Difference between revisions of "Savage World Adventure Ed. Star Wars setting"

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(DROIDS)
(DROIDS)
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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)…
: '''1st DEGREE''' (Technical and Medical): base skill Academics d6 (and maximum starting of a
+
: '''1st DEGREE''' (Technical and Medical): base skill 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. Attribute Penalty: suffer a -1 to Agility based tests (not linked skills).
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. Attribute Penalty: suffer a -1 to Agility based tests (not linked skills).
+
: '''2nd DEGREE''' (Mechanic or Astromech): add either 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): cannot speak Basic (understand only). Cannot normally learn to speak other languages, only understand them. Wheeled Movement (Minor): droid Hindrance.
: '''2nd DEGREE''' (Mechanic or Astromech): add either Mr. Fix It edge and base skill Repair d6
+
: '''3rd DEGREE''' (Protocol and Entertainment): Charisma as edge plus either a Translator Unit droid edge or Entertainer new edge. Behavioral Inhibitor (Major) as Pacifist Hindrance.
(maximum starting of d12+1); or Navigation Databank droid edge and base skill Science d6
 
(maximum starting of d12+1). No Vocabulator (Minor): cannot speak Basic (understand only).
 
Cannot normally learn to speak other languages, only understand them. Wheeled Movement
 
(Minor): droid Hindrance.
 
: '''3rd DEGREE''' (Protocol and Entertainment): Charisma as edge plus either a Translator Unit
 
droid edge or Entertainer new edge. Behavioral Inhibitor (Major) as Pacifist Hindrance.
 
 
: '''4th DEGREE''' (Combat): Armor Points +4 positive racial ability, base skills Fighting d4 and Shooting d4. Bloodthirsty: as Major Hindrances
 
: '''4th DEGREE''' (Combat): Armor Points +4 positive racial ability, base skills Fighting d4 and Shooting d4. Bloodthirsty: as Major Hindrances
: '''5th DEGREE''' (Labor) Base Strength d8 (and a maximum starting of d12+2) and Size +2 (and
+
: '''5th DEGREE''' (Labor) Base Strength d8 (and a maximum starting of d12+2) and Size +2 (and Toughness +2). Attribute Penalty: suffering a -1 to Agility based tests (not linked skills).
Toughness +2). Attribute Penalty: suffering a -1 to Agility based tests (not linked skills).
 
  
  
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: '''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.
 
: '''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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: '''Size +1''': Increasing the Droids Toughness by +1 and its maximum starting Strength by +1. Can be taken twice.
 
: '''Size +1''': Increasing the Droids Toughness by +1 and its maximum starting Strength by +1. Can be taken twice.
 
: '''Translator Unit''': the droid has a Translator Unit that allows it to understand and speak (if it possess a Vocabulator) most of the galaxy’s languages. In addition if an unknown language is found it can make a Smarts traits check at -2 to recognize its dialect of another known language in order to translate and speak it (in affect gaining a d6 in the language/d8 with a Raise).
 
: '''Translator Unit''': the droid has a Translator Unit that allows it to understand and speak (if it possess a Vocabulator) most of the galaxy’s languages. In addition if an unknown language is found it can make a Smarts traits check at -2 to recognize its dialect of another known language in order to translate and speak it (in affect gaining a d6 in the language/d8 with a Raise).
: '''Wall Walker''': the droid has a system that allows it to cling to walls and ceilings with ease. It may move its pace while climbing and only need to make climb rolls in adverse or extreme situations.  
+
: '''Wall Walker''': the droid has a system that allows it to cling to walls and ceilings with ease. It may move its pace while climbing and only need to make climb rolls in adverse or extreme situations.
 
 
  
 
== NEW HINDRANCES ==
 
== NEW HINDRANCES ==

Revision as of 16:41, 1 July 2020

SAVAGE STAR WARS

BASIC RULE SYSTEM NOTES

Rule Setting Savage World Adventure Edition (SWA)
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) and Edges (pg. 12) include – Cyber Tolerance, Cyborg and Rocket Jock. Note that vehicles have changed with the Adventure rule update, see Vehicles below.
Setting Rules (SWA pg. 136-145) – Born a Hero (ignore rank requirement at character creation), Fast Healing (once per day), High Adventure (benny to gain a combat edge you qualify for), Multiple Languages (gain ½ Smarts in d6 languages or twice that in d4 languages that you understand but can’t speak), Unarmored Heroes (Wild Cards who don’t wear armor gain +2 to soak rolls), Wealth (as rules but updated), 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.
Wealth (SWA pg. 145): with some modifiers. Poverty Hindrance means d4 Wealth, Rich means d8 Wealth and Filthy Rich is a base d10 Wealth. See Gear.

