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Star Wars in Savage Worlds
by Paul “ Rorschach ” Tobia
with help/comments/criticism of the Savage_Worlds mailing list
Version 1.2 – 1/28/03
Changelog:
1.2 – Changed racial edges to match rank requirements.
1.2 – Revised Force Powers to match TD v3 Powers format and some minor changes.
1.2 – Changed Professions to Professional Edges.
1.2 – Removed Professions that didn’t have any special abilities. (Easier to make your own
Soldier or Pilot or Diplomat or etc.)
1.2 – Minor wording changes to Saber Defense, Saber Deflect and Imp. Saber Defense.
1.2 – Changed weapon ranges to match up with TD v3 ranges.
1.2 – Changed droid write-ups to match TD v3 monster write-ups
1.1 – Changed Saber Defense to use a variant on the Vigor damage soak rules.
1.1 – Added Toughness stats for Example Droids.
1.1 – Changed Saber Deflect to a single Fighting roll to hit back.
Table of Contents
Racial Abilities ...................................................................................................................... 2
The Force ............................................................................................................................... 4
Force Powers ........................................................................................................................ 5
Professional Edges............................................................................................................... 7
Additional Edges and Hindrances ...................................................................................... 7
Equipment ............................................................................................................................. 9
Energy Shields .................................................................................................................... 10
Example Droids................................................................................................................... 11
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Star Wars in Savage Worlds
Racial Abilities
Human
Bonus Edge: Gain one free edge
during character creation
Ithorian
Clumsy: Character starts with d4-1
in Agility
Smart: Character starts with d6 in
Smarts
Spirited: Character starts with d6 in
Spirit
Survivalist : +2 to all Survival rolls
Bothan
Agile: Character starts with d6 in
Agility
Fragile: Character starts with d4-1
in Vigor
Alertness
Kel Dor
Agile: Character starts with d6 in
Agility
Spirited: d6 in Spirit
Fragile: Character starts with d4-1
in Vigor
Low Light Vision
Methane Breather
Cerean
Smart: Character starts with d6 in
Smarts
Spirited: Character starts with d6 in
Spirit
Clumsy: Character starts with d4-1
in Agility
Danger Sense
Mon Calamari
Smart: Character starts with d6 in
Smarts
Fragile: Character starts with d4-1
in Vigor
LowLightVision
Amphibious
Duros
Agile: Character starts with d6 in
Agility
Smart: Character starts with d6 in
Smarts
Weak: Character starts with d4-1 in
Strength
Fragile: Character starts with d4-1
in Vigor
Spaceborn
Quarren
Vigorous: Character starts with d6
in Vigor
Weak-Willed: Character starts with
d4-1 in Spirit
Amphibious
Gammorean
Improved Strong: Character starts
with d8 in Strength
Stupid: Character starts with d4-1
in Smarts
Clumsy: Character starts with d4-1
in Agility
Obese
Rodian
Agile: Character starts with d6 in
Agility
Weak-Willed: Character starts with
d4-1 in Spirit
Hunter: +2 to all Tracking rolls
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Star Wars in Savage Worlds
Sullustan
Agile: Character starts with d6 in
Agility
Fragile: Character starts with d4-1
in Vigor
Darkvision
Climber: +2 to all climbing rolls
Wookie
Improved Strong: Character starts
with d8 in Strength
Clumsy: Character starts with d4-1
in Agility
Weak-Willed: Character starts with
d4-1 in Spirit
Berserk (Wookie Rage)
Trandoshan
Strong: Character starts with d6 in
Strength
Clumsy: Character starts with d4-1
in Agility
Armored: Leathery skin provides an
natural +1 Armor
Darkvision
Zabrak
Nerves of Steel
Droid
CPU: Character is immune to
normal mind effects. Requires
additional programming to advance
skills.
Artificial Body: Character gains +2
to all rolls to recover from shaken.
All attributes require purchased
upgraded parts and installation.
Twi'Lek
Smart: Character starts with d6 in
Smarts
Weak-Willed: Character starts with
d4-1 in Spirit
Low Light Vision
Combat Reflexes
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Star Wars in Savage Worlds
The Force
Arcane Background: Force Use (Spirit)
Force Use is subject to all the rules of arcane backgrounds with the following additions:
Calling on the dark side will provide a force user an additional wild die (taking the best of three
dice), but it will also give the character Dark Side Points as explained below.
Dark Side Points (DSPs) represent a force user’s reliance and use of the dark side of the force.
A character is awarded DSPs as follows:
DSPs Gained Action Taken
1
Acting selfishly or in anger; using the Force lightly for
mundane tasks
2
Obvious acts of evil; causing pain and suffering; sadism
3
Blatant acts of evil; harming or killing the innocent
+1
Calling on the Dark Side (can be cumulative with above
actions)
Whenever a character gains DSPs she must immediately make a Spirit test with each DSP
penalizing the roll by -1. Success does not change the character's Taint or DSPs as she is able
to suppress the dark urges. Failure results in the character gaining a level of taint and losing all
DSPs.
Taint Effect
0
no effects
1
+2 to all Force Use rolls when calling on the dark side
2
+2 to all Force Use rolls when calling on the dark side
-2 to all Force rolls when not calling on the dark side
3
character becomes a Darksider (usually an NPC)
A character may remove one level of Taint before becoming a Darksider by spending a level up
advancement. This represents time spent in meditation and reflection by the Force User on the
nature of the Force and his place in it instead of training to increase other traits or gain an edge.
A character may remove DSPs by acts of selfless heroism as defined by the GM.
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Star Wars in Savage Worlds
Force Powers
Force Heal
Use the Heal power as stated.
Force Defense
Use the Armor power as stated.
Affect Mind
Rank: Seasoned
Power Points: 2
Range: 12/24/48
Duration: Instant
Trappings: Subtle waving of a hand and can subvocalize suggestions.
Affect Mind is an opposed roll versus the target's Smarts. Success causes a minor
distraction (Obi-Wan at the tractor beam "What was that?"). One raise will implant a mental
suggestion ("These aren't the droids you're looking for"). Two raises will create a mental illusion
(causing the target to fire on friends or fall off a ledge).
Force Stealth
Power Points: 1
Range: Self
Duration: 1 (1/round)
Rank: Seasoned
Trappings: Eyes closed for a moment, drawing robes around himself.
Success grants the recipient a +2 bonus to all stealth rolls. Each raise grants the recipient an
additional +2. Bonuses are lost and the character must re-roll stealth once the duration ends.
Force Jump
Rank: Novice
Power Points: 1
Range: Self
Duration: 1
Trappings: None.
Success grants the recipient a +2” bonus to all jump distances (vertical and horizontal). Each
raise grants the recipient an additional +2”.
Force Speed
Rank: Novice
Power Points: 1
Range: Self
Duration: 1 (may be maintained for 1PP/rnd)
Trappings: The Force User takes on a blurred effect while moving.
Success grants the recipient a +2” bonus to Pace. Each raise grants the recipient an
additional +2”.
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