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

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(WEALTH, WEAPONS, ARMOR AND GEAR)
(VEHICLES)
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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).
  
== VEHICLES ==
+
=SFC Updates=
 
Created using the Science Fiction Companion but some of the terminality has changed to better
 
Created using the Science Fiction Companion but some of the terminality has changed to better
 
reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples (but you can find the base rules in the SPC Update[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] found under '''Star Law'''). We can expand on it as the game goes on.   
 
reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples (but you can find the base rules in the SPC Update[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] found under '''Star Law'''). We can expand on it as the game goes on.   

Revision as of 16:04, 22 November 2022

StarWar art.jpg

SAVAGE STAR WARS -BASE RULES

BASIC RULE SYSTEM NOTES

  • 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.
  • 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.
  • Wealth as rules SWAE pg. 145, but updated. See Gear

HOUSERULE - THE DARK SIDE OF THE FORCE

StarWars.SithAco.jpg

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.

CALLING N 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.
Bonus Edge: All Heroic character start with the Elan Edge for free.
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.

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 SWAE pg. 18-20 but are built with +4 Positive Racial Abilities instead of the base +2 from the core rules.

Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course).

ADDITIONAL RACIAL QUALITIES
Spatial Awareness (4): as Awareness Power (SPC pg. 44). Each level elimiates one penalty to attacking foes within a short range.
Modifiers: Area Effect (MBT) +1, Limited (Cannot wear a helm etc.) -1
ADDITIONAL NEGATIVE RACIAL QUALITIES
Limited Speech (-1): The character can only speak their 'Native' languages. They can still understand and read/write other languages. When they try to speak other languages they suffer a -4 to their skill check to be understood.


StarWars.Warror.jpg

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)
Native Language: Basic plus with one other of choice.

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
Native Languages: Durese and Basic

Gamorrean: derogatorily known as "pigs," were a sentient species of green-skinned pig-like humanoids that hailed from the Outer Rim planet of Gamorr. They grouped themselves in clans, each of which was led by a warlord and a Clan Matron. A number of Gamorreans were employed by the Hutts to act as guards throughout their career.

Hardy: as Positive Racial Quality.
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.
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.
Strong: base Strength of d6 instead of d4 and a maximum starting of a d12+1
Homeworld: Gamorr.
Native Languages: can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.

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 Vision based 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
Language: Gran and Basic

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.

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 Cala
Native Language: Mon Calamarian and Basic

Togruta: The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance.

Hunters: base Survival of d4
Loyal: as Minor Hindrance, to friends and family (pack)
Spatial Awareness: as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT; Limited- Cannot wear a helmet, vacc suit, etc.)
Homeworld: Shili
Native Language: Togruti and Basic
StarWars.Scoundrel.jpg

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.
Outsiders (Minor): not seen as barbarians so much as a criminals or slaves and servants.
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.
Homeworld: Ryloth
Native Languages: Ryl and Lekku (only Twi’lik can 'speak' it; sort of a secret hail-tail sign languages) and Basic

Wookiee: Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt.

Big: armor and clothing not made for their size imposes a -2 penalty for most skills. Armor and clothing (and protective gear) increase cost by one further step (i.e. if a Wealth check of -1 for the armor now would cost the Wookie -2).
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 from Size and additional +1 to Toughness (base +2)
Very Strong: base Strength d8 and max starting is d12+2
Homeworld: Kashyyk
Native Language: Shyriiwook and Basic (understand only)

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. Also cannot Heal damage naturally. Instead requires one hour of parts and a Repair skill check (minus the Droid's wounds to the check). However this can happen at any time and they do not suffer the 'Golden Hour' for larger repair checks.
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.
Languages: Basic (at least understands) and Binary
SWD5.droid3.jpg

Then add Droid’s DEGREE type (Choice one of the following)…
1st DEGREE Technical and Medical droids

Skills bonus: Academics d6 (and maximum starting of a d12+1) plus one of the following skills at d6 (and max starting of d12+1 with that skill) – Battle, Drive, Electronics, Hacking, Healing, Piloting, Repair, Research or Science.
Attribute Penalty: suffer a -1 to Agility based tests (not linked skills).

2nd DEGREE Mechanic or Astromech droids

Bonus Edge & Skill: Mr. Fix It edge and base skill Repair d6 (maximum starting of d12+1); or Navigation Databank Droid edge and base skill Science d6 (maximum starting of d12+1).
No Vocabulator (Minor): Soeaks in Binary. Cannot speak other languages, only understand them.
Wheeled Movement (Minor): see droid Hindrances below.

3rd DEGREE Protocol and Entertainment droids

Bonus Edge & Skill: Charisma edge plus either a Translator Unit Droid edge or Entertainer (see new edge). Also either Performace d4 or Persuasion d6 (chosen skill can start at d12+1)
Attribute Penalty: suffer a -1 to Agility based tests (not linked skills).
Behavioral Inhibitor (Minor) as Pacifist Hindrance.

4th DEGREE Combat and Enforcer droids

Armor Points +4 positive racial ability
Bonus Skills: Fighting d4 and Shooting d4.
Ruthless (Major): as Hindrances

5th DEGREE Labor and Hauler droids.

Base Strength d8 (and a maximum starting of d12+2)
Size +2 (and thus Toughness +2).
Attribute Penalty: suffering a -1 to Agility based tests (not linked skills).


DROID ONLY HINDRANCES

Behavioral Inhibitor (Pacifism) [Minor/Major]: Behavior Inhibitor act as the Pacifist Major Hindrance but is restricted to living beings.
Behavioral Inhibitor (Vow) [Minor/Major: This droid is programmed to follow orders given to it by its legal owner. Most droids have at least the Minor version of this Hindrance but some independent droids do not worry about such things (especially Assassin droids)
No Hands [Minor]: The droid has claws, pincers or something similar, making it harder to handle tools and weapons made for normal hands. It applies a -2 penalty to using such items.
No Vocabulator [Minor]: As with the Limited Speech Negative Racial Quility but for droids they can only speak in Binary. They can understand and read/write other language but cannot attempt to speak in non-Binary. NOTE that non-Droids can't normally speak in Binary, only understand it.
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 +3 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 Jet 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.
Increased Pace: increase the base Pace and Run by +2. This edge maybe taken more then once.
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)
Repulserlift: Grants the Droid a Fly Pace of 6 (run d6) and can float. No limit to how long this can be maintained but reduces its normal Ground Pace to 3 (run d3). Can be taken a second time, increases the Fly Pace to 12 (run d12) but reducing Ground Pace to 0.
Size +1: Increasing the Droids Toughness by +1 and can carry as if one step of Strength stronger. Can be taken twice, with second level also add +1 step to Stregth score (max d12+1).
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

Failed Force User [Minor/Major] (must have the Force Arcane Background/Gifted edge): This character has access to the Force but it is weak and they failed in the basic training and understanding of it. At either level they cann't take the Force Adapt or Jedi Trainee Edges. As a minor Hindrance the character suffers a -1 to their Focus skill rolls and they may only take one Power Edge per Rank. As a major Hindrance the character suffers a -2 on the Focus skill checks, powers cost one additional power point to use and maintain, and the they may not take any Power Edges ever. (GMs can allow you to buy this Hindrance off with advances).