HOUSERULE

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.
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.

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 Luck: As a free action a character can gain back one spent Benny that you just used, but in doing so the characters Dark Side Score is increased by 1.
Dark Reserves: A character can spend a Benny as an Action to gain a free Natural Healing check just as if they had spend a day resting and recovering (SWA pg. 96). This increase the characters Dark Side Score by 2 and can only be done once per 24 hours.
Flight or Fight: A character can spend a Benny and gain an additional Standard Action that they can take during their normal Action. This increase the characters Dark Side Score by 2.
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: 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+.

CHARACTER CREATION

Traits – 5 points for Attributes and 15 for Skills.
Wild Card characters began with the Elan edge for free.
Languages – you can either choice ½ your Smarts dice in d4 languages that you can speak and understand (so long as the language is not limited) or you can understand the same number of languages at a d6 level but cannot speak them (like Binary or Shyriiwook).
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 (up to -1) and nothing greater than licensed or uncommon availability. You can also start with your Wealth die in cheap (+1 and +2) items. All players may choose additional Moderate (up to -1) items up to ½ Wealth die purchases. Aristocrat and Rich can purchase one Expensive (up to -3) item (Filthy Rich can start with two). Characters with the Poverty Hindrance start with either a Weapon or one other piece of equipment that is of Moderate value (up to -1) only. Then gains 2 cheap items but no other purchases are allowed. If you use a Minor Hindrance for extra cash you gain three additional picks of your Wealth level value or one of one greater value at character creation.

SPECIES

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 SWA but +4 Positive Racial Abilities instead of the base +2 from the SWA 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).

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
Versatile: increase starting Attribute Traits by one (6 trait attribute points at character creation)
Homeworld: Unknown (possibly multiple worlds)
Languages: 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.

Agile: base Agility of a d6 and max starting of a d12+1
Cautious: as Minor Hindrances. Duros rarely act impulsively.
Low-Light Vision: ignores penalties for Dim or Dark illumination.
Spacers: base skills in Piloting d4 and Repair d4.
Homeworld: Unknown
Languages: Basic and Durese

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 Notice checks
Loyal: as Minor Hindrance, to society and friends
Outgoing: base Persuasion skill d6 and maximum starting of a d12+1.
Triple Eyes: as the Marksman Edge
Homeworld: Kinyen
Languages: Basic and Gran

Mon Calamari: Hailing from the watery world of the same name, 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.

Aquatic: cannot drown in oxygenated water and moves at full Pace when swimming.
Bright: base Smarts of a d6 and max starting of d12+1
Dependency: Mon Calamari must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue.
Scholar: as the edge with any one Knowledge bases skill of chose.
Homeworld: Mon Calamari
Languages: Basic and 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.

Agile: base Agility of a d6 and max starting of a d12+1
Loyal: as Minor Hindrance, to friends and family (pack)
Spatial Awareness: as Awareness Power (SPC pg. 23, 3 power points)
Homeworld: Shili
Languages: Basic and Togruti

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 a free re-roll with Persuasion checks (stacks with Charisma Edge).
Low-Light Vision: no penalties in Dim and Dark illumination.
Secret Language: Lekku (sort of a secret head-tail sign language)
Homeworld: Ryloth
Languages: Basic, Ryl and Lekku (only Twi’lik can learn 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.

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.
Limited Speech (Minor): cannot speak Basic (understand only). Others cannot normally learn to speak their language either, only understand it.

" Mean: as Minor Hindrance.

Size +1 plus extra Toughness: base Toughness +1 and additional +1 to Toughness (base +2)
Very Strong: base Strength d8 and max starting is d12+2
Homeworld: Kashyyk
Languages: Basic (understand only) and Shyriiwook


DROIDS

(SPECIES; base Positive Racial Qualities +2)

Droid characters represent the highest level of artificial intelligence. Use the following rules when creating a Droid character.

