (or garage) within a vessel of at least Titan size can carry two a vessel of 6 or less. For a vessel of Colossus size can carry up to three size 6 vehicles or two size 8 vessels or a singel size 10 vehicle. For a vessel of  Goliath size can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for repairs and maintained of the vessels. || 8/10/14 || -1, -2 or -4
 
|-
 
| '''Inferior Handling''' (2): Can be taken twice. Each time lowers the base Handling by -1. This only affects a vehicles overall cost || n/a || Half base cost, min +2
 
 
|-
 
|-
 
| '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a
 
| '''Linked (U)''': Up to four direct-fire weapons of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required. Total all Linked weapons in a set first, then halve their required Mods. (If Linking Fixed weapons, halve the total.) || n/a || n/a
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'''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.</br>
 
'''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.</br>
 
''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. </br>
 
''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. </br>
 +
 +
 +
 +
= THE FORCE =
 +
To make things a little easier I am using the base Powers (spells) from the core SWAE, but I am updating a number of them to fit to get to my idea of a Star Wars feel. First there is only one form of Arcane Background and that is a somewhat modified version of Gifted. The skill used to activate any Power is Focus (Spirits).
 +
 +
Note also that to better fit the Star Wars feel there are no real 'Rank' requirements for most powers. Padawans use Telekinesis early on, etc.
 +
 +
'''ARCANE BACKGROUND (GIFTED)''' grants two starting powers that must be ''Detect/Conceal Arcane'' and ''Empathy''. The character also starts with 15 Power Points. As per normal, new Powers grants 2 addition new powers but now Power Points grants +10 Power Points each time the Edge is taken.
 +
 +
All Force Sensitive character can spend a Benny to temperately gain any one Force Power, of its
 +
Rank or lower, by '''''Calling on the Force'''''. This power only lasts for the basic powers duration (i.e. if it is instant it only lasts one round, etc.). The character must qualify with all the Power’s requirements and power still uses the normal Power Point Cost.
 +
 +
Whenever you use a Power you can add the Dark Side description by '''''Calling on the Dark Side'''''. This either decreases the Power Point cost by 1 (minimum 1 point) or increases the damage of any damaging power by +1 step (i.e. 2d4 because 2d6, 3d6 become 3d8, etc. or with Smite damage is +3, +6 with a Raise), Using a Dark Side Power or adding the Dark Side description automatically adds one to the users Dark Side Point until they have been Consumed by Darkness (see Houserules).
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[[File:StarWars.Force.jpg]]
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'''POWERS NOT FOUND IN STAR WARS''': not all the powers listed in SWA are a good fit for the setting. Disallowed include Burrowing, Damage Field, Fly, Growth/Shrinking, Resurrection, Shape Change, Summon Allies, Wall Walker and Teleport.
 +
 +
'''LIGHT SIDE POWERS''': as noted earlier some powers are considered Light Side Powers. Light Side powers include Banish (in Star Wars works against dark force ghosts and spirits and Sith
 +
zombies/undead), Beast Friends, Entangle, Healing, Relief and Slumber.
 +
 +
'''DARK SIDE POWERS''': consequentially there are some powers that are always consider Dark Side
 +
Powers when used. Dark Side Power include Fear, Puppet and Zombie. Just knowing these powers does not cause any additional Dark Side Points but using them does.
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'''LIMITED POWERS''': the following Powers automatically have the Limitation of Range: Self (SWAE pg. 150). Those Powers that include the * include the Aspect Limitation also. One cannot normally share powers in the Star Wars setting. This includes Arcane Protection, Darksight, Deflection, Disguise, Elemental Protection, Farsight, Intangibility, Protection, Speed*, Smite, Speak Language and Warrior’s Gift.
 +
== NEW POWER MODIFIERS AND CHANGES ==
 +
For all Powers the player should come up with a cool Star Wars like name for the Trappings of every power. Below are some examples but you can make up your own, depending on your tradition and background.
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'''BOOST/LOWER TRAIT''': Trappings – Battle Mind</br>
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'''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.
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'''DIVINATION''': Trapping – Farseeing. Per the Divination power but gain your answers from the Force and not some deity (although you may believe it is).</br>
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'''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.
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'''DRAIN POWER POINTS'''; Trapping – Suppress Force</br>
 +
'''Additional Modifiers'''
 +
:'''Steal Life (+4)''' (this is a Dark Side ability and requires Legendary rank) – You attempt to steal the life force or a target (and it does not need to be a Force User). The target must make a contested check with its Vigor. Failure and it is Stunned until the end of its next round and you recover a level of Fatigue if you are suffering from one. If you got a raise over the target’s check it suffers a Wound and you heal one Wound if you are suffering from one.
 +
:'''Steal Power (+3)''' (this is a Dark Side ability) – the user attempts to steal a Force Power from the target in addition to power points. The target resists with a contested Use the Force skill check. Failure and you temporally gain one of its powers for 3 rounds (6 if you won with a raise).
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'''EMPATHY''': Trappings – Force Enhancements</br>
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'''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.
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:'''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.
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:'''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.
