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  savagE worlds Roleplaying gAme convErsion 
   
  By Victor “ThexFallenxOne” Lacroix. With inspiration and unwilling (and unkowning) help from Paul Tobia, 
  Jon Woodland, Ted Arlauskas and Jhon Brown. 
  Dedicated to my daughter. Hope the Force is always with you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Savage World, Smilin’ Jack, 50 Fathoms,  Great White Games, the GWG shark, and the Pinnacle logo are 
  Copyright Great White Games, LLC; DBA Pinnacle Entertainment Group.  
  Star Wars, and all associated terms, imagery and stuff is copyrighted Lucasarts. Used without 
  permission. This is a non-profit Fan work, made solely for fun. Please don’t sue. 
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  INTRODUCTION 
  4 
  NEW CHARACTER RULES 
  4 
  SPECIES 
  4 
  HUMAN: 
  4 
  BITH: 
  4 
  BOTHANS: 
  4 
  CEREANS: 
  4 
  DEVARONIAN: 
  4 
  DUROS: 
  4 
  EWOKS: 
  5 
  GAMORREAN: 
  5 
  GAND: 
  5 
  GUNGANS: 
  5 
  ITHORIANS: 
  5 
  JAWA: 
  5 
  KEL DOR: 
  5 
  MIRALUKA: 
  6 
  MON CALAMARI: 
  6 
  NAUTOLANS: 
  6 
  QUARREN: 
  6 
  RODIANS: 
  6 
  SULLUSTAN: 
  6 
  TOGRUTA: 
  6 
  TRANDOSHAN: 
  6 
  TWI’LEK: 
  6 
  UBESE: 
  7 
  WOOKIE: 
  7 
  ZABRAK: 
  7 
  DROID CHARACTERS 
  7 
  CREATION RULES 
  8 
  DROID (SPECIES): 
  8 
  DROID HINDERANCES 
  8 
  DROID EDGES 
  8 
  NON DROIDS EDGES AND HINDERANCES: 
  9 
  EDGES AND HINDERANCES 
  9 
  NEW HINDERANCES: 
  9 
  NEW EDGES: 
  9 
  THE FORCE 
  11 
  NEW RULES FOR THE FORCE 
  11 
  THE FORCE: TRAINING 
  11 
  THE FORCE: POWERS 
  12 
  LIGHTSABER FORMS 
  15 
  NEW SETTING RULES 
  16 
  NEW SKILLS RULES 
  16 
  NEW SKILL 
  16 
  NEW FEAR RULES 
  16 
  FEAR TABLE 
  16 
  NEW STARSHIP RULES 
  17 
  WEAPONS AND GEAR 
  18 
  MELEE WEAPONS TABLE 
  19 
  RANGED WEAPONS TABLE 
  19 
  STARSHIP WEAPONS 
  19 
  ACKNOWLEDMENTS 
  20 
  FINAL THOUGHTS 
  20 
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  introduction 
  I made this conversión alter reading 
  several of the others fan made Star Wars 
  conversions for Savage Worlds, and feeling that 
  they lacked the F!F!F! that is basic to Savage 
  Worlds. So, I started working on this 
  conversion, based on the old WEG d6 version of 
  Star Wars AND the newer SAGA Edition books 
  (Mostly for the species and powers). I tried to 
  keep it F!F!F! as much as posible, as changing 
  little from the Savage Worlds corebook. In the 
  end I feel that I managed to make a conversion 
  that is easy to play as the old WEG but with lots 
  of options like the new SAGA from WOTC.  
  Regarding the information about races, 
  starships and other, I’ll keep it to a minimum, 
  so if you like information, just go buy some 
  books (Personally, I own several WEG books, 
  the d20 version, and SAGA edition Books). I’d 
  like to encourage you to buy and support them, 
  even If you (Like me) prefer Savage World for 
  all your gaming needs. 
  I also used the Savage Worlds: 
  Explorer Edition and the Sci-Fi Toolkit primarily 
  and several other Savage Worlds Settings (Like 
  50 Fathoms, Tour of Darkness and Necessary 
  Evil) for details. 
  Thanks for downloading this and 
  please send your comments and ideas for 
  future updates. 
   
  new character 
  rules 
   
  Species 
   
  human:  
  As the Savage Worlds Corebook. A bonus Edge. 
  Languages: Basic 
   
  bitH: 
  Evolved Intellect: Starts with a d6 in Smarts, +2 
  to Knowledge rolls. 
  Frail: -1 thoughness, -2 to resist poison, disease 
  and fatigue from exhaustation. 
  Heightened Awareness: As “Alertness” Edge. 
  Meditative Trance: Biths only need to rest and 
  sleep for 4 hours a day. 
  Languages: Basic and Bith 
   
   
   
  bothans:  
  Agile: Starts with a d6 in Agility 
  Iron Will: Bothans have and above average will, 
  they get a +2 to spirit rolls to avoid being 
  manipulated or tricked (This includes Force 
  Powers). 
  Frail: -1 Thoughness. 
  Spy Network: Bothans are renowed spies and 
  have connections everywhere in the galaxy. 
  They add +2 to Streetwise rolls. 
  Languages: Basic and Bothan 
   
  cereans: 
  Smart: Due to their binary brains, Cereans are 
  very bright. They start with a d6 in Smarts 
  Intuitive: When dealt a card for initiative, 
  Cereans may chose to be dealt another one 
  after seing it. They must keep the second one 
  even if its worse. 
  Clumsy: Cereans are physically less cordinated 
  than other species. It cost them twice to raise 
  Agility, and must dedicate two leveling 
  advancements to raise it afterwards. 
  Languages: Basic and Cerean 
   
  devaronian: 
  *Male: Starts with a d6 Agility and the Mean and 
  Greedy (Minor) Hinderances. 
  *Female: Starts with a d6 in Smarts and the 
  Cautious and Stubborn Hinderances. 
  Manipulator: Starts with a d6 in Persuasion. 
  Natural Curiosity: Starts with the “Danger 
  Sense” Edge and +2 to Notice rolls when 
  surprised. 
  Languages: Devaronese and Basic. 
   
  duros: 
  Agile: Starts with a d6 in Agility 
  Expert Pilot: Duros starts with the “Ace” Edge 
  for free, and d4 in “Piloting”. 
  Frail: -1 Toughness. 
  Languages: Basic and Duresse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ewoks: 
  Agile: Starts with d6 Agility 
  Weak: Half Lifting limit, cost twice to raise 
  Strenght. 
  Must 
  dedicate 
  two 
  leveling 
  advancements to raise it afterwards. 
  Small: -1 Toughness. 
  Primitive: As the “All Thumbs” Hinderance, also 
  cannot learn the “Repair”, “Computer Use” and 
  “Piloting” skills. Cannot read Basic. May be 
  bought off with a Leveling Advancement. 
  Scent: Ewoks may guide themselves trough 
  smell. They ignore concealment in medium 
  burst around them, and gain a +2 to Tracking 
  when the target may leave odors. 
  Sneaky: Starts with a d4 in Stealth. +2 to Stealth 
  rolls. 
  Survivalist: +2 to survival rolls. 
  Languages: Ewokesse and Basic. 
   
