You are on page 1of 44

Star wars: The Role Playing Game - Assembled by Eric Reiter The material here is collected and assembled

is from a wide variety of sources, most notably from: Slipstream by Paul Wiggy Wade-Williams, other Savage Star Wars conversions by Victor ThexFallenxOne Lacroix, John Sheriff288 Brown, and Paul Rorschach Tobia. As well as these Savage Worlds settings: Tour of Darkness, Solomon Kane, The Fantasy Companion, and Modern Martial Arts. I would like to give a special thanks to Clint Black, and Paul Wiggy Wade-Williams, your rules have given me hours and hours of great gaming memories, and the ones I used here are some of my favorites.

S
the role playing game
A savage worlds fan setting
Characters.................................................................................................................. 01

tA\bl\e of coNTENtS

Concepts.................................................................................................................................................................01 Making Characters...............................................................................................................................................02 Heroism Rule..........................................................................................................................................................03 Naming Convention............................................................................................................................................03

Species....................................................................................................................... 04 Setting Rules............................................................................................................. 24


New Skills.................................................................................................................................................24 Altered Hindrances..............................................................................................................................24 New Hindrances....................................................................................................................................24 Droid Hindrances..................................................................................................................................26 Altered Edges.........................................................................................................................................26 Background Edges...............................................................................................................................26 Combat Edges........................................................................................................................................27 Droid Edges............................................................................................................................................28 Force Edges.............................................................................................................................................28 Professional Edges...............................................................................................................................29 Social Edges............................................................................................................................................30
Using The Force.......................................................................................................................................................................31 Force Skills.................................................................................................................................................................................31 Force Dice..................................................................................................................................................................................31 Being A Jedi..............................................................................................................................................................................32 Dark Side Points......................................................................................................................................................................33 Passive Force Effects..............................................................................................................................................................33 Disturbances in the Force....................................................................................................................................................33 Example Force Powers..........................................................................................................................................................34

The Force.................................................................................................................... 31

Equipment................................................................................................................. 39

c\h\a\racTe\rs
Concept
Before you begin adding points to attributes you should spend a few minutes thinking about what kind of character youd like to play. Samples of common archetypes from Star Wars are presented here to help get you thinking along the right lines. When youve got an idea about the type of hero you want to play, move on to Making Heroes. Rebel: The Rebel Alliance is newly formed in this time, and not much of a threat. In fact, they have only conducted anything but guerrilla raids, and acts of sabotage. They have yet to win their first victory. What the Empire knows of them is very little, and the general public knows even less. Most people see them as terrorists, or radicals. The Empire is seen as a necessary evil at this Avenger: The Empire, or some other person/organization has point. Most galactic citizens are tired of war, and dont want to taken away everything the character ever loved. Friends, family, get involved. and home, were all destroyed by enemy agents. The one thing that keeps the avenger going is the thought of enacting a fitting Pirate: Space pirates are a common sight around the major revenge. hyperspace routes. Unwilling to earn an honest living, pirates prey on fat merchant ships or isolated systems. Pirates can also Diplomat: The Star Wars galaxy is a miasma of different be those with disdain for the Empire, and are using piracy as their races and cultures, and keeping the peace is a full time job, even way of fighting back. under the Empire. Diplomatic duties are not as common as they were under the Republic, but Diplomats still have plenty of work Ships Crew: Not everyone who flies in space wants to be bringing new worlds to the Empires banner. a pilot. For many, joining a ships crew presents a chance to travel and meet new races without the hassle of maintaining a ship. Engineer: With some systems being more advanced than Gunners, engineers, and even stewards can find work on starships others, the people who can teach other civilizations the secrets very easily. of technology are always in high demand. On starships engineers often get free passage in exchange for repairs or modifications. Pilot: If there is one thing the galaxy has plenty of, its space. Skilled pilots are valuable commodities and if theres one thing Bounty Hunter: The Empire employs a great number of the spacejock knows how to do, its fly a starship. Theyre usually bounty hunters during the Great Jedi Purge. So many in fact, that cocky and arrogant but, hey, theyre the best! Independent pilots plenty of hunters that have no business doing it. Bounty hunters usually haul cargo, and sometimes people for money. Theyll range from elite warriors like Boba Fett, to delusional citizens with get it there, and faster than any Imperial shipping wouldand too many weapons and not enough common sense. they wont ask as many questions. Pilots also could be part of a planetary defense force, or militia group. Newshound: The holonet still functions under the Empire, although heavily censored and regulated. Many newshounds have Treasure Hunter: The civilizations of Star Wars galaxy are taken it upon themselves to be traveling bards-like characters that tens of thousands of years old with ruined cities, temples, ancient journey from world to world collecting information, and telling mysteries and artifacts scattered all over. Artifacts of great power those that live there the unfiltered truth. Still others work within are believed to lie undiscovered on some remote worlds, or in the the boundaries of the law and are content to report the both sides Unknown Regions but it takes a brave soul to search them out. of the story, The Emperors side, and Vaders side. The Jedi and the Sith alone have thousands of forgotten temples and artifacts to be found.

01

Characters for Star Wars follow the standard Savage Worlds character creation process, with a few minor tweaks along the way.

Making Characters
1. race

Toughness is equal to 2 plus half your Vigor die type. Edges, Hindrances, and Armor can modify your Toughness. Vigor can, in some cases, go above a d12. In such cases, all fractions are rounded down.

Languages

First choose a race. A sample of the major player character races can be found starting on page xx. Each has a brief description of their history, their benefits, and the rules for playing. Read through these and choose a race now.

2 . Traits
Once youve decided what sort of character you want to play, its time to determine your heros traits. Unless a race description says otherwise, your character starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to distribute among them as you choose. Raising an attribute a die type costs 1 point, and you may not raise an attribute above d12.

Each race in the Star Wars galaxy has their own language. Fortunately long ago, the Republic established a common language so trade could prosper. The common language is known as Imperial Galactic Standard, or simply Standard. All characters know a number of langues equal to half their Smarts die, this includes their native language and one other, likely Standard. Use the species list on page XX and pick languages youd like to speak. Additional languages can be learned by using Knowledge skills (a d6 is sufficient for most conversation, a d8 is enough to use subtle innuendo and know regional dialects, and a d10+ is enough to write a paper on the origins of the language!)

Attributes

You also have 15 points to buy your skills. Raising a skill by a die type costs 1 point as long as its no higher than the attribute its linked to. It costs 2 points per die type to raise a skill over its linked attribute. All the standard skills are available in Star Wars plus some new ones. The new skills can be found on page XX

Skills

Charisma is a measure of your heros likeability, and is added to Persuasion and Streetwise rolls. Your Charisma modifier is +0 unless changed by Edges or Hindrances. Pace is equal to 6, unless changed by Edges or Hindrances. Parry is equal to 2 plus half your Fighting die type. Edges, Hindrances, and some types of equipment can modify your Parry score.

Secondary Statistics

02

Now decide if you want any Hindrances. If so, you may use the points from them to gain one of the benefits below. You may take up to one Major Hindrance (worth 2 points), and up to two Minor Hindrances (worth 1 point each). For 1 Hindrance point you can gain another skill point, or gain an additional 500 Credits in starting funds. For 2 Hindrance points you can raise an attribute by one die type or choose an Edge. See the Heroism Rule as well. Once youve chosen your Hindrances, its time to choose your Edges. Human characters get one free Edge at character creation, in addition to any additional Edges your character may have earned by purchasing Hindrances. Non-humans receive a number of racial Edges and Hindrances in addition to any earned by purchasing Hindrances.

3. Edges & Hindrances

Heroism Rule
Characters in Star Wars are larger-than-life heroes when they are on the side of good. They shrug off grievous wounds and battle valiantly to save those in need. Theyre also the sort of people who go out of their way to help complete strangers, no matter the risk to their own skins. A hero who elects to take the Heroic Hindrance without it counting toward their initial number of Hindrances (the character may still earn an additional four points) may take any one non-Legendary Edge and ignore the Rank requirement. If the character takes the Heroism Hindrance normally, he simply earns two points as normal.

Each character starts with a change of clothing and 500 Credits (equivalent to $500 in standard Savage Worlds money). Certain Edges and Hindrances can alter this amount. Youll want to spend some of your starting money on weapons, armor, and other equipment. See the Gear section starting on page XX for a full equipment list.

4. Gear

5. Background
Spend some time thinking about your characters background. How does he earn a living? Does his native home world belong to the Empire, or is it still independent? Does he hate the Empire, or does he see it as not so bad. Are there any alien races he likes or hates, and why? Having a detailed background adds to the Star Wars experience. Lastly, give your character a name. If you have trouble thinking of a name see the Naming Conventions section.

Naming Convention
The entry for each race at www.wookieepedia.com has examples of names, but if youre truly stuck try this. 1. For your characters first name take the first 3 letters of your own 1st name, and add the first 2 letters of your last name. 2. For your characters second name, hyphenated name, or last name, take the first 2 letters of your mothers maiden name and add the first 3 letters of the city you were born.

03

species
Aqualish The Aqualish were tusked bipeds from the planet Ando
whose appearance combined aspects of arachnids and aquatic mammals. Aqualish had a reputation for being nasty, crude and aggressive, and generally pursued off-world careers as mercenaries, bounty hunters, and pirates. Their hands and eyes differentiated the two types of Aqualish, the Aquala and the Quara. Aquala had finned hands, while the Quara had clawed, fingered hands. Though the Quara only made up about ten percent of the Aqualish population, their fingered hands made them more comfortable with technology, and thus they were more commonly found off-world. Quara Warlike Race: Parry +1 Thuggish: Intimidation d6, Strong Willed, Vengeful - Major Bad Reputation: -2 Charisma

Arcona were reptilian humanoids hailing from the desert planet of Cona in the Teke Ro system. They had poor eyesight, despite their large eyes, and had a small organ between their eyes which, often mistaken for their nose, helped them to see. The Arcona lived in a family based community, where the males took care of the young, as the females were generally reckless and thrill-seeking. Despite not being a particularly technological species, by the time the Galactic Empire rose to power Arcona could be seen in every corner of the galaxy. They were also notorious for their easy addiction to common salt.

Arcona

Traits:

Traits

Aquala Warlike Race: +1 Parry Amphibious: Swimming d6, Semi-Aquatic, Low Light Vision Bad Reputation: -2 Charisma Flipper hands: All Thumbs

Reptilian Metabolism: d6 Vigor Arid Homeworld: +4 vs Heat Vomeronasal Organ: +2 Notice Smells Clawed Hands: Strength+d6 Poor Eyesight: Bad Eyes - Minor Addiction: Habit (Salt) - Major

04

Bith

Bothan
Bothans were furry mammalian anthropoids, about 1.5 meters tall and hailing from Bothawui. Bothans appear to have feline ancestry and features. They were known for being master politicians and spies, craving intrigue and subterfuge. They were members of the Galactic Republic from at least 4,000 BBY, but likely from a significantly earlier point. Through numerous conflicts, most notably the Galactic Civil War, the Bothans remained officially neutral, although their famed Spynet always played each side and commercial interests sought profits.

Bith were a peaceful species native to Clakdor VII. Fully adapted to a high technology lifestyle, Bith were found galaxywide, most notably as engineers, scientists, intellectuals, and musicians. Bith could sense the tonal qualities of sound as well as other races sensed colors. Their eyes could see microscopic details of nearby objects, but were extremely nearsighted as a result. A side effect of their incredible senses was the effect of sonic weapons causing their heads to explode. Bith had high manual dexterity, though their physical prowess was only average. Large Brains: d8 Smarts Manual Dexterity: Mechanic Highly Evolved: Pacifist - Minor Sensitive Organs: Weakness to Sound (Sonic attacks do double damage.)

