Savage World Adventure Ed. Star Wars setting

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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

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 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

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.


NEW COMBAT EDGES

Combat Ace [Seasoned, Ace, Piloting d8+]: You are a combat star fighter pilot and know how to avoid getting hit in space battles. Your defenses for a star fighter 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.

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 bolts in round but each additional attack counts as an action (see Multiple Action penalty).

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


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.

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.


WEAPONS, ARMOR AND GEAR

Updated Wealth system. First your Wealth die cannot Ace. 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 lesser item without making a check. Those with the Poverty 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

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.
Ion Damage – 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.
Stun Setting – 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. The damage cannot kill and Wounds inflicted by the weapon heal back at one per 10 minutes. Droids are immune to stun setting damage.


ADVANCED MELEE WEAPONS

Electro-Lance: Damage: Str+d10; AP: 0; Str Min: d6; Wt. 6lbs; NOTES: Reach 1. Can parry lightsabers. Vigor check (Droids -4) or suffer +1d8 extra damage; Cost: -3 (L)
Force Pike: Damage: Str+d8; AP: 2; Str Min: d6; Wt.: 8lbs; NOTES: Reach 1. Can parry lightsabers. 2-Handed; Cost: -1 (L)
Lightsaber: Damage: Str+d10; AP: all; Str Min: d4; Wt.: 1lb; NOTES: Without Jedi Training edge -2 to Fighting and -1 to Parry. Ignores all non-Force Field Armor Points and Hardness of items is halved. Targets are considered unarmed until they can carry lightsabers; Cost: A (U)
Power Knuckles: Damage: Str+d8; AP: 1; Str Min: d4; Wt.: 1lb; NOTES: Stun setting. Considered unarmed.; Cost: 0
Power Whip: Damage: Str+d8; AP: 2; Str Min: d4; Wt.: 1lb; NOTES: Reach 2. Carry grapple at Reach.; Cost: 0 (L)
Stun Baton: Damage: Str+d8; AP: 0; Str Min: d4; Wt.: 3lbs; NOTES: Stun setting only; Cost: 0
Vibro-Knife: Damage: Str+d6; AP: 4; Str Min: d4; Wt.: 1lb; NOTES: Dagger when unpowered; Cost: 0 (L)
Vibro-Blade: Damage: Str+d8; AP: 4; Str Min: d6; Wt.: 2lbs; NOTES: Shortsword when unpowered; Cost: -1 (L)
Vibro-Axe: Damage: Str+d12; AP: 4; Str Min: d10; Wt.: 8lbs; NOTES: Great axe when unpowered. Parry -1 and 2-Handed; Cost: -2 (L)

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.

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

RANGED WEAPONS

Blaster Carbine: Range: 25/50/100; Damage: 2d10; AP: 4; ROF: 3; Str Min: d6; Ammo: 50; Wt.: 8lbs; NOTES: Stun Setting. 3RB; Cost: -1 (L)
Blaster E-Web: Range: 50/100/200; Damage: 3d10; AP: 8; ROF: 3; Str Min: n/a; Ammo: 200; Wt.: 200lbs; NOTES: Heavy Weapon. Snapshot. Tri-Pod mount required; Cost: -6 (M)
Blaster Pistol, Hold-Out: Range: 6/12/24; Damage: 2d6; AP: 2; ROF: 1; Str Min: d4; Ammo: 10; Wt.: 1lb; NOTES: +2 Stealth to hide on your person; Cost: 0 (R)
Blaster Pistol: Range: 15/30/60; Damage: 2d8; AP: 3; ROF: 1; Str Min: d4; Ammo: 50; Wt.: 3lbs; NOTES: Stun Setting; Cost: 0
Blaster Rifle: Range: 30/60/120; Damage: 2d10; AP: 4; ROF: 3; Str Min: d8; Ammo: 100; Wt.: 12lbs; NOTES: Stun Setting. 3RB. 2-Handed; Cost: -2 (L)
Blaster Rifle, light repeating: Range: 30/60/120; Damage: 2d10; AP: 4; ROF: 4; Str Min: d10; Ammo: 200; Wt.: 24lbs; NOTES: Snapfire. 2=Handed; Cost: -2 (M)
Bowcaster Pistol: Range: 10/20/40; Damage: 2d10; AP: 4; ROF: 1; Str Min: d6; Ammo: 6; Wt.: 6lbs; NOTES: none; Cost: -2 (U)*
Bowcaster Rifle: Range: 20/40/80; Damage: 2d12; AP: 4; ROF: 1; Str Min: d10; Ammo: 6; Wt.: 18lbs; NOTES: 2-Handed; Cost: -2 (U)*
Disruptor "Disintigator' Rifle: Range: 20/40/80; Damage: 3d8; AP: 8; ROF: 1; Str Min: d8; Ammo: 20; Wt.: 16lbs; NOTES: 2-Handed; Cost: -3 (I)
Flamer, wrist mounted: Range: Cone template; Damage: 3d6; AP: 0; ROF: 1; Str Min: d6; Ammo: 10; Wt.: 6lbs; NOTES: Fire; Cost: -2 (M)
Ion Pistol: Range: 5/10/20; Damage: 2d8; AP: 0; ROF: 1; Str Min: d4; Ammo: 40; Wt.: 4lbs; NOTES: Heavy Weapon. Ion; Cost: 0
Ion Rifle: Range: 10/20/40; Damage: 2d10; AP: 0; ROF: 1; Str Min: d6; Ammo: 80; Wt.: 10lbs; NOTES: Heavy Weapons, Ion. 2-Handed; Cost: -1
Sniper Blaster Rifle: Range: 50/100/200; Damage: 2d12; AP: 4; ROF: 1; Str Min: d8; Ammo: 30; Wt.: 20lbs; NOTES: Snapfire. Scipe. 2-Handed; Cost: =2 (R)
Stun Pistol: Range: 10/20/40; Damage: 2d8; AP: 0; ROF: 1; Str Min: d4; Ammo: 50; Wt.: 3lbs; NOTES: Stun setting only; Cost: +1

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.

  • The 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.