  gamorrean: 
  Strong: Starts with a d6 in Strength. 
  All Thumbs: As the Hinderance. 
  Primitive: Cannot learn “Repair”, “Computer Use” 
  and “Piloting” Skills, Cannot read Basic. May be 
  bought off with a leveling advancement. 
  Clueless: As the Hinderance. 
  Brawny: As the Edge. 
  Nerves Of Steel: As the Edge (Ignore 1 penalty 
  from wounds). 
  Languages: Basic and Gamorrean. Gamorreans 
  can only Speak Gamorrean, but may learn to 
  understand any other languages. 
   
  gAnD: 
  Cunning: +2 to Tracking, Survival and Stealth. 
  Outsider: As the Hinderance (-2 Charisma) 
  Darkvision: Ignores Penalties for lighting. Only 
  sees in black and white. 
  Hard to Kill: As the “Hard to Kill Edge” 
  Special Equipment: Outside their homeworld, 
  Gands cannot survive without breathing 
  aparatus. If a Gand loses his breathing mask he 
  starts to suffocate. Gands also have a 
  Transliterator, 
  without 
  it 
  Gands 
  cannot 
  comunicate in any language except Gand. 
  Limb Regeneration: Gands may regenerate lost 
  limbs and permanent crippleds limbs 1d10 days. 
  Languages: Gand and Basic. 
   
  Gungans: 
  Agile: Starts with a d6 in Agility 
  Clueless: As the Hinderance. 
  Distrustful: Gungans are suspicious of every 
  other specie in the galaxy, making it hard to 
  interact with them. They suffer a +2 Charisma 
  when dealing with others beside Gungans. 
  Semi-Aquatic: Gungans can hold their breath 4x 
  their vigor die minutes, they start with a d4 in 
  swimming. 
  Luck: As the Edge. 
  Low-Light Vision: No penalties for Dim and Dark 
  lighting. 
  Languages: Gunganesse and Basic 
   
  ithorians: 
  Spirited: Starts with a d6 in spirit. 
  Charismatic: As the Edge. 
  Clumsy: It cost them twice to raise Agility, and 
  must dedicate two leveling advancements to 
  raise it afterwards. 
  Bellow: As Stun Power, with a sonic Trapping, 
  may be used once a day. 
  Languages: Basic and Ithorian. 
   
  JAwA:  
  Weak: Half Lifting limit, cost twice to raise 
  Strenght. 
  Must 
  dedicate 
  two 
  leveling 
  advancements to raise it afterwards. 
  Agile: Starts with a d6 Agility. 
  Small: -1 Toughness. 
  Darkvision: Ignores Penalties for lighting. Only 
  sees in black and white. 
  Scavenger: Jawas add 1 extra die of damage to 
  Ion Weapons. (e.g. Ion gun does 2d6 ion 
  damage, a Jawa firing it does 3d6 ion damage). 
  Mechanic: Jawas start with the “Mr Fix it” Edge 
  and a d4 in Repair. 
  Language: Jawa, Jawa Trade Language and 
  Basic.  
   
  Kel Dor: 
  Agile: Starts with a d6 in Agility 
  Wise: Starts with a d6 in Spirit 
  Frail: -1 Toughness, cost twice to raise Vigor. 
  Must dedicate two leveling advancements to 
  raise it. 
  Force Senstive: Kel Dors start with the Edge 
  “Force Sensitive” 
  Low-Light Vision: No penalties for Dim and Dark 
  lighting. 
  Special Equipment: Outside their homeworld, Kel 
  Dors cannot survive without special googles 
  and breathing aparatus. If a Kel dor loses his 
  googles is considered Blind, and if he loses his 
  breathing mask he starts to suffocate. 
  Languages: Kel dor and Basic. 
   
   
   
   
   
   
   
   
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  miraluka: 
  Smart: Starts with a d6 in Smarts. 
  Slow Reaction: Miralukas are dealt two initiative 
  cards and act in the worst one. 
  Force Sensitive: Miraluka starts with the “Force 
  Sensitive” Edge. 
  Force Sight: Even though blind, Miraluka do not 
  recieve penalties to any rolls when in presence 
  of living beings. This also works as Darkvision. 
  Beings invisible to the force (Like the Yuuzhan 
  Vong and the Ysalamari) are invisible to the 
  Miraluka. So is the Miraluka truly blind in zones 
  that dampen o suppress the Force. 
  Languages: Miralukese and Basic. 
   
  mon cAlamari: 
  Smart: Start with a d6 in Smarts 
  Frail: -1 Toughness, cost twice to raise Vigor. 
  Must dedicate two leveling advancements to 
  raise it. 
  Aquatic: Cannot drown. Starts with a d4 in 
  swimming. 
  Low-Ligth Vision: No penalties for Dim and Dark 
  lighting. 
  Alertness: As the Edge. 
  Languages: Mon Calamarian and Basic. 
   
  NautolanS: 
  Vigorous: Nautolans start with a d6 in Vigor. 
  Aquatic: Cannot drown. Starts with a d4 in 
  swimming. 
  Low-Ligth Vision: No penalties for Dim and Dark 
  lighting. 
  Hardy: +2 Toughness. 
  Clueless: -2 to most common Knowledge rolls. 
  Languages: Nautila and Basic. 
   
  quarren: 
  Tough: Starts with a d6 in Vigor. 
  Rude: Quarren are rude and lack social grace. 
  They get -2 Charisma. 
  Weak-Willed: Quarrens are easily tricked. They 
  get -2 to resist Tricks and Taunts. 
  Aquatic: Cannot drown. Starts with a d4 in 
  swimming. 
  Low-Ligth Vision: No penalties for Dim and Dark 
  lighting. 
  Persuasive: Starts with d4 in Persuasion. 
  Languages: Quarren and Basic. 
   
  Rodians: 
  Agile: Starts with a d6 in Agility. 
  Overconfident: As the Hinderance. 
  Mean: As the Hinderance (-2 Charisma.) 
  Alertness: As the Edge. 
  Low-Ligth Vision: No penalties for Dim and Dark 
  lighting. 
  Tracker: Starts with a d4 in tracking. 
  Survivalist: +2 to Survival rolls. 
  Languages: Rodese and Basic. 
   
  Sullustan: 
  Agile: Start with a d6 Agility. 
  Frail: -1 Toughness, cost twice to raise Vigor. 
  Must dedicate two leveling advancements to 
  raise it. 
  Darkvision: Ignores Penalties for lighting. Only 
  sees in black and white. 
  Climber: Starts with a d4 in Climbing. 
  Alertness: As the Edge. 
  Languages: Sullustese and Basic. 
   
  togrutA: 
  Agile: Start with a d6 Agility. 
  Pack Hunter: If you have Gang up bonus against 
  your enemy, your attacks have +2 damage. 
  Sneaky: Starts with a d4 in Stealth. +2 to Stealth 
  rolls. 
  Spatial Awareness: When making Notice Rolls, 
  Togrutas ignore cover and concealment in a 
  medium burst around them. 
  Frail: -1 Toughness. 
  Languages: Togruti and Basic. 
   