Bothan culture was guided by the philosophy and principles set forth in the ancient text known as the The Way. The pursuit of power and influence was paramount. Thus, individual Bothans put their own political and economic success above all other concerns. Some people stereotype Bothans as untrustworthy.

Traits:

Traits:

Feline Dexterity: d6 Agility Feline Hearing: +2 Notice Sounds The Way: Streetwise d6, Investigation d6 Feline Attitude: Curious - Major Bad Reputation: -2 Charisma

05

Cereans were a sophisticated and cultured humanoid mammalian species that hailed from the planet Cerea in the Mid Rim. They had tall tapering heads, which housed large binary brains, enabling them to focus on many things at the same time. Aside from this unique feature, Cereans were physically similar to Humans. Famous for their extraordinary thinking abilities, Cereans were often found among the ranks of the Jedi Knights, being exempt from the Jedis vow of celibacy, due to their low birth rates. The binary structure of Cerean thinking enabled them to process information and solve problems rapidly. They tended to be calm, rational, and analytical. Though the quick-thinking Cereans had equally quick reflexes, they were commonly not as well coordinated as Humans.

Cerean

Chadra-Fan
Chadra-Fan were short, rodent-like humanoids (usually no more than one meter tall) with bat-like faces. They hailed from the watery planet Chad. Chadra-Fan had seven different senses (sight, touch, taste, sound, smell, infrared sight, and chemo receptive smell), all of which were much more acute than Human senses. The metabolism of Chadra-Fan was amazingly fast, allowing them to work almost constantly. They only slept in two hour naps during the day. The race were small but quick witted creatures that resembled rodents. Their combination of infrared sight, hypersensitive sense of smell as well as keen hearing made them physically and mentally perceptive beings.

Traits

Traits

Binary Brain: d6 Smarts, Danger Sense Quick Reflexes: Quick Uncooridinated: Agility requires 2 points to raise at creation Calm Nature: Pacifist - Minor

Hyper Senses: Alertness, Low Light Vision Fast Metabolism: Quick Diminuitive: Pace 5, Size -1

06

Chiss
The Chiss were a blue skinned humanoid civilization from the planet Csilla in the Unknown Regions. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy. The Chiss were marked out from the majority of near humans by their pure blue skin, gleaming black hair, and glowing red eyes. Physically striking, instantly recognizable, and armed with a disciplined manner, the mystique of the Chiss was further increased by the remote location of their home planet. However, this remoteness also meant that they were largely disconnected from the rest of the galaxy.

Traits

Militaristic Culture: Fighting d6, Quirk - Conformist Mystique: +4 Charisma Remote Civilization: Clueless

Devaronian males were aggressive by nature, many being described as brash or bull-headed, with typically red-tinted skin and a pair of large horns growing from their heads. They took great pride in their horns, and groomed them quite regularly. Many species felt uncomfortable in their presence, for they resembled the devils of a thousand different myths. Female Devaronians were covered in thick fur that ranged in color from brown to white, hornless and had prominent canine teeth. They were docile, non-aggressive creatures. They tended to be dominant in their culture, being the only ones allowed to participate in government and politics. In addition, the teeth of the males were all sharp incisors, but the females also had molars and prominent canines. Their bodies were denser than most humanoids and as a result they were heavier than their appearance would tend to indicate. Perhaps as a result, they had multiple livers. Their blood was silver based. Only males may be played as characters because the females rarely leave the home world.

Devaronian

Traits

Horns: Strength + d6 Sharp Teeth: Strength + d6 Dense Body: +1 Toughness Scary Visage: -2 Charisma Family Vow: Poverty

07

Droids were mechanical beings possessing artificial intelligence. They were used in a roles and environments, often those considered too menial or too dangerous for organic species. Droids were also used in fields that required extensive specialization and knowledge, such as medical droids and astromech droids. Depending on the model and its purpose, droids were obedient, rugged, expendable, capable of vast memory recall, and mathematically precise. These characteristics made them well suited for many jobs, though the lack of independent thought in the cheaper, less advanced models limited their capability. In many parts of the galaxy, especially areas with many working class citizens, Droids encounter prejudice and hatred because they represent a job that an organic could be doing.

Droid

Dugs were slender, powerfully built beings with a somewhat humanoid build and a unique method of walking. They hailed from the high gravity world Malastare. Their primary means of locomotion were their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. On their homeworld Malastare, the Dugs were arboreal beings. They brachiated among the canopies with alarming speed using all four limbs.

Dug

Traits

Mechanical Body: Construct, Pace 5, Spirit capped at d6 Electrical Weakness: +4 Damage from electricity Programming: d6 Smarts, Starts with d6 in any 3 skills. Sensors: Low Light Vision Prejudice: Outsider

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often felt the need to throw around their strength in bids to establish dominance. As a result, they were known for their ill-tempered demeanor, and many were bullying thugs. Also because of this, Dugs were often xenophobic and rarely left their homeworld. If they were seen off-planet, they were often criminals or risk-takers

Traits

Arboreal: d6 Agility. Climb d6, Fleet Footed Aggressive: Intimidate d6, Vengeful - Major Oppressed: Xenophobic, Racial Enemy - Gran

08

Duros
The Duros were a humanoid species native to the planet Duro who were among the galaxys first space faring civilizations. The Duros were humanoids with smooth blue or green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Their large red goggle like eyes also had slit pupils. Many Duros were pilots and explorers, and adventurous. As one of the first cultures to develop hyperdrive, Duros charted trade routes were among the oldest routes still in use during the Imperial era. Duros were known for their superior astronavigation skills, and their affinity for traveling led many Duros to prefer the honorific title of Traveler despite their occupation or craft of choice, and addressing them as such was considered good etiquette.

Traits

Space Faring: Pilot d6, Astrogation d6 Gregarious: +2 Charisma Taciturn: Quirk - Quiet, shy or contemplative

Ewoks were sentient diminutive furry bipeds native to the forest moon of Endor. Ewoks were curious individuals that stood about one meter tall; they were omnivorous and used spears, slings, and knives as weapons. Ewoks were averaged about one meter in height, which could provide an advantage when trying to hide. They were covered in fur from head to toe, with brown and black the most common colors. Other Ewoks had near-white or reddish fur. Most Ewoks had solid-colored fur, though a few sported stripes. Ewoks had large, bright eyes, small black noses, and hands that possessed two fingers and an opposable thumbs. Most sentient species in the galaxy saw Ewoks as cute and adorable. In most instances where Ewoks were found off planet they survived and even flourished because the general population liked having them around. Despite their small size, Ewoks were physically strong enough to overpower combat trained Humans.

Ewok

Traits

Hardy Folk: d6 Spirit, d6 Vigor Diminutive: Scamper, Size -1, Pace 4 Cute: +2 Charisma Primitive: All Thumbs, Clueless

09

Gamorreans were porcine humanoids from the jungle planet of Gamorr. They were typically green skinned with a powerful physique, and known to be brutal in combat. One of their favorite weapons was a traditional war axe called an Arggarok that was forged specifically for beings of extraordinary strength and a low center of gravity. Gamorrean males averaged about 1.8 meters in height and could weigh more than 100 kilograms. They had thick snouts, close-set eyes, tusks and two small horns on their heads. The wider galactic community largely viewed them as mindless brutes, partly due to their inability to speak Standard. Gamorrean honor was governed by a code of conduct for combat. The use of magic was considered dishonorable. In addition to the use of blasters, it also forbade any other advanced technology, the Force and anything else that could not be comprehended. It was also dishonorable to kill an opponent stealthily.

Gamorrean

Gands were a sentient species of insects that evolved on the planet of Gand. Gands required special breathing gear to manage the potentially poisonous atmospheres of other worlds, which usually had some mix of oxygen, and other gases. Gands were considered to be a very humble species. This was a result of their culture, which dictated that an individuals identity must be earned. Due to that, most Gands were self-deprecating and polite, usually referring to themselves in the third person. First person pronouns were reserved for the most legendary of Gands. Gands were covered in an exoskeleton and possessed large, compound eyes with a visual range that included the ultraviolet spectrum, but did allow them to see colors in the normal spectrum. Exoskeleton: +2 Armor, Combat Reflexes Compound Eyes: Thermal Vision, Alertness, Colorblind Ammonia Breather: Exotic Atmosphere Breather Insular Culture: Xenophobic - Minor Self-Deprecating and Polite: Quirk - Refers to himself in the third person and does not use pronouns. -2 Charisma

Gand

Traits

Traits

Powerful: d6 Strength, Iron Jaw, Hardy, Obese Warrior Culture: +1 Parry, Code of Honor Low Tech Culture: All Thumbs Grunting: Limited Speech, -2 Charisma

10

Gran
The Gran were sentient mammalian humanoids native to the planet Kinyen, though they had colonies across the galaxy. The Gran had excellent vision due to their eye stalks. Gran had two stomachs, having evolved from grazing animals that lived in the mountains of Kinyen. The Grans were also very protective of their families and had a strong need for companionship. Generally, they needed other Gran for companionship, but some Gran were able to form sufficiently strong bonds with aliens. The most feared punishment among the Gran was exile. The Gran of the Malastare colony were corrupt and brutal expansionists. They looked down on the native Dugs, treating them as little more than slaves, and even relocating them to the western continent. The behavior of Malastares Gran was unusual, as most Gran on Kinyen were peaceful, calm beings that abhorred violence, and preferred peaceful lives. This lead to a deep hatred of all Grans by the Dug species.

The Ishi Tib were amphibious beings with large eyes on stalks and beaks for mouths. Their lungs doubled as internal gills. Their green skins retained humidity, but an Ishi Tib had to bathe in salt water every 24 hours or so, or their skin would crack open, resulting in internal and external bleeding and death. Ishi Tib were considered meticulous strategists and managers. The minority of Ishi Tib who left Tibrin often found work offworld as executives, accountants, and project managers. Their organizational skills and drive to complete their projects placed them in high demand, making many off world Ishi Tib quite wealthy. There was also a primal undercurrent to their personalities, however and they were ferocious in combat, often tearing opponents apart with their beaks.

Ishi Tib

Traits

Traits

Fish Ancestry: Aquatic, Dehydration Natural Organizers: d8 Smarts, Stubborn Primal Tendencies: Berserk, Vengerful - Major

Eye Stalks: Alertness, Notice d6 Ruminant Metabolism: Immune to Poison Oppressors: Racial Enemy - Dug Family Oriented: LoyalCharisma

11

Ithorians were a mammalian herbivorous species from the planet Ithor, a lush world with sprawling rain forests. They worshipped Mother Jungle, and long ago vowed never to desecrate their planet. They were sometimes called Hammerheads by less sensitive beings because of their Tshaped heads, but they found this nickname offensive. Ithorians had two mouths and four throats, allowing them to speak in stereo. They had glossy, usually brown flesh. They stood roughly between 1.8 to 2.3 meters (5ft 10in. to 7ft 6in.) from eyestalk to toe. Their reflexes and coordination were somewhat slower than that of average humanoids. In addition to allowing them to speak their unique stereophonic language, the Ithorians four throats also had the ability to violently expel air, resulting in a deafening and potentially concussive scream. However most Ithorians went their entire lives without ever resorting to violence, so the ability remained relatively ambiguous.

