Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
By Victor ThexFallenxOne Lacroix. With inspiration and unwilling (and unknowing) help from Paul Tobia,
Jon Woodland, Ted Arlauskas and Jhon Brown.
Dedicated to my daughter. Hope the Force is always with you.
Savage World, Smilin Jack, 50 Fathoms, Great White Games, the GWG shark, and the Pinnacle logo are
Copyright Great White Games, LLC; DBA Pinnacle Entertainment Group.
Star Wars, and all associated terms, imagery and stuff is copyrighted Lucasarts. Used without
permission. This is a non-profit Fan work, made solely for fun. Please dont sue.
INTRODUCTION 5
SPECIES 5
HUMAN: 5
BITH: 5
BOTHANS: 5
CEREANS: 5
DEVARONIAN: 5
DUROS: 5
EWOKS: 6
GAMORREAN: 6
GAND: 6
GUNGANS: 6
ITHORIANS: 6
JAWA: 6
KEL DOR: 6
MIRALUKA: 7
MON CALAMARI: 7
NAUTOLANS: 7
QUARREN: 7
RODIANS: 7
SULLUSTAN: 7
TOGRUTA: 7
TRANDOSHAN: 7
TWILEK: 7
UBESE: 8
WOOKIE: 8
ZABRAK: 8
DROID CHARACTERS 8
CREATION RULES 9
DROID (SPECIES): 9
DROID HINDRANCES 9
DROID EDGES 9
NON DROIDS EDGES AND HINDRANCES: 10
EDGES AND HINDRANCES 10
NEW HINDRANCES: 10
NEW EDGES: 10
THE FORCE 12
SPECIES SUMMARY 21
HINDRANCES SUMMARY 22
DROID HINDRANCES SUMMARY 22
EDGES SUMMARY 23
NEW EDGES SUMMARY 24
DROID EDGES SUMMARY 25
LIGHTSABER FORMS SUMMARY 25
FORCE POWERS SUMMARY 26
ARMOR TABLE 26
MELEE WEAPONS TABLE 27
RANGED WEAPONS TABLE 27
STARSHIP WEAPONS TABLE 27
ACKNOWLEDMENTS 28
FINAL THOUGHTS 28
introduction bothans:
Agile: Starts with a d6 in Agility
I made this conversion after reading Iron Will: Bothans have and above average will,
several of the others fan made Star Wars they get a +2 to spirit rolls to avoid being
conversions for Savage Worlds, and feeling that manipulated or tricked (This includes Force
they lacked the F!F!F! that is basic to Savage Powers).
Worlds. So, I started working on this Frail: -1 Toughness.
conversion, based on the old WEG d6 version of Spy Network: Bothans are renowned spies and
Star Wars AND the newer SAGA Edition books have connections everywhere in the galaxy.
(Mostly for the species and powers). I tried to They add +2 to Streetwise rolls.
keep it F!F!F! as much as possible, as changing Languages: Basic and Bothan
little from the Savage Worlds corebook. In the
end I feel that I managed to make a conversion
that is easy to play as the old WEG but with lots cereans:
of options like the new SAGA from WOTC.
Regarding the information about races, Smart: Due to their binary brains, Cereans are
starships and other, Ill keep it to a minimum, very bright. They start with a d6 in Smarts
so if you like information, just go buy some Intuitive: When dealt a card for initiative,
books (Personally, I own several WEG books, Cereans may chose to be dealt another one
the d20 version, and SAGA edition Books). Id after seing it. They must keep the second one
like to encourage you to buy and support them, even if its worse.
even If you (Like me) prefer Savage World for Clumsy: Cereans are physically less coordinated
all your gaming needs. than other species. It cost them twice to raise
I also used the Savage Worlds: Agility, and must dedicate two leveling
Explorer Edition and the Sci-Fi Toolkit primarily advancements to raise it afterwards.
and several other Savage Worlds Settings (Like Languages: Basic and Cerean
50 Fathoms, Tour of Darkness and Necessary
Evil) for details.
Thanks for downloading this and
devaronian:
please send your comments and ideas for *Male: Starts with a d6 Agility and the Mean and
future updates. Greedy (Minor) Hindrances.
*Female: Starts with a d6 in Smarts and the
Cautious and Stubborn Hindrances.
new character Manipulator: Starts with a d6 in Persuasion.
Natural Curiosity: Starts with the Danger
Sense Edge and +2 to Notice rolls when
rules surprised.