  Trandoshan: 
  Strong: Starts with a d6 in Strenght 
  Clumsy: Cost twice to raise Agility. Must 
  dedicate two leveling advancements to raise it. 
  Darkvision: Ignores Penalties for lighting. Only 
  sees in black and white. 
  Limb 
  Regeneration: 
  Trandoshans 
  may 
  regenerate lost limbs and permanent crippleds 
  limbs 1d10 days. 
  Natural Armor: +1 Toughness 
  Languages: Dosh and Basic 
   
  Twi’lek: 
  Charismatic: As the Edge. 
  Weak-Willed: Twi’leks are easily tricked. They 
  get -2 to resist Tricks and Taunts. 
  Fortitude: +2 to resist Poison and diseases. +2 
  to remove Shaken. 
  Low-Ligth Vision: No penalties for Dim and Dark 
  lighting. 
  Deceptive: Starts with d4 in Persuasion. 
  Languages: Ryl and Basic. 
   
   
   
   
   
   
   
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  ubesE: 
  Agile: Start with a d6 Agility. 
  Frail: -2 to vigor rolls to resist fatigue, poison 
  and disesase. -1 Toughness. 
  Agressive: The character gains a +2 bonus to 
  damage from a Wild Attack (For a +4 total extra 
  damage) 
  Survival Instinct: Starts with a d4 Survival. 
  Suspicious: gain the “Alertness” Edge. 
  Special Equipment: Outside their homeworld, 
  Ubese cannot survive without breathing 
  aparatus. If he loses his breathing mask he 
  starts to suffocate. Ubese cannot make sounds 
  louder than a whisper without a voice 
  modulator. Ubese also wear Enviromental suits 
  when outside their homeworld that protects 
  them from the hazards of other enviroments. 
  This suit gives them +1 armor and +1 to Vigor 
  rolls to resist enviromental hazards (Heat, Cold, 
  Radiation, etc). 
   
  wookie: 
  Strong: Starts with a d6 in Strenght 
  Brawny: As the Edge. 
  Berserk: As the Edge. 
  Intimidate: Starts with a d4 in Intimidate. 
  Outsider: As the Hinderance (-2 Charisma). 
  Clumsy: Cost twice to raise Agility. Must 
  dedicate two leveling advancements to raise. 
  Languages: Shyriiwook and Basic. Wookies 
  cannot speak Basic. 
   
  zabrak: 
  Alertness: As the Edge. 
  Harsh Enviroment: +2 to rolls to resist Fatigue 
  from heat and cold. +1 Toughness. 
  Languages: Zabrak and Basic 
   
  droid charactErs 
   
  Players who want to play a Droid have two 
  options. Choose one premade Droid and use it 
  as template or create a new droid from 
  scratch. In any option, there are several 
  common rules. 
  Droid Special Rules: 
  Every Droid player character is cosidered 
  independent, sentient and with free-will. It’s 
  considered to have a Heuristic Procesor that 
  allows free interpretation and learn from doing, 
  making them no diferent to play that any other 
  character.   
  Droids may be shut down, willingly or by force. 
  To shut down an unwilling Droid, first must be 
  grabbed, and make a Repair roll, if succesful, 
  the Droid is shut down, and is considered 
  helpless and unconscious. 
  A Droid may be restricted by a Restraining Bolt. 
  A Restraining Bolt shut down the Droid’s motor 
  impulsor without shutting down the droid. The 
  Restraining Bolt is activated remotely by a Droid 
  Caller, a handheld transmitter. When activated, it 
  overrides the Droid’s motor function and impels 
  it towards the caller for as long as it is 
  activated. 
  Unless stated otherwise, the Droid is equipped 
  with a Vocabulator enabling it to speak the 
  languages it knows. 
  Droids learn new skills by way of programming. 
  When a Droid Player Character advances in 
  experience, it cannot learn new skills (at d4) 
  without reprogramming. Reprogramming to 
  learn a new skill requires a Computers roll. The 
  Droid can make the roll itself at a -4. In a fail, 
  the Droid loses a die type on a skill it already 
  have at random,  as a result of a minor 
  memory leak (besides not learning the new 
  skill). In a succes the new skill is learned at d4. 
  Droids can also be reprogammed at any time to 
  reset their skill points. A Computers roll at -2 is 
  made (-6 if the Droid itself makes it). In a 
  succes the Droid may redistribute its skills dies. 
  In case of failure, the Droid loses one die type 
  on a random skill. 
  Droids cannot be Force Sensitive, and cannot 
  learn Force Edges or Powers. Are not affected 
  by Powers that affect the mind or the living. 
  Droids cannot be healed by the Healing skill or 
  Force powers and do not make natural healing 
  rolls. The Repair skill replace the use of the 
  Healing skill for Droids. Droids don’t bleed out. 
  When rolling on the Incapacitation Table in a roll 
  of Failure the Droid is incapacitated until 
  repaired and roll in the Injury Table for a 
  Permanent Injury (meaning that spare parts 
  and a expert is needed to fix the broken piece). 
  In case of Death, there is still hope for the Droid, 
  another player may make a Repair roll to 
  recover the Memory bank of the Droid. If it is 
  recovered it can be installed in a new chassis, 
  preserving all the memories and skills of the 
  Droid. Smarts and Spirit are preserved, but 
  Strenght, Agility and Vigor depends on the new 
  chassis. 
   
   
   
   
   
   
   
   
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  creation Rules 
  Start with the Droid and treat it as a Species 
  trait. Droid characters have access to exclusive 
  Edges but there are Edges and Hinderances not 
  allowed to them. 
   
  droid (species): 
  Construct: +2 to recover from shaken, no 
  wound penalties, not affected by poison nor 
  diseases. No damage from stun weapons. 
  Ion Vulnerability: Droids take full non-letal 
  damage from Ion weapons. 
  Maintenance: Droids must recharge at least 1 
  hour every 3 days. After that, droids suffer one 
  fatigue every hour until incapacitated. While 
  recharging droids are shut down and 
  unconscious. 
  Languages: Basic and Binary 
   
  droid hinderances 
   
  Behavioral Inhibitor [Minor/Mayor] 
  Behavioral Inhibitor acts as the Pacifist 
  Hinderance but restricted to Living beings, and 
  the Droid feels the need to obey who it feels is 
  its owner and master. 
   
  No thumbs [Minor] 
  The Droid has claws, pincers or something 
  similar instead of a intended 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 such try 
  (including attacks made with weapons made 
  for normal hands). 
   
  No Vocabulator [Mayor] 
  The droid lacks a Vocabulator, so it cannot 
  speak other than machine code. It can 
  understand any language it knows, but cannnot 
  speak it. Only someone who knows binary can 
  understand the Droid. 
   
  Weak battery [Minor] 
  The droid have a faulty battery that last less 
  than normal batteries. It needs to recharge 
  every day for one hour instead of every 3 
  days. 
   