Ithiorian

Traits

Jawas were easily identifiable by their brown hooded robes, glowing yellow eyes, small stature and quickly spoken language. At all times Jawa faces remain obscured by a shroud of cloth to retain moisture, hide their identity and to dissipate their body heat. Jawas evolved several important survival traits, such as a strong immune system. Jawas had a high metabolism and an efficient digestive system. Jawas were a communal, compulsive scavenger species who spent most of their life devoted to scouring the deserts of Tatooine in search of scrap metal, droids or mechanical parts left behind. Most non-Jawas regarded the Jawas as thieves. The Jawas unofficial motto was not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for what you find. They had a kind of instinctive feel for machinery and electronics, and were notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Jawa

Agrarian Religion: d6 Spirit, Knowledge Botany d6 Peaceful and Polite: Pacifist - Minor, +2 Charisma Stereo Scream: Strength +d6 +Sonic Clumsy: Agility costs double at character creation

Traits

Machine Instinct: Repair d6, Mechanical Genius High metabolism: d6 Agility, Immune to Poison, +4 vs Heat Diminutive: pace 5, Size -1 Disguting Creatures: Outsider, Quirk - Doesnt understand ownership the way most creatures do.

12

The Kel Dors were typically of the same height and weight as Humans. Their skin ranged in color from peach to a crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force. Their noses were described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor had an upper and lower hard palate, visible only when they pulled their lips back. Framing their head were extrasensory organs which terminated in small black tusks. Due to breathing an atmosphere composed of a gas unique to Dorin, the Kel Dors were forced to wear a breath mask and protective goggles whenever in other atmospheres. Without their protective goggles, Kel Dors were considered effectively blind when away from Dorin. The Kel Dors also had heightened reflexes, a result of the extrasensory organs in their heads. As a species, they were thought to be typically quick and wise, but of a weaker constitution, when compared to other species.

Kel Dorian

Kaminoans were a tall, thin species with pale skin from the isolated watery planet of Kamino. The species evolution from aquatic creatures in the vast oceans of Kamino was reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of Kaminoans were also able to see color in the ultraviolet spectrum. The Kaminoans saw themselves as a superior form of life, but nevertheless remained polite to the outsiders.

Kaminoan

Traits

Tall and Thin: Size +1, Reach +1, Anemic Aquatic Ancestry: Semi-Aquatic, Low Light Vision Caste Society: Arrogant

Traits

Heightened Reflexes: d6 Agility, d6 Spirit Strange Features: -2 Charisma, Bad Eyes - Minor Unique Atmosphere: Vacuum Adjusted, Exotic Atmosphere Breather

13

Klatooinians were a humanoid species from the planet Klatooine. For most of their history, they were closely associated with the Hutts, as criminal henchmen, soldiers, and slaves. By the time of the Galactic Civil War, however, some Klatooinians began to break away from their servitude. Klatooinian civilization was notable for its strong belief in tradition and the wisdom of elders. The center of their culture was the Fountain of Ancients, a slowly evolving natural glass sculpture on Klatooines Derelkoos Desert. Long before the formation of the Galactic Republic, primitive Klatooinians discovered the Fountain, and revered it as a symbol of patience, tenacity, and the idea of strength coming from age. Their society was ruled by a Council of Elders, who granted young Klatooinians few rights. Klatooinians were taught the myths and traditions of their people from a young age, in a process which tended to suppress individuality. At the age of ten, they would be sold into servitude, with the most rebellious youths sent into the harshest conditions.

Klatooinian

Kitonaks were pudgy, slow-moving sentients from the harsh Kurdan Desert which covered the planet Kirdo III. Their physiology was an adaptation to their life as desert nomads, while their psychology was notable for their extreme patience and calm. They were also noted for their talent as musicians. Though their fingers were short and fat, they were quite dexterous. In sand storms, when rocks began to fly, they burrowed into the dunes.

Kitonak

Traits

Claws: Strength +d6 Resilient: Hardy, Guts d6 Resistant to Change: Loyal, Stubborn Elder Reverence: Quirk - Defers to older allied characters

Their sense of smell was also centered in olfactory organs in their feet, allowing them to smell their prey through the sands without having to worry about the desert winds. Kitonaks were very patient, and never rushed. This was because they fed on creatures called chooba, and they had to stand motionless for a long time until a chooba got near them.

Traits

Thick: Brawny Dexterous: d6 Agility Desert Creatures: Burrowing Extreme Patience: Cautious, Pace 3

14

The Kubaz were an insectivorous species native to the planet Kubindi in the Outer Rim Territories. Their physiology included long snouts for sucking insects out of hives, green-black skin, pointed heads growing with black bristles, and two-toed feet. Additionally, their sensitive eyes had to be covered when on other worlds with yellow or red suns. Kubaz excel at information gathering and many work as spies and investigators. Spying, however, was not the only path Kubaz took; they were a highly educated species that appreciated art, music, and literature. They were social beings that focused on mannerism and refinement and embraced traditions and history of their kind, so placing them under one occupation would not be representative of the species. Kubaz have been known to eat sentient insect species, and it has earned them a reputation among species with insect heritage.

Kubaz

Traits

Learned Species: Investigation d6, Scholar Blue Sun: Low Light Vision, Bad Eyes - Minor Racial Enemy: Insect Species

Lannik were short, bipedal humanoids with droopy, long ears and pink skin. Their homeworld was Lannik. The Lannik were known for their bellicose society, and were seen to be fearless and sometimes hotheaded and arrogant. More often than not, Lannik kept clear heads in combat, and could deduce a solution to many dangerous situations. The Lannik homeworld was first discovered by a group of Human and Duros explorers, who brought high technology to Lannik. The natives exposure to this technology split Lannik society into factions, each with its own thoughts on how to integrate that technology into their society. Conflicts raged on Lannik, forcing the intervention of several criminal groups, and finally, the Galactic Republic itself, which restricted the amount of technology exported to the planet. This did not go as planned, serving only to increase the amount of technology on Lannik, and also entrenched crime syndicates on the planet. This led to the rise of the terrorist group known as the Red Iaro.

lannik

Traits

Bellicose: Parry +1, Overconfident Fast: d6 Agility, Level Headed Small: Size -1

15

Mon Calamari were fish-like amphibious humanoids with domed heads, webbed hands, and large eyes. On average, a Mon Calamari stood between 1.3 to 1.8 meters tall and smelled of the sea. They could descend to depths of up to 30 meters below sea level without breathing, though they found it uncomfortable and often used organic gills. While the Mon Calamari cherished peace, they were not above waging war in causes that they believed in. They were extremely tempered to the point that they were slow to anger and had the remarkable ability to maintain their concentration without being distracted by emotional responses. Another notable traits amongst their personality included being inquisitive and creative as well as being quiet. In addition, they were known for a near-legendary quality of being both determined as well as dedicated. This meant that once a Mon Calamari decided on a course of action, they were not easily swayed from that decision.

Mon Calamari

The Nikto were a reptilian humanoid species from the planet Kintan in the SiKlaata Cluster with many subspecies. The Nikto species featured five mutated sub-species due to radiation from a nearby dying star. The five sub-species inhabited different geographic areas of Kintan, developing unique adaptations to suit the different environments on the planet. The varying appearance of the Nikto sub-species caused confusion amongst those who were unfamiliar with the Nikto, but all Nikto had certain similarities. Lacking the musculature required for complex facial expressions, Nikto were often underestimated in assessments of their intelligence due to their staring eyes and blank expressions. Firmly placed under the control of the Hutts by the Treaty of Vontor, the Nikto served as bodyguards and soldiers for almost 25,000 years, and had limited independent involvement in most galactic events as a result.

Nikto

Traits

Traits

Communal Species: d6 Spirit, Team Player Fish Ancestry: Semi-Aquatic, Swimming d6, -4 vs Heat Emotionally Cold: Cautious, Stubborn, Pacifist - Minor

Harsh World: d6 Vigor, +4 vs Radiation, Survival d6, Guts d6 Expressionless: -2 Charisma Servant Race: Sheep, Loyal

16

The Ortolans were a race of stocky, pachydermoid bipeds with long snouts, and large floppy ears. Ortolans came from the frigid, mineral-rich planet Orto. Ortolans had a keen sense of smell to help them forage for food, able to sense food up to two kilometers away. This was an adaptation to their planets harsh climate and short growing season, which made food supplies scarce. Ortolans also had hearing that extended well into the subsonic range. Naturally, their twin obsessions were food and music, and their suction-cupped fingers were suitably adapted to both pastimes: while able to absorb food through their finger tips, they were also exceptional organists. Offworld, many Ortolans found success as master chefs or musicians. They were handicapped in their business affairs by their obsession with food, however, sometimes accepting otherwise unfavorable contracts when promised enough to eat.

Ortolan

The Quarren were one of several aquatic species from the planet Mon Calamari. Quarren were had squid-like heads, at least four tentacles on their faces, and leathery skin. Most Quarren had orange skin, although some Quarren had gray-green, pink or purple. All Quarren also had two shimmering blue eyes. Being aquatic in nature, Quarren must keep their skin moist in order to stay alive. Having evolved in the depths of Mon Calamari, Quarren could descend to depths of 300 meters without any breathing or pressure apparatus. Quarren were a very self-centered and proud species, almost to the point of being xenophobic, which would coincide with their isolationist behavior. Quarren found Humans to be very crude beings and thought their language (Standard) to be very cumbersome, and unsuitable for speech.

Quarren

Traits

Traits

Oversized Ears & Nose: +2 Notice Sounds and Smells Food and Music Culture: Knowledge: Food d6, Music d6 Obese, Quirk - Food Obsession

Squid Ancestry: Aquatic, Dehydration Deep Sea Home: +4 vs Pressure, +4 vs Cold Claws: Strength +d6 Isolationists: Xenophopic - Major

17

The Rodians were green skinned humanoids from the planet Rodia. Rodians were infamous for their violent culture, which sprang from the difficulties of life in the jungle. They possessed distinctive faces; large, round, multifaceted eyes, tapir-like snouts, and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the Rodians finely tuned olfactory senses. Their large eyes were capable of seeing into the infrared spectrum. This allowed the Rodians to visually detect the body heat of their hidden prey emanating from within the darkness. Another notable characteristic of the Rodians were their hands. Possessing long, dexterous, sucker-tipped fingers, this trait denoted an arboreal lifestyle. A ridge of flexible spines crested their skulls, differing in volume, length, and even color. Instead of spines, some Rodians also grew hair. This was more common among females. Rodians exuded a pungent, musky aroma, some smelling stronger than others.

Rodian

Like most canine-based species, Shistavanens had pronounced muzzles; sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanens also possessed large glowing eyes, and could run at high speed for long periods without getting tired, alternately using two or four legs. As expected for a species of hunters, they had a keen sense of hearing, keen sense of smell, and excellent night vision. Due to those traits and their natural predatory instincts, Shistavanens found common employment as scouts, mercenaries and bounty hunters. Other species sometimes reacted badly to Shistavanens, since their isolationist and territorial nature made them an unfamiliar sight, and their predatory appearance put many some creatures on edge.

shistavanen

Traits

Traits

Canine Ancestry: Alertness, Loyal, Fleet Footed Natural Hunters: Low Light Vision, Bite does Strength +d6 Territorial: Outsider, Cocky, Vengeful - Minor

Warlike Species: Parry +1, Bloodthirsty Strong Pheremones: +2 to Notice Smells, -2 Charisma (Odor) Arboreal Predators: Thermal Vision, Climb d6

18

siniteen
Siniteen were hyperintelligent humanoids, capable of calculating hyperspace jumps without the assistance of a navicomputer. Their skin color was often blue, but variations of yellow, and pink were known. A notable feature of this species were their hairless, oversized heads, which resembled the lobes of a brain. They have even been known to calculate hyperspace jumps without the aid of a navigation computer and they usually have great skills with computers. Because of their overdeveloped metal abilities the species as a whole are usually not athletic or physically vigorous. Furthermore, because of their very developed brain, the Siniteen are a very emotional race; it is not hard to upset a Siniteen, but, on the other hand, making them laugh isnt that hard either. Overall, they are known as a very compassionate and sociable people.

sullustan
A short species of near Humans, Sullustans ranged from 1 to 1.8 meters in height and bore round, tapered skulls. Sullustans were distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Having evolved in the underground of their planet, they have excellent hearing, and their large eyes provided exceptional low light vision. It was very difficult to get a Sullustan drunk, and Sullustans who did get drunk did not suffer hangovers. Sullustans were pink-skinned and hairless. Cranial hair was rare for males, but females of the species were known to grow it. Sullustans possessed exceptional innate sense of direction and intuition since their civilization grew in underground tunnels; many were able to navigate a path after seeing a map only once.