Force Blind [Minor]: While you are never affected by mind-controlling powers of the Force (puppet, mind reading, suggestion) you also can never benefit from any Force power (boost, heal, etc.). Your character can still be affected by damaging powers of the Force (bolt, burst, etc.). You may not take Arcane Background, Arcane Resistance or any Power edges.

Tainted [Major] (must have the Force Arcane Background/Gifted edge): The Dark Side has more than a foothold in this character’s soul. You start with one Dark Side Point and you suffer a -2 against Fear effects unless you give into your fear and anger (thus gaining a Dark Side Point).

MODIFIED AND NEW EDGES

Forbidden Edges – Artificer, Chi, Gadgeteer, Liquid Courage, Wizard

MODIFIED BACKGROUND EDGES
Linguistic as base Edge you can speak and understand half your Smarts die at d6. You can also understand a number of additional languages equal to your Smarts die. You can understand and read/write these language at a d6 but ONLY to understand. When trying to speak these languages you suffer a -4 to your Skill roll to be understood by a native speaker.

MODIFIED LEADERSHIP EDGES
Team Leader (from Superhero Companion) also, any allies in your command area count as one addition adjacent ally for the purpose of Gang Up bonuses. This can’t exceed the normal max Gang Up bonus of +4.

MODIFIED POWER EDGES
Holy/Unholy Warrior (renamed Light/Dark-Side Legate; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Faith to Focus d6+).
Mentalist (renamed Force Persuasion; Prerequisite: change Arcane Background (Miracles) to (Gifted), and Psionics to Focus d6+).

MODIFIED WEIRD EDGES
Champion: bonuses for Light siders apply to anyone ‘Tainted by the Darkside’ (i.e. Dark Side Points equal to ½ Spirits die). Bonuses for Dark siders apply to anyone with Arcane Background (Gifted) and no Dark Side Points.

NEW BACKGROUND EDGES
Cyber Tolerance [Novice]: The characters Strain level increases by 3 points over the characters basic level.
Cybernetics Implants [Novice]: this edge grants the being 4 Strain worth of cybernetic systems (see Gear, and Strain in SFC pg. 29). Minor cybernetics (replacement heart or hand) do not require this edge nor does it cause any Strain. Note that you suffer a penalty to your Persuasion skills (as people are uncomfortable around you) and to any Focus skill checks equal to ½ your total Strain score (round up). Each level of Dark Side Point that you have negates one penalty to Focus skill.
Own your Own Ship [Novice]: the hero owns his own ship, either a used light Stock Freighter or light obsolete Starfighter. GM should approve of choice. When piloting your own ship, the character gains a +1 to Piloting skills with it.

StarWars.Gunslinger.jpg

NEW COMBAT EDGES
'Combat Ace [Seasoned, Ace, Piloting d8+]: You are a starfighter pilot who know how to avoid getting hit in space battles. The target number to hit a starfighter you are piloting is 2 + ½ your Piloting skill.
Quick Draw [Novice, Agility d8+, Shooting d6+]: When on Hold the hero adds +2 to Agility checks to interrupt an opponent’s actions if drawing a weapon and when rolling for Surprise may check Agility instead of Notice to act first in the Round. If the hero has the Danger Sense edge can also substitute Agility for Notice roll with the listed bonus.
Rocket Jock [Season, Ace, Boating or Drive or Pilot d8+, Shooting d8+]: The vehicle operator can fire one weapon system and make normal vehicle control checks once per action without incurring a multi-action penalty while Boating, Piloting or Driving a vehicle, aircraft, or spacecraft.
Spring Attack [Seasoned, Extraction, Fighting d8+]: You can move both before and after your attack, and as long as you end your movement not adjacent to any opponents, you do not suffering a free attack from any attacker. You may not move more than your Pace (cannot Run as part of this maneuver) in this round. You also cannot ignore First Strike or someone on ‘Hold’.

NEW POWER EDGES
Lightsaber Deflect [Novice, Arcane Background (Gifted), Jedi Trainee]: If you have an active lightsaber and are aware of an attack, a Ranged energy attack roll that misses you (below your Parry), you can try and deflect it back at the attacker as a free action. Make a Focus skill check (minus any normal attack penalty like darkness or range). If successful it does the normal weapons damage to the target (a Raise does not increase this damage). You can attempt to deflect additional ranged energy attacks in a round but each additional attack counts as an Action (see Multiple Action penalty).

Improved Lightsaber Deflect [Seasoned, Arcane Background (Gifted), Jedi Trainee, Lightsaber Defense]: You no longer suffer Multi-Action penalties when deflecting multiple attacks in the same round.

NEW PROFESSIONAL EDGES
Bodyguard [Novice, Vigor d8+, Notice d8+]: Trained to protect important people from taking harm. Often, this means that you throw yourself into the line of fire. Once per round, a bodyguard within 2” of a target that he wants to protect, can make a Notice check to throw himself into the line of fire, should the target be attacked. On a successful roll, move the bodyguard into the line of fire and apply any damage to him instead of the original target (toughness +1 vs. this damage and to any Soak rolls, but only from this attack). This does not count as an action.
Bounty Hunter [Novice, Smarts d6+, Notice d6+, Research d6+]: Bounty hunters devote their lives to hunting down and capturing or killing targets; as a result, they get very good at it. You gain a +2 to Networking checks to follow up on anything related to bounties (SWA pg. 133) and you gain a +1 to Intimidate checks.

Elite Bounty Hunter [Seasoned, Bounty Hunter, Marksmen, Shooting d8+]: The elite bounty hunter is adept at shooting to incapacitate instead of killing. The bounty hunter does not suffer a -2 penalty for attacks to the limbs. If they player wishes, he can limit the maximum level of damage on the knockout table to 3 (i.e. the target will not bleed out).

Enforcer [Novice, Spirits d6+, Intimidate d6+, Research d4+]: The task of law enforcement takes many forms throughout the galaxy – backwater constable, sector rangers, corporate security to name just a few. Enforcers gain a +2 to Intimidate skill. You also get +2 Networking check checks to recognizing someone with a criminal record or searching for records (SWA pg. 133).
Entertainer [Novice, Performance d8+]: Master performers who specialize in one field, such as music, acting, or dancing. Grants a +2 bonus to any Performance checks and can re-roll a failed check so long as it was not a Critical Failure. After a successful performance (resisted by Spirits if an indifferent audience), the entertainer also gains a +2 to Persuasion with his audience. This requires a willing audience.
Force Adapt [Novice, Arcane Background (Gifted), Spirit d6+, Focus d6+, Occultism d6+]: Adapts have studied the Force under non-traditional ways and have a natural understand of its full potential. Force Adapts gain a +2 to all Trait rolls to resisting Force powers and gain +2 to their Toughness scores against Force Power with the Dark Side descriptor to it. Finally you can ‘enchant’ a normal item to create a ‘force talisman’ that while being worn grants you a +1 to Focus skill checks. This takes about an hour of meditation and thereafter only works for you. They may only posse one such talisman at a time and often have sentimental value to the Adapt.
Gambler [Novice, Gambling d8+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 to their Gambling skill and can re-roll a failed skill check so long as it was not a Critical Failure.
Gunner [Seasoned, Shooting d8+]: You are highly skilled at vehicle and starship guns. You gain a +1 to your Shooting skill and deal an additional +1d die type of damage with any heavy weapons fired from a vehicle or starship that you are not driving, piloting or controlling.
Infiltrator [Seasoned, Stealth d10+]: Infiltrators specialize at entering enemy strongholds. When failing a Stealth roll against foes, you can re-roll your result so long as it was not a Critical Failure.