Languages: Devaronese and Basic.
Species duros:
Agile: Starts with a d6 in Agility
Expert Pilot: Duros starts with the Ace Edge
for free, and d4 in Piloting.
human: Frail: -1 Toughness.
Languages: Basic and Duresse
As the Savage Worlds Corebook. A bonus Edge.
Languages: Basic
bitH:
Evolved Intellect: Starts with a d6 in Smarts, +2
to Knowledge rolls.
Frail: -1 thoughness, -2 to resist poison, disease
and fatigue from exhaustation.
Heightened Awareness: As Alertness Edge.
Meditative Trance: Biths only need to rest and
sleep for 4 hours a day.
Languages: Basic and Bith
ewoks:
Semi-Aquatic: Gungans can hold their breath 4x
their vigor die minutes; they start with a d4 in
Agile: Starts with d6 Agility swimming.
Weak: Half Lifting limit, cost twice to raise Luck: As the Edge.
Strength. Must dedicate two leveling Low-Light Vision: No penalties for Dim and Dark
advancements to raise it afterwards. lighting.
Small: -1 Toughness. Languages: Gunganesse and Basic
Primitive: As the All Thumbs Hindrance, also
ithorians:
cannot learn the Repair, Computer Use and
Piloting skills. Cannot read Basic. May be
bought off with a Leveling Advancement. Spirited: Starts with a d6 in spirit.
Scent: Ewoks may guide themselves trough Charismatic: As the Edge.
smell. They ignore concealment in medium Clumsy: It cost them twice to raise Agility, and
burst around them, and gain a +2 to Tracking must dedicate two leveling advancements to
when the target may leave odors. raise it afterwards.
Sneaky: Starts with a d4 in Stealth. +2 to Stealth Bellow: As Stun Power, with a sonic Trapping,
rolls. may be used once a day.
Survivalist: +2 to survival rolls. Languages: Basic and Ithorian.
Languages: Ewokesse and Basic.
JAwA:
gamorrean: Weak: Half Lifting limit, cost twice to raise
Strong: Starts with a d6 in Strength. Strength. Must dedicate two leveling
All Thumbs: As the Hindrance. advancements to raise it afterwards.
Primitive: Cannot learn Repair, Computer Use Agile: Starts with a d6 Agility.
and Piloting Skills, Cannot read Basic. May be Small: -1 Toughness.
bought off with a leveling advancement. Darkvision: Ignores Penalties for lighting. Only
Clueless: As the Hindrance. sees in black and white.
Brawny: As the Edge. Scavenger: Jawas add 1 extra die of damage to
Nerves Of Steel: As the Edge (Ignore 1 penalty Ion Weapons. (e.g. Ion gun does 2d6 ion
from wounds). damage, a Jawa firing it does 3d6 ion damage).
Languages: Basic and Gamorrean. Gamorreans Mechanic: Jawas start with the Mr Fix it Edge
can only Speak Gamorrean, but may learn to and a d4 in Repair.
understand any other languages. Language: Jawa, Jawa Trade Language and
Basic.
gAnD:
Cunning: +2 to Tracking, Survival and Stealth. Kel Dor:
Outsider: As the Hindrance (-2 Charisma) Agile: Starts with a d6 in Agility
Darkvision: Ignores Penalties for lighting. Only Wise: Starts with a d6 in Spirit
sees in black and white. Frail: -1 Toughness, cost twice to raise Vigor.
Hard to Kill: As the Hard to Kill Edge Must dedicate two leveling advancements to
Special Equipment: Outside their homeworld, raise it.
Gands cannot survive without breathing Force Senstive: Kel Dors start with the Edge
apparatus. If a Gand loses his breathing mask Force Sensitive
he starts to suffocate. Gands also have a Low-Light Vision: No penalties for Dim and Dark
Transliterator, without it Gands cannot lighting.
communicate in any language except Gand. Special Equipment: Outside their homeworld, Kel
Limb Regeneration: Gands may regenerate lost Dors cannot survive without special goggles
limbs and permanent crippled limbs 1d10 days. and breathing apparatus. If a Kel dor loses his
Languages: Gand and Basic. goggles is considered Blind, and if he loses his
breathing mask he starts to suffocate.
Gungans:
Languages: Kel dor and Basic.
NautolanS: Trandoshan:
Vigorous: Nautolans start with a d6 in Vigor. Strong: Starts with a d6 in Strenght
Aquatic: Cannot drown. Starts with a d4 in Clumsy: Cost twice to raise Agility. Must
swimming. dedicate two leveling advancements to raise it.