Traits

Traits

Huge Brains: d8 Smarts, Scholar, +4 Damage from Heat Shots Weak Immune System: Anemic Emotional: -2 Charisma

Tunnel Dwellers: Low Light Vision, +2 Notice Sounds, Knowledge: Navigation (or Astrogation) d6 Iron Stomach: Immune to Poison Light Sensitive: -2 to all Attacks and Notice in Daylight, Color Blind

19

Togruta had rusty skin tones ranging in hue from orange to red, with white pigmentation on their faces. White stripes also adorned various parts of their bodies, including their chests, legs, backs, arms, head-tails, and montrals. The pattern of stripes varied from individual to individual. This red and white pattern was a phenotype left over from their ancestors camouflage that helped them to blend in with their natural surroundings. Their heads bore two montrals, and three head-tails. Togruta had a strong sense of unity and togetherness. On their native homeworld of Shili, they relied on each other and would band together to take a stand against the massive monsters that hunted them. Togruta were known for their habit of not wearing shoes; they believed that the land was spiritually connected to them, and wearing shoes cut themselves from a bond with the land. Togruta were tranquil and silent, though when the situation called for it they were true warriors. Their fidelity to their beliefs was legendary, as was their happiness within large groups. Togrutas, not surprisingly, excelled at teamwork and the ability to associate with different cultures. To an extent, Togruta had an aversion to isolation and made efforts to have friends around for companionship.

Togruta

The Toydarians were a race of avian beings from Toydaria. They were strong willed, and had a body odor similar to sweetspice. They had a reputation for being stingy and bad tempered. Toydarians had stubbly trunks on their faces which rested above short tusks. They had three fingers on each hand. A Toydarians thin legs ended in webbed, three toed feet, but their primary mode of transportation was their use of the wings on their upper back. Though their wings appeared frail, Toydarians could fly quite rapidly and preferred flight to walking. Despite appearing pudgy, Toydarians were actually one of the lightest races in the galaxy because their body tissue was spongy and gas filled. Their skin was usually gray or blue although green and purple variants were common among females. The males of the species usually showed sparse whiskers.

Toydarian

Traits

Avian Race: Flying Atrophied Legs: Size -1, Pace 5, Strength capped at d6 Mentally Strong: d6 Spirit, Strong Willed, Strong Mind

Traits

Nature Worshippers: d6 Spirit, Quirk - No Shoes Pack Mentality: Common Bond, Quirk - Clingy

20

Trandoshans were a large, bipedal sentient species, from the planet Trandosha. They had scaly skin which ranged in color from sandy brown to glossy green,and was shed roughly once every standard year. Cold-blooded reptiles, Trandoshans had two supersensitive orange eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ended in three razor sharp claws, which although perfect for combat, they did not grant them manual dexterity, making a Trandoshans finger movements somewhat clumsy and awkward. Though physically powerful, they were outmatched by their rivals, the Wookiees, in unarmed combat. Traits: Large Reptilians (Size +1, d6 Strength, Claws Str+d6, All Thumbs), Sensitive Eyes (Thermal Vision), Warlike Species (Fighting d6, Bloodthirsty), Ugly (-2 Charisma),

Trandoshan

Twileks were a humanoid species from the planet Ryloth. The most striking feature of the Twilek were pair of head tails. The head tails, also called lekku, protruded down the back of the skull and contained part of a Twileks brain. The Twileks native language of Ryl was spoken using a combination of words and subtle movements of the lekku. A Twileks brain-tails were highly sensitive, and grabbing them forcefully was so painful that it could easily incapacitate almost any Twilek. The range of possible Twilek skin colors was extremely diverse, including green, orange, brown, yellow, blue, gray, red, pink, black, white, red, and purple. Males had humanoid ears, but females usually had ear cones. The beauty of female Twileks was well known throughout the galaxy, and as a result many young Twileks were sold into slavery, becoming dancers or status symbols.

Twilek

Traits

Traits

Large Reptilians: d6 Strength, Size +1 Clawed Arms: Claws Strength +d6, All Thumbs Sensitive Eyes: Thermal Vision Warlike Race: Fighting d6, Bloodthirsty Ugly: -2 Charisma

Graceful: d6 Agility Sensitive Head Tails: +4 Damage from Head Shots Males Only - Cunning: Persuasion d6, Intimidation d6 Females Only - Attractive: +2 Charisma Slave Race: Sheep

21

Ugnaughts were porcine humanoids with slightly upturned noses from the planet Gentes. They were diminutive, industrious and loyal workers and also had a rich oral tradition. Ugnaughts were generally very hardy, able to withstand long periods of exposure to harsh environments, and they had a lifespan of around two hundred years of age. They were naturally inquisitive when it came to industrial machinery and production. Ugnaughts had an innate talent for mass production, factory optimization and maintenance. Unlike Jawas, Ugnaughts preferred to do things the proper way and were extremely proud of their efficiency and quality. Ugnaughts lived their lives in accordance to their blood profession, with Ugnaught parents teaching their children their trade. If the number of new Ugnaughts in a given profession exceeded the need, a blood duel was called. These fights were held to the death, with the victor winning the right to inherit the profession. Despite this outdated and violent custom, the Ugnaughts were generally a peaceful people with a rich culture.

Ugnaught

Weequays were a race of humanoids that came from the Outer Rim planet of Sriluur, near Hutt Space. Their home was a harsh desert planet, leading to the species tanned skin tone and rough, sandy, wrinkled skin. Their eyes were dark and slightly recessed into their skull. Male Weequay often tied their hair into long braids. Traditionally, they would grow one seclusion braid for each Sriluurian year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays were widely used throughout the galaxy as mercenaries or criminal henchmen. They played this role in their earliest recorded contact with the outside galaxy, when they joined Klatooinian and Nikto mercenaries in the pay of the Hutts. The Hutt Cartel and Black used them extensively as foot soldiers Sun.

Weequay

Traits

Traits

Tough: d6 Vigor, d6 Spirit, +1 Parry Desert Home: -4 vs Cold Love of Home: Homesick, Xenophobic - Major

Hardy Stock: d8 Vigor Diminutive Porcines: Size -1, -2 Charisma, Pace 5 Mechanical Aptitude: Repair d6, Mechanical Genius

22

Wookiees were arboreal primates from the planet Kashyyyk which was covered with massive wroshyr trees. They had the ability to easily learn most languages. but they lacked the vocal structure to speak anything other than their own language. Adult Wookiees were tall, in excess of two meters in height, and were covered with a uniform coat of thick hair in various shades of brown. Wookiees possessed vicious-looking retractable claws for climbing. However they considered it dishonorable to use the claws in combat. Doing so often resulted in banishment. Wookiees also had strict honor laws regarding debts, and their elders.

Wookiee

Traits

large: d8 Strength, Size +1 Climbing Claws: Climb d6, Claws Strength +d6 Heightened Olfactory Sense: +2 Notice Smells Primitive Vocal Chords: Limited Speech Honor Focused Society: Code of Honor, Stubborn

The Zabrak were a carnivorous humanoid species native to Iridonia. They were a race known for having a fierce sense of self determination and an equally dominant need for independence. Zabrak resembled Humans to some degree, but had a series of vestigial horns that crowned the heads of both males and females. Another of the traits that made Zabrak instantly recognizable were their facial tattoos, which were made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities. Zabrak were often seen by most other species as being single-minded, an observation that was not terribly incorrect. This single-minded determination came from the fact that they were a race with a strong sense of selfassuredness, confident that they were able to accomplish any task that they set out to do.

Zabrak

Traits

Gracefull: d6 Agility Self Assured: Strong Willed, Overconfident

Wookiees may not use claws in combat, will not attack an unarmed foe with a weapon, must always defer to the eldest Wookiee or friend, and must always repay debts.

Code of Honor

23

S<>eT<Ti<n<g<> V>uL<>\e>s
There are a number of new rules for this setting, not the least of which is how the Force works. There are also a number of new Edges, Hindrances and even a few new Knowledge skills. Also to reflect the pulp adventure nature of the Star Wars setting there are some extra rules concerning Ammo, Incapacitaion, repairing or modifying droids & starships, trading, and starship combat. Players of Slipstream will be familiar with most of the rules, and nothing outside of the Force radically deviates from rules found in other Savage Settings. Im plagiarizing most of it...errr...I mean, much like George Lucas create Star Wars as an homage to various film sources like Flash Gordon, Hidden Fortress, and the Wizard of Oz I am using rules borrowed from other Savage Worlds books as an homage to the crew at Savage Worlds. Protocol (Smarts) - Protocol is similar to Streetwise, except it deals with gaining information, influence and materials through bureauracracy, specifically government and corporate bureaucracy. Those institutions have a certain way of doing things, and sometimes knowing who to talk to, how to talk to them, and Astrogation (Smarts) - Astrogation is the science of navigating when they dump their garbage can save your life. spacecraft through realspace and hyperspace. The plotting of a course is generally handled by astromech droids or navigation computers, but in some cases a malfunction makes it necessary for a pilot to make the calculations manually. Other than the new Hindrances listed here, the following Programming (Smarts) - Characters use this skill to program a Hindrances from the core rules are changed or deleted. droid or computer to function in a way they desire. Programming only requires a basic success to perform routine operations like All Thumbs - Due to the prevalence of technology, All Thumbs is wiping part, or all of a droids memory, retrieving or hiding files, a Major Hindrance in Star Wars. and operating non-secure systems. To break into secure systems, completely reprogram droids or computers, or to access encrypted Doubting Thomas - Doubting Thomas is eliminated. The information requires the character to have certain tools like code supernatural is covered by the Force nearly completely and cylinders, data pads, and time. Without tools programmers suffer for the most part will not require Guts, checks. Players are still a -4 to the roll. welcome to disbelieve in the Force, they just arent scared by it Characters may not add skills to a droid or computers memory any more than anyone else. banks, only change the skills they have. Die types also cannot be altered. If a skill has a die type higher than the linked attribute, Bad Luck - is eliminated. Theres no such thing as luck. For there is a -2 penalty for each step over the attribute it is. A something similar see Force Resistant below. guideline for time and difficulty would be the die type of the skill being changed in hours. (d8 skill takes 8 hours of programming.) Example: Aerrn Arclight wants to reprogram his Protocol Droid to be able to shoot a blaster. He wants to change its d10 in Investigation to Shooting. He has proper tools, but the Droid has only a d6 in Agility. Color Blind (Minor) Aaern needs to roll a Programming roll at -4 and this will take 10 The character is limited in the spectrum of colors he can sense. This hours to accomplish. means that he may not be able to tell the difference between a dangerous red button or the green button he needs to push.

skills

New Knowledge skills

Hindrances

Altered Hindrances

New Hindrances

24

Corrupted (Major) (Must be Force sensitive Characters) Your character has had some sort of past event that has impacted him negatively. He often shows signs of anger, violence, fear or other path to the Dark Side. He begins play with 1 Dark Side point.The Dark Side point is connected to such a deep seeded trauma that the character may not get rid of it through normal atonement. However, the character may spend an advance (preceded by GMs permission and good role playing) to remove it. Exotic Atmosphere Breather (Major) Although many the common races breathe the same atmosphere, not every species comes from a planet with a similar mix of gases. Your character cannot breathe without a respirator, or some regular supply of gasses suited to his particular biology. The character begins to suffocate if he is exposed to any atmosphere other than his own. He must make a Vigor roll each round of exposure or suffer a level of Fatigue. An Incapacitated character dies in a number of rounds equal to half his Vigor. If someone can provide him with his natural atmosphere within five minutes of death, he can be resuscitated with a Healing roll at 4. Once your character is breathing his own atmosphere, he recovers one Fatigue level every five minutes. See Gear on page XX for notes on respirators. Force Resistant (Major) The character is disconnected from the Force and not as influenced by it as other characters. He receives one less benny per session to reflect that his destiny is not controlled by the will of the Force. Glass Jaw (Minor) Your hero cant tolerate paint the way others do. He may even have a tough personal, but he just cant take the big hits. He suffers a 2 penalty to Soak rolls. Homesick (Minor) Your character does not like traveling, being away from his home planet, or being away from his own kind. Whatever the reason, he either whines about going home, or constantly talks about his homeworld as if it is the greatest place in the galaxy. This gets annoying to those around him. -2 to Charisma.