  Wheeled [Minor] 
  The droid has a wheeled system for transport, 
  making it hard for it to climb even stairs. 
  In rough terrain halves its pace and apply a -4 
  penalty when climbing (asuming it has another 
  way of holding, like arms). 
   
  droid edgEs 
   
  Fearless 
  Your droid did not have Fear progammed into it, 
  making it immune to its effect. 
   
  Hardy 
  The Droid have a reinforced chassis making it 
  so only strong well placed blows can take it 
  down. If the Droid is Shaken, further shaken 
  results have no effect. They do not cause a 
  wound. 
   
  Heat Sensors 
  The Droid is equipped with sight sensor that 
  detect the heat of living beings. It halves 
  penalties due to lighting when attacking living 
  beings. 
   
  Improved Sensors 
  The Droid have improved sight sensors that 
  allows it to see in all but the blackest darkness. 
  The droid suffers no penalties for dim and dark 
  lighting. 
   
  Darkvision 
  Requierement: Improved Sensors. 
  This upgrade allows the droid to see in total 
  darkness. While in total darkness colors cannot 
  be percieve. The droid suffers no penalties for 
  lighting but can only see in black and white 
  while in total darkness. 
   
  Wall Walker 
  The droid have a 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. 
   
  Exotic Chassis 
  The droid is built so there is no way of 
  guessing where its vital systems are. The droid 
  suffer no extra damage from called shots. 
   
  Memory Backup 
  The droid posses a “black box” allowing its 
  memory to be recovered automatically if its 
  body is destroyed. Anyone looking for it finds it 
  without any roll. 
   
  Locked Access 
  The Droid have its shutdown switch secured or 
  located internally, preventing opponents from 
  shutting it down. The Droid must be disabled or 
  helpless before it can be shut down. 
   
   
   
   
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  Hidden Restrictor 
  By rewiring its internal systems, the Droid have 
  become immune to the effects of Restraining 
  Bolts and Droid callers. The droid can still feel 
  when it is being used and fake it though. 
   
  Backup Battery 
  The droid have a second battery set that allows 
  it to run for twice as long as normal before 
  needing to recharge. 
   
  Translator Unit 
  The droid comes with a Translator Unit that 
  allows him to understand and speak (if it 
  possess a Vocabulator) most of the galaxy’s 
  languages. In addition if  a unkwon language is 
  found it can make a Knowledge roll at -2 to 
  recognize it as a dialect of another known 
  language and try to translate it. 
   
  Armor 
  The droid chassis is reinforced, giving it +2 
  Armor. 
   
  Built-in Weapon 
  The droid have a weapon built into his 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. 
   
  Built-in Equipment 
  The droid possess a set of tools within its 
  body. It has +2 Repair rolls, and the equipment 
  may include: Electric arc welder, Circular Saw, 
  Fire extinguisher, Holorecorder and projector, 
  50 meters syntherope, comlink, diagnosis tools. 
   
  non droids edges and 
  hinderancEs: 
  The following Hinderances and Edges may not 
  be taken by Droid characters. 
   
  Hinderances: 
  Anemic 
  Delusional 
  Elderly 
  Obese 
  Outsider 
  Pacifist (Replace with Behavioral Inhibitor) 
  Ugly 
  Young 
   
  Edges: 
  Force Sensitive 
  Attractive 
  Fast Healer 
  Healer 
  Nerves of Steel 
  New Power 
  Noble 
  Power Points 
  Power Surge 
  Rapid Recharge 
  Tough as Nails 
   
  edgEs and 
  hinderances 
   
  The following are Edges and Hinderances that 
  do not work with the setting: 
   
  Arcane Background (Any] 
   
  Arcane Resistance 
   
  Improved Arcane Resistance 
   
  Champion 
   
  Holy/Unholy Warrior 
   
  Mentalist 
   
  Soul Drain 
   
  Wizard 
   
  Woodsman 
   
  All Hinderances from the Corebook apply to this 
  setting. 
   
  NEW hiNDeRancES: 
   
  Clouded Mind [Minor] 
  The hero is often overwhelmed by his feelings 
  making it hard for him to keep a clear mind. He 
  is often brash and quick to take action and 
  makes an ill Jedi. He has -2 to rolls to resist the 
  Dark Side of the Force. Only Force Sensitive 
  characters can take this Hinderance. 
   
  NEW eDgES: 
   
  Force Sensitive [Background] 
  Your character was born with the ability to 
  sense the Force. Besides training in the use of 
  the Force, your innate knowledge allows you to 
  when you spend a Force Point (Bennies) to re-
  roll a trait test, you may instead choose to roll 
  a d6 and add its result to your roll. This d6 can 
  ace as usual. The downside is that you can be 
  tainted by the dark side (See Dark side section). 
   
  Force Training [Arcane Background] 
  Requirements: Force Sensitive. 
  Force training allows you to use the Force to 
  allow super human feats. See “The Force” 
  section for more information. 
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  Lightsaber Defense [Combat] 
  Requirements: Fighting d8, Force Sensitive. 
  When your character is wielding a lightsaber, he 
  has +1 parry and he imposes a -1 penalty to 
  enemies triying to hit with ranged weapons. 
  This does not accumulate with the bonus from 
  Dodge and Improved Dodge. Your character is 
  too busy using his saber to block to dodge the 
  attacks. 
   
  Lightsaber Deflect [Combat] 
  Requierements: 
  Seasoned, 
  Fighting 
  d10, 
  Lightsaber Defense. 
  When a ranged energy attack misses your 
  character and he is wielding a Lightsaber he 
  may try to bounce the attack back. Make a 
  Fighting roll at -2 (plus any modifier for 
  darkness, cover and range) If he score a 
  succes he has hit his attacker, roll the damage 
  of the weapon used (NOT the lightsaber, the 
  weapon the enemy used) and resolve as 
  normal. A Raise scored in the Fighting roll does 
  not add an extra 1d6 to the damage. 
   
  Force Resistant [Background] 
  Requierements: Not Force Sensitive. 
  Your character is severed from the Force, and 
  as such is hard to affect with it. Add +2 to any 
  roll to resist Force powers even friendly 
  powers. He also has 2 armor against damaging 
  Force effects.  Miraluka can still sense you and 
  attack you, but at a -2, like if you had cover. 
   
  Jedi [Professional] 
  Requierements: Force Sensitive, Force Training. 
  You have recieved training in the ways of the 
  Jedi. In so, you add +2 to your Force Use rolls 
  to call Light and Neutral Powers, but you must 
  follow the tenets of the Jedi Order. You have 
  the “Code of Honor” Hinderance. In Exchange 
  you may select an extra non Dark Side power. 
  Also, you have a Lightsaber that is considered a 
  Trademark Weapon (+1 to Fighting rolls). The 
  bonus is lost if the weapon is lost. 
   
