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savagE worlds Roleplaying gAme convErsion

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

NEW CHARACTER RULES 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

NEW RULES FOR THE FORCE 12


THE FORCE: TRAINING 12
THE FORCE: POWERS 13
LIGHTSABER FORMS 16
NEW SETTING RULES 17

NEW SKILLS RULES 17


NEW SKILL 17
NEW FEAR RULES 17
FEAR TABLE 17
NEW STARSHIP RULES 18

WEAPONS AND GEAR 19

CHARACTER CREATION SUMMARY 20

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.

Agile: Starts with a d6 in Agility


Clueless: As the Hindrance.
Distrustful: Gungans are suspicious of every
other species in the galaxy, making it hard to
interact with them. They suffer a +2 Charisma
when dealing with others beside Gungans.
miraluka:
Tracker: Starts with a d4 in tracking.
Survivalist: +2 to Survival rolls.
Smart: Starts with a d6 in Smarts. Languages: Rodese and Basic.
Slow Reaction: Miralukas are dealt two initiative
Sullustan:
cards and act in the worst one.
Force Sensitive: Miraluka starts with the Force
Sensitive Edge. Agile: Start with a d6 Agility.
Force Sight: Even though blind, Miraluka do not Frail: -1 Toughness, cost twice to raise Vigor.
receive penalties to any rolls when in presence Must dedicate two leveling advancements to
of living beings. This also works as Darkvision. raise it.
Beings invisible to the force (Like the Yuuzhan Darkvision: Ignores Penalties for lighting. Only
Vong and the Ysalamari) are invisible to the sees in black and white.
Miraluka. So is the Miraluka truly blind in zones Climber: Starts with a d4 in Climbing.
that dampen o suppress the Force. Alertness: As the Edge.
Languages: Miralukese and Basic. Languages: Sullustese and Basic.

mon cAlamari: togrutA:


Smart: Start with a d6 in Smarts Agile: Start with a d6 Agility.
Frail: -1 Toughness, cost twice to raise Vigor. Pack Hunter: If you have Gang up bonus against
Must dedicate two leveling advancements to your enemy, your attacks have +2 damage.
raise it. Sneaky: Starts with a d4 in Stealth. +2 to Stealth
Aquatic: Cannot drown. Starts with a d4 in rolls.
swimming. Spatial Awareness: When making Notice Rolls,
Low-Light Vision: No penalties for Dim and Dark Togrutas ignore cover and concealment in a
lighting. medium burst around them.
Alertness: As the Edge. Frail: -1 Toughness.
Languages: Mon Calamarian and Basic. Languages: Togruti 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

Tough: Starts with a d6 in Vigor.


Twilek:
Rude: Quarren are rude and lack social grace.
They get -2 Charisma.
Weak-Willed: Quarrens are easily tricked. They Charismatic: As the Edge.
get -2 to resist Tricks and Taunts. Weak-Willed: Twileks are easily tricked. They
Aquatic: Cannot drown. Starts with a d4 in get -2 to resist Tricks and Taunts.
swimming. Fortitude: +2 to resist Poison and diseases. +2
Low-Ligth Vision: No penalties for Dim and Dark to remove Shaken.
lighting. Low-Light Vision: No penalties for Dim and Dark
Persuasive: Starts with d4 in Persuasion. lighting.
Languages: Quarren and Basic. Deceptive: Starts with d4 in Persuasion.
Languages: Ryl and Basic.
Rodians:
Agile: Starts with a d6 in Agility.
Overconfident: As the Hindrance.
Mean: As the Hindrance (-2 Charisma.)
Alertness: As the Edge.
Low-Ligth Vision: No penalties for Dim and Dark
lighting.
ubesE:
A Droid may be restricted by a Restraining Bolt.
A Restraining Bolt shut down the Droids motor
Agile: Start with a d6 Agility. impulsor without shutting down the droid. The
Frail: -2 to vigor rolls to resist fatigue, poison Restraining Bolt is activated remotely by a Droid
and disease. -1 Toughness. Caller, a handheld transmitter. When activated, it
Aggressive: The character gains a +2 bonus to overrides the Droids motor function and impels
damage from a Wild Attack (For a +4 total extra it towards the caller for as long as it is
damage) activated.
Survival Instinct: Starts with a d4 Survival. Unless stated otherwise, the Droid is equipped
Suspicious: gain the Alertness Edge. with a Vocabulator enabling it to speak the
Special Equipment: Outside their homeworld, languages it knows.
Ubese cannot survive without breathing Droids learn new skills by way of programming.
apparatus. If he loses his breathing mask he When a Droid Player Character advances in
starts to suffocate. Ubese cannot make sounds experience, it cannot learn new skills (at d4)
louder than a whisper without a voice without reprogramming. Reprogramming to
modulator. Ubese also wear Environmental learn a new skill requires a Computers roll. The
suits when outside their homeworld that Droid can make the roll itself at a -4. In a fail,
protects them from the hazards of other the Droid loses a die type on a skill it already
environments. This suit gives them +1 armor have at random, as a result of a minor
and +1 to Vigor rolls to resist environmental memory leak (besides not learning the new
hazards (Heat, Cold, Radiation, etc). skill). In a success the new skill is learned at
d4.
Droids can also be reprogrammed at any time
wookie: to reset their skill points. A Computers roll at -2
Strong: Starts with a d6 in Strength is made (-6 if the Droid itself makes it). In a
Brawny: As the Edge. success the Droid may redistribute its skills
Berserk: As the Edge. dies. In case of failure, the Droid loses one die
Intimidate: Starts with a d4 in Intimidate. type on a random skill.
Outsider: As the Hindrance (-2 Charisma). Droids cannot be Force Sensitive, and cannot
Clumsy: Cost twice to raise Agility. Must learn Force Edges or Powers. They are not
dedicate two leveling advancements to raise. affected by Powers that affect the mind or the
Languages: Shyriiwook and Basic. Wookies living.
cannot speak Basic. Droids cannot be healed by the Healing skill or
Force powers and do not make natural healing
rolls. The Repair skill replaces the use of the
zabrak: Healing skill for Droids. Droids dont bleed out.
When rolling on the Incapacitation Table in a roll
Alertness: As the Edge. of Failure the Droid is incapacitated until
Harsh Environment: +2 to rolls to resist Fatigue repaired and roll in the Injury Table for a
from heat and cold. +1 Toughness. Permanent Injury (meaning that spare parts
Languages: Zabrak and Basic and a expert is needed to fix the broken piece).
In case of Death, there is still hope for the Droid;
droid charactErs
another player may make a Repair roll to
recover the Memory bank of the Droid. If it is
recovered it can be installed in a new chassis,
Players who want to play a Droid have two preserving all the memories and skills of the
options. Choose one premade Droid and use it Droid. Smarts and Spirit are preserved, but
as template or create a new droid from Strength, Agility and Vigor depends on the new
scratch. In any option, there are several chassis.
common rules.
Droid Special Rules:
Every Droid player character is considered
independent, sentient and with free-will. Its
considered to have a Heuristic Processor that
allows free interpretation and learn from doing,
making them no different to play that any other
character.
Droids may be shut down, willingly or by force.
To shut down an unwilling Droid, first must be
grabbed, and make a Repair roll, if successful,
the Droid is shut down, and is considered
helpless and unconscious.
creation Rules droid edgEs
Start with the Droid and treat it as a Species
trait. Droid characters have access to exclusive Fearless
Edges but there are Edges and Hindrances not Your droid did not have Fear programmed into
allowed to them. it, making it immune to its effect.