StarWars.Jedi3.jpg

Jedi Trainee [Novice, Arcane Background (Gifted), Spirit d6+, Fighting d6+, Focus d6+, Occultism d6+; cannot start more than 2 Dark Side Points]: You have begun your training in the Force and start with a lightsaber for free. With an activated lightsaber you may use your Parry defense against ranged attacks that you are aware of.

Jedi Knight [Veteran, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Arcane Background (Gifted), Spirit d8+, Fighting d6+, Focus d8+, Occultism d8+; cannot start more than 2 Dark Side Points]: This dedicated character has been judged worthy by one of the Jedi Councils to bear the title of Jedi Knight. This requires having demonstrated both sufficient command of the Force, and a firm understanding of and belief in Jedi principles. Their training and confidence grants you a +1 to Persuasion and Intimidate checks. The Jedi gains a +1 to his Parry and in addition is granted access to Order funding and supplies to aid in the completion of missions, in addition to receiving a reasonable stipend to live on. On the downside, they must also take orders from the Jedi Councils. You can take the Edge Sidekick (gaining a Jedi Padawan) before gaining Legendary rank. The Knight has crafted her own lightsaber as part of her trails to becoming a knight and gains +1 to Fighting skills when using it (this stacks with Trade-Mark Weapon and Improved Trade-Mark Weapon).
Jedi Master [Legendary, Wild Card, Arcane Background (Gifted), Jedi Trainee or Force Adapt, Jedi Knight, Professional (Focus), Spirit d10+, Fighting d8+, Focus d10+, Occultism d10+; cannot start more than 2 Dark Side Points]: A true master of the Force, who is greatly respected by the Republic and those who respect the Force. Jedi Masters gain a Padawan Jedi Learner follower (free Edge Sidekick) and +1 to Persuasion and +1 to Intimidate checks (these stack with the bonuses from Jedi Knight). Finally it have the equivalent of Arcane Resistance to resist all Force Power with the Dark Side descriptors and from Temptation tests (a Sith Masters ability).

Privateer [Seasoned, Boating, Driving or Pilot d8+, Shooting d8+]: You are a skilled pirate or privateer who specialize in capturing vehicles. When firing vehicle mounted Ion weapons add +1 to Shooting skill and +1d extra dice of weapon damage and also add +2 to their Electronic skill when making a 'Grab' checks with a Tractor Beams.
Slicer [Novice, Smarts d8+, Hacking d8+]: You are good with computers. Slicers gain a +2 to Hacking skill checks and a +2 to Repair skill checks when repairing computers. You also gain any +2 Research and Common Knowledge checks when using a computer to do searches.
Smuggler [Notice, Smarts d8+, Stealth d8+]: Smugglers ply the interstellar trade routes, smuggling illegal goods from one world to another. You gain a +2 to Stealth rolls to hiding items on your person or within a vehicle or base. As you often make modifications to ships and also gain a +2 to Repair checks when working with starships or vehicles that you own or are a partial owner of.

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.

SWD5.blaster.jpg

Updated Wealth and Buying Rules. First your Wealth die cannot Ace (but your Wild Dice can but only up to the max roll of your Wealth die. So it does not matter unless you are rich+). Prices are listed from Cheap (bonuses to your Wealth check of +1 or +2) to Moderate (bonus or penalty to your Wealth die of +0 to -1), Expensive (penalty to Wealth dice of -2 to -3) or Very Expensive (-4 or more).

Generally, once per game session you can purchase one Moderate or cheaper item without making a check. Those with the Poor Hindrance can only purchase one Cheap item per session without a check. Those with the Rich edge can purchase one Expensive item or less once a session without having to make a check. Those with the Very Rich Edge get one Very Expensive item or less once per session without having the make a check.

Basic success with a Wealth check lowers additional Wealth checks that session by -1. A Raise means you are do not suffer a penalty to Wealth checks. One penalty is removed for each new session of play.

Rewards are now direct one-time bonuses to the heroes Wealth checks. This is probably the only way one can afford various items. Once used with a successful Wealth check they are gone.

Availability of an item refers to how rare or plentiful an item is. Most items are standard availability and don’t require a check to find. Anything Licensed (L) or Scares/Uncommon (U) requires a Networking check to find in 1d6 hours and suffers a -1 to the purchasing check. Restricted (R) items require a Networking check at -2 to find in 2d6 hours and a -1 or -2 to the Wealth check. Illegal (I) and Military (M) items require a Networking check at -4 and 2d6 days to find someone willing to sell them. Both impose a -2 to -4 or penalty on the Wealth check to purchase. Artifacts (A) are not available generally at any price. Things like lightsabers or Military Capital Ships.

New Weapon Features/Notes

Fire – if the target is successful hit with a Fire weapon it must make an Agility check -2 or catch fire. While on fire at the start of its round it suffers 2d6 (ignoring non-sealed armor points). See SWA pg. 127 for the effects of being on fire and how to extinguish these fires.
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.
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.

ADVANCED MELEE WEAPONS

NAME DAMAGE AP MIN STR WT COST NOTES
Electro-lance Str+d10 2 d6 6 -3 (L) Reach 1, 2-handed. Parry lightsabers. Raise on damage is d10
Force pike Str+d8 2 d6 6 -1 (L) Reach 1, ½ Handed. Parry lightsabers
Lightsaber Str+d10 all d4 1 A (U) See below
Power Knuckles Str+d8 1 d4 1 +0 Holdout, Stun. Considered unarmed
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
Vibro-knife Str+d6 4 d4 1 +0 (L) Holdout. Dagger unpowered
Vibro-blade Str+d8 4 d6 2 -1 (L) Shortsword unpowered
Vibro-axe Str+d12 4 d10 8 -2 (L) Parry -1, 2-handed. Greataxe unpowered

All advanced melee weapons but the lightsaber require power cells to operate. For non Lightsabers these last about an hour of continual use before requiring recharge or replacement. Generally cost +2 for each, +0 for a set of 5 and weight ½lb each. Lightsaber crystals last for years.

StarWars.lightsaber2.jpg

Lightsabers
Without the Jedi Trainee edge an attacker is at -2 to Fighting and -1 to its Parry. Lightsabers ignores all non-Force Field Armor Points and the Hardness Rating of items is halved. Targets are considered unarmed unless they are wielding a lightsaber or a weapon that can "Parry lightsabers" (via weapons or powers).

Lightsabers are not mass produced, but rather constructed by each Jedi (or Sith) as part of their training. The art of constructing a lightsaber is carefully guarded by both Orders, although one could be constructed from generic parts purchasable on most planets for +0 price depending on the locale and availability. This price includes all but the most important part: the crystal. The lightsaber crystal affects the length and color of the blade, and rare ones may provide other bonuses as well (GM’s call). The modern Jedi usually goes on a quest to find his first. A Jedi or Sith may construct several lightsabers over the course of a lifetime, each reflecting changes in his personal taste and abilities. Construction of a lightsaber requires at least Veteran Rank and usually takes around a month of dedicated work once all of the parts have been assembled, although it could be completed in less time if the builder is very good. This requires a Focus skill check with a month work. A -1 to the check can shave off a week of time, -2 for only requires two weeks or -4 to make the check in just one weeks’ time. Constructing one’s own lightsaber grants a +1 bonus to Fighting but only for you.