  Force Adept [Professional] 
  Requierements: Force Sensitive, Force Training. 
  You have been trained under other Force 
  wielding group outside of the Jedi or the Sith. 
  You gain +1 to you Force Use rolls, and you gain 
  +2 to resist the Dark Side taint when using Dark 
  Side Powers. Choose one new Force Power. 
   
  Bounty Hunter [Professional] 
  Requierements: Shooting d8, Tracking d8, 
  Streetwise d6. 
  Bounty Hunters have +2 Streetwise and 
  Intimidation in places where they are known. +2 
  to tracking when following someone with a 
  bounty on. Also they gain +2 damage when 
  attacking enemies they have a bounty on.  
   
  Scoundrel [Professional] 
  Requierements: Smarts d6, Gambling d8, 
  Persuasion d8. 
  Scoundrel gain +2 Charisma, +1 to gambling  and 
  an extra Force Point (Cumulative with Luck 
  Edge). 
   
  Gunslinger [Professional] 
  Requierements: Shooting d10, Seasoned. 
  Gunslingers can “fan shot” when using one-
  handed ranged energy weapons. The hero can 
  make a Fan shot to shoot three times in an 
  round at a -2 penalty. Innocent bystanders are 
  hit In a roll of 1-2. 
   
  Scout [Professional] 
  Requierements: Knowledge d6, Survival d8, 
  Vigor d6. 
  Scouts gains +2 Survival and don’t suffer 
  penalties to their Pace for terrain. In addition 
  they roll a d10 when running. 
   
  Slicer [Professional] 
  Requierements: Smarts d6, Computer Use d8. 
  Slicers gain +2 to Computer Use and +2 Repair 
  when used to repair computers. Also gain +2 to 
  Investigation and Common Knowledge rolls 
  when using a computer. 
   
  Spaceborn [Background] 
  Requierements: Novice, Piloting d6, Computer 
  Use d6. 
  Spaceborn characters gain +2 to Astrogation 
  rolls and +2 to repair rolls when repairing 
  Starships. 
   
  Martial Arts [Combat] 
  Requierements: Fighting d6 
  The hero is trained to fight unarmed and 
  against multiple enemies. He 
  is never 
  considered unarmed and enemies gain no 
  Gang-up bonus against him. 
   
  Teräs Käsi [Combat] 
  Requierements: Fighting d8, Martial Arts. 
  The hero has been trained in the most powerful 
  martial art in the galaxy. His unarmed attacks 
  do Str +1d6 damage and he gains +1 parry. 
   
  Master of Teräs Käsi [Combat] 
  Requierements: Seasoned, Fighting d10, Martial 
  Arts, Teras Käsi. 
  The hero has become a Master of Teräs Käsi, 
  making his body a lethal weapon. His unarmed 
  attacks have AP 4 and gains +1 Parry 
  (Cumulative with the one from Teräs Käsi Edge 
  for a +2 total). 
   
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  THE FoRcE 
  New Rules for The 
  Force 
   
  Bennies 
  Bennies in Star Wars are called “Force Points” 
  and represent the ability of characters to call 
  into this power and change fate. Even people 
  that are not Force sensitive, or do not believe in 
  it can call upon it. They call it “luck”. Force 
  sensitive characters have more control over it, 
  as denoted by the Force Sensitive Edge, but 
  nonetheless, everyone can use it. 
  Force points fill the same functions as Bennies 
  in the Savage Worlds Corebook. Soak wounds, 
  re-roll trait tests, remove shaken status. Every 
  character start the story with 3 Force points 
  (unless modified by Edges or Hinderances), and 
  the game master is encouraged to give more 
  during the session to heroic or imaginative 
  players. 
  The diference is that Force Sensitives character 
  may get tainted by the Dark Side. Every time a 
  Force Sensitive hero uses a Force Point to re-
  roll or add a d6 to its roll, and she does it for 
  an evil or immoral reason, she may give into 
  the dark side. She must make a Taint Roll. Evil 
  reasons may include, trying to attack someone, 
  not in self defense, stealing without a good 
  reason, running away and leaving others in 
  danger. Jedi characters must be even more 
  careful as using the force while angry or fearful 
  may bring them down to the dark side. 
   
  The Dark Side Taint 
  Anytime your character must make a Dark side 
  roll, he makes a Spirit roll and applies his 
  wound modifiers and his taint modifier as 
  penalties. Yes, it’s easier for a wounded and 
  tainted character to fall down. The path to the 
  dark side is an easy one, and heroes not 
  thinking clearly may slip. If the hero fails the roll 
  she gains a Taint point. Taint makes it easier for 
  heroes to call upon the dark side, while at  the 
  same time making it harder to call upon the 
  Force for any purpouse but to cause mayhem 
  and chaos. 
  With 1 Taint point, your character gains +2 to 
  Force Use when using Dark Side Powers, and if 
  he  spends a Force Point to do evil, he adds +2 
  to the result of the d6 or re-roll. 
  With 2 Taint points, the same bonus applies, but 
  he nows suffer a -2 penalty to any Force Use 
  rolls that do not call upon Dark Side Powers, 
  and to the d6 or re-roll when spending a Force 
  Point not to indulge in his dark desires. 
  When the character gains his third point, he is 
  too far gone in the dark side. Only a redeeming, 
  selfless act may bring him back. Probably dead. 
  When the hero wins this last point, he has little 
  time to redeem himself before he is truly lost 
  and becomes an evil in the hands of the Game 
  Master. He has 1d6 days to clean at last one 
  point of Taint. If after that time, or if he gains 
  another Taint point, he is lost to the Dark side 
  and becomes an NPC in control of the GM. 
   
  Cleansing the Taint. 
  To cleanse the taint, the hero must be willing to 
  make sacrifices, both physical and mental. He 
  must be able to meditate at least 3 hours a day 
  during a week. During this time he cannot call 
  upon the Force. At the end of the week he may 
  spend a Force Point and make a Spirit roll 
  modified by the Taint. If succesful, he loses 1 
  point of Taint. 
  The other way is making a heroic sacrifice, by 
  putting the life of others before his, and doing it 
  dramatically (not stupid suicide), the GM may 
  allow a Spirit Roll to lose 1 point of Taint. This 
  self sacrifice must be selfless, dramatically 
  apropiate and must at least leave some kind of 
  lasting evidence (so be it a wound scar or 
  some psycological evidence). This is finally up 
  to the GM discretion. 
  Taint 
  Effect 
  0 
  No effect 
  1 
  +2 to Force Use Dark Side Powers 
  2 
  +2 to Force Use Dark Side Powers 
   -2 To Force use any other powers 
  3 
  Same as before. 1d6 days to redeem 
  self. 
   
  The Force: Training 
   
  Force Training 
  Related Skill: Force Use (Spirit) 
  Starting Power Points: 10 
  Starting Powers: 2 
  This Edge allows heroes that are force 
  sensitive to achieve feats through the Force. 
  Every power is activated through the “Force 
  Use” skill,  Jedis, Sith and Force Adepts are the 
  most typical Force Users. A high Spirit and high 
  Force Use are helpful for those that follow any 
  of that paths. Force powers do not have Rank 
  requierements, so even a newbie Force user 
  can achieve great things. 
  Force Powers use Force Power points (to 
  separate 
  from 
  Force 
  Points) 
  and 
  this 
  represents the  fatigue caused by calling into 
  the Force. 
   