droid (species): Hardy


The Droid have a reinforced chassis making it
Construct: +2 to recover from shaken, no so only strong well placed blows can take it
wound penalties, not affected by poison nor down. If the Droid is Shaken, further shaken
diseases. No damage from stun weapons. results have no effect. They do not cause a
Ion Vulnerability: Droids take full non-lethal wound.
damage from Ion weapons.
Maintenance: Droids must recharge at least 1
hour every 3 days. After that, droids suffer one Heat Sensors
fatigue every hour until incapacitated. While The Droid is equipped with sight sensor that
recharging droids are shut down and detect the heat of living beings. It halves
unconscious. penalties due to lighting when attacking living
Languages: Basic and Binary beings.

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.

Weak battery [Minor] Memory Backup


The droid posses a black box allowing its
The droid have a faulty battery that last less memory to be recovered automatically if its
than normal batteries. It needs to recharge body is destroyed. Anyone looking for it finds it
every day for one hour instead of every 3 without any roll.
days.

Wheeled [Minor] Locked Access


The Droid have its shutdown switch secured or
The droid has a wheeled system for transport, located internally, preventing opponents from
making it hard for it to climb even stairs. shutting it down. The Droid must be disabled or
In rough terrain halves its pace and apply a -4 helpless before it can be shut down.
penalty when climbing (assuming it has another
way of holding, like arms).
Hidden Restrictor Healer
By rewiring its internal systems, the Droid have Nerves of Steel
become immune to the effects of Restraining New Power
Bolts and Droid callers. The droid can still feel Noble
when it is being used and fake it though. Power Points
Power Surge
Backup Battery Rapid Recharge
Tough as Nails
The droid have a second battery set that allows
it to run for twice as long as normal before
needing to recharge.
edgEs and
hindrances
Translator Unit
The droid comes with a Translator Unit that
allows him to understand and speak (if it
possess a Vocabulator) most of the galaxys The following are Edges and Hindrances that do
languages. In addition if a unknown language is not work with the setting:
found it can make a Knowledge roll at -2 to
recognize it as a dialect of another known Arcane Background (Any]
language and try to translate it. Arcane Resistance
Improved Arcane Resistance
Armor Champion
The droid chassis is reinforced, giving it +2
Armor. Holy/Unholy Warrior
Mentalist
Built-in Weapon Soul Drain
The droid have a weapon built into his body. Wizard
This weapon cannot be disarmed nor lost
unless the body part that houses it is Woodsman
permanently crippled, meaning the weapon is
All Hindrances from the Corebook apply to this
destroyed with it. Only one-handed weapons setting.
can be built-in.

Built-in Equipment NEW hiNDRancES:


The droid possess a set of tools within its
body. It has +2 Repair rolls, and the equipment
may include: Electric arc welder, Circular Saw, Clouded Mind [Minor]
Fire extinguisher, Holorecorder and projector, The hero is often overwhelmed by his feelings
50 meters syntherope, comlink, diagnosis tools. making it hard for him to keep a clear mind. He
is often brash and quick to take action and
makes an ill Jedi. He has -2 to rolls to resist the
non droids edges and Dark Side of the Force. Only Force Sensitive
characters can take this Hindrance.
hindrancEs:
The following Hindrances and Edges may not be NEW eDgES:
taken by Droid characters.

Hindrances: Force Sensitive [Background]


Anemic Your character was born with the ability to
Delusional sense the Force. Besides training in the use of
Elderly the Force, your innate knowledge allows you to
Obese when you spend a Force Point (Bennies) to re-
Outsider roll a trait test, you may instead choose to roll
Pacifist (Replace with Behavioral Inhibitor) a d6 and add its result to your roll. This d6 can
Ugly ace as usual. The downside is that you can be
Young tainted by the dark side (See Dark side section).

Edges: Force Training [Arcane Background]