Low-Light Vision: No penalties for Dim and Dark Darkvision: Ignores Penalties for lighting. Only
lighting. sees in black and white.
Hardy: +2 Toughness. Limb Regeneration: Trandoshans may
Clueless: -2 to most common Knowledge rolls. regenerate lost limbs and permanent crippleds
Languages: Nautila and Basic. limbs 1d10 days.
Natural Armor: +1 Toughness
quarren:
Languages: Dosh and Basic
Improved Sensors
droid hindrances The Droid have improved sight sensors that
allows it to see in all but the blackest darkness.
The droid suffers no penalties for dim and dark
Behavioral Inhibitor [Minor/Major] lighting.
Behavioral Inhibitor acts as the Pacifist
Hindrance but restricted to Living beings, and Darkvision
the Droid feels the need to obey who it feels is Requirement: Improved Sensors.
its owner and master. This upgrade allows the droid to see in total
darkness. While in total darkness colors cannot
No thumbs [Minor] be perceive. The droid suffers no penalties for
The Droid has claws, pincers or something lighting but can only see in black and white
similar instead of a intended hand, making it while in total darkness.
harder for it to handle tools and weapons made
for normal hands. It can wield a gun, but may Wall Walker
have trouble firing it. Apply a -2 to any such try The droid have a system that allows it to cling
(including attacks made with weapons made to walls or ceilings with ease. It may move its
for normal hands). pace while climbing and only makes climb rolls
on the most adverse or stressful situations.
No Vocabulator [Major]
The droid lacks a Vocabulator, so it cannot Exotic Chassis
speak other than machine code. It can The droid is built so there is no way of
understand any language it knows, but cannot guessing where its vital systems are. The droid
speak it. Only someone who knows binary can suffer no extra damage from called shots.
understand the Droid.
Form III: Soresu Guts is not necessary in this setting with the
Soresu was developed to counter enemies new Fear rules included. Fear is not as strong
blaster fire. It was the most defensive form, in Star Wars, and the heroes shouldnt be
being excellent for Jedis with extreme patience scared to die of a heart attack.
that could wait for an opening in their enemies
while defending themselves. Lockpicking is replaced by the use of the
Bonus: +2 Parry, -2 to be hit with ranged Computers skill, which has included hacking,
attacks, Ignore 1 point of Gang-Up bonus. digital lockers, keypads and mostly all the
security in Star Wars. You will not find iron
locks here.
Form IV: Ataru
Ataru was an aggresive form, that relied on
New Skill
fast, powerful strikes and acrobatic moves. Its
practicioners were always on the offensive
attacking with strong, quick swings.
Bonus: The Jedi can make an extra attack at -2
(as the Frenzy Edge). Also can spend Force Computer Use (Smarts)
Points in damage rolls. -2 Parry. Allows using computers and other digital
technology. From hacking, looking for a file,
Form V: Shien/Djem So decrypting a coded Datapad, unlocking a keypad,
Shien/Djem so was developed by practitioners programming a droid and finding a place on a
of Soresu that felt that the defensive form starship computer without a astromech droid
would unnecessarily extend time spent in and making astrogation rolls when no route
combat by forcing its users to wait for an data is stored.
opportunity to strike, rather than creating their
New Fear rules
own openings. It was focused on returning the
blaster fire at its origin.
Bonus: -2 to be hit with ranged attacks. Ignore
the penalty on Lightsaber Deflect attacks. I felt that the Fear rules from the corebook are
too intense for Star Wars and lacked the pulp
Form VI: Niman hero feeling of looking evil in the face without
Niman attempted to balance all elements of soiling your pants. Still I wanted to keep a Fear
lightsaber combat, combining the techniques table that makes characters run away and
from forms that came before into a less scare themselves with spirits and mind
intensely demanding combat style. In practice, powers.