   
   
   
   
   
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  Force Use [Spirit] 
  This skill represents your understanding of the 
  Force, and how to manipulate it, or understand 
  it desires and follow them.  
  This skill is used to activate the Force powers, 
  and it can be used to achieve minor Force 
  feats. A character with Force Use skill can make 
  the following actions. 
  Sense The Force: The player concentrates on 
  feeling the flow of the Force around him 
  noticing changes in it. The player may notice 
  places or persons strong in the Force on a 
  succesful roll, on a Raise he may pinpoint the 
  place 
  where the 
  disturbance came or 
  understand the overall level of Force conecction 
  of someone. 
  Sense Life: The same way the player feels The 
  Force, he may feel it in living beings. On a 
  succesful roll he may know if someone is 
  around in a medium burst around him, ignoring 
  cover or hiding. On a Raise he senses living 
  beings on a large burst around him and senses 
  exactly how many there are. It only works on 
  Living beings. Droids and characters invisible to 
  the force cannot be percieved. This ability 
  cannot pinpoint the exact location of someone, 
  just if they are near. 
  Search your Feelings: A player may make a roll 
  to determine if a course of action will have a 
  favorable outcome. It takes one minute to use 
  this skill this way. This only show near future 
  repercutions 
  and 
  not 
  the 
  long 
  term 
  consequences of your actions. 
  Move Objects: The player may attemp to move 
  small, light objects, like small weapons. He may 
  move up to 2 kg (4 lbs) per succes and raise 
  and move it. The range for this skill is Smarts. 
  Force Astrogation: A player may make an 
  Astrogation roll at -2 using his Force Use skill 
  even if he doesn’t count with a Navi-Comp or 
  Astromech. Using this ability takes 15 minutes 
  and cannot be hurried. 
  Telepathy: The player may send small toughts 
  to others. Only short word or idea can be send 
  at once. Things like “Danger!”, “Help!”, “It’s a 
  Trap!”. The dificulty is increased by the distance 
  to the receptor of the tought. 
   
  Modifier 
  Distance 
  0 
  Same planet 
  -2 
  Same Galaxy 
  -4 
  Same Rim 
  -6 
  Far Far away 
   
   
   
   
   
  The Force: PowErs 
   
  Absorb Energy 
  Power Points: 1 
  Range: Self 
  Duration: 1/1 
  Trapping: Absorbing the energy from a shot 
  with your hand or body. 
   
  Absorb Energy allows the user to 
  negate or even convert damage from ranged 
  energy weapons into health or power. 
  If you are hit by an ranged energy 
  attack while this power is active roll your Spirit 
  vs the damage from the attack. Failure means 
  the attack damages you normally. A success 
  means you negate the damage and a Raise 
  means you absorb the damage, healing 
  yourselve of 1 wound, 1 fatigue or recover 2 
  Force Power points. 
   
  Battle Mind 
  Power Points: 2 
  Range: Touch 
  Duration: 3/1 
  Trapping: Concentrate in what you want to 
  strenghten, then extend your hands over your 
  target. 
   
  Allows you to increase a trait of  a 
  target. 
   
  Works just like Boost Trait, except you 
  cannot lower enemies traits. A success raises 
  the target trait by one die type, a Raise boost it 
  2 die types (e.g. from d4 to d8). 
   
  Battle Strike 
  Power Points: 2 
  Range: Self 
  Duration: 3/1 
  Trapping: Weapon or fists glow with the power 
  of the Force. 
   
  Battle strike allows you to imbue your 
  weapon with the Force making it more 
  powerful. 
   
  Works like the Smite power, but only 
  on your own melee weapon. 
  A success adds +2 to weapon damage, and a 
  Raise adds +4 to weapon damage. 
  Weapons imbued by this Power can deflect 
  Lightsabers and count as Cortosis weapons. 
   
  Battle Concentration 
  Power Points: 2 
  Range: Self 
  Duration: 3/1 
  Trapping: Close your eyes and trust the Force. 
   
  Battle Concetration allows you to 
  improve your aim with ranged weapons, 
  including those of starships. 
   
  A succes adds +1 to your shooting 
  rolls, a Raise adds +2 to your shooting rolls. 
   
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  Control Pain 
  Power Points: 2 
  Range: Self 
  Duration: 3/1 
  Trapping: The Force fills you with will to 
  continue despite your injuries. 
   
  Control Pain allows you to ignore 
  penalties due to wounds. 
   
  On a sucess you ignore 1 point of 
  Wound penalties. On a Raise ignore 2 points of 
  Wound penalties. 
   
  Dark Rage [Dark Side] 
  Power Points: 3 
  Range: Self 
  Duration: 3/1 
  Trapping: You use your inner feelings of rage 
  and hatred to help you fight. 
   
  Dark Rage uses hatred, fear, revenge 
  as its fuel to increase your ability to fight and 
  withstand pain. 
   
  While Dark Rage is active you gain +2 
  fighting, +2 toughness, ignore wound and 
  fatigue penalties and become inmune to mind 
  effects and tricks. You can still be taunted and 
  you suffer -2 parry. 
  When Dark Rage ends, you suffer one fatigue 
  level. If you scored a Raise in the Force Use roll 
  to use this power, ignore the Fatigue at the end 
  of the power. 
   
  Enhace Senses 
  Power Points: 2 
  Range: Self 
  Duration: 3/1 
  Trapping: Through the Force you extend your 
  senses and see and hear beyond your 
  capability. 
   
  Enhace Senses allows you to increase 
  your perceptions to see and hear beyond 
  normal capacity. 
   
  On a success gain +2 to Notice rolls, on 
  a Raise teh bonus increase to +4. 
   
  Farseeing 
  Power Points: 3 
  Range: Self 
  Duration: Special 
  Trapping: You close your eyes and concentrate. 
   
  Farseeing allows you to see another 
  place, where someone you know is right now. 
  You can see around them and follow them, 
   
  Make a Force Use roll modified by 
  distance. People in zones where the Force is 
  nullified cannot be seen. You can see for 1 
  minute for success and 1 more for raise you 
  get in the roll. 
   
  Fear [Dark Side] 
  Power Points: 2 
  Range: Smarts 
  Duration: Instant 
  Trapping: You stare at your enemies and let 
  your dark aura fill the place. 
   
  Fear allows you to scare enemies 
  senseless and let them shaking their knees. 
   
  You channel your inner dark self into 
  you target, He makes a Fear roll (-2 if you 
  scored a raise in you Force Use roll). 
   
  Force Dampen 
  Power Points: 3 
  Range: Self 
  Duration: 1 hour 
  Trapping: You concentrate to repel the Force 
  from you and your surroundings. 
   
  Force Dampen allows you to negate 
  The Force in you and around you, making you 
  invisible to Force Sensitive characters and 
  somewhat resistant to Force Powers. 
   