Force Sensitive Requirements: Force Sensitive.
Attractive Force training allows you to use the Force to
Fast Healer allow super human feats. See The Force
section for more information.
Lightsaber Defense [Combat] Scoundrel [Professional]
Requirements: Fighting d8, Force Sensitive. Requirements: Smarts d6, Gambling d8,
When your character is wielding a lightsaber, he Persuasion d8.
has +1 parry and he imposes a -1 penalty to Scoundrel gain +2 Charisma, +1 to gambling and
enemies trying to hit with ranged weapons. an extra Force Point (Cumulative with Luck
This does not accumulate with the bonus from Edge).
Dodge and Improved Dodge. Your character is
too busy using his saber to block to dodge the Gunslinger [Professional]
attacks. Requirements: Shooting d10, Seasoned.
Gunslingers can fan shot when using one-
Lightsaber Deflect [Combat] handed ranged energy weapons. The hero can
Requirements: Seasoned, Fighting d10, make a Fan shot to shoot three times in an
Lightsaber Defense. round at a -2 penalty. Innocent bystanders are
When a ranged energy attack misses your hit In a roll of 1-2.
character and he is wielding a Lightsaber he
may try to bounce the attack back. Make a Scout [Professional]
Fighting roll at -2 (plus any modifier for Requirements: Knowledge d6, Survival d8, Vigor
darkness, cover and range) If he score a d6.
success he has hit his attacker, roll the damage Scouts gains +2 Survival and dont suffer
of the weapon used (NOT the lightsaber, the penalties to their Pace for terrain. In addition
weapon the enemy used) and resolve as they roll a d10 when running.
normal. A Raise scored in the Fighting roll does
not add an extra 1d6 to the damage. Slicer [Professional]
Requirements: Smarts d6, Computer Use d8.
Force Resistant [Background] Slicers gain +2 to Computer Use and +2 Repair
Requirements: Not Force Sensitive. when used to repair computers. Also gain +2 to
Your character is severed from the Force, and Investigation and Common Knowledge rolls
as such is hard to affect with it. Add +2 to any when using a computer.
roll to resist Force powers even friendly
powers. He also has 2 armor against damaging Spaceborn [Background]
Force effects. Miraluka can still sense you and
attack you, but at a -2, like if you had cover. Requirements: Novice, Piloting d6, Computer Use
d6.
Spaceborn characters gain +2 to Astrogation
Jedi [Professional] rolls and +2 to repair rolls when repairing
Requirements: Force Sensitive, Force Training. Starships.
You have received training in the ways of the
Jedi. In so, you add +2 to your Force Use rolls Martial Arts [Combat]
to call Light and Neutral Powers, but you must
follow the tenets of the Jedi Order. You have Requirements: Fighting d6
the Code of Honor Hindrance. In Exchange you The hero is trained to fight unarmed and
may select an extra non Dark Side power. Also, against multiple enemies. He is never
you have a Lightsaber that is considered a considered unarmed and enemies gain no
Trademark Weapon (+1 to Fighting rolls). The Gang-up bonus against him.
bonus is lost if the weapon is lost.
Ters Ksi [Combat]
Force Adept [Professional] Requirements: Fighting d8, Martial Arts.
Requirements: Force Sensitive, Force Training. The hero has been trained in the most powerful
You have been trained under other Force martial art in the galaxy. His unarmed attacks
wielding group outside of the Jedi or the Sith. do Str +1d6 damage and he gains +1 parry.
You gain +1 to you Force Use rolls, and you gain
+2 to resist the Dark Side taint when using Dark Master of Ters Ksi [Combat]
Side Powers. Choose one new Force Power. Requirements: Seasoned, Fighting d10, Martial
Arts, Teras Ksi.
Bounty Hunter [Professional] The hero has become a Master of Ters Ksi,
Requirements: Shooting d8, Tracking d8, making his body a lethal weapon. His unarmed
Streetwise d6. attacks have AP 4 and gains +1 Parry
Bounty Hunters have +2 Streetwise and (Cumulative with the one from Ters Ksi Edge
Intimidation in places where they are known. +2 for a +2 total).
to tracking when following someone with a
bounty on. Also they gain +2 damage when
attacking enemies they have a bounty on.
THE FoRcE
When the character gains his third point, he is
too far gone in the dark side. Only a redeeming,
selfless act may bring him back. Probably dead.
New Rules for
When the hero wins this last point, he has little
time to redeem himself before he is truly lost
and becomes an evil in the hands of the Game
The Force Master. He has 1d6 days to clean at last one
point of Taint. If after that time, or if he gains
another Taint point, he is lost to the Dark side
Bennies and becomes an NPC in control of the GM.
Bennies in Star Wars are called Force Points
and represent the ability of characters to call Cleansing the Taint.
into this power and change fate. Even people To cleanse the taint, the hero must be willing to
that are not Force sensitive, or do not believe in make sacrifices, both physical and mental. He
it can call upon it. They call it luck. Force must be able to meditate at least 3 hours a day
sensitive characters have more control over it, during a week. During this time he cannot call
as denoted by the Force Sensitive Edge, but upon the Force. At the end of the week he may
nonetheless, everyone can use it. spend a Force Point and make a Spirit roll
Force points fill the same functions as Bennies modified by the Taint. If successful, he loses 1
in the Savage Worlds Corebook. Soak wounds, point of Taint.
re-roll trait tests and remove shaken status. The other way is making a heroic sacrifice, by
Every character start the story with 3 Force putting the life of others before his, and doing it
points (unless modified by Edges or dramatically (not stupid suicide), the GM may
Hindrances), and the game master is allow a Spirit Roll to lose 1 point of Taint. This
encouraged to give more during the session to self sacrifice must be selfless, dramatically
heroic or imaginative players. appropriate and must at least leave some kind
The difference is that Force Sensitive character of lasting evidence (so be it a wound scar or
may get tainted by the Dark Side. Every time a some psychological evidence). This is finally up
Force Sensitive hero uses a Force Point to re- to the GM discretion.
roll or add a d6 to its roll, and she does it for Taint Effect
an evil or immoral reason, she may give into 0 No effect
the dark side. She must make a Taint Roll. Evil 1 +2 to Force Use Dark Side Powers
reasons may include, trying to attack someone, 2 +2 to Force Use Dark Side Powers
not in self defense, stealing without a good -2 To Force use any other powers
reason, running away and leaving others in 3 Same as before. 1d6 days to redeem
danger. Jedi characters must be even more self.
careful as using the force while angry or fearful
The Force: Training
may bring them down to the dark side.