RANGED WEAPONS

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, ½ Handed
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 d10 24 -2 (M) Snapfire, 2-handed
Blaster pistol, holdout 6/12/24 2d6 3 1 10 d4 1 +0 (R) Holdout
Blaster pistol 15/30/60 2d8 3 1 50 d4 3 +0 (L) Stun
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)* ½ Handed
Bowcaster rifle 20/40/80 2d12 4 1 6 d10 18 -2 (U)* 2-handed
Disintigator Rifle 20/40/80 3d8 6 1 20 d8 16 -3 (I) 2-handed
Flamer, wrist mounted Cone 3d6 0 1 10 d6 6 -1 (M) Fire
Ion pistol 5/10/20 2d8 Ion 1 40 d4 2 +0 HW, Ion
Ion rifle 15/30/60 2d10 Ion 1 80 d6 10 +0 HW, Ion, 2-handed
Sniper blaster 50/100/200 2d10 4 1 30 d8 24 -2 (R) Scope, Snapfire, 2-handed
Stun Pistol 10/20/40 2d8 0 1 50 d4 2 +1 Stun only

All ranged weapons require a power cell for the ammo listed. Powers cells generally weigh 1lb each, except for E-Web which weigh 10lbs each and Bowcaster clips that weight 2lb each. Cost for all but the E-Web are +2 each (and include any restriction like military, etc. to check). The E-Web are +0 each.

*Bowcasters are +0 price for Wookies and on certain out of the way worlds. The price is not so much how expensive the weapon is but do to its rarity and more primitive then most weapons found in the Republic.

EXPLOSIVES

No mercenary or bounty hunter can feel truly safe without a grenades dangling from their belt. To set an explosive charge or defuse a set bomb requires a Repair skill check.

NAME DAMAGE AP WT COST NOTES
Concussion grenade 3d6 0 2 +0* (R) MBT, thrown
D-Mine 4d12 50 150 -2 (R) Fire, HW. Cone or LBT
EMP grenade 3d6 Ion 2 +0* (L) Ion, MBT, thrown
Frag grenade 3d6 4 2 -1* (M) MBT, thrown
Stun grenade 3d6 0 2 +0* MBT, thrown, stun only
Thermite Detonator 4d10 20 5 -2 (R) Fire, HW, LBT
*These prices are for a set of 4 grenades of the same type.

Thrown grenades have a range of 5/10/15.

ARMOR

Armor is not overly common within the Star Wars universe but many troopers, soldiers, bounty hunters and mercenaries often employ it if they are facing combat situations.

NAME ARMOR MIN STR WT COST NOTES
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. Vacuum (18hrs)
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. Vacuum (18hrs)
Battleframe 3 d6¹ 20¹ -3 +2 die steps Strength. Pace & Run +2
Blast helmet 4 d4 6 +1 Head. Comlink, +4 vs. flash/blind
Blast vest 4 d6 10 +0 Torso
Combat jumpsuit 3 d4 8 +0 Torso, arms, legs
Combat spacesuit 5 d6 16 -2 (L) Full body. Vacuum (18hrs)
Duraweave duster 4 d4 6 -1 Torso, arms, legs
Fleet armor 14 n/a¹ 400¹ -5 (M) Full body, Size 2, Str d12+2, Fly 6 in z-g, Pace & Run -2. Vacuum (24hrs).
Ixian battleframe 4 d6¹ 20¹ -3 (L) Torso, arms, legs. +2 die steps Strength. Concealable (-2 Notice)
Scout trooper armor 4 d6 12 -2 (R) Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments
Trooper armor 6 d6 24 -2 (R) Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments
Vacuum suit 2 d4 12 +0 Full body. Vacuum (24hrs)

¹- Strength Min and Weight of armor is only considered or count against the wearer when it does not have power.

MISCELLANEOUS GEAR

BASIC GEAR
Aquata Breather: Aquata Breather is a compact mouthpiece designed to supply the user with 6 hours of breathable air underwater, and in other similar environments. It comes in many varieties for all different species. Wt. none, Price +0.
Bacta Tank: A full-immersion tank filled with bacta, this device is used to treat serious injuries over the long term. Due to its weight and expense, bacta tanks are only available in major medical facilities. Characters immersed in a bacta tank may make recovery checks every hour, but automatically gain one level of Fatigue for each wound healed (can’t kill). Wt. 5 tons, Price -8.
Breath Mask: provides 12 hours of breathable air in most environments and +4 to Vigor tests vs. air born Toxins, Gases etc. They do not work underwater or in a vacuum. Wt. 2, Price +1.
Comlink: clear communication within 50 miles and low-orbit on most worlds. Wt. none, Price +1.
Chronometer: keeps track of Galactic Standard (Spacer) Time, as well as automatically picking up and reporting local planet-side time. Can be added to a Comlink or Datapad. Wt. none, Price +2.
Datapad: This is a simple text and data recorder with a keypad & a readout screen. Wt. 0.5, Price +1.
Death Sticks: Cigarettes, a pack of 20. Vigor check or Distracted and Vulnerable for 1d6 minutes afterwards. Wt. none, Price +1.
Glowrod: Provides full light within 5” and Dim darkness conditions within 15”. Or can be used as a flashlight at double ranges but only within the beam. Battery lasts years. Wt. 0.5, Price +2.
Macrobinoculars: Computer enhanced images out too several kilometers (-1 Notice per 1,000”), +2 Notice checks. Wt. 3, Price 0.
Medpac: containing bandages, disinfectants, and distilled Bacta injections, this kit gives the user +2 on all Healing skill rolls. Wt. 3, Price 0.
Restraining Bolt: are used to maintain control over droids. It can be used to remotely shut down a droid’s motor functions. It takes an action to place a bolt onto a willing droid, removing a bolt requires a Repair check (-4 by the Droid wearing it; can try a max of once per day). When engaged, droid considered Incapacitated. Sold as pair, as the bolt and controller. Wt. 1 each, Price 0.
Restraints: A pair of synthetic-plastic restraints, Agility or Strength -4 roll to escape, once an hour but causes a level of Fatigue. Wt. 1, Price +1.
Sabacc Deck: deck of electronic of card for Sabacc. Wt. none, Price +2.
Spacers Food: vitamins and mineral packed food, per day. Wt. 1 each, Price +2 for 5 days of food.
Syntherope 20 yards (10"): Strong enough to support 1,000lbs from a liquid dispenser. Wt. 1, Price +1.
Utility Belt: Includes a medpac, 20yd of synthe-rope, and 4 days of spacers’ food. Wt. 6, Price 0.
Voice Synthesizer: Programmed to speak known languages, with any number of prepared phrases or can type out conversations, etc. Wt. 1, Price 0.