Jedi (Major) The Jedi hindrance is a collection of edges and hindrances in one package. Jedi must follow a code of honor and take several vows. Being a Jedi restricts your behavoir in the game, but it also heightens your abilities with Force and allows you access to certain restricted Edges. (see the section on The Force) Limited Speech (Major) Your character cannot speak anything but his native tongue, droid binary language, or something else that is not commonly recognizable (or easily spoken) by most citizens of the Empire. You may still use Skill Points to buy new languages, but you are only able to understand them, not speak them. Reckless (Major) Your hero just has a hard time focusing on any task he feels is unimportant, which includes most of them. Your Wild Die is a d4 (or one die type lower than normal) for all Trait rolls. If you spend a benny for any reason, then your Wild Die increases to its normal level for the duration of the scene or combat. Sheep (Minor) Some people are happy being followers. The character is one of these, and receives a 2 penalty to Intimidation and Persuasion rolls. The character may not take any Leadership or Social Edges until he reaches Seasoned. Weak Mind (Minor) The characters mind is an open book. This Hindrance causes the character to suffer a 2 penalty to any opposed roll to resist the Force. In addition, he may not take the Force Sensitive Edge. Xenophobic (Minor/Major) Whether because of simple racial intolerance or past dealings, the character has a dislike of all races other than his own and finds dealing with them unpleasant at best. He suffers a 2 penalty to Charisma when dealing with aliens with the Minor version and 4 with the Major Hindrance. Openly voicing his xenophobic beliefs, something he finds hard to control, may lead to confrontation or ostracism.

25

Droid Hindrances
The Hindrnaces listed here may only be selected by Droids. In addition Droids may not take the following Hindrances: Anemic, Exotic Atmosphere Breather, Force Resistant, Obese, Weak Mind, or Young. No Thumbs (Minor) The Droid has claws, pincers, metallic tentacles, or something similar instead of a hand, making it harder for it to handle tools and weapons made for normal hands. It can wield a gun, but may have trouble firing it. Apply a -2 to any roll made with devices intended for humanoid hands. Wheels (Minor) The droid has a wheeled system for transport, making it hard for it to climb even stairs. To maneuver rough terrain, and stairs costs double the amount of Pace. (Thats 4 for Rough Terrain, and 2 for stairs). This hindrance cannot be taken if the droid has the edges Wall Walker, Flight, or Treads. Flimsy (Major) A droid that is Flimsy must make a Vigor roll every time it takes a wound. A failure means a random limb has dislocated and must be reattached. (Roll a d4 1-2 = legs, 3-4 = arms. Odds = Left, evens = Right) Reattaching it is a repair roll (include wound penalties.) A critical failure means the droids head has come loose. Without its head, the droid is not incapacitated per se, but the body does not function without the head, although the head may continue to communicate or use any attachments or devices still connected to it. If the droid lacks a traditional head, then a critical failure means the droid has overloaded and must be restarted. (Knocked Out for 1d6 hours while the droid runs a system scan and reboots).

Altered Edges
Other than the new Edges listed here, the following Edges from the core rules are changed or deleted. Arcane Backgrounds, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist, New Power, Power Points, Rapid Recharge, Soul Drain, and Wizard - Due to the rules for the Force not requiring power points there are no Acane Backgrounds in the Star Wars role playing game, and thus many of the Edges associated with them are eliminated. Some of them still exist in an altered form. See below. Arcane Resistance - Arcane Resistance has been replaced with the edge Strong Mind to better fit with the rules for resisting the Force. McGyver - This edge has been renamed to Mechanical Genius. Power Surge - Power Surge has been changed to The Force is With You and works slightly differently.

Edges

Background Edges
Close *- Two or More characters must have the Edge The characters are close, they might be master and apprentice, lovers, family, or all of the above! The characters may share bennies with each other, and for every character with this edge within 6 of your character ignore 1 point of damage from every attack, to a maximum of -4. However, if another character with this edge becomes Incapacitated your character is immediately Shaken. Force Sensitive* - Spirit d6 The player seems to have quick reflexes because he can anticipate things before they happen, has dreams and visions of the future, or exhibits other abnormal abilities. He draws 1 extra benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers. This is the only way to access the Force using skills of Control, Sense, and Alter.

26

Space Adjusted - Novice, Agility d6, Vigor d6 Ignores the penalties for operating in zero-G. Also, the character has had some training for suriving short period of time in a vacuum. The character may make a Vigor roll each round unprotected in a vacuum. Each round, the number of rounds spent in the vacuum is added as a cumulative penalty to the roll. A success indicates the character is able to continue unfettered. A failure means the vacuum is affecting him physically and he takes a level of Fatigue. A roll of 1 or lower means he is exhausted and cannot continue to exist the vacuum any longer. He must be removed from the vacuum by the start of his next turn or die. Strong Mind* - Novice, Spirit d8 Your character is particularly strong willed and can resist the Force better than most others. The Jedi Mind Trick does not work on him, and he receives a +2 to all opposed rolls dealing with the Force. Strong With the Force* Force Sensitive The player draws 2 extra bennies instead of 1 for his Force Sensitivity at the start of each session. Players who are strong with the Force may also get a feeling about a situation, and may have prophetic dreams. Once per session the player may spend a benny to have the GM give him a prophetic vision, or dream. The vision or dream should be vague, cloudy or otherwise nonspecific, but should give the player clues about upcoming events.

opponent does not have animal intelligence (animals dont have the same innate expectations. ) You do still gain the bonus versus animals with a Smarts-based Trick, which is presumed to be suited to them. Bring `Em On - Seasoned - Agility d8, Notice d8 Sometimes a character finds himself outnumbered in a fight. Fortunately, the character has the perception and agility to handle multiple foes. Opponents gain no Gang Up bonus against the hero. Distracting Defender - Seasoned, Fighting d8+ When discretion is the better part of valor, your skill at selfpreservation shines. When you use the Defend maneuver, you may designate one opponent who does not get a free attack against you when you withdraw from close combat. Hardy Seasoned, Vigor d8 Your character is particularly tough and able to shake off blows that would cripple other men. A second Shaken result does not cause a wound. Iron Jaw - Novice, Vigor d8 Hitting your character feels like punching a brick wall. He is very hard to injure. He gets +2 to Soak rolls. Iron Will Novice, Spirit d8, Guts d6 Your character has flown from one side of this galaxy to the other. Hes seen a lot of strange stuff or some other explanation to make him more jaded than a normal person. The hero is +2 Guts rolls, -2 on Fright Table rolls Merciful - Novice, Fighting d8+ Your character has trained himself to do non-lethal damage in combat with normally deadly weapons. You suffer no penalty with any melee weapon to do Non-Lethal Damage. Natural Warrior - Seasoned, Fighting d8, Natural Weapons Races with natural weapons have members who specialize in fighting tooth and claw. The damage for their natural weapons increases a die type.

Combat Edges
Armor Training - Novice, Agility d6 The character is trained in the use of high tech armor and can ignore the shooting penalty associated with wearing armor. Advanced Armor Training - Veteran, Armor Training The character is not only trained to wear armor, but he knows how to fight effectively against armored opponents. As above, but when making a called shot at an armored opponent the character receives a +2 to the roll. Bewildering - Seasoned, Smarts d8+, Fighting d8+ You have learned to throw your opponents off with your unpredictable behavior in combat. You gain a +2 bonus to Smarts-based Tricks. You also gain a +1 to Parry as long as your

27

Improved Natural Warrior - Veteran, Natural Warrior If this warrior gets a raise on his Fighting roll when attacking with his natural weapons, he gains an extra +d10 damage instead of the normal +1d6. Scamper - Seasoned, Agility d8+, Size -1 Your character is small and agile. Getting hold of him is difficult for larger opponents because he knows just how to twist and dodge to avoid attacks. Opponents of man-size or larger subtract 1 from attack rolls against characters with this Edge. The benefit only applies when the character is aware the attack is coming, he is unbound and able to move freely, and has no encumbrance penalty. Improved Scamper - Veteran, Scamper The character can move so quickly as to cause multiple opponents to interfere with each others attacks. Opponents get no Gang Up bonus the character. Slugger - Novice, Fighting d8 Your character has some sort of training or natural ability to deflect armed opponents with his fists. He may just be crazy enough to not be scared of blocking attacks bare handed. The hero is never considered unarmed. Spot Weakness - Seasoned, Smarts d8+, Fighting d8+, Notice d6+ No warrior, whether one taught at the finest academy or one who developed his art on the streets of Nar Shadda, is flawless. Everyone has a weakness, and this character has the training necessary to spot and exploit such a weakness. If an opponent, making a Fighting attack against the character rolls a 1 on his Fighting die (regardless of Wild Die), the character receives +2 to Fighting rolls against that foe for the rest of the combat. You only get the bonus once, no matter how many 1s are rolled. Sucker Punch - Seasoned, Ag d6, Fighting d8, First Strike Your character has a knack for distracting opponents and then leveling them when they least expect it. Success in a Test of Will provides a bonus Fighting attack. Superior Defense - Novice, Fighting d8+ You have learned some special techniques that allow you to avoid attacks when you decide you dont want to attack your opponent.

When you use the Full Defense maneuver, you gain an additional +2 bonus to your Fighting roll.

No Behavioral Inhibitor - Novice The droid has no programming or mechanism to make it subservient, or desire a master. The droid may acknowledge that a non-droid is its owner, or master but it will not have a problem with running away, or escaping if it feels mistreated. This feature is common on assassin droids, and occasionally droids will have malfunctioning Inhibitors. R2-D2 is an example of this. Low Light Vision Novice, Notice d8 This upgrade allows the droid to see in total darkness. While in total darkness colors cannot be perceive. The droid suffers no penalties for lighting but can only see in black and white while in total darkness. Fearless - Novice, Spirit d6 The droid has not had Fear programmed into it and never needs to make Guts checks. Wall Walker* - Novice, Agility d8 The droid has a locomotion system that allows it to cling to walls or ceilings with ease. It may move its pace while climbing and only makes climb rolls on the most adverse or stressful situations. Memory Backup - Seasoned This edge allows the droid to select a save point. Every advance the character has prior to selecting this edge is retained even after the character has died. If the Memory Backup can be located (usually inside the droids head) and implanted into an identical chassis (Repair roll) the droid can be resurrected. Note: that after this process has been completed the droid no longer has this Edge because it only saves all the advances BEFORE Memory Backup is selected. Backup Battery - Seasoned The droid has a second battery pack that allows it to run for twice as long as normal before needing to recharge. The droid can function for up to 4 days without recharge.