The Dark Side Taint


Anytime your character must make a Dark side
roll, he makes a Spirit roll and applies his Force Training
wound modifiers and his taint modifier as Related Skill: Force Use (Spirit)
penalties. Yes, its easier for a wounded and Starting Power Points: 10
tainted character to fall down. The path to the Starting Powers: 2
dark side is an easy one, and heroes not This Edge allows heroes that are force
thinking clearly may slip. If the hero fails the roll sensitive to achieve feats through the Force.
she gains a Taint point. Taint makes it easier for Every power is activated through the Force
heroes to call upon the dark side, while at the Use skill, Jedis, Sith and Force Adepts are the
same time making it harder to call upon the most typical Force Users. A high Spirit and high
Force for any purpose but to cause mayhem Force Use are helpful for those that follow any
and chaos. of those paths. Force powers do not have Rank
With 1 Taint point, your character gains +2 to requirements, so even a newbie Force user can
Force Use when using Dark Side Powers, and if achieve great things.
he spends a Force Point to do evil, he adds +2 Force Powers use Force Power points (to
to the result of the d6 or re-roll. separate from Force Points) and this
With 2 Taint points, the same bonus applies, but represents the fatigue caused by calling into the
he now suffer a -2 penalty to any Force Use Force.
rolls that do not call upon Dark Side Powers,
and to the d6 or re-roll when spending a Force
Point not to indulge in his dark desires.
The Force: PowErs
Force Use [Spirit]
This skill represents your understanding of the
Force, and how to manipulate it, or understand
it desires and follow them. Absorb Energy
This skill is used to activate the Force powers, Power Points: 1
and it can be used to achieve minor Force Range: Self
feats. A character with Force Use skill can make Duration: 1/1
the following actions. Trapping: Absorbing the energy from a shot
Sense The Force: The player concentrates on with your hand or body.
feeling the flow of the Force around him Absorb Energy allows the user to
noticing changes in it. The player may notice negate or even convert damage from ranged
places or persons strong in the Force on a energy weapons into health or power.
successful roll, on a Raise he may pinpoint the If you are hit by an ranged energy
place where the disturbance came or attack while this power is active roll your Spirit
understand the overall level of Force connection vs. the damage from the attack. Failure means
of someone. the attack damages you normally. A success
Sense Life: The same way the player feels The means you negate the damage and a Raise
Force, he may feel it in living beings. On a means you absorb the damage, healing
successful roll he may know if someone is yourself of 1 wound, 1 fatigue or recover 2
around in a medium burst around him, ignoring Force Power points.
cover or hiding. On a Raise he senses living
beings on a large burst around him and senses
exactly how many there are. It only works on Battle Mind
Living beings. Droids and characters invisible to Power Points: 2
the force cannot be perceived. This ability Range: Touch
cannot pinpoint the exact location of someone, Duration: 3/1
just if they are near. Trapping: Concentrate in what you want to
Search your Feelings: A player may make a roll strengthen, then extend your hands over your
to determine if a course of action will have a target.
favorable outcome. It takes one minute to use This allows you to increase a trait of a
this skill this way. This only shows near future target.
repercussions and not the long term Works just like Boost Trait, except you
consequences of your actions. cannot lower enemies traits. A success raises
Move Objects: The player may attempt to move the target trait by one die type, a Raise boost it
small, light objects, like small weapons. He may 2 die types (e.g. from d4 to d8).
move up to 2 kg (4 lbs) per success and raise
and move it. The range for this skill is Smarts. Battle Strike
Force Astrogation: A player may make an Power Points: 2
Astrogation roll at -2 using his Force Use skill Range: Self
even if he doesnt count with a Navi-Comp or Duration: 3/1
Astromech. Using this ability takes 15 minutes Trapping: Weapon or fists glow with the power
and cannot be hurried. of the Force.
Telepathy: The player may send small thoughts Battle strike allows you to imbue your
to others. Only short word or idea can be send weapon with the Force making it more
at once. Things like Danger!, Help!, Its a powerful.
Trap!. The difficulty is increased by the distance Works like the Smite power, but only
to the receptor of the thought. on your own melee weapon.
A success adds +2 to weapon damage, and a
Modifier Distance Raise adds +4 to weapon damage.
0 Same planet Weapons imbued by this Power can deflect
-2 Same Galaxy Lightsabers and count as Cortosis weapons.
-4 Same Rim
-6 Far Far away Battle Concentration
Power Points: 2
Range: Self
Duration: 3/1
Trapping: Close your eyes and trust the Force.
Battle Concentration allows you to
improve your aim with ranged weapons,
including those of starships.
A success adds +1 to your shooting
rolls, a Raise adds +2 to your shooting rolls.
Control Pain Trapping: You stare at your enemies and let
Power Points: 2 your dark aura fill the place.
Range: Self Fear allows you to scare enemies
Duration: 3/1 senseless and let them shaking their knees.
Trapping: The Force fills you with will to You channel your inner dark self into
continue despite your injuries. you target, He makes a Fear roll (-2 if you
Control Pain allows you to ignore scored a raise in you Force Use roll).
penalties due to wounds.
On a success you ignore 1 point of Force Dampen
Wound penalties. On a Raise ignore 2 points of Power Points: 3
Wound penalties. Range: Self
Duration: 1 hour
Dark Rage [Dark Side] Trapping: You concentrate to repel the Force
Power Points: 3 from you and your surroundings.
Range: Self Force Dampen allows you to negate
Duration: 3/1 The Force in you and around you, making you
Trapping: You use your inner feelings of rage invisible to Force Sensitive characters and
and hatred to help you fight. somewhat resistant to Force Powers.
Dark Rage uses hatred, fear, revenge On a success, Force Sensitive
as its fuel to increase your ability to fight and Characters get a -2 to sense you through Sense
withstand pain. The Force and Sense Life, and Miralukas and
While Dark Rage is active you gain +2 other characters that use the Force to see get
fighting, +2 toughness, ignore wound and a -4 to hit you, like you had heavy cover. In a
fatigue penalties and become immune to mind raise, the penalties increase by -2. In addition
effects and tricks. You can still be taunted and you gain a bonus of +2 on a success and +4 on
you suffer -2 parry. raise to resist Force Powers. If you use the
When Dark Rage ends, you suffer one fatigue Force Use skill or a Force Power, this power
level. If you scored a Raise in the Force Use roll ends automatically.
to use this power, ignore the Fatigue at the end
of the power. Force Grip [Dark Side]
Power Points: 3
Enhance Senses Range: 10/20/30
Power Points: 2 Duration: 1/1
Range: Self Trapping: You extend your hand and choke the
Duration: 3/1 air, while your target floats nearby choking.
Trapping: Through the Force you extend your Force Grip allows you to grapple the
senses and see and hear beyond your throat of your enemies and crush it, suffocating
capability. and killing them.
Enhance Senses allows you to If your Force use is successful you
increase your perceptions to see and hear inflict 2d6 initial damage and grapple your
beyond normal capacity. target. Every turn afterwards that you maintain
On a success gain +2 to Notice rolls, on the power you inflict your Spirit in damage as
a Raise the bonus increase to +4. you crush its larynx. He may attempt to escape
as an action, making an Strength roll against
Farseeing your Spirit. On a Success he is free, and on a
Power Points: 3 Raise he is free and may act normally that turn.
Range: Self You may move up to your pace while
Duration: Special maintaining this power, but cannot make any
Trapping: You close your eyes and concentrate. other action. If you are shaken or wounded, you
Farseeing allows you to see another lose the grapple on your target.
place, where someone you know is right now.
You can see around them and follow them, Force Jump