StarWars.smuggler.jpg

CLOTHING
Civilian Garb: includes worker utility clothing and everyday clothing. Includes shirt, pants, shoes, belt and light jacket or cloak. Wt. 6, Price +1.
Executive Wear: formal wear of business and corporate leaders. Wt. 8, Price -1 or more.
Formal Wear: Current high fashion. +1 Persuasion checks for those impressed by such. Wt. 12, Price -3 or more.
All-Weather Cloak: Includes advanced heat and cold weather resistant fabric, boots and pouches. +2 Survival checks and Vigor trait tests in hostile environmental conditions. Wt. 8, Price -1.
Skin Suit: very light vacuum suit that includes a clear plastic helm. Vacuum sealed for 24 hours. Wt. 4, Price 0.
Wet Suit: specialized torso and limb suit that can retain moisture. For aquatic species (with dependence on immersion), these suits act as being “submerged in water” for an hour each day (at least a week without needing maintenance, generally just fresh water). Wt. 8, Price 0.


SPECIAL GADGETS AND GEAR
Camo-Suit: skin-tight body suit and hood that can adapt to background. Add +4 to Stealth when standing still and +2 when moving. Wt. 8, Price -4 (L).
Data-Tap: Electronic kit to break into secure computer systems (Holonet, etc.). +2 Hacking checks when trying to bypass a computer or device security protocols. Wt. 1, Price 0 (R).
Eagle Eye-I Contacts: these contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Notice rolls, and come in a variety of colors. Wt. none, Price -1.
Eagle Eye-II –Night Visor: these light goggles include +2 to vision-based Notice rolls and grant the wearer the ability to see in low-light (as the Night Vision edge). Wt. 2, Prices -1.
Exoskeleton: This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. Wt. 15 (weight does not count towards encumbrance when on), Price -2.
Grapple Gun: pistol that can shot a spike up to 100yds of sytntherope and lift up to 500lbs (Pace 5, no running, a round). Wt. 5, Price +1.
Ixian Diagnostic Computer: this handheld contains a wealth of information & helpful tips concerning all things technology. Gain a +2 all Knowledge base skill checks. Wt. 2, Price -2.
Jetpack: this is a backpack device that allows limited flight. Pace 10 (run d6+4), 10 charges (each round of either flight or ‘hover’ uses a charge for a Size +0 being). Wt. 14, Price +0 (R).
Multi-Tool: With its varied functionality, no good mechanic is ever without his multi-tool. It provides a +1 to Repair checks. Wt. 5, Price +0.
N-Reticule Accusight Visor: this Visor enhances the user’s ability to pick out individual targets and focus on them. It provides a +2 on sight-based Notice rolls and a +1 to Shooting. Wt. 1, Price -2 (R).
Rifle Scope: adds +1 Shooting and ½ Range Penalties with the Aim maneuver, +2 Notice, Wt. ½, Price 0. Add Low-Light and Thermal upgrade, Price -1.
Security Kit: Tools for breaking electronic locks. +2 Thievery check to bypass electronic security locks and doors. Wt. 3, Price 0 (I).

CYBERNETS

StarWars.Cyborg.jpg

Found in SFC pg. 30-31 but needs to be updated to Adventure Edition rules and the Wealth check, Strain works as found there. The [x] is how many times that piece of cybernetics maybe taken. It generally requires an hour of surgery in a hospital per Strain Point and at least a week of rest per Strain Point (or 24 hours in a Bacta Tank who emerges with two levels of Fatigue). The surgery cost -2 for up to 3 Strain, -4 up to 5 Strain, -5 for 6 more Strain.

Adrenal Surge [1] (+2 to recover from Shaken and Stunned. Stacks with Combat Reflexes. Strain 2, Cost -3)
Aquatic Package [1] (Can breathe in any oxygen-filled liquid and can move full Pace underwater. Strain 2, Cost -3)
Armor [3] (+2 Armor Points. Strain 1, Cost -2)
Attribute Increase [3] (each implant increase one attribute +1 step. Each step after d12 adds +1. Spirits and Vigor from this increase do not increase Strain. Cost -4, Strain 2)
Auto-Doc [1] (Automatically heals one wound per day and adds +4 to rolls to resist Bleeding Out. Also have a 50% chance per day of any disease or poison. Strain 2, Cost -4)
Combat Specialty [U] (gain a Combat Edge, ignoring all requirements other than other Edges. Does not stack if the character has the Edge. Strain 2, Cost -3 for Novice and Seasoned, -4 for higher rank)
Communication [1] (Internal comlink. Strain 1, Cost -1)
Cyberjack Interface [1] (Wireless connection to electronic devices and computers. Adds +4 to Electronics. Also gains a +4 to Research when doing Networking if connected to the HoloNet. When trying to bypass a security system adds +2 to Hacking against the system (generally a Penalty to the check of -2 to -8 or more). Failure causes a level of Fatigue via feedback. If the system is particularly powerful and well protected it causes 2d6 or 3d6 damage (or even more). Armor offers no protection from this damage. Strain 1, Cost -2)
Face Changer [1]: Requires 5 minutes and a Smarts roll. Does not change shape or size, and can only look like Species that are fairly similar. Can be used to duplicate a specific face and voice with video and voice recordings. Strain 3, Cost -4)
Filter [1]: +4 bonus to resist airborne disease, poison, deadly gases, and Thin and Dense Atmosphere. Strain 1, Cost -3)
Leg Enhancement [3] (+2 Pace and increase Run die by one step. Also increase jumping distance by +1”. Strain 2, Cost -4)
Mule [1] (Increase carrying capacity as if characters Strength was one die higher. Stacks with any Edge that also increase carrying capacity (such as Brawny and Soldier). Strain 2, Cost -3)
Skill Chip Slot [2] (Allows access to a Skill Chip, each that must be purchased separately. Two Skill Chip Slots allow the character to have two chips active at a time. A d4 skill cost +0, d6 cost -1, d8 costs -2 and d10 costs -3. This does not add to the skill but will replace or over rides it. It is a free action to switch a chip but takes a full round for the chip to download and activate. Chips are about the size of a thumbnail at no significant weight. Strain 1, Cost -2)
Trait Bonus [U] (flat +2 bonus to any one skill or attribute, but only once per trait. Strain 1, Cost -5)
Vision Enhancement (1) (visual magnification 50x, thermal and low-light vision. +2 to sight-bases Notice skills and eliminates illumination penalties if in appropriate mode. Changing modes is a free action. Strain 1, Cost -5)
Weapon, Melee [2] (retractable claws or blades attached to forearm bones. Extended as free action and instantly, deal Str+d6 damage. AP-1. Strain 1, Cost -3)
Weapon, Ranged [2] (a hold-out blaster pistol or blaster pistol is installed in forearm. It is very concealable when holstered within the arm. Strain 1, Cost -3 plus cost of weapon).

SFC Updates

Created using the Science Fiction Companion but some of the terminality has changed to better reflect the Star Wars feel. Otherwise they retain the same in-game affect as listed under Vehicles in SWAE pg. 81-82. I am not going to post all the rules here and I am only posting a few examples (but you can find the base rules in the SPC Update[1] found under Star Law). We can expand on it as the game goes on.