Droid Edges

28

Translator Unit - Novice The droid comes with a Translator Module that allows him to understand and speak most of the galaxys languages. In addition if an unknown language is heard the droid can make a Common Knowledge roll to understand and translate it, and a Knowledge: Language roll to speak it. Armor Novice, Vigor d8 The droid chassis is reinforced, giving it +2 Armor. This armor does not stack. Built-in Weapon - Fighting or Shooting d8 The droid has a weapon built into its body. This weapon cannot be disarmed nor lost unless the body part that houses it is permanently crippled, meaning the weapon is destroyed with it. Only one-handed weapons can be built-in. Treads* - Novice A droid with treads gains +2 Pace, and suffers no movement penalties for rough terrain. However, it may not climb sheer surfaces or ropes, go prone, or pilot most vehicles designed for humanoids. Flight* - Novice The droids locomotion is based around repulsor lift technology. The droid hovers, flies and can ascend at its normal pace. However, the droid cannot break atmosphere or propel itself in the vacuum of space, nor can it move underwater.

short time. The effect can be very powerful on the weak minded. To perform the Jedi Mind Trick a Jedi rolls an opposed test with his victim. The Jedi rolls his Spirit (but he uses Force dice rather than the normal Wild Dice) against his opponents Smarts. With a success, the opponent believes everything he is told by the Jedi for 1 round for each success and raise on the roll. Lightsaber Deflection - Novice, Control d6, Fighting d10, Lightsaber Whenever a Shooting attack with an energy weapon misses the Jedis Parry by 4 or more, the Jedi may make a Shooting roll to try to bounce the attack back at the shooter, or another target. The Jedi must make a Shooting roll (-2 to direct it at a target other than the shooter) and add all appropriate modifiers just as if the Jedi were shooting a blaster himself. Roll the damage of the weapon used (not the lightsaber) and resolve as normal. This may only be attempted once per round, but all shots from the attack may be deflected in the case of automatic fire. Double taps and 3 round bursts are deflected with their bonuses to hit and damage. This rule supersedes Innocent Bystander rules if the Jedi chooses. Lightsaber Deflection Mastery Veteran, Lightsaber Deflection As above but the Jedi may deflect all incoming attacks so long as he does nothing but move this round. Force effects already being maintained can continue but no new ones can be created. Force Mastery - Novice, Control d6 The character does not suffer multi action penalties from up to 2 passive Force effects. Force Mastery - Veteran, Control d10 The character does not suffer multi action penalties from up to 4 passive Force effects. The Force Is With You - Novice, Wild Card, Force Sensitive When you draw a Joker your Force Skill ranks increase by 2 die types for one round. Alternatively, you may lose a Dark Side Point.

Force Edges
Determination - Jedi, Wild Card, Iron Jaw When lesser men fall by the wayside, this Jedi just keeps soldiering on. When the character takes enough wounds to make him Incapacitated, he may make a free Soak roll. Should the roll fail, the hero may spend a benny to make a soak roll as normal. If a character suffers multiple wounds in the same round, which take him to Incapacitated, he may make multiple free Soak rolls. Jedi Mind Trick - Jedi, Seasoned, Sense d6, Alter d6 Jedi have an old trick where they use the Force to alter the senses of another being to believe anything they are told for a

29

Professional Edges
Bounty Hunter Novice, Tracking d6, Streetwise d8, Intimidation d6 Bounty Hunters have +2 Streetwise & Intimidation in places where they are known, and +2 to Tracking when following a bounty over land. They also receive +1 to Parry when attacked by a bounty. The Bounty Hunter must have a dossier or some sort of information about the quarry to receive these bonuses. If he is not given one when he takes the bounty, he can get one through an investigation at a local library or constabulary. Consular Novice, Smarts d6, Persuasion d8, Notice d6 When a Consular successfully uses Persuasion on an NPC he improves the attitude one extra step. When using Persuasion in any sort of an opposed roll he is +2 to his result. Fringer - Novice, Spirit d6, Survival d8, Repair d6 Fringers receive a +2 to Survival rolls. In addition, he adds +2 to resist environmental effects, and they never suffer penalties to Repair rolls for lack of tools. Guardian Novice, Agility d8, Fighting d6, Notice d6 This character might be a professional bodyguard, A Jedi Guardian or just intensely loyal, but in either case he can jump in front of attacks intended for another. A character with this Edge must declare whom he is guarding at the beginning of any combat. As long as the guardian is adjacent to the chosen person, any attack aimed at that person is automatically rolled against the guardian instead. A guardian can switch charges during a battle, but doing so requires an action as the guardian refocuses his attention. The character receives a benny each time he takes a wound (not Shaken) while defending another character (Extra or Wild Card) during a specific encounter. Mechanic - Novice, Smarts d8, Repair d8 The engineer adds +2 to his Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, an engineer could finish the job in one-quarter the time with a raise. In addition, his knowledge allows him to make emergency repairs One Man Crew - Seasoned, Agility d8, Pilot d6, Repair d6, Shoot d6 Your character is used to running his ship short handed. He tends to

do things himself rather than hire a crew to do it for him. Can handle two starship systems without multi-action penalty. Improved One Man Crew - Heroic, One Man Crew Can handle three starship systems without multi-action penalty. Scoundrel - Novice, Smarts d6, Persuasion d8, Stealth d6 Scoundrels add +2 to Gambling, Streetwise, and Notice rolls. In addition Scoundrels may add their Charisma bonus, if any, to Stealth rolls. Smuggler Novice, Pilot d8, Astrogation d8, Stealth d6 Smugglers receive +2 to Piloting when performing evasive maneuvers. Smugglers also begin play with a transport vessel. The vessel has secret compartments (extra 25% load capacity). Tech Novice, Smarts d8, Knowledge Computers d8, Repair d6 Techs receive +2 to all Investigation, Repair and Knowledge rolls involving computers. In addition a Tech adds +2 to damage when attacking a droid, or other mechanical enemy.

social Edges
Heartbreaker - Novice - Persuasion d8, Positive Charisma The character is a stunner, and knows how to get the best out of the opposite sex by using his or her charms. The character may use Persuasion as a Test of Will against members of the opposite sex, pitting their looks and charm against a foes Smarts. The character may add Charisma bonuses to their roll. Linguist - Novice, Smarts d8 Starts with additional languages; can understand (not speak) new languages after hearing them for an hour, and making a Smarts roll at -2 Team Player Novice, Spirit d8+ Team Players know how to best assist their allies in battle. A team player counts as an additional adjacent ally for determining Gang Up bonuses, as long as one other adjacent ally is present. If a foe has a way to ignore Gang Up bonuses the Team Player always counts as at least a +1 bonus.

30

>T>h>E >f>o>r>c>E
Using the Force
Using the Force requires the Force Sensitive Background Edge. When the Edge is selected the character receives access to the three Force Skills, Control, Sense and Alter. These skills are raised with the same 15 points for skills that all characters receive at creation. The skills are not linked to any attribute and therefore cost 2 points, or one advance to raise them by one die type. Characters who are not Force Sensitive may not use the skills, even untrained (they manipulate the Force unconciously through bennies.) Characters who are Force Sensitive, but have not purchased at least a d4 in a Force Skill can use that skill untrained as per the normal rules. There are three Force Skills: Control Control is the Force users ability to control his own body. A character with control can access his own internal well of Force energy, learning harmony with and mastery over the functions of his own body. In most instances where a Force sensitive is using the Force to affect himself, he is using Control. Sense Sense allows a character to sense the Force in other things beyond her own body. The character learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the Force user. Whenever a character is using the Force to learn information it is very likely that he is using Sense. Alter Alter allows the character to change the distribution and nature of the Force. Characters who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies

of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions. Whenever a Force User is using the force to directly affect other beings or objects he is likely using Alter. Sometimes an effect the Force user is searching for cannot be accomplished with a single skill. In these cases the Force user must use two, or sometimes all three skills to attain the desired effect. There are two ways to do this. If the character needs the effect immediately he may attempt to roll his lowest rank of the necessary skills, and suffers a -2 for each additional skill needed. If the character has the time, or patience to spend multiple rounds performing the task he may roll the appropriate skills as individual actions over subsequent rounds. However, he may not take any action other than movement, and if he takes a wound or Shaken result before he completes all rolls, the attempt fails. This represents the character focusing on the attempt, quieting his mind and doing it patiently.

Whenever a Force Sensitive character uses the Force, they roll two Wild Dice instead of one. These dice should be different in color, one light, and one dark. The dice represent the two sides to the Force, and are the same as a Wild Die individually. The character may choose either one, instead of his Skill die. However, choosing to use the dark die, is known as Calling on the Dark Side of the Force. The Dark Side Die has a few special aspects that go with it, beginning with Temptation. Whenever a character has no Dark Side Points (next section) the Dark Side Die is considered to be +4 to its result. After he has accumulated 1 Dark Side Point, the effect of the Dark Side is known as the Turning. The character now receives a bonus to the Dark Side Die equal to the number of Dark Side Points x2. And if the Dark Side Die aces, you add the bonus again, each time you roll!

Force Dice

31

Example: Aerrn Arclight has 2 Dark Side Points and he uses his d8 Alter skill to levitate a Tie Fighter. He rolls a d8, a white d6 and a black d6. The results are 3 on the d8, a 2 on the white d6 and a 6 on the black d6. Because of his Dark Side Points he adds +4 to the Dark Side result, which makes the total a 10 , but he also aced the roll so he rolls it again and gets a 3, and he adds his Dark Side bonus to this result, and totals it all for a grand total of 17.

The code is as follows: 1. A Jedi is the guardian of peace and justice. A Jedis primary duty is to prevent conflicts from erupting into violence, and to ensure that justice is done. A Jedi must always seek to resolve combat in a non-violent manner. Also, it is not a Jedis place to mete out justice and judgment, only to see to it that the parties deserving justice are delivered to the authorities responsible for dispensing justice. If that is impossible for some reason, Jedi are allowed to deliver justice as they see fit (within the law). 2. A Jedi uses the Force for knowledge and defense, never for attack. Jedi are instructed in the responsibility of the awesome power they wield. Using it for purposes that are aggressive, selfish, petty, or vindictive will lead them towards the Dark Side. 3. Jedi respect ALL life. To a Jedi life and the Force are the same thing, so when a life is taken, the Force suffers for us. Harming living things is the same as harming oneself. Killing is forbidden unless no other solution is possible. The Jedi also believe that it is the will of the Force that they do not breed Force users, but let the Force create them as it wills. As such they are forbidden from procreating. 4. Jedi serve, they do not rule. Jedi are never allowed to hold any sort of ruling class status, nor own property. Any titles the Jedi held before being trained are abandoned formally, and the Jedi may never accept any position that sets him as a ruler of creatures. Jedi give all money and valuables earned to the Jedi Temple, or to some other needy person. They may keep only what they need to survive. (Another PC usually does not count as needy. This is important, because handing over all of their earned credits to another player in the group still allows the Jedi access to the credits and to benefit from them. There is no way to circumvent this rule, if the Jedi player is fighting it, suggest that they should try playing a nonJedi character.) A Jedi can also never decline a request for aid. 5. A Jedi must continually seek to improve himself. Jedi must spend downtime studying some subject, whether it is something relevant to the task at hand, or just basic knowledge. As such Jedi receive +2 to Common Knowledge rolls.