Make a Force Use roll modified by Power Points: 2
distance. People in zones where the Force is Range: Self
nullified cannot be seen. You can see for 1 Duration: Instant
minute for success and 1 more for raise you Trapping: You seem to fly as you move easily in
get in the roll. the air and reach enormous heights.
Force Jump allows you to leap great
Fear [Dark Side] distances or reach vey high places.
Power Points: 2 On success you can jump 2 (4
Range: Smarts meters) in vertical and 4 (8 meters) in
Duration: Instant horizontal. A Raise adds another 2 to the jump.
Force Lightning [Dark Side] lifted as usual and does not get another
Power Points: 2 attempt to break free.
Range: Flame Template Occasionally a victim might manage to grab
Duration: Instant onto something solid to prevent himself from
Trapping: Lightning comes out of your fingers being lifted. When this happens, the victim may
and burn the skin of those in front of you. make an opposed Strength roll versus player
Force Lightning allows you to, well Force Use skill. If the victim is successful, he
throw lightings at people. An obvious Dark Side manages to grab onto whatever was available
power and powerful enough to clean rooms of and is not moved, bashed, or otherwise
enemies on one sweep. affected that round.
Targets on cone make agility rolls or Telekinetic Weapons: A caster can use
suffer 2d10 damage telekinesis to wield a weapon. When this
occurs, the weapons Fighting is equal to his
Force Slam Force Use skill, and its damage is based on the
casters Spirit instead of his Strength. A
Power Points: 2 Lightsaber that does Strength+3d8 damage,
Range: Flame Template for example, does Spirit+3d8 when wielded by
Duration: Instant telekinesis. The weapon otherwise functions
Trapping: You push the air throwing debris and normally, including granting bonus damage
forcing your enemies to knock down. when it strikes with a raise.
Force Slam is the non-lethal version of Dropping Things: Particularly ruthless characters
the Lightning power, allowing you to knock often use telekinesis to drop their foes or bash
down your enemies as well as hitting them. them into walls and the like. A creature affected
Targets in cone make agility rolls or by this power can be moved up to the casters
suffer 2d6 non-lethal damage and be knocked Smarts in inches per turn in any direction.
prone. Dropped creatures suffer falling damage as
usual. Victims who are bashed into walls or
Force Stun other solid objects suffer the casters Spirit+d6
Power Points: 2 as damage.
Range: Medium Burst Centered on you.
Duration: Instant Force Scream [Dark Side]
Trapping: You open your arms as an invisible Power Points: 2-6
force shakes the enemies around you. Range Medium Burst Centered on you.
Force Stun allows you to stop enemies Duration: instant
around you, and not kill them. Trapping: You let go a scream that shatter
Anyone in the burst must make Vigor glass, bones and souls.
rolls (-2 if you scored a raise in the Force Use Anyone in the burst makes Vigor rolls
roll) or be shaken. or suffers 2d6 sonic damage. For double Power
Point cost, you can increase the damage to 3d6.
Force Telekinesis And you can increase the range to a Large
Power Points: 5 Burst by doubling the Power Point cost.
Range: Smarts
Duration: 3/1 Ionize
Trapping: Concentration and a wave of hand. Power Points 1-2
You push the air; You grab something in your Range: 10/20/30
mind. Duration: Instant
Telekinesis is the ability to move a Trapping: Blue electricity flies from your hand to
single object or creature with The Force. The your target.
weight a caster can lift is equal to 20 kg (10 Ionize lets you damage the inner
lbs) times his Spirit die type, or 100 kg (50 lbs) circuits of machinery and droids, acting just like
times his Spirit with a raise. a Ion Gun.
Disarm: Characters may attempt to pull the The Force Use roll works as the
weapons of enemies hands. Targets may Shooting roll for purpose of this power and
resist with a opposed Strength roll versus the range penalties apply. If your target is hit he
Force Use roll. If the Force Use roll is suffers 2d6 ion damage. You can spend another
successful, the weapon is grabbed from the Power Point to increase the damage to 3d6.
opponents hand and may be moved up to the
character Smarts in inches.
Lifting Creatures: Living targets may resist with
an opposed Spirit roll. If the roll is greater than
the character Force Use skill total, the victim is
unaffected. If the creature loses, however, it is
Mind Trick Vital Transfer [Light Side]
Power Points: 3 Power Points: 3
Range: Smarts Range: Touch
Duration: Instant Duration: Instant
Trapping: A wave of the hand and a well placed Trapping: You put your hands over the wounds
word. and they seem to heal like a miracle.
Mind trick allows you to make Vital Transfer allows you to heal
unbelievable suggestion that do not threaten the wounds of others, by sharing part of your own
target. health.
Make an opposed Force Use vs. Spirit Vital transfer heals one wound per
Roll, on success the target believes your lie or success and raise on the roll. Also you suffer
follows your suggestion like it was his idea. one fatigue per wound healed. This fatigue can
You can also make small illusions that only be restored by resting at least an hour per
distract your target. Make a Force Use roll, on point of fatigue. You cannot use this power on
success your target is distracted for one round, yourself.
and you may attempt a Stealth roll even if he
was watching you before, or you can attempt Wound [Dark Side]
to get the drop on him. If you attempt to get the Power Points: 1-6
drop, your target get a Notice roll (-2 if you Range: Smarts x2
scored a raise in your Force Use roll) to avoid Duration: Instant
getting surprised. Trapping: Your target suffer in pain as you
wreck his organs with the Force.
Sever Force [Light Side] Wound target suffers as the Force
Power Points: 5 destroys them from inside.
Range: Smarts x2 Wound does 2d6 damage to the target
Duration 3 on success. You can make from one to three
Trapping: Concentrate in the target. wounds per use. By doubling the Power Point
Sever Force allows you to cut cost you can increase the damage to 3d6.
temporally the connection to the Force of Works like Bolt Power.
others.
lightsAber forms
This is an opposed roll of Force use vs.
Spirit. If successful the target cannot spend
Force Points or use Force Powers for the Lightsaber Forms are combat styles
duration of the power. If a Raise is scored, the taught by the Jedi, each suited for different
duration is doubled. circumstances. In game terms, they are
specialized Combat Edges, they all share the
Surge same requirements and can be learned in any
Power Points: Variable order. A Player may learn more than one, but
Range: Self may benefit only from the bonus of one every
Duration 3 round. Changing styles is a free action that can
Trapping: Concentrate a second, then become a be taken at the start of the players turn.
blur.
Surge allows you to become a blur of Common Requierements: Force Sensitive,
swings or running at high speeds. Force Training, Jedi. Must wield a Lightsaber.
Running, 1 Power Point: Success doubles pace,
raise makes running a free action and so Form I: Shii-Cho
negates the -2 running penalty. Requirements: Must wield the Lightsaber two-
Quickness, 4 Power Points: Two actions per turn handed.
with no penalty, on raise also discard initiative Shii-Cho was the basic form, taught to
card of 8 or lower and redraw. apprentices of the Jedi ways. Is a strong
defensive form and its strikes are precise to
Slow end the fight quickly and with the less
Power Points: 2 bloodshedding disarming its opponents or
Range: Smarts x2 cutting their fighting limbs (The classical move
Duration 3 of hand-cutting).
Trapping: You wave your hand and your enemy Bonus: +1 parry and the Jedi ignore up to -2
becomes lethargic and lame. penalty for called attacks.
Slow allows to deter enemies from
following you or to keep them at firing distance. Form II: Makashi
On success halves pace of target, on Requirements: Must wield the Lightsaber in one
raise also lowers Agility by one die type. hand.
New Setting Rules
Makashi was a form created to duel other
lightsaber wielders and single opponents. It
consists of quick, elegant and fluid moves. It
New Skills Rules
relies on parries, quick cuts and feints as well
as precise footwork.
Bonus: +2 Parry, +2 Fighting rolls, -2 Damage.