Hyperdrive Engines (Starships Size 12+ and larger may include a backup drive) - are what allows travel between the stars. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For game effects a standard Hyperdrive engine takes around 24 hours (48 hours in the Knights of the Old Republic setting) to travel from one star system to another within the same region. Each region traveled is another 24 (48) hours of travel. The GM can reduce this for planets that are closer or on well-established Hyperspace lanes.
Plotting a course through Hyperspace also requires a Science skill check -1 per “Region” (Within the Outer Rim, it’s an additional -1 and Wild Space is -2). For example traveling from a Core Worlds planet to the Deep Core is a -2 to the check (-1 for a nearby region -1 for the Deep Core). Not following an established Hyperspace route is an additional -2 to check. Plotting a course generally takes 1d6 minutes. You can reduce the time to 1d6 rounds for a -2 to the check or increase the time to one hour for +2 to the check.
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.

Hyperdrive Ratings...

  • A Slow Hyperdrive takes twice the standard time to travel the base distance. Slow drives use ½ the ship’s Size in energy for each 24 hours traveled.
  • A Standard Hyperdrive takes the base time to travel the base distance. Standard drives use the ship’s Size in energy for each 24 hours of travel.
  • A Fast Hyperdrive takes ½ the base time to travel the base distance. Fast drive use the ship’s Size times two in energy for each 24 hours of travel.
  • A Backup Hyperdrive takes ten times the base time to travel base distance. Backup drives use 1 energy per 24 hours of travel.

StarWars.Starfighter.jpg

Force Fields – the vehicle includes energy shields that absorbs damage before the vehicle. A shield system can absorb the vehicle’s Size x10 points of damage before shutting down. Shields also have Threshold damage of Size x2 which is the max damage it can stop from any one attack. Shield can be purchased more than once, each time adding Size x10 to max damage a system can take for an additional ¼ Ship Size Mods. An action with a Repair skill check can restore ½ vehicle size in shield points. If the shields drop to 0 its takes a number of actions equal to ½ the vehicle’s size to make a Repair check at -2 to restore the vehicle’s size back in Shield points.
When applying multiple levels of shield only the maximum damage that can be absorbed is added. The threshold remains the same.
Ion Weapons - ignore all Armor Points and Force Fields damage absorption points and every hit causes the shield to lose half the vehicle's Size of its maximum damage that it can absorb. Vehicles without shields (or disabled shields) suffer a -10% MPH (or -1 to Space Scale Speed) for every hit that equals the target ships’ Toughness. Finally, Ion Cannon cause nonlethal damage to vehicles so the worst that can happens is that its’ disabled.
Wounds, Shield and Speed loss from ion damage can be restored separately with Repair skill checks and one minute of work times the vehicles Size modifier.
Smugglers Compartments – a compartment that can hold up to 50lbs x the vehicle Size in gear or even people (if big enough). Searches suffer a -4 to Notice and Electronic checks.
Tractor Beams - Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size then itself. Their range is short or 6 on the starship scale (300ft in an atmosphere), so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's Electronics roll at –4 vs the target’s Electronics or Hacking or Piloting (ACCM also grants +2 to these rolls to resist being held). If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down.
Walker – as I am not 100% happy with Walkers from the SFC walker locomotion is added to standard vehicles. A two-legged Walker uses ¼ the vehicle’s Size in Mods. It also adds +10MPH to the Top Speed. A four-legged Walker uses ½ the vehicle’s Size in Mods. It also adds +1 to the vehicle’s Handling. A six-legged Walker uses ½ the vehicle’s Size in Mods. It reduces the base Top Speed by -10MPH but increases the vehicle’s Handling by +2.

Vehicle Scale Weapons
All vehicle weapons have the Heavy Weapon property.

NAME RANGE DAMAGE AP ROF SHOTS MODS NOTES
Blaster Cannon 300/600/1,200 3d10 8 3 n/a 1 --
Ion Cannon 400/800/1,600 3d12 0 1 n/a 1 Ion damage
Laser Cannon 600/1,200/2,400 4d10 15 1 n/a 2 SBT
Heavy Laser Cannon 600/1,200/2,400 6d10 15 1 n/a 3 MBT
Grenade Launcher 100/200/400 4d6 0 1 20/1 1 MBT
Missile Launcher 1,000/2,000/4,000 5d8 10 1 12/1 1 Capitail, MBT
Rocket Launcher 800/1,600/3,200 8d8 12 1 10/1 2 Capitial, LBT
Photon Torpedo launcher 500/1,000/2,000 8d10 20 1 4/1 2 Capitial, 1 space square
Tractor beams 300 (6) grab n/a 1 n/a 4 see Notes above
Turboblaster Cannons 600/1,200/2,400 6d10 20 3 n/a 6 Capitial
Turboion Cannons 800/1,600/3.200 6d12 0 1 n/a 9 Capitial, Ion damage, 1 space square
Turbolaser Cannon 1,200/2,400/4,800 10d10 20 1 n/a 12 Capitial, 2 space squares

Capital Weapons suffer an -2 on Shooting rolls to hit non-Capital Ships. They also suffer an additional -2 (-4 total) when fired against Starfighters and vehicles size 10 or less.
Shots is for non-energy weapons and how many rounds can be stored per mod (i.e. 4/1 means a bay can hold 4 torpodes for 1 mod of space)
Duel linked weapons deal +2 damage and add +1 to Shooting. Quad linked weapons deal +4 to damage and add +2 to Shooting.

SAMPLE VEHICLES

SURFACE VEHICLES

  • Note that these vehicles can use remaining Mods for cargo. Each mods holds 200lbs x Size.

Fast Landspeeder: Small, fast and popular repulsorlift vehicles, the fast speeder is limited to rising no more than a few meters above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with security forces for rapid response agents.

Medium Vehicle: Size 3; Handling: +1; Top Speed: 200 MPH; Toughness: 12 (3); Crew: 1+3; Cost: -4 (-2 used); Mods (+6 remaining*): Exposed Crew, Ground Repulsorlift (1), Speed III (3).

Speeder bikes: Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasize speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike had a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured extras, like sidecars.

Light Vehicle: Size 2; Handling: +2; Top Speed: 200 mph; Toughness: 9 (2); Crew: 1+1; Cost: -3 (-2 used); Mods (+1 remaining): Exposed Crew, Ground Repulsorlift (1), Speed III (3).

Submersible: These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs, but it is rare to see a submersible that was not manufactured on the world where it is used.

Large Vehicle: Size 4; Handling: +1; Top Speed: 40 MPH; Toughness: 15 (4); Wounds* +1; Crew: 1+5; Cost: -4; Mods (+8 remaining*): Amphibious (1), Speed IV (4), Submersible (2), Watercraft.

AIR VEHICLES
Airspeeder: This light, unarmed airspeeder is a reliable and serviceable craft, popular with many. Capable of transporting four passengers and 500 pounds of cargo easily, many families use this speeder on a daily basis.

Medium Vehicle: Size 3; Handling: +1; Top Speed: 400 mph; Toughness: 12 (3); Crew: 1+3; Cost: -4; Mods (+3 remaining*): Repulsorlift Aircraft (2), Speed IV (4).

MILITARY SURFACE VEHICLES
AT-RT: The All-Terrain Recon Transport was used by the Grand Army of the Republic by Clone Troopers of the Clone Wars. It carried one trooper in an ‘exposed’ cockpit and they were very fast and maneuverable even when compared to the later models of AT-STs. Armaments include a nose mounted repeating blaster cannon and an anti-infantry mortar launcher.