  On 
  a 
  success, 
  Force 
  Sensitive 
  Characters get a -2 to sense you through 
  SenseThe Force and Sense Life, and Miralukas 
  and other characters that use the Force to see 
  get a -4 to hit you, like you had heavy cover. In 
  a raise, the penalties increase by -2. In addition 
  you gain a bonus of +2 on a success and +4 on 
  raise to resist Force Powers. If you use the 
  Force Use skill or a Force Power, this power 
  ends automatically. 
   
  Force Grip [Dark Side] 
  Power Points: 3 
  Range: 10/20/30 
  Duration: 1/1 
  Trapping: You extend your hand and choke the 
  air, while your target floats nearby choking. 
   
  Force Grip allows you to grapple the 
  throat of your enemies and crush it, suffocating 
  and killing them. 
   
  If your Force use is succesfull you 
  inflict 2d6 inital damage and grapple your 
  target. Every turn afterwards that you mantain 
  the power you inflict your Spirit in damage as 
  you crush its larynx. He may attemp to escape 
  as an action, making an Strenght roll against 
  your Spirit. On a Success he is free, and on a 
  Raise he is free and may act normally that turn. 
   
  You may move up to your pace while 
  mantaining this power, but cannot make any 
  other action. If you are shaken or wounded, you 
  lose the grapple on your target. 
   
  Force Jump 
  Power Points: 2 
  Range: Self 
  Duration: Instant 
  Trapping: You seem to fly as you move easily in 
  the air and reach enormous heights. 
  Force Jump allows you to leap great 
  distances or reach vey high places. 
  On success you can jump 2’’ (4 
  meters) in vertical and 4” (8 meters) in 
  horizontal. A Raise adds another 2” to the jump. 
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  Force Lightning [Dark Side] 
  Power Points: 2 
  Range: Flame Template 
  Duration: Instant 
  Trapping: Lightning comes out of your fingers 
  and burn the skin of those in front of you. 
   
  Force Lightning allows you to, well 
  throw lightings at people. An obvious Dark Side 
  power and powerful enough to clean rooms of 
  enemies on one sweep. 
   
  Targets on cone make agility rolls or 
  suffer 2d10 damage 
   
  Force Slam 
  Power Points: 2 
  Range: Flame Template 
  Duration: Instant 
  Trapping: You push the air  throwing debris and 
  forcing your enemies to knock down. 
   
  Force Slam is the non-lethal version of 
  the Lightning power, allowing you to knock 
  down your enemies as well as hitting them. 
   
  Targets in cone make agility rolls or 
  suffer 2d6 non-lethal damage and be knocked 
  prone. 
   
  Force Stun 
  Power Points: 2 
  Range: Medium Burst Centered on you. 
  Duration: Instant 
  Trapping: You open your arms as an invisible 
  force shakes the enemies around you. 
   
  Force Stun allows you to stop enemies 
  around you, and not kill them. 
   
  Anyone in the burst must make Vigor 
  rolls (-2 if you scored a raise in the Force Use 
  roll) or be shaken. 
   
  Force Telekinesis 
  Power Points: 5 
  Range: Smarts 
  Duration: 3/1 
  Trapping: Concentration and a wave of hand. 
  You push the air, You grab something in your 
  mind. 
   
  Telekinesis  is  the ability  to move a 
  single object or creature with The Force. The 
  weight a  caster  can  lift  is equal  to 20 kg (10 
  lbs) times his Spirit die  type, or 100 kg (50 lbs) 
  times his Spirit with a raise. 
  Disarm: Characters may attemp to pull the 
  weapons of enemies hands. Targets may resist 
  with a opposed Strenght roll versus the Force 
  Use roll. If the Force Use roll is successful, the 
  weapon is grabbed from the opponent’s hand 
  and may be moved up to the character Smarts 
  in inches. 
  Lifting Creatures: Living  targets may resist with 
  an opposed Spirit roll. If the roll is greater than 
  the character Force Use skill total, the victim is 
  unaffected. If the creature loses, however, it is 
  lifted as usual and does not get another 
  attempt to break free. 
  Occasionally  a  victim might manage  to grab 
  onto something solid  to prevent  itself from  
  being  lifted. When  this  happens,  the  victim 
  may make an opposed Strength  roll versus 
  player Force Use skill. If the victim is  
  successful,  he manages  to  grab  onto 
  whatever was available and  is not moved, 
  bashed, or otherwise affected that round. 
  Telekinetic Weapons: A  caster  can use 
  telekinesis  to wield  a weapon. When  this 
  occurs,  the weapon’s Fighting  is  equal  to his 
  Force Use skill, and its damage is based on the  
  caster’s Spirit  instead  of  his Strength. A 
  Lightsaber  that does Strength+3d8 damage,  
  for example,  does Spirit+3d8 when wielded  by 
  telekinesis. The weapon otherwise functions 
  normally, including granting bonus damage 
  when it strikes with a raise. 
  Dropping  Things: Particularly  ruthless 
  characters often use  telekinesis to drop their 
  foes or bash them into walls and the like. A 
  creature affected by this power can be moved 
  up to the caster’s Smarts in inches per turn in  
  any  direction. Dropped  creatures  suffer falling 
  damage as usual. Victims who are bashed into 
  walls or other solid objects suffer the caster’s 
  Spirit+d6 as damage. 
   
  Force Scream [Dark Side] 
  Power Points: 2-6 
  Range Medium Burst Centered on you. 
  Duration: instant 
  Trapping: You let go a scream that shatter 
  glass, bones and souls. 
   
  Anyone in the burst makes Vigor rolls 
  or suffer 2d6 sonic damage. For double Power 
  Point cost, you can increase the damage to 3d6. 
  And you can increase the range to a Large 
  Burst by doubling the Power Point cost. 
   
  Ionize 
  Power Points 1-2 
  Range: 10/20/30 
  Duration: Instant 
  Trapping: Blue electricity flies from your hand to 
  your target. 
   
  Ionize lets you damage the inner 
  circuits of machinery and droids, acting just like 
  a Ion Gun. 
   
  The Force Use roll works as the 
  Shooting roll for purpose of this power and 
  range penalties apply. If your target is hit he 
  suffers 2d6 ion damage. You can spend another 
  Power Point to increase the damage to 3d6. 
   
   
   
   
   
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  Mind Trick 
  Power Points: 3 
  Range: Smarts 
  Duration: Instant 
  Trapping: A wave of the hand and a well placed 
  word. 
   
  Mind trick allows you to make 
  unbelievable suggestion that do not threaten the 
  target. 
   
  Make an opossed Force Use vs Spirit 
  Roll, on success the target believes your lie or 
  follows your suggestion like it was his idea. 
   
  You can also make small illusions that 
  distract your target. Make a Force Use roll, on 
  success your target is distracted for one round, 
  and you may attemp a Stealth roll even if he 
  was watching you before, or you can attemp to 
  get the drop on him. If you attemp to get the 
  drop, your target get a Notice roll (-2 if you 
  scored a raise in your Force Use roll) to avoid 
  getting surprised. 
   