Niman was a combination of older forms In the case the heroes need to do a Fear roll,
(Forms I, III, IV, and V), and all of them in roll Spirit and if failed, roll in the new Fear Table.
moderation.
fear Table
Bonus: +1 Parry, -1 to be hit with ranged attacks,
+2 to resist Force Powers, +1 Armor against
Force Powers. 1d20 Effect
Adrenaline Surge: The heros Fight
Form VII: Vapaad response takes over, he adds +2 to all
Vaapad was described as more than a fighting 1-4 traits and damage rolls on his next action,
style; it was a state of mind that led through which MUST put him closer to the source of
the penumbra of the dark side, requiring the the fear.
user to enjoy the fight, and relish the Paralyzed: The hero just stands there
satisfaction of winning. It uses the inner looking scared. He is not shaken, but he
darkness to fight. It was strong and 5-8 loses his next action putting his game
unpredictable. The Dark Side version of this together.
form, called Juyo, was filled with fury and 9-14 Shaken: The hero is shaken.
grace. Panicked: The hero runs away at is full
Bonus: +2 Fighting, +2 damage. A Jedi using this 15-19 pace plus running die away from the
style may risk Dark Side taint if used under source of fear.
heavy emotions or to achieve evil endings. Faint: The hero faints and is unconscious
20 for 1d6 rounds, and then he is shaken.
New Starship Rules
Capital ships normally have a penalty from -1 to
-3. The Death Star wasnt very easy to turn
around.
Targeting computer
Some starships in Star Wars (most of them)
have computers with Fire Control that helps
pilots track and aim at their targets with more
ease. To simulate this, starship have a Fire
Control rating that is added as a bonus to
Shooting rolls made by the pilot. This system
only works as long as the ship computer is
working, and the bonus is lost if they get
damaged.
Handling
Handling was introduced in 50 Fathoms and
reintroduced in the Sci-Fi Toolkit , Basically,
smaller ships are easier to maneuver than
large ships, giving a bonus or penalty to
Piloting rolls. Most stargfighter have a +1 or +2,
while medium freighter have +0 or +1 at max.
wEaponS aND
Lightsaber also ignore Armor protection, except
Natural armor and Armor specially made to
resist energy and/or Lightsabers (Cortosis
gEaR
Armor).
Also, since Lightsabers can cut most materials
with ease, a Lightsaber wielding hero treats all
enemies as Unarmed, unless themselves are
Energy Weapons wielding a Lightsaber or a Cortosis weapon.
In Star Wars there are 2 primary types of
energy weapons: Blasters, and Ion. Cortosis Alloy
Blasters is a catch all term for simple energy Cortosis ore was a very rare, brittle, fibrous
weapons. Blasters have a Non-letal Stun setting. material with conductive properties. The alloy
A hero can swap between setting as a free made from it has the property to block attacks
action. Characters incapacitated by a Stun from Lightsabers and Blaster shots.
blaster are unconscious for 1d6 hours. Ion Cortosis made weapons and armor are very
weapons do not do damage but cause non-letal hard to find, and obviously expensive.
damage to droids and can be used to Cortosis Armor ignores the ability of the
incapacitate them. Ion weapons also can Lightsabers to ignore Armor, and ignore the AP
deactivate computers and other electronic tech of blaster weapons.
devices (as GM discretion). Cortosis Weapons allow the character to parry
strikes from Lightsabers, and if the hero has
E-web Repeating Blaster the Lightsaber Defense Edge, he can use a
The E-Web is a huge tripod mounted weapon. 3 Cortosis weapon to block the attacks from
men are needed to transport it and mount it. It Blaster weapons.
must be connected to a power supply to be
able to shoot. Stormtrooper Armor
It counts as Heavy Weapon with a AP of 3 and Stormtroopers wear a special armor made
RoF of 3 and can only fire on autofire. from plastoid components, beyond the defense
it offers against energy and impacts it also
Slugthowers works as a high tech survival suit offering
Slugthrowers are bullet (Slugs) shooting resistance to environmental hazards, even total
weapons only found on backwater planets and vaccum for a short time. Specialized armor was
in hands of some ruthless bounty hunters. made for extreme conditions, like the ones for
Snowtroopers and Sandtroopers which makes
Lightsabers the wearer inmunne to cold the former and
Lightsabers are the identifying weapon of the heat the later. They also include a hands-free
Jedi. A blade made of plasma that cames from comlink in the helmet and optic sensors. The
a hilt that houses its power pack and crystals wearer adds +2 to notice rolls and has low-light
that focus the Force. In the hands of a Force vision. Clone troopers wear a similar armor.