A character does not need to be a Jedi to use the Force, other cultures have their own philosophy on what the Force is and how to use it.. Players could create their own religion, cult or order to be a Force User, if they choose. Some examples include the Witches of Dathomir, the Aing-Ti Monks, the Sorcerors of Tund and many others. However, the game mechanics work the same no matter what background the player creates. A Force User can still earn Dark Side points for using the Force in malevolent ways. Players and GMs should determine a code of behavior before play starts. GMs should note that the Force in this game is very powerful and one of the balancing factors is the strict way in which Jedi are limited in their use of the Force. A character with Force powers and no moral boundaries will run amok. This is why being a Jedi is a hindrance in this game. The hindrance is a collection of benefits and drawbacks that have a net effect of being a Major Hindrance. However, some of these benefits are what allow the Jedi to be so skilled at using the Force. Creating new playable Force using orders should now allow players as much skill as the Jedi, they are the pinnacle of knowledge when it comes to the Force. Jedi (Major) Code of Honor -2 Vow Major (-2) Enemy Major - Sith (-2) Force Sensitive (2) d6 in Control to begin (2) The Jedi Code The code must be followed at all times. Actions that that deviate from the code result in Dark Side points if the GM feels it necessary.

Being a Jedi

32

Being a Jedi is not an easy task, and not for those who are seeking excitement, adventure, and battle. A Jedi may attempt to rid himself of Dark Side points through atonement. First the Jedi must attempt to set right whatever event caused him to receive the Dark Side point as best he can. Sometimes this may be impossible, so the Jedi can instead balance things by asking the Force to guide him (the GM can assign him a good deed type task as a vision or dream from the Force. He must also spend a session calming his mind and not using the Force at all. After these things are accomplished he makes a Spirit roll. A success removes a Dark Side point; a failure does not. A critical failure means the Jedi is Fatigued for a session as he is wracked with guilt, and depression.

this way should always have some negative consequences later, howver. The medical supplies were the property of a village and intended for sick children, and now the characters are wanted. In addition, after using a Dark Side Benny, the character rolls a rolls a Control roll. If he fails he earns an additional Dark Side point. If he fails, and either the Dark Side die aces, or the Light Side die is a 1 he earns two Dark Side points.

Dark Side Points are points the character gets whenever he calls upon the Dark Side of the Force to succeed at a task, whenever he breaks an oath or vow he has sworn, or whenever he performs an act of agression, cowardice, or anger. The GM can also assign Dark Side point if he feels the character is using the Force in a anger, fear, or aggression. GMs should usually warn characters when they are about to get a Dark Side Point. Alternatively, a GM can add bonuses to the Dark SIde Die when characters are acting in ways that could get them a Dark Side Point. Instead of giving one to them outright, sweeten the pot of the Dark Side Die to make it more attractive. When a character receives his 5th Dark Side Point he becomes an agent of Evil and turns to the Dark Side of the Force. Characters who turn to the Dark Side of the Force become NPC Wild Cards and are no longer playable. Characters who turn to the Dark Side do not return. That honor is reserved for Anakin Skywalker only. At the beginning of the game the number of Dark Side Points a character has earns him Dark Side Bennies. These Bennies can be used just like normal bennies, but they also some added benefits. They may be spent to reroll any roll made by the character (Trait rolls, damage rolls, running rolls, anything), or they may be spent to add +1d6 to any Trait or Damage roll. They may also be used at the GMs discretion to gain control over minor aspects of the game. For example, if the characters are very much in need of finding medical supplies, but none exist in their current area, a Dark Side Benny could be spent to find some. Using them in

Dark side points

A Jedi may create effects with the Force that he wants to remain in effect, or function passively in the background. A Jedi may have as many ongoing, or passive effects as his Spirit die divided by 2. However, each effect active during a turn creates a cumulative -1 penalty to all trait rolls. Example: Aerrn Arclight wants to protect his friends as they escape a collapsing cave. He has boosted his Fighting to increase his Parry and is holding back a cave-in telekinetically. These effects have been up for several rounds, and during his current action he wants to swing his lightsaber at an attacking Battle Droid. The Fighting roll will be at a -2 because he is concentrating on maintaining the Force effects.

Passive Force Effects

The Force is like a still pond and those sensitive to the Force are like reeds standing in the water. When one uses the Force it creates ripples. Force sensitives can detect these ripples, and those who overuse the Force can create turbulent waves unintentionally. The Force is unpredictable and even the most well trained Jedi cannot completely tame its power. You never know when a ripple will build into a wave and cause massive destruction. A Force user must be careful never to overuse the Force. To represent this there are a few results on the Force dice that have special effetcs. The up side to this is that whenever another Force user calls upon the Force near Force Sensitive characters, or in a way that directly affects them, they receive a Sense roll at -2 to detect a disturbance in the Force. Light Side Die Dark Side Die 1 6 1 6 1 1 Result
Character succeeds with a raise but must spend d4 rounds calming himself to avoid earning a Dark Side Point. The Character has a revelation about the Force (role play it) and may remove one Dark Side Point with a successful Spirit roll. The character is overwhelmed from channeling the Force and earns a level of Fatigue.

distrubances in the Force

33

Example Force Powers


Control
Absorb/Dissipate Energy: Allows the Force User to absorb or dissipate energy, including light, heat, radiation and blaster bolts if it is activated before the energy hits. To activate the power the Force user makes a basic Conrtol roll. After that, each time he wants to aborb or dissipate damage from energy he makes a Control roll. For each success and raise on this roll the damage from the energy is reduced by 2. Accelerate Healing: A Force User who uses this power successfully may make a natural healing roll immediately. The power may not be used more than once per week and the character may not use it if he is incapacitated. This may not be used in combat and takes place over the course of an 8 hour rest, minimum. The character still gets his normal natural healing roll at the end of the week. Concentration: When using this power, the Force User clears all negative thoughts from her mind, feeling the Force flowing through the universe and his own being. The Force User concentrates on one specific task at hand and may make no other actions this round (including maintaining powers). If the Control roll is successful, the Force User may add +2 (+4 with a raise) to the next action they take. Control Pain: A wounded Force User who controls pain can act as if he has not been wounded, starting with the round after the Control roll has been made. For each success and raise on the roll the Force User may ignore 1 level of wound penalties. The wounds are not healed, but the character doesnt suffer the effects of being wounded. However, the character is still injured, and thus is prone to getting worse, even if the Force User doesnt feel the pain. For example, a character who suffers three wounds and is wounded again would still become incapacitated. Detoxify Poison: This power allows a Force User to detoxify or eject poisons that have entered his body. If the Force User makes the Control roll, and takes an 8 hour rest the poison has no effect. The Force user must be aware that he is poisoned to make this roll.

Emptiness: The Force user empties his mind and allows the Force to flow through him. The character seems to be in deep meditation and is oblivious to his surroundings. A character in emptiness may not move or take any action except to try to disengage from the emptiness. While in emptiness, a character is able to recenter himself and commune with the Force. Once the character comes out of emptiness, he gains 1 Benny for every 12 hours spent in emptiness to a maximum of 4 bennies. When in emptiness, characters dehydrate and hunger normally and suffer Fatigue for not eating or drinking. A character must make a Control roll at -1 for each 12 hour period to bring himself out of emptiness. When the character enters into the trance, he must state for how long he will be in emptiness. The character may attempt to come out of emptiness under the following circumstances: When the stated time has passed. Once each hour beyond the original time limit. (With a cumulative -1 penalty for each hour over the limit) The characters body takes any wounds. Hibernation Trance: This power allows a Force User to place herself into a deep trance, remarkably slowing all body functions. The Force Users heartbeat slows, her breathing drops to barely perceivable levels, and she falls unconscious. Anyone who comes across a Force User in hibernation trance assumes that the Force User is dead. Another Force User with the Sense skill will likely beable to detect the Force within the hibernating character and realize that he is alive. Remain Conscious: Remain conscious allows a Force User to remain conscious even after suffering enough wounds to cause Incapacitation. When a character with this power up would be rendered Incapacitated, he loses all other actions for the rest of the round but he is still conscious. The character must make a Vigor roll and perform all the normal steps that an Incapacitated character takes, but they will not take effect until he fails subsequent Control rolls or he allows himself to become Incapacitated. On the next round the Force User must make a Control roll (wound penalties apply) and if successful he may either move up to his pace, or perform one action. If he fails he becomes Incapacitated, suffers the effects from the previous Incapacitation rolls, and must make a roll on the Injury

34

table (possibly in addition to an Injury roll from the previous Incapacitation roll.)

Sense

Sentient Detection: This power allows Force user to detect live sentient beings who might otherwise remain hidden. When the power is activated, the Force user knows the location of all sentients within 10 meters (5 spaces) if the power is kept up, the character may know whenever a sentient approaches within 10 meters of them or vice versa. When approached by or approaching sentient creatures, the Force user should make a Sense roll opposed by Control or Stealth to detect sentients. (These rolls dont count as actions, so there are no penalties except those caused by injury.) The Force user detects each being that he ties or beats. If the he gets a raise, he is aware if this person has Force skills (yes or no), is Force-sensitive (yes or no), if he has met the person before (yes or no), and if yes, he knows their identity. Magnify Senses: This power allows a Force user to increase the effectiveness of his normal senses to perceive things that othiswise would be impossible without artificial aids. He can hear noises beyond his normal hearing due to distance or softness (he cant hear beyond normal frequencies). Likewise, he can see normally visible things over distances that would require the use of macrobinoculars; he can identify scents and odors that are normally too faint for his olfactory senses. Receptive Telepathy: A Force user who succeeds in a Sense vs Smarts roll can read the surface thoughts and emotions of the target. The Force user hears what the target is thinking, but cannot probe for deeper information. If the Force user gets a raise, he can sift through any surface memories up to 12 hours old. A Force user cannot sift through memories in the same round that contact is made (this process takes a full round). This power may be used on creatures and other sentient species, although it cannot be used on droids. Postcognition: This allows a Force user to investigate the tenuous imprints of the Force left on objects when they are handled by living beings. The character must be able to handle the target object. If the roll is successful, the Force user can determine who has handled or touched the object and what

events have transpired around it. The Force user may search for specific incidents or simply review past events, somewhat like viewing a hologram. Each success and raise gives a more specific reading. Example - A success may give a vague impression of what species or person touched the item last, a raise may conjure and image of that person, or allow the Force user to hear some of the conversation that happened aroound the object, and two raises might give a vision of a specific important event or person connected to the object Sense Force: This power is used to sense the ambient Force within an area. It cannot be used to specifically detect sentient beings, but it can tell if a being is a Force user. Sense Force will tell a character the rough magnitude of the Force in an area, person or object (rich, moderate or poor in the Force), and whether the area or object tends toward the dark side or the light (for example, the tree on Dagobah which Luke Skywalker entered is a dark side nexus rich in the negative energies of the dark side of the Force). An area rich in negative or positive energies may indicate past events or the activities of past inhabitants. The Force user may also receive vague premonitions about the area, such as I sense something wrong, or I sense a great impending tragedy.

Alter

Telekinesis: This power allows the Force user to levitate and move objects with the power of his mind alone. If used successfully, the object moves as the Force user desires. A Force user can levitate several objects simultaneously, but each additional object requires a new telekinesis roll and multi-action penalty. This power can be used to levitate oneself or others. When used to levitate someone against their will, the target may resist by making an opposed Strength roll. Using a levitated item to attack is a separate roll and action, and requires a Throwing roll. The weight of the object lifted determines damage (see Supers Companion). Change Pressure: Similar to Telekinesis this power allows the Force user to apply pressure to an object or area. Applied to a small area he could crush somebodys throat or lungs. Applied to a large area the Force user could maintain pressure in an area exposed to the vacuum of space. Conversely this power could

35

allow the Force user to create an area of lower pressure under water.