Chassis (Minor): Droids cannot wear external armor.
Construct: +2 shaken rolls, suffer no addition damage from called shots, do not suffer fatigue penalty, ignores one wound penalty, immunity to disease and poisons; cannot heal/must be repaired, subject to shut down and control, see below.
Force Blind: see new Minor Hindrance
Ion Vulnerability: full damage from Ion weapons, but no damage from weapon set to ‘Stun’.
Maintenance: requires one hour recharge (hocked up to a power source; inactive) every 3 days. Otherwise suffer one level of Fatigue each day without energy source until Incapacitated. Each hour hooked up to an energy source removes one level of this source of Fatigue. This cannot kill it.
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.


Then add Droid’s DEGREE type (Choice one of the following)…

1st DEGREE (Technical and Medical): base skill 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. Attribute Penalty: suffer a -1 to Agility based tests (not linked skills).
2nd DEGREE (Mechanic or Astromech): add either 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): cannot speak Basic (understand only). Cannot normally learn to speak other languages, only understand them. Wheeled Movement (Minor): droid Hindrance.
3rd DEGREE (Protocol and Entertainment): Charisma as edge plus either a Translator Unit droid edge or Entertainer new edge. Behavioral Inhibitor (Major) as Pacifist Hindrance.
4th DEGREE (Combat): Armor Points +4 positive racial ability, base skills Fighting d4 and Shooting d4. Bloodthirsty: as Major Hindrances
5th DEGREE (Labor) Base Strength d8 (and a maximum starting of d12+2) and Size +2 (and Toughness +2). Attribute Penalty: suffering a -1 to Agility based tests (not linked skills).


DROID ONLY HINDRANCES

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).
No Thumbs [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]: 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.
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.


DROID ONLY EDGES

Armor Plating: reinforced chassis grants +2 Armor Points. Can be taken twice.
Backup Batteries: The droid has a second battery set that allows it to run twice as long as normal before recharging. Can be taken a second time allowing it to remain active for 12 days before requiring recharge.
Built-In Weapon: the droid has a weapon built into its body. This weapon cannot be disarmed nor lost unless the body part that houses it is destroyed or droid is incapacitated. Only one-handed weapons can be built in, and they require a Notice -4 check to see them when not being used.
Built-In Equipment: the droid possess a set of tools within its body. It has +2 Repair rolls, and the following basic equipment: Electric arc welder, Circular saw, Fire extinguisher, Holorecorder and projector, 50 yards of syntherope, comlink, diagnosis tools.
Built In Flight Pack: the droid has a mini-jetpack installed within them (see Equipment on Jet-Packs, works just the same).
Darkvision: upgrade allows the droid to see in total darkness.
Fearlessness: the droid is immune to fear and intimidation.
Hardy: the droid has a reinforced chassis making it so only strong well placed blows can take it down. If the droid is Shaken, further shaken results have no effect. They do not cause wounds.
Hidden Restrictor: by rewiring its internal systems, the droid has become immune to the effects of Restraining Bolts and the droid callers. The droid can still feel when it is being used and can fake it if it wish to try and trick a user.
Locked Access: the droid has its shutdown switch secured or located internally, preventing opponents from shutting it down. The droid must be disabled or helpless before it can be shut down.
Memory Backup: The droid possess a ‘black-box’ allowing its memory to be recovered automatically if its body is destroyed. Anyone looking for it finds it without a roll.
Navigation Databank: this droid’s built in databank adds +2 to Science skill checks to plot a course through hyperspace. It also gets to halve the time automatically to plotting a course (see Hyperdrive)
Size +1: Increasing the Droids Toughness by +1 and its maximum starting Strength by +1. Can be taken twice.
Translator Unit: the droid has a Translator Unit that allows it to understand and speak (if it possess a Vocabulator) most of the galaxy’s languages. In addition if an unknown language is found it can make a Smarts traits check at -2 to recognize its dialect of another known language in order to translate and speak it (in affect gaining a d6 in the language/d8 with a Raise).
Wall Walker: the droid has a system that allows it to cling to walls and ceilings with ease. It may move its pace while climbing and only need to make climb rolls in adverse or extreme situations.

NEW HINDRANCES