Sensitive hero, the Lightsaber does its complete
damage, but in the hands of non-Force
sensitives reduce the damage by one die type.
character creation summary
1. Species: Choose any species or DROID.
sKillS
2. Traits: Your Hero starts with a d4 in each Skill Attribute
Attribute, unless their species says otherwise, Boating Agility
and 5 points with which to raise them. Raising Climbing Strength
an Attribute one die type cost 1 point. Computer Use Smarts
Driving Agility
3. Skills: Your Hero has 15 points to spend on Fighting Strength
Skills. Each die type cost 1 point up to the linked Gambling Smarts
Attribute. Going over the linked Attribute cost 2 Healing Smarts
points. Intimidation Spirit
Investigation Smarts
4. Edges and Hindrances: You may take one Knowledge Smarts
Major Hindrance and two Minor Hindrances for 4 Notice Smarts
extra points. For 2 points you may: Gain another Persuasion Spirit
Attribute point or choose a new Edge. For one Piloting Agility
point you may: Gain another Skill point or double Repair Smarts
your starting Credits. Riding Agility
Shooting Agility
5. Secondary Stats: Charisma is 0 plus or Stealth Agility
minus any bonus or penalties from Species or Streetwise Smarts
Edges/Hindrances. Pace is 6 unless noted Survival Smarts
otherwise. Parry is 2+ Fighting die. Swimming Agility
Toughness is 2+ Vigor die + any armor worn. Taunt Smarts
Note that extra toughness from Armor only Throwing Agility
applies to the zones it protects. Tracking Smarts
6. Gear: Heroes start with 1000 credits to
spend.
7. Final touches: Fill up any background details
you may like.
species summary
Species Traits
Humans One Extra Edge.
Bith Evolved Intelect, Frail, Heightened Awareness, Meditative Trance.
Bothans Agile, Iron Will, Frail, Spy Network.
Cereans Smart, Intuitive, Clumsy
Devaronian Manipulator, Natural Curiosity, Agile (Male) Mean (Male), Greedy (Male), Smart (Female), Stubborn
(Female), Cautious (Female)
Duros Agile, Expert Pilot, Frail.
Ewok Small, Agile, Weak, Primitive, Scent, Sneaky, Survivalist.
Gamorrean Strong, All Thumbs, Primitive, Brawny, Nerves of Steel.
Gand Cunning, Outsider, Darkvision, Hard to Kill, Special Equipment, Limb Regeneration.
Gungans Agile, Clueless, Distrustful, Semi-Aquatic, Luck, Low-light Vision.
Ithorians Spirited, Charismatic, Clumsy, Bellow.
Jawa Weak, Agile, Small, Darkvision, Scavenger, Mechanic.
Kel Dor Agile, Wise, Frail, Force Sensitive, Low-light Vision, Special Equipment.
Miraluka Smart, Slow Reaction, Force Sensitive, Force Sight.
Mon Calamari Smart, Frail, Aquatic, Low-light Vision, Alertness.
Nautolans Vigorous, Aquatic, Low-light Vision, Hardy, Clueless.
Quarren Tough, Rude, Weak-willed, Aquatic, Low-light Vision, Persuasive.
Rodian Agile, Overconfident, Mean, Alertness, Low-light Vision, Tracker, Survivalist.
Sullustan Agile, Frail, Darkvision, Climber, Alertness.
Togruta Agile, Pack Hunter, Sneaky, Spatial Awarenes, Frail.
Trandoshan Strong, Clumsy, Darkvision, Limb Regeneration, Natural Armor.
TwiLek Charismatic, Weak-willed, Fortitude, Low-light Vision, Deceptive.
Ubese Agile, Frail, Aggressive, Survival Instinct, Suspicious, Special Equipment.
Wookie Strong, Brawny, Berserk, Intimidate, Outsider, Clumsy.
Zabrak Alertness, Harsh Enviroment.
DROID Construct, Ion Vulnerability, Maintenance.
hindrances summary
Hinderance Type Effect
All Thumbs Minor -2 Repair; Roll of 1 causes malfunction
Anemic Minor -2 Vigor to resist sickness, disease, poison, environment
Arrogant Major Must humiliate opponent, challenge the leader.
Bad Eyes Minor/Major -2 to attack or notice something more than 5 away.
Bad Luck Major One less Force Point per session.
Big Mouth Minor Unable to keep a secret, blabs at the worst time.
Blind Major -6 to all actions that rely on vision, -2 on social rolls, gains additional Edge.
Bloodthirsty Major Never takes prisoners
Cautious Minor Character is overly careful.
Clouded Mind (*) Minor -2 Spirit to resist Dark Side taint.
Clueless Major -2 to Common Knowledge rolls.