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.

This is the update to the Starship rules, made Capital Ships


to keep the fast and furious setting of the Star Capital Ships, like Star Destroyers have lots of
Wars movies dogfighting and assaults. batteries shooting all around. To keep it F!F!F!
just divide the amount of batteries in groups of
5. every battery adds 1d10 damage, so a
Evasive Maneuvers battery group does 5d10 damage. Capital ships
To keep the pilots ability important during a can focus half its batteries on a single target.
dogfight, pilots can now take an Evasive E.g. The Imperial Class Star Destroyer has 60
Maneuver action. This is a Piloting roll and it Heavy Turbolaser batteries. It can shoot 60/5 =
adds +2 to the TN to be hit for each success 12 times per round, and can fire 6 of those
and raise on the roll. This bonus last until the shoots at the same target, everyone for 5d10
Pilots next turn. A pilot may take an Evasive damage.
Maneuver action and a Shooting action on the
same turn, but incurs in the -2 multi-action Starship Weapons
penalty (plus the -2 Unstable Plataform penalty Starships in Star Wars have two basic
to Shooting if he doesnt have the Steady weapons, Laser Cannons and Ion Cannons.
Hands Edge). Both can be linked to fire more than one at a
E.G. a ship in close range fires against the time for extra damage. Each Laser cannon do
players ship at TN 4. The Pilots player decide to 1d8 damage. Take for example, the T-65 X-wing
take Evasive Maneuvers on his turn. He rolls starfighter it has four Linked Laser Cannons,
Piloting and get a 6, a Success. For next turn when it fires and hits, the damage is 4d8 (1d8
only, the TN to hit the players ship is 6 (4 for for each cannon).
close range +2 for the success in the Evasive Ion Cannons work the same as Laser but they
Maneuvers roll). cant damage the ship, they damage the
systems and shields of the ships. Every
Shields succesful hit blow the shields, even if the
Ive tried to come with a mix of F!F!F! and damage is less than the toughness of the ship.
feeling of worry about shields for heroes. Every time a wound is scored, dont roll on the
Starships with shield add their value to the critical hit table, the Handling and Fire Control
toughness of the ship when they are active. decrease by one. If the ship is wrecked, all its
Shields can be activated as an action. Pilots can systems are out (Including any Astromech
activate shields and do other action under the Droid aboard). If its in space it just drifts along.
usual -2 multi-action penalty. In atmosphere it plummets and crashes.
When the ship suffers damage that is equal or Systems can be brought online with a Repair
exceeds the ship toughness the shields are roll at -2 plus any wound penalties
blown, and the ship loses the shield bonus to
toughness until they are re-activated. A critical New Critical Hit table
hit to the shield generator makes the ship This table is designed to better include the
unable to recharge it shields until it is repaired. systems found on the Star Wars starships.

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.

droid hindrances summary


Hindrance Type Effects
Behavioral Inhibitor Minor/Major As Pacifist, and Droid needs to obey its Master.
No Thumbs Minor -2 to rolls to use anything made for humanoid hands.
No Vocabulator Major Can only speak Binary.
Weak Battery Minor Needs to recharge every day.
Wheeled Minor pace on rough terrain, -4 to climb when even possible.
edges summary
Edge Requirements Effects
Ace N, Ag d8. +2 Boating, Driving, Piloting. May make soak rolls for
vehicle at -2.
Acrobat N, Ag d8, St d6. +2 to nimbleness-based Agility rolls, +1 Parry if
unencumbered.
Alertness* N +2 Notice
Ambidextrous N, Ag d8. Ignore -2 penalty for using off-hand.
Attractive* N, Vi d6. Charisma +2
-Very Attractive* N, Attractive. Charisma +4
Beast Bond N Character may spend Force Points for his animals.
Beast Master N, Sp d8. You gain an animal companion.
Berserk* N -2 Parry, +2 Fighting and Strenght after suffering a
wound. May hit innocent bystanders.
Block S, Fighting d8 Parry +1
-Improved Block V, Block. Parry +2
Brawny* N, St d6, Vi d6. Toughness +1; Load limit is 8 x Strenght.
Charismatic N, Sp d8. Charisma +2
Combat Reflexes S +2 to recover from shaken.
Command N, Sm d6 +1 to troops recovering from shaken.
Common Bond N, WC, Sp d8. May give Force Points to companions.
Connections N Call upon powerful friends.
Danger Sense N Notice at -2 to detect surprise attacks / danger.
Dead Shot S, WC, Shooting/Throwing d10 Double ranged damage when dealt a joker.
Dodge S, Ag d8. -1 to be hit with ranged attacks.
-Improved Dodge V, Dodge. -2 to be hit with ranged attacks.
Fast Healer* N, Vi d8. +2 to natural healing rolls.
Fervor V, Sp d8, Command. +1 melee damage to troops in command.
First Strike N, Ag d8. May attack one foe that moves adjacent.
-Imp. First Strike H, First Strike. May attack every for that moves adjacent.
Fleet-Footed N. Ag d6. +2 Pace, d10 running die.
Florentine N, Ag d8, Fighting d8. +1 vs. foes with single weapon. Ignore 1 point of
gang up bonus.
Followers L, WC Attract 5 henchmen
Frenzy S, Fighting d10. 1 extra attack at -2
-Imp. Frenzy V, Frenzy As frenzy, but no penalty.
Gadgeteer N, Sm d8, Repair d8. May jury-rig a device once per session.
Giant Killer V +1d6 damage against large creatures.
Hard to Kill N, WC, Sp d8 Ignore wound penalties on Vigor rolls made on the
Knockout or Injury tables.
-Harder to Kill V, Hard to Kill 50% chance of surviving death.
Healer N, Sp d8 +2 Healing.
Hold the Line! S, Sm d8, Command. Troops have +1 Toughness.
Inspire S, Command. +1 to Spirit rolls of all troops in command.
Investigator N, Sm d8, Inv. d8, Streetwise d8. +2 Investigation and Streetwise.
Jack of all Trades N, Sm d10 Ignore -2 penalty for unskilled attempts.
Level Headed S, SM d8 Act on best of two cards in combat.
-Imp. Level Headed S, Level Headed Act on best of three cards in combat.
Luck* N +1 Force Point per session.
-Great Luck* N, Luck +2 Force Points per session.
Marksman S Aim maneuver (+2 shooting) if hero doesnt move.
Mighty Blow S, WC, Fighting d10. Double melee damage when dealt a joker.
Mr. Fix It N, Sm d10, Repair d8. +2 Repair Rolls, repair time with raise.
Natural Leader N, Sp d8, Command. May give Force Points to troops in command.
Nerves of Steel N, WC, Vi d8. Ignore one point of wound penalties.
-Imp. Nerves of Steel N, Nerves of Steel. Ignore two points of wound penalties.
New Power N, Force Training. Character gains one new Force Power.
Noble* N Rich, +2 Charisma, Status and Wealth.
No Mercy S May spend Force Points on Damage rolls.
Power Points N, Force Training. +5 Force Power Points. Only once per Rank.
Power Surge S, WC, Force Use Skill d10. +2d6 Force Power Points when dealt a joker.
Professional L, d12 in Trait. Trait becomes d12+1
-Expert L, Professional in Trait. Trait becomes d12+2
--Master L, WC, Expert in Trait. Wild Die is d10 for the trait.
Quick* N Discard draw of 5 or less.
Quick Draw N, Ag d8 May draw weapon as a free action.
Rapid Recharge S, Sp d6, Force Training Regain 1 Force Power Point every 30 minutes.
-Rapid Recharge V, Rapid Recharge Regain 1 Force Power Point every 15 minutes.
Rich* N 3x starting funds, 75k credits annual income.
-Filthy Rich N, Noble or Rich 5x starting funds, 250k credits annual income.
Rock and Roll! S, Shooting d8 Ignore full-auto penalty if shooter doesnt move.
Scholar N, d8 in affected Skills +2 to two different Knowledge skills.
Sidekick L, WC Character gains a Novice WC sidekick.
Steady Hands N, Ag d8 Ignore unstable platform penalty.
Sweep N, St d8. Fighting d8 Attack all adjacent foes at -2.
-Imp. Sweep V, Sweep As Sweep, but no penalty.
Strong Willed N, intimidation d6 +2 Intimidation and Taunt, +2 to resist.
Thief N, Ag d8, Climb d6, Stealth d8 +2 Climb, Stealth and security use of Computer skill.
Tough as Nails L Toughness +1
-Imp. Tough as Nails L, Tough as Nails Toughness +2
Trademark Weapon N, Fighting or Shooting d10 +1 Fighting or Shooting with particular weapon.
-Imp. Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with particular weapon.
Two-Fisted N, Ag d8 May attack with a weapon in each hand without
multi-action penalty.
Weapon Master L, Fighting d12 Parry +1
-Master of Arms L, Weapon Master. Parry +2