Medium vehicle: Size 3; Handling: +2; Top Speed: 80 mph; Toughness: 18 (7 heavy); Crew: 1; Cost: -6 (M); Mods (0 remaining): Armor II (2), Exposed Crew, Fixed Weapon Mount (3), 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 II (2), Targeting System (1).
Weapons: Forward Fixed 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

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.

Light Vehicle: Size 2; Handling: +2; Top Speed: 200 mph; Toughness: 11 (2); Crew: 1+1; Cost: -5 (R); Mods (+0 remaining): Exposed Crew, Fixed Weapon (0), Ground Repulsorlift (1), Jammer System (Electronics skill check -4 to use comlink within 50”) (0), Reinforce Chassis I (1), Speed III (3).
Weapon: forward fix E-Web Blaster – Range 200/400/800; Damage 3d8; AP 6; ROF 3; Heavy Weapon.

AT-AT: An All-Terrain Armored Transport is a four legged armored walker with a crew of six, passenger capacity for forty fully armed troopers and can carry up to four speeders. It is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.

Colossus vehicle -Size 12; Handling: -2; Top Speed: 30mph; Toughness: 60 (21, heavy); Wounds*: +3; Crew: 6 +40; Mods (5 remaining): Armor VI (6) (Heavy), Reinforced Chassis V (5), Enviornmental Sealed (2), Hanger (12), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed II (6), Walker (6) (4-legged)
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.

MILITARY AIR VEHICLES
Cloud Car: Generally designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.

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), Replsorlife Aircraft (2), Sensor Suite (1) (+4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards), Speed 4 (4), Vacuum Sealed (1).
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.

STAR FIGHTERS
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.

Small Starship: Size 6; Handling: +4; Top Speed: 1,000 MPH (10 space scale); Toughness: 26 (11); Crew: 1; Energy: 25; Cost: -7 (M); Modifiers (+2 remaining): AMCM (1), Armor III (3), Atmospheric (3), Fixed Weapon Mount (1), Improved Handling I (2), 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.

Medium Starship: Size 8; Handling: +2; Top Speed: 700 MPH (7 space scale); Toughness: 31 (10); Crew: 1 +1 Astromech droid; Energy: 100; Cost: -9 (R); Modifiers (+2 remaining): AMCM (1), Armor II (2), Atmospheric (4), Fixed Weapon Mount (4), Force Field (4) (Threshold 16, Max 80), Planetary Sensor Suite (1), Reduced Crew (+1), Reinforced Chassis I (1), Speed II (2), Slow Hyperdrive (4), Targeting System (1).
Weapons: Quad linked forward fixed Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+4; AP 15; ROF 1; +2 Shooting.
Forward fixed Photon Torpedo – Range 500/1,000/2,000 (5/10/20); Damage 8d10; AP 15; ROF 1; 1 square space area; Ammo 4 torpedoes, Capital weapon


TRANSPORTS
Starships sized 12 and 16. Anything larger (20+) is considered a Capital Ship. For this size of vessels unused Mods can be converted to cargo space. Generally can carry ½ Size in tons of cargo for every Mod used.

YT-1000 Light Freighter: A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a duel-laser turret for a gunner.

Large Starship: Size 12; Handling: +1; Top Speed: 500 MPH (5 space scale); Toughness: 37 (20); Crew: 2+6; Energy: 300; Cost: -10; Modifiers (+18 remaining): A.I. (1), Atmospheric (6), Armor I (1), Backup Hyperdrive (2), Force Field (6) (Threshold 24, Max 120), Planetary Sensor Suite (1), Reduced Crew (+10), Slow Hyperdrive (6), Turrets (2)
Weapons: Duel linked turreted Laser Cannons – Range 600/1,200/2,400 (space 6/12/24); Damage 4d10+2; AP 15; ROF 1; +1 to Shooting.


CAPITAL SHIS
Starships sizes of 20 and larger.
Imperial I Star Destroyer: Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.
Behemoth Starship: Size 30; Handling -3; Top Speed 400mph (4 space); Toughness: 90 (40); Wounds* +7; Crew: 5,000 +20,000; Energy: 500; Mods (+0): ACMC, A.I., Armor V, Atmsphere, Backup Hyberdrive, Electromagnetic Shielding I, Fixed Linked Mounts, Force Field II (Threshold 60, Max 450), Galactic Sensor Suite, Hanger Superstructurs V, Reinforced Structure V, Speed II, Standard Hyperdrive, Targeting System, Tractor Beam VIII
Weapons: Quad Turbolaser cannons (3 per flank; gunner turrets) - Range 1,200/2,400/4,800 (12/24/48, Damage 10d10+4; AP 20, ROF 1, Capital, 2 space square; +2 to Shooting
Turboion cannons - (4 per flank; gunner turrets) - Ranged 800/1,600/3,200 (8/16/32), Damage 6d12, AP 0, ROF 1, Capital, Ion, I space square.
Duel Turoblaster cannons (2 per flank; gunner turrets) - Range 600/1,200/2,400 (6/12/24), Damage 6d10+2, AP 20, ROF 3, Capital; +1 to Shooting
Tractor Beams (2 per flank) - Range 300 (6), Grab

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).

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
Additional Modifiers:

Battle Meditation (+4/+8): For +4 points you affect everyone in a Medium Burst Template (and can boost or lower those as you see fit). For +8 points you affect everyone in a LBT.

DIVINATION: Trapping – Farseeing. Per the Divination power but gain your answers from the Force and not some deity (although you may believe it is).
Additional Modifiers:

Group Visions (+1): This allows the Force Users to use Support (SWA pg. 106) and share the same vision with Farseeing.
Visions (+2): By meditating for an hour with success the user can view the area around one creature or place that it knows. The user can use ‘Send Thoughts’ to this creature if it wish and with raises the user gains glimpses of the future or past of the creature. Future events are always cloudy and ever changing but can grant the user some forwarding etc.

DRAIN POWER POINTS; Trapping – Suppress Force
Additional Modifiers

Steal Life (+4) (this is a Dark Side ability and requires Legendary rank) – You attempt to steal the life force or a target (and it does not need to be a Force User). The target must make a contested check with its Vigor. Failure and it is Stunned until the end of its next round and you recover a level of Fatigue if you are suffering from one. If you got a raise over the target’s check it suffers a Wound and you heal one Wound if you are suffering from one.
Steal Power (+3) (this is a Dark Side ability) – the user attempts to steal a Force Power from the target in addition to power points. The target resists with a contested Use the Force skill check. Failure and you temporally gain one of its powers for 3 rounds (6 if you won with a raise).

EMPATHY: Trappings – Force Enhancements
Additional Trappings:

Search your Feelings (+0): the user can make a Focus skill check to determine if a course of action if favorable or not. It takes one minute to use this ability and it only shows near future repercussions and not the long term consequences and changes the duration of Instant. Generally you can only use this ability effective once a day. Each additional time you use it within a day there is a cumulative -4 penalty to the check.
Sense Life (+1): with a successful Empathy check the user can and sense any living being within its Smarts” for the duration of the Power (base 5 rounds). She ignores all illumination penalties including from invisibility against all living targets within her Smarts”. This only works on living beings not droids, etc.
Sense the Force (+1): The users automatically detect any great disturbance in the Force (like the destruction of a planet) without a check or at the cost of power points. The user may also use an action to make a Focus skill check to detect minor disturbances and places that are strong in the light or dark side of the Force, within its Spirits x 50 miles range.