Control and Sense

Projective Telepathy: If the Force user successfully projects his thoughts, the target hears his thoughts and feels his emotions. The Force user can only broadcast feelings, emotions and perhaps a couple of words (this power cannot be used to send sentences or to hold conversations.) The target understands that the thoughts and feelings he is experiencing are not his own and that they belong to the user of the power. If the Force user doesnt verbally identify hisself, the target doesnt know who is projecting the thoughts. This power can only be used to communicate with other minds, not control them. Farsight: This power allows the user to see another place, or person who is distant either in time or space. With a success the Force User sees the person or place as they are when he is using the power. With a raise he may see into the past, and with two raises he may see into the future. To use this power the Force user must be concentrating on the object or person in question and name it before rolling. How much or what they see depends on the what the GM wants them to know...be patient.

Hibernate Another: This power allows a Force user to put another character into a hibernation trance as outlined in the Hibernation power. The affected character must be in physical contact with the powers user and must agree to be shut down (the power cannot be used as an attack to knock others unconscious.) Return Another To Consciousness: The target returns to consciousness after Incapacitation. The target cannot be revived is he is already dead. The power has the same restrictions as imposed by the Remain Conscious power, and the recipient must be touching the Force user.

Control, Sense and Alter Powers

Affect Mind: The target character believes an illusion or fails to see what the user of the power doesnt want him to see. The power is normally used on only one target; two or more targets can only be affected if the power is used two or more times. The target character believes he is affected by any successful illusions a character who thinks he is struck by an illusory object would feel the blow. If he thought he was injured, he would feel pain, or if he thought he had been killed, he would go unconscious. However, the character suffers no true injury. This power cannot affect droids or recording devices. Generate Energy: This power generates a specific energy that projects from the Force users hands or other appendages. Sith commonly use this to generate lightning attacks, but any sort of energy can be produced. The energy has a range of the Force users Spirit die in inches, and does 2d10 in damage. The Force user may add a trapping to it to describe the energy effect.

Control and Alter

Accelerate Anothers Healing: This power allows a Force user to heal another character, using the same rules and conditions as outlined in Accelerate Healing. The Force user must be touching the character to be healed. Control Anothers Pain: Allows a Force user to help another character control pain, under the same rules and conditions outlined in the Control Pain effect. The Force user must be touching the character to use this power. Injure: An attacking Force user must be touching the target to use this power. In combat, this means making a successful touch attack before the power is used. When the power is activated the attackers Alter roll vs the targets Spirit or Control roll determines damage but the damage may not be soaked.

36

Equipment
Armor

Low-Tech Gear
Armor Weight Cost Notes +2 10 $80 Covers torso +1 3 $30 Covers torso, arms, legs +1 1 $10 Covers torso +1 1 $10 Covers arms +1 1 $10 Covers legs +1 1 $5 50% vs head shots +3 20 $300 Covers torso +3 10 $100 Covers arms +3 15 $200 Covers legs +3 4 $50 50% vs head shots

The bonuses from low tech armor are halved when taking damage from energy weapons (round down.)

Type Chainmail Vest Leather Suit Leather Vest Leather Sleeves Leather Leggings Leather Helmet Plate Corselet Plate Arms Plate Leggings Pot helmet

Type Damage Weight Cost Notes Axe Str+d6 6 $15 Baton/club Str+d4 1 $1 Dagger/knife Str+d4 1 $8 Polearm Str+d8 12 $80 Reach 2; requires 2 hands Spear Str+d6 5 $5 Parry +1; Reach 1; 2 hands Sword Str+d8 8 $15 Great sword Str+d10 12 400 Parry -1, 2 hands Flail Str+d6 82 00 Ignores Shield bonus Great Axe Str+d10 15 500 AP 1, Parry -1, 2 hands Maul Str+d8 20 400 AP 2*, Parry -1, 2 hands Staff Str+d4 8 10 Parry +1, Reach 1, 2 hands

Melee Weapons

Type Range Damage RoF Cost Weight Shots Str Notes Bow 12/24/48 2d6 1 $20 3 d6 Net 3/6/12 Special 1 $10 5 Entangle Sling 4/8/16 Str+d4 1 $1 1 Spear gun 6/12/24 2d6 1 $10 2 Javelin 3/6/12 Str+d6 1 $5 3 Ammunition Ammo Weight Cost Notes Arrows 1/5 $1/5 For bows Sling stone 1/10 $1/10 Stones can be found for free on most worlds with a Notice roll and 1d10
minutes searching, depending on terrain

Ranged Weapons

39

Type Armor Weight Helmet +1 2 Visored helm +2 5 Plastisteel Armor +2 15 Platisteel Corslet +2 5 Plastisteel Arms +2 5 Plastisteel leggings +2 5 Spacesuit, shielded +1 10

Armor

Hi-Tech Gear
Cost Notes $25 50% vs head shots $50 Covers head; included with spacesuit, see notes $400 Covers full body, see notes $200 Covers torso, see notes $100 Covers arms, see notes $100 Covers legs, see notes $200 Covers full body; see notes

Melee Weapons

Type Damage Weight Cost Notes Lightsaber Str+d6+8 5 ** AP 12 Stun Rod Special 2 $300 See notes Vibro knife Str+d4+2 1 $250 AP 2 Vibro sword Str+d8+2 8 $400 AP 4 Vibro axe Str+d6+2 6 $300 AP 4 Vibro Pole Arm Str+d8+2 12 $800 AP 4; Reach 2; 2 hands

Type Pistols Hold Out Blaster Blaster Pistol Heavy Blaster Sonic pistol

Ranged Weapons

Range

Damage RoF Cost Weight Shots 2d4 2d6 2d6+2 special 2d8 2d8 2d6 - 2d10 4d6+1 1 1 1 1 1 2 1 - 3 1 $150 $200 $250 $500 $600 $800 $400 $10/10 $1500 $2000 1 4 6 6 10 15 8 1/10 50 30 Weight 0.5 0.5 0.5

Str Notes

3/6/12 12/24/48 8/16/32 special

5 15 10 10 20 30 1 - * * d6 d8 d8 -

see notes

Rifles Blaster rifle 24/48/96 Repeating Blaster 12/24/48 Bowcaster 12/24/48 Bowcaster ammo - Heavy Weapons E-Web Blaster 20/40/80 Blaster Cannon 40/80/160 Type Stun grenades Detonators Thermal Detonators

sm burst -

mounted mounted

Explosives

Range Damage Cost 5/10/20 3d6* $25 5/10/20 3d6 $75 5/10/20 3d6 $100

Notes Med Burst Template; Stun Med Burst Template Lrg Burst Template; Fire

40

Medical Supplies Item.....................................................Weight Cost. Cost Med Pack.......................................................3 $70 Vaccine, common.......................................1 $100 Data Pad.........................................................1 $20 Code Cylinders.............................................1 $20 Personal Conveyances Sensor Pack...................................................5 $200 Hover disc......................................................8 $300 Synthirope Dispensers 200 ....................1 $100 Rocket pack............................................... 12 $700. $700 Grapple gun..................................................3 $60 Spare grapple line......................................1 $5 Low light goggles.......................................1 $150 Low Tech Mundane Items Magnetic clamps........................................5 $50 Item...................................................Weight Cost. Cost Comlink..........................................................2 $30 Canteen........................................................1 $3 Thermal goggles.........................................1 $200 Tool kit..........................................................5 $100 Tool kit............................................................5 $250 Torch..............................................................1 $1 Glowrod.........................................................1 $10 Climbing Gear............................................3 $15 Macrobinoculars.........................................3 $200 Rope 50........................................................4 $10 Whistle..........................................................1 $5 Clothing Flare...............................................................1 $2 Fireproof suit................................................6 $250 Rations..........................................................6 $20 Radiation suit...............................................6 $150 Goggles........................................................1 $3 Cold weather clothing..............................8 $100 Shackles.......................................................1 $20 Formal clothes-............................................0 $200 Lockpicks.....................................................2 $100 Thermal goggles.......................................1 $200 Tool kit..........................................................5 $250

High Tech Mundane Items

Selected Gear Notes


Armor - The armor bonuses for low tech armor are halved against energy weapons. In addition, wearing armor gives a -2 penalty to Shooting, Notice, Stealth, and Climbing unless the character is trained in Armor use. Stun Rod - A stun rod is a pole tipped with an electrical generator. A touch attack is all thats needed, but its ineffective vs. armored areas. If the attack is successful, the victim must make a Vigor roll (2 with a raise) or be Shaken for for 1d4 rounds, after which he can try to recover as normal. Droids suffer 1d6 damage in addition to the stun effect. Sonic Pistol - The sonic pistol emits a blast of sonic energy that projects forward, damaging all targets in a straight line 1 wide, and 20 inches long. Targets in inches 1-5 take 4d6 damage, 6-10 take 3d6 damage, 11-15 take 2d6 damage, and 16-20 take 1d6 damage. This is treated as an area of effect weapon, but it is so fast targets in the line do not have time to duck for cover.

Weapons and Armor

Data Pads - Data pads are the spiral notebooks of the universe. Any data you want to record can be collected onto one of thse handy devices. Still no email or internet capabilities tho. Code Cylinders - Code cylinders are the wallets of the Star Wars universe. A code cylinder will contain your access codes for restricted areas, your credits, and personal information. Anything that would be in a persons wallet would be encoded on the code cylinder. Sensor Pack - A sensor pack is a device used to take readings on a geographic area. A sensor pack adss +2 to Navigation and Wilderness Survival rolls. It can also detect water and life forms at a range of 500 meters. Syntherope Dispensor - A strong synthetic material that comes out of a canister. The dispensor holds 200 worth of rope, once used the rope disintegrates after a few hours. The rope can hold up to 1000 kg.

Mundane Items

41

Grapple Gun - The grapple gun fires a hook like projectile tethered to a sytherope of around 60 meters (32). A successful shooting roll anchors the hook and allows characters to climb the rope. The gun has a range of 8/16/32. Low Light Goggles - These goggles reduce the darkness penalty by 1. Magnetic Clamps - Magnetic clamps can be attached to any metallic object, or plastisteel surface. The clamp will be immovable until released by pressing a button on the side. This allows characters to stand on the side starships, climb the sides of buildings, or connect large objects to a rope or chain. Comlink - Personal communication device. It has a range of about 50 kilometers. With satellite boost they could cover the surface of a planet. Thermal Goggles - These goggles allow the wearer to see in the infrared range. Heat signatures from creatures and other sources show up as red and yellow against a background of blue and green cool spots. Tool Kit - This portable tool kit is essential for repairing droids and starships. Without it characters suffer a -2 penalty to their roll. Glowrod - Glowrods provide daylight levels of light in a 6 radius. Macrobinoculars - These lenses allow the user to not only see at a farther distance, but they provide information on altitude, speed of the target, and distance from viewer. Adds +2 to Notice rolls when using to see things a long distance. Fireproof Suit - This shiny all in one body suit and removable helmet provides protection against the effects of heat. It provides 4 points of Armor against fire and a +2 modifier to Vigor rolls to resist the effects of heat. The suit is nonflammable. Radiation Suit - This heavily shielded suit and helmet provides a +2 bonus to resist the effects of radiation. Cold Weather Clothing - A complete suit comprising a parka, trousers, gloves, and boots. The suit provides a +2 bonus to Vigor rolls to resist the effects of cold weather.

Formal Clothes - Formal clothes add +1 to Charisma. Med Pack - Using Healing without a med pack imposes a 2 penalty. Vaccine - Vaccines are used to combat poisons and diseases. A single dose allows the victim to make an immediate Vigor roll (with any applicable modifiers) to overcome the effects of a toxin. Certain poisons and diseases cannot be treated with vaccines, GM has final say. Hover Disk - A hover disk will hold up to 30lbs of equipment for around 3 hours. It always stays adjacent to the operator, who has a remote control in his hand. It will not raise and lower however. This is essentially the same thing as a wheek barrel.

You might also like