new edges summary


Edge Requirement Effects
Bounty Hunter N, Shoot d8, Track d8, Streetwise d8 +2 Tracking and damage against marked target.
Force Adept N, Force Sensitive, Force Training. +1 Force Use rolls, +2 to resist Dark Side taint.
Force Resistant* N, cannot be Force Sensitive. +2 to resist Force Powers, even friendly ones.
Force Sensitive* N May add 1d6 to the roll instead of rerolling when
spending a Force Point.
Force Training [AB] N, Force Sensitive. Allows you to use Force Powers.
Gunslinger S, Shooting d10 Can Fan Shot when using one handed ranged
energy weapons.
Jedi N, Force Sensitive, Force Training. +2 to Light Side Force Powers, Lightsaber
trademark weapon, One extra Force Power. Have
Code of Honor Hinderance.
Lightsaber Defense N, Fighting d8, Force Sensitive. +1 Parry, -1 to be hit with ranged attacks when
wielding a Lightsaber.
-Lightsaber Deflect S, Fighting d10, Lightsaber Defense. May return ranged energy attacks back at
enemies.
Martial Arts N, Fighting d6 Never unarmed, enemies gain no gang up against
the Hero.
-Teras Kasi N, Fighting d8, Martial Arts +1 Parry, unarmed attacks do Str + 1d6
--Master of Teras Kasi S, Fighting d10, Teras Kasi. +2 Parry, unarmed attacks do Str + 1d6 [AP 4]
Scoundrel N, Sm d6, Gambling d8, Persuasion d8 +2 Charisma, +1 Gambling rolls, +1 Force point per
session.
Scout N, Knowledge d6, Survival d8, Vi d6. +2 Survival, d10 Running die, Pace is not diminish
by terrain.
Slicer N, Sm d6, Computer Use d8. +2 Computer use, +2 to repair computers.
Spaceborn* N, Piloting d6, Computer Use d6 +2 Astrogation, +2 to repair starships.
droid edges summary
Edge Requierements Effects
Armor N, DROID +2 Armor [Full Body]
Backup Battery N, DROID Run twice as long before recharging.
Built-in Equipment N, DROID Droid possess tools build in its body. +2 repair rolls.
Built-in Weapon N, DROID Droid possess a weapon built into its body. Cannot be disarmed, nor lost.
Exotic Chassis N, DROID Droid suffers no extra damage from called shots.
Fearless N, DROID Immune to Fear.
Hardy N, DROID Further shaken results dont result on a Wound.
Heat Sensors N, DROID penalties for lighting when attacking living beings.
Hidden Restrictor N, DROID Immune to restraining bolts.
Improved Sensors N, DROID No penalties for dim and dark lighting.
-Darkvision N, DROID Droid can see in total darkness, but only in black and white.
Locked Access N, DROID Cant shut down Droid unless disabled or helpless.
Memory Backup N, DROID Memory is recovered automatically if body is destroyed.
Translator Unit N, DROID Droid understand any language.
Wall Walker N, DROID Droid only makes climb rolls under stress.