ENVIRONMENTAL PROTECTION: Trapping – Resist Elements
Additional Modifiers:

Energy Absorption (+1/use): If you are maintaining Resist Elements once per round, when you have been successful hit with an energy attack (from a power or weapon), you can spend a Power Point as a free action and make a Focus check. If your result is equal to or greater than the damage dealt by this attack you negate the damage and do not suffer its results.

FARSIGHT: Trapping – Enhanced Senses
Additional Modifiers:

Remote Viewing (+2): You cast your vision out to Smart die in kilometers away allowing you this spot as if you were standing there. You ignore any vision penalties due to darkness at this point. While maintaining this view you are blind to your own surroundings (unless you are looking back at yourself, etc. with your remote viewpoint).

MIND LINK: Trapping – Link Minds
Additional Modifiers:

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
Additional Modifiers:

Dark Command (+2): With the Dark Side of the Force you gain greater control over huge numbers of troops. This requires full concentration on your part. You have the game effects of Command and Leader of Men edges for these troopers. The number you can affect is your Dark Side Affinity level times 100 (500 with a raise). The troopers must be within the same star systems as you in order to gain the benefits of your command.

SPEED: Trappings – Surge. The Speed power (without additional modifiers and range of Self only) can be activated as a free action with no Multi-Action penalty. While Speed is active the users also gains +2” to long and high jump distances (+3” with a Raise) for the duration.

TELEKINESIS: Trappings – Move Object.
Additional Modifiers:

Force Grip (+1): When you successfully grab a target with Telekinesis you also deal your Spirits +1d6 damage to it each round on your action. The target is considered Grabbed and must escape against your TK strength.
Kinetic Combat (+1/+2): You can wield a melee weapons telekinetically in combat and at range or two melee weapons for +2 power points without suffering a Multi-Action penalties for making extra attacks so long as the attacks are with the separate weapons.
Stronger (+2): Strength increases to a d12+2 (d12+4 with a raise). You can lift 1,000lbs (4,000lbs with a raise) with your power now.

WARRIOR’S GIFT: Trappings – Battle Mind
Additional Modifiers:

Battle Master (+2): For the duration of this power also gain a +1 to Fighting (+2 with a raise) skill checks and +1 to Parry for the duration of the power.

ZOMBIE (Dark Side Power): Trappings – Create Revenant. Per the Zombie power the dark side can create a fanatical revenant with the Dark Side of the Force.
Additional Modifiers:

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.
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.
StarWars.Jedi4.jpg

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

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

A short Star Wars Beastiary

CRITTERS

NEXU

SWD5.Neux.jpg

Nexu are agile predators with four red eyes and sharp quills along their back. They have excellent thermographic vision and enhanced scent. At 4.5 meters long on average they bones are slightly thin when compared to their dense muscle mass allowing them excellent running speed and leaping distances. They possess sharp teeth and claws as well as a long bony tail that is can use as a distraction or follow up attack against its prey. Nexu originated on the Outer Rim world of Cholganna, a dark, cool great forest planet.
Attributes: Agility d10, Smarts d6 (A), Spirits d8, Strength d10, Vigor d10
Pace 10, Parry 6, Toughness 10
Skills: Athletics d10, Fighting d8, Intimadate d8, Notice d8, Stealth d8
Edges: Frenzy (Imp)
Special Abilities

Bite/Claws: Str+d6, AP 2.
Leapers: Nexu can standing leap up to 2" verital and 4" horizonal. With an Athletic check add +1" verital and +2 horizonal with a success and each raise. If they move at least 4" before the jump add +2 to the Athletics check.
Low Light Vision: Nexu ignore penalties for Dim and Dark Illumination.
Pounce: If a nexu makes Wild Attack, it adds +4 to its damage instead of +2.
Size 3: Nexu can grow up to 12' and weigh more than thousand pounds.
Tail Whip: The nexu can use its tail to make a Trick action with Agility against a victim its in melee with as a free action on its turn.

RANCOR
Though there are larger and more vicious creatures in the galaxy, the rancor holds a special place in the nightmares of countless sentient creatures. Violent, angry and single-minded, rancors are capable of almost unbelievable carnage. Rancors, and similar beasts, are native to a multitude of untamed worlds. Sometimes caught and shipped out as exotic 'pets', only the wealthiest of the wealthy can afford to acquire, house and feed a rancor.
Attributes: Agility d6, Smarts d4, Spirits d8, Strength d12+2, Vigor d12
Pace 6, Parry 6, Toughness 15 (2)
Skills: Athletics d6, Fighting d8, Intimidate d8, Notice d8, Stealth d4
Special Abilities

Armor +2: thick hide
Bite: Str+d6.
Claws: Str+d6, Reach +1. If the Rancor hits with its claw attack it gets to make a free grapple check (SWAE pg. 101) with a +2 to the attempt.
Fear: Racors cause fear in those that see them. If they spend a action and roar they causes another fear check at -2 to those within 60ft of it.
Fearless: Racors fear nothing and ignore fear and intimidate effects.
Hardy: Racor don't suffer an extra would for being re-shaken. Only damage that causes a raise wounds them.
Resilient: a non-Wild Card Rancor can take 2 extra Wounds (one from Size).
Size 5: Rancor standards around 18ft tall and weigh over 4 tons.
Swallow Whole: with a successful bite attack the Racor tries to swallow its victim. The victim must make a successful Evasiion check or be swallowed whole.

NPCs

SWD5.Imperials.jpg

STORMTROOPER
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).
Attributes: Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6
Pace 6, Parry 5, Toughness 11 (6)
Hindrances: Loyal (minor), Obligation (Major), Ruthlesss (minor)
Skills: Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d4, Shooting d8, Stealth d6
Edge: Marksmen, Soldier
Languages: Basic
Gear: Trooper Armor (wt. 24lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), plus pick one - Blaster Carbine (Range 25/50/100, Damage 2d8, AP 3, ROF 3, Shoots 50, wt. 7lbs; Stun, 3RB, ½h), Blaster Rifle (Range 30/60/120, Damage 2d10, AP 3, ROF 3, Shoots 100, wt. 12lbs; Stun, 3RB, 2h) or Light Repearting Blaster (Range 30/60/120, Damage 2d8, AP 3, ROF 4, Shoots 200, wt. 24lbs; Snapfire,2h), 2 extra power cells for weapon of choice (2lbs), Utility Belt (wt.6lbs).

SCOUT TROOERS
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.
Attributes: Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6
Pace 6, Parry 5, Toughness 9 (4)
Hindrances: Loyal (Minor), Obligation (Major), Ruthless (Minor)
Skills: Athletics d6, Common Knowledge d6, Drive d6, Fighting d6, Intimidate d6, Notice d6+2, Persuasion d4, Shooting d6, Stealth d6 (+1), Survival d8+2
Edge: Alertness, Woodsmen
Languages: Basic
Gear: Scout Trooper Armor (wt. 12lbs, Full body. Comlink, Nightvision & Thermal, +2 vs. hostile environments), Blaster Pistol (Range 15/30/60, Damage 2d8, AP 3, ROF 1, Shoots 50, wt. 3lbs; Stun), 2 extra power cells for pistol (2lbs), Utility Belt (wt. 6lbs)