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 +
'''ENVIRONMENTAL PROTECTION''': Trapping – Resist Elements</br>
 +
'''Additional Modifiers''':
 +
:'''Energy Absorption (+1/use)''': If you are maintaining Resist Elements once per round, when you have been successful hit with an energy attack (from a power or weapon), you can spend a Power Point as a free action and make a Focus check. If your result is equal to or greater than the damage dealt by this attack you negate the damage and do not suffer its results.
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 +
'''FARSIGHT''': Trapping – Enhanced Senses</br>
 +
'''Additional Modifiers''':
 +
:'''Remote Viewing (+2)''': You cast your vision out to Smart die in kilometers away allowing you this spot as if you were standing there. You ignore any vision penalties due to darkness at this point. While maintaining this view you are blind to your own surroundings (unless you are looking back at yourself, etc. with your remote viewpoint).
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 +
'''MIND LINK''': Trapping – Link Minds</br>
 +
'''Additional Modifiers''':
 +
:'''Send Thoughts (+1)''': The player may send short messages or thoughts to an ally or friend. Only a few words or ideas can be sent at once with a successful check; like “Danger!”, “Help me” or “It’s a trap!” The difficulty is increased by the distance…
 +
:'''Modifier Distance'''
 +
:: +0 Within 10 km
 +
::-1 Within 1000 km
 +
::-2 Same planet
 +
::-4 Same star system
 +
::-6 Nearby star system
 +
::-8 Same Rim
 +
::-10 Same Galaxy
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 +
'''PUPPET''' (Dark Side Power): Trapping - Control Mind</br>
 +
'''Additional Modifiers''':
 +
:'''Dark Command (+2)''': With the Dark Side of the Force you gain greater control over huge numbers of troops. This requires full concentration on your part. You have the game effects of Command and Leader of Men edges for these troopers. The number you can affect is your Dark Side Affinity level times 100 (500 with a raise). The troopers must be within the same star systems as you in order to gain the benefits of your command.
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 +
'''SPEED''': Trappings – Surge. The Speed power (without additional modifiers and range of Self only) can be activated as a free action with no Multi-Action penalty. While Speed is active the users also gains +2” to long and high jump distances (+3” with a Raise) for the duration.</br>
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 +
'''TELEKINESIS''': Trappings – Move Object.</br>
 +
'''Additional Modifiers''':
 +
:'''Force Grip (+1)''': When you successfully grab a target with Telekinesis you also deal your Spirits +1d6 damage to it each round on your action. The target is considered Grabbed and must escape against your TK strength.
 +
:'''Kinetic Combat (+1/+2)''': You can wield a melee weapons telekinetically in combat and at range or two melee weapons for +2 power points without suffering a Multi-Action penalties for making extra attacks so long as the attacks are with the separate weapons.
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:'''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.
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'''WARRIOR’S GIFT''': Trappings – Battle Mind</br>
 +
'''Additional Modifiers''':
 +
:'''Battle Master (+2)''': For the duration of this power also gain a +1 to Fighting (+2 with a raise) skill checks and +1 to Parry for the duration of the power.
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'''ZOMBIE''' (Dark Side Power): Trappings – Create Revenant. Per the Zombie power the dark side can create a fanatical revenant with the Dark Side of the Force.</br>
 +
'''Additional Modifiers''':
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:'''Create Wraith (+2)''': You create a Force Wraith (see NPC monsters).
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== NEW POWERS ==
 +
'''SUGGESTION'''
 +
:'''Rank''': Novice
 +
:'''Power Points''': 2
 +
:'''Range''': Smarts
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:'''Duration''': Instant
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:'''Trappings''': Mind Trick
 +
''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. The target must make an opposed Spirits or Use the Force skill check. If you win the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. With the same test you can make a Stealth check as if you were hidden by something against the target even if you are right in front of it. You can even make such a check and if you got a raise over the target’s check you have ‘the Drop’ on it until the end of your next action.</br>
 +
'''Additional Modifiers'''
 +
:'''Area Affect (+2/+4)''': You can force all targets within a Medium Burst Template to make a check to resist your power or for +4 power points you affect everyone in a Large Burst Template.
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[[File:StarWars.Jedi4.jpg | 300px | right]]
 +
'''TRANCE'''
 +
:'''Rank''': Novice
 +
:'''Power Points''': 1
 +
:'''Range''': Self
 +
:'''Duration''': Varies
 +
:'''Trappings''': Force Trance
 +
''Trance'' allows the user to enter a traces-like state with a Focus skill check. This trance is as good as a full night’s sleep, but only requires two hours and the character is fully aware of his or her surroundings (no Notice penalties). After this trance, once per day, can also make a normal Natural Healing tests (basic penalties and benefits if any). Success heals a Wound, a raise heals two. Also once per day can spend a full minute in full meditation (but still aware of surrounds) to make a skill check to regain one loss Fatigue from any source.
 +
'''Additional Modifiers'''</br>
 +
:'''Long Term Trance (+1)''': If one has limited oxygen and/or food and water, one can enter a long term trance that conserves these resources for extensive periods. First, with a successful Focus skill check, and a one minute trance, can get by on ¼ food and water while maintaining normal activity for one Week. Or can go into a meditative trance and with a successful Focus skill check, get by one-tenth life support and food and water for one Month but zero activity.
  