Code of Honor Major Character keeps his word and acts like a gentleman
Curious Major Character wants to know about everything.
Death Wish Minor Hero wants to die after completing some task
Delusional Minor/Major Character suffers from grave delusions.
Doubting Thomas Minor Character doesnt believe in the supernatural (Including The Force)
Elderly Major Pace -1, -1 to Strength and Vigor die Types; 5 extra skill points for smart skills.
Enemy Minor/Major Character has a recurring nemesis of some sort.
Greedy Minor/Major Character is obsessed with wealth.
Habit Minor/Major Charisma -1; Fatigue rolls when deprived of Major Habits.
Hard of Hearing Minor/Major -2 to Notice sounds; Automatic failure if completely deaf.
Heroic Major Character always helps those in need.
Illiterate Minor Hero is unable to read or write.
Lame Major -2 to pace and running die is a d4.
Loyal Minor The hero tries to never betray or disappoint his friends.
Mean Minor -2 to Charisma for ill-temper and surliness.
Obese Minor +1 Toughness, -1 Pace, d4 running die.
One Arm Major -4 to task requiring two arms. Cannot be replaced by cyber-implant.
One Eye Major -1 Charisma, -2 to rolls requiring deep perception. Cannot be replaced by implant.
One Leg Major -2 Pace, d4 running die, -2 to rolls requiring mobility, -2 to Swimming Skill.
Outsider Minor -2 Charisma, Not trusted and treated badly by other Species.
Overconfident Major The hero believes he can do anything.
Pacifist Minor/Major Hero fights only in self-defense as Minor; Wont hurt living creatures as Major.
Phobia Minor/Major -2 or -4 to Trait tests when near the phobia.
Poverty Minor Half starting funds, inability to hang onto future income.
Quirk Minor Character has some minor but persistent foible.
Small Major -1 Toughness.
Stubborn Minor Hero always wants his way.
Ugly Minor -2 Charisma due to appearance.
Vengeful Minor/Major Character holds a grudge; will kill as Major Hindrance.
Vow Minor/Major A pledge to a group, deity, or religion.
Wanted Minor/Major The Character is a known criminal of some sort.
Yellow Major The character is cowardly and suffers -2 to fear tests.
Young Major 3 points for Attributes, 10 skill points. +1 Force Point per session.
armor table
Type Armor Weight Cost Notes
Blast Helmet +2 1 150 Covers Head
Blast Vest +3 2 350 Covers Torso
Battle Armor +10 15 6,000 Covers entire body. Pace -1.
Combat Jumpsuit +4 8 1,500 Covers Torso, legs and arms.
Flight Suit +4 5 2000 Covers entire body. Protects from Hazardous environments.
Flight Suit, Armored +6 10 4000 Covers entire body. Protects from Hazardous environments.
Stormtrooper Armor +8 10 - Covers entire body. See notes.
Scout Trooper Armor +4 6 - Covers entire body.
Powersuit +8 20 10,000 Covers entire body. +2 to Strength rolls.
melee weapons table
Weapon Range Damage RoF Weight Cost Notes
Vibro Dagger - Str +2d4 - 1 200 AP 1
Vibro Sword - Str +2d6 - 2 250 AP 1
Vibro Axe - Str +2d8 - 6 500 AP 1
Vibro Spear - Str +2d6 - 5 500 AP 2; Reach 1
Lightsaber, double - Str +3d8 - 2 - Parry +1, Ignores Armor.
Lightsaber - Str +3d8 - 1 - Ignores Armor.
final Thoughts
I hope you enjoyed this conversion, personally I made this for myself and my friends, but if you like it,
you make me happy-
Yes, I skipped a lot of info others have put, as I said, if you want info, go to the interwebs, buy the WOTC
rpg books and the WEG (if you can get them).
Most of what I did was for a Rebellion time, but is easy to adapt to other times.
The conversion of John Sheriff288 Brown has a lot of info on making your own Lightsaber, pretty
useful for a Old Republic time setting. Check them out if you like.
I include a modified version of Cheyenes Savage Star Wars Character Sheet and a lousy NPC and Ship
Record Sheet I made based on that one. Thanks to Cheyene for that awesome sheet.
For rules on how to create/convert ships, read the Sci-Fi Toolkit. And if your players want to modify a
Freighter so it is the fastest in the galaxy and use it to smuggle well, Sci-Fi Toolkit.
Thanks everyone for reading.
VL 2009. ThexFallenxOne has been Savaged!