lightsaber forms summary


Form Effects
Form I: Shii-Cho +1 Parry, Jedi ignores up to -2 penalties for called attacks.
Form II: Makashi +2 Parry, +2 Fighting rolls, -2 Damage.
Form III: Soresu +2 Parry, -2 to be hit with ranged attacks, ignores 1 point of gang up bonus.
Form IV: Ataru Jedi can make a second attack at -2, can spend Force Points on Damage rolls, -2 Parry.
Form V: Shien/Djem So -2 to be hit with ranged attacks, ignores penalty on Lightsaber Deflect attacks.
Form VI: Niman +1 Parry, -1 to be hit with ranged attacks, +2 to resist and +1 Armor against Force Powers.
Form VII: Vapaad +2 Fighting, +2 Damage. May risk Dark Side Taint.
force powers summary
Force Power Drain Duration Range Effect
Absorb Energy 1 1/1 Self Negate or Absorb energy damage.
Battle Mind 2 3/1 Touch Raise Trait one die type. Two on a Raise.
Battle Strike 2 3/1 Self +2 weapon damage, +4 on a Raise.
Battle Concentration 2 3/1 Self +1 Shooting rolls, +2 on a Raise.
Control Pain 2 3/1 Self Ignore 1 point of Wound Penalties, 2 points on a Raise.
Dark Rage [Dark Side] 3 3/1 Self +2 Fighting, +2 Toughness, Ignore Wound penalties, -2
Parry. Suffer fatigue when it ends.
Enhance Senses 2 3/1 Self +2 Notice rolls, +4 on a Raise.
Farseeing 3 Special Self You can see faraway places where people you know
are.
Fear [Dark Side] 2 Instant Smarts Enemy makes a Fear roll, -2 if you scored a Raise
Force Dampen 3 Self 1 Hour Makes you hard to sense or affect through the Force.
Force Grip [Dark Side] 3 1/1 10/20/30 Cause 2d6 damage and grapple the enemy inflicting
Spirit as damage every turn thereafter.
Force Jump 2 Instant Self Jump 2 vertical or 4 horizontal, plus 2 per Raise.
Force Lighting [Dark Side] 2 Instant Flame Targets on template roll agility or suffer 2d10 damage.
Template
Force Slam 2 Instant Flame Targets on template roll agility or suffer 2d6 non-lethal
Template damage and are knocked prone.
Force Stun 2 Instant Medium Enemies in burst make Vigor rolls (-2 if you scored a
Burst Raise) or are shaken.
Force Telekinesis 5 3/1 Smarts Lift and move Spirit x20kg or Spirit x100kg on a Raise.
Force Scream [Dark Side] 2-6 Instant Medium Enemies in burst make Vigor rolls or suffer 2d6 sonic
Burst damage. Damage and Range may be increased.
Ionize 1-2 Instant 10/20/30 Enemy suffers 2d6 Ion damage, may be increased to
3d6 by spending one additional Force Power Point.
Mind Trick 3 Instant Smarts Target rolls Spirit or falls for your suggestion or trick.
Sever Force [Light Side] 5 3 Smarts Target rolls Spirit vs. Force use, if he fails, he cant use
x2 Force Points or Powers.
Surge 1 or 4 3 Self For 1 FPP, Doubles Pace and makes running a free
action. For 4 FPP you have two actions at no penalty.
Slow 2 3 Smarts Halves targets Pace. On Raise also lowers Agility by
x2 one die type.
Vital Transfer [Light Side] 3 Instant Touch Heals one Wound per success and Raise. You suffer
one fatigue for every Wound healed.
Wound [Dark Side] 1-6 Instant Smarts Targets suffers 2d6 damage per use, you can make 3
x2 Wound per turn. You can increase damage to 3d6 by
doubling the FPP cost.

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.

Ranged weapons table


Weapon Range Damage RoF Weight Cost Notes
Blaster Pistol 15/30/60 2d6 1 1 500 AP 1, Stun.
*Light (Sporting, Hold out) 7/15/30 2d4 1 0.5 300 Stun.
*Heavy 20/40/80 2d6+1 1 2 750 AP 1, Stun.
Blaster Rifle 30/60/120 2d8+1 2 5 1000 AP 1, Stun.
*Light (Carabine, Sporting) 20/40/80 2d8 2 3 800 AP 1, Stun.
*Heavy 40/80/160 3d8 2 8 1500 AP 2, Stun.
Repeating Blaster 20/40/80 2d8+1 3 6 1250 AP 1, Autofire.
*Light 15/30/60 2d8 3 5 1000 AP 1, Autofire.
E-web Repeating Blaster 40/80/160 4d8 3 50 5000 AP 3, Autofire, See notes.
Archaic Weapons Range Damage RoF Weight Cost Notes
Wokiee Bowcaster 10/20/40 2d8+1 1 8 1500 AP 2
Slugthrower Pistol 15/30/60 2d4+1 1 2 250 AP 1
Slugthrower Rifle 25/50/100 2d6+1 2 6 300 AP 1

Starship weapons table


Weapon Range Damage RoF Weight Cost Notes
Laser Cannon 200/400/800 1d8* 1 - - AP 8, HW, See notes.
Ion Cannon 150/300/600 1d8* 1 - - AP 8, HW, See notes.
Concussion Missile 300/600/1200 4d10 1 - - AP 15, HW.
Proton Torpedo 200/400/800 6d20 1 - - AP 20, HW.

New starships critical hit table


2d6 Effect
2 Scrath and Dent: The attack merely scrapped the paint, nothing happens.
3 Engine: The engine was hit, halve the acc/top speed.
4 Wings/Flaps: The handling of the ship decreaes by 1. Minimum 0.
5 Computer System: The navi-computer is hit and damaged. Astrogation rolls can be made with difficulty. Lose 1d of Fire
Control.
6-8 Chassis: Take the hit in the body, nothing happens.
Astromech or Life Support: Your Astromech is damaged and inoperative. If it is a Wildcard, resolve the damage against it as
normal. If the ship does not have an Astromech droid or it is already damaged, this attacks hit the Life Support system. If the
9-10 ship is wrecked, you go down with it, furthermore you only have a few minutes of air before starting to asfixiate (normally
1d10 minutes).
11 Weapon: One of your weapons (random) gets damaged and can no longer be used.
12 Wrecked: The ship is automatically wrecked.
Acknowledgments
This game uses the Savage Worlds game system, available from Pinnacle Entertaiment Group
(www.peginc.com).
Savage Worlds, Smiling Jack, and all associated logos and trademarks are Copyright 2004, Pinnacle
Entertaiment Group. Used without permission.
Savage Worlds and all associated references belong to Pinnacle Entertaiment Group and are used
without permission. Star Wars Saga Edition and D20 and all associated references belong to Lucasfilm
Ltd and Wizards of the Coast and are used without permission. No claim is made to such materials,
which are employed out of tribute and affection. So please dont sue!
Thanks to all the people in PEGINC for Savage Worlds and all its settings. Thanks to to Paul Tobia, Jon
Woodland, Ted Arlauskas and Jhon Brown for their own conversion of Star Wars and their views on
rules and aspects.
Thanks to all the nice people on the internet (yeah, you, the few ones) for all the patience gathering info
and images on Star Wars.
Thanks to George Lucas for making Star Wars. Yes, even the prequels.

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!

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