 
= NPC AND CRITTER EXAMPLES =
 
= NPC AND CRITTER EXAMPLES =
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== NPCs ==
 
== NPCs ==
'''IMPERIAL ARMY TROOPERS'''
 
The Imperial Army Trooper makes up most of these ground troopers while the Imperial Navy has its own core of fighting troopers for most ground operations and ship security.
 
[[File:SWA5.TROOPER.jpg | 425px | right]]
 
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br>
 
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br>
 
'''Hindrances''': Obligation (Major)</br>
 
'''Skills''': 5Athletics d6, Common Knowledge d6, Drive d4 Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d6 Stealth d6</br>
 
'''Edge''': Marksmen, Soldier</br>
 
'''Languages''': Basic</br>
 
'''Gear''': Blast Vest & Helm (torso, head; wt. 16lb), Blaster Carbine (Range 25/50/100, Damage 2d8, AP 3, ROF 3, Shoots 50, wt. 7lbs; Stun, 3RB, ½h), Commlink, 2 extra power cells for weapon of choice (2lbs), Utility Belt (wt.6lbs).</br>
 
 
 
[[File:SWD5.Imperials.jpg | 400px | left]]
 
[[File:SWD5.Imperials.jpg | 400px | left]]
 
'''STORMTROOPER'''</br>
 
'''STORMTROOPER'''</br>
 
Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br>
 
Standard imperial Stormtroopers who are loyal to the Empire and the Emperor. There are specialist troopers who's armor has been upgraded to +4 vs. a specialic environmental situations (cold, desert, etc).</br>
'''Attributes''': Agility d6, Smarts d8, Spirits d6, Strength d8, Vigor d8</br>
+
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6</br>
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 12 (6)</br>
+
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 11 (6)</br>
 
'''Hindrances''': Loyal (minor), Obligation (Major), Ruthlesss (minor)</br>
 
'''Hindrances''': Loyal (minor), Obligation (Major), Ruthlesss (minor)</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br>
 
'''Skills''': Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6</br>
Line 986: Line 888:
 
'''SCOUT TROOERS'''</br>
 
'''SCOUT TROOERS'''</br>
 
Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br>  
 
Scout Troopers are used to scout out enemies positions and forward locations for the main army and to act as patrol units. They are also used as primary trooper in underdevelop area (jungles, swamps, heavy forest, etc.). They often use speeder bikes or local riding animals on their patrols.</br>  
'''Attributes''': Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6</br>
+
'''Attributes''': Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br>
 
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br>
 
'''Pace''' 6, '''Parry''' 5, '''Toughness''' 9 (4)</br>
 
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br>
 
'''Hindrances''': Loyal (Minor), Obligation (Major), Ruthless (Minor)</br>

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