  Sever Force [Light Side] 
  Power Points: 5 
  Range: Smarts x2 
  Duration 3 
  Trapping: Concentrate in the target. 
   
  Sever Force allows you to cut 
  temporally the connection to the Force of 
  others.  
   
  This is an oppossed roll of Force use 
  vs Spirit. If succesfull the target cannot spend 
  Force Points or use Force Powers for the 
  duration of the power. If a Raise is scored, the 
  duration is doubled. 
   
  Surge 
  Power Points: Variable 
  Range: Self 
  Duration 3 
  Trapping: Concentrate a second, then become a 
  blur. 
   
  Surge allows you to become a blur of 
  swings or running at high speeds. 
  Running, 1 Power Point: Sucess doubles pace, 
  raise makes runnning a free action and so 
  negates the -2 running penalty. 
  Quickness, 4 Power Points: Two actions per turn 
  with no penalty, on raise also discard initiative 
  card of 8 or lower and redraw. 
   
  Slow 
  Power Points: 2 
  Range: Smarts x2 
  Duration 3 
  Trapping: You wave your hand and your enemy 
  becomes letargic and lame. 
   
  Slow allows to deter enemies from 
  following you or to keep them at firing distance. 
   
  On success halves pace of target, on 
  raise also lowers Agility by one die type. 
   
  Vital Transfer [Light Side] 
  Power Points: 3 
  Range: Touch 
  Duration: Instant 
  Trapping: You put your hands over the wounds 
  and they seem to heal like a miracle. 
   
  Vital Transfer allows you to heal 
  wounds of others, by sharing part of your own 
  health. 
   
  Vital transfer heals one wound per 
  success and raise on the roll. Also you suffer 
  one fatigue per wound healed. This fatigue can 
  only be restored by resting at least an hour per 
  point of fatigue. You cannot use this power on 
  yourself. 
   
  Wound [Dark Side] 
  Power Points: 1-6 
  Range: Smarts x2 
  Duration: Instant 
  Trapping: Your target suffer in pain as you 
  wreck his organs with the Force. 
   
  Wound target suffers as the Force 
  destroys them from inside. 
   
  Wound does 2d6 damage to the target 
  on success. You can make from one to three 
  wounds per use. By doubling the Power Point 
  cost you can increase the damage to 3d6. 
  Works like Bolt Power. 
   
  lightsAber forms 
  Lightsaber Forms are combat styles 
  taugh by the Jedi, each suited for different 
  circumstances. In game terms, they are 
  specialized Combat Edges, they all share the 
  same requierements and can be learned in any 
  order. A Player may learn more than one, but 
  may benefit only from the bonus of one every 
  round. Changing styles is a free action that can 
  be taken at the start of the players turn. 
   
  Common Requierements: Force Sensitive, 
  Force Training, Jedi. Must wield a Lightsaber. 
   
  Form I: Shii-Cho 
  Requierements: Must wield the Lightsaber two-
  handed. 
  Shii-Cho was the basic form, taugh to 
  apprentices of the Jedi ways. Is a strong 
  defensive form, and its strikes are precise to 
  end the fight quickly and with the less 
  bloodshedding disarming its opponents or 
  cutting their fighting limbs (The classical move 
  of hand-cutting). 
  Bonus: +1 parry and the Jedi ignore up to -2 
  penalty for called attacks. 
   
  Form II: Makashi 
  Requierements: Must wield the Lightsaber in 
  one hand. 
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  Makashi was a  form created to duel other 
  lightsaber wielders and single oponents. It 
  consist of quick, elegant and fluid moves. It 
  relies on parrys, quick cuts and feints as well 
  as precise footwork. 
  Bonus: +2 Parry, +2 Fighting rolls, -2 Damage. 
   
  Form III: Soresu 
  Soresu was developed to counter enemies 
  blaster fire. It was the most defensive form, 
  being excellent for Jedis with extreme patience 
  that could wait for an opening in their enemies 
  while defending themselves. 
  Bonus: +2 Parry,  -2 to be hit with ranged 
  attacks, Ignore 1 point of Gang-Up bonus.  
   
  Form IV: Ataru 
  Ataru was an aggresive form, that relied on 
  fast, powerful strikes and acrobatic moves. Its 
  practicioners were always on the offensive 
  attacking with strong, quick swings. 
  Bonus: The Jedi can make an extra attack at -2 
  (as the Frenzy Edge). Also can spend Force 
  Points in damage rolls. -2 Parry. 
   
  Form V: Shien/Djem So 
  Shien/Djem so was developed by practitioners 
  of Soresu, that felt that the defensive form 
  would unnecessarily extend time spent in 
  combat by forcing its users to wait for an 
  opportunity to strike, rather than creating their 
  own openings. It was focused on returning the 
  blaster fire at its origin. 
  Bonus: -2 to be hit with ranged attacks. Ignore 
  the penalty on Lightsaber Deflect attacks. 
   
  Form VI: Niman 
  Niman attempted to balance all elements of 
  lightsaber combat, combining the techniques 
  from forms that came before into a less 
  intensely demanding combat style. In practice, 
  Niman was a combination of older forms 
  (Forms I, III, IV, and V), and all of them in 
  moderation.  
  Bonus: +1 Parry, -1 to be hit with ranged attacks, 
  +2 to resist Force Powers, +1 Armor against 
  Force Powers. 
   
  Form VII: Vapaad 
  Vaapad was described as more than a fighting 
  style; it was a state of mind that led through 
  the penumbra of the dark side, requiring the 
  user to enjoy the fight, and relish the 
  satisfaction of winning. It uses the inner 
  darkness to fight. It was strong and 
  unpredictable. The Dark Side version of this 
  form, called Juyo, was filled with fury and 
  grace. 
  Bonus: +2 Fighting, +2 damage. A Jedi using this 
  style may risk Dark Side taint if used under 
  heavy emotions or to achieve evil endings. 
   
  New Setting Rules 
  New Skills Rules 
   
  Guts is not necesary in this setting with the 
  new Fear rules included. Fear is not as strong 
  in Star Wars, and the heroes shouldn’t be 
  scared to die of a heart attack. 
   
  Lockpicking is replaced by the use of the 
  Computers skill, which has included hacking, 
  digital lockers, keypads and mostly all the 
  security in Star Wars. You will not find iron 
  locks here. 
   
  New Skill 
   
  Computer Use (Smarts) 
  Allows to use computers and other digital 
  technology. From hacking, looking for a file, 
  decripting a coded Datapad, unlocking a keypad, 
  programming a droid and finding a place on a 
  starship computer whitout a astromech droid 
  and making astrogation rolls when no route 
  data is stored. 
   
  New Fear rules 
   
  I felt that the Fear rules from the corebook are 
  too “intense” for Star Wars and lacked the pulp 
  hero feeling of looking evil in the face without 
  soiling your pants. Still I wanted to keep a Fear 
  table that makes characters run away and 
  scare themselves with spirits and mind 
  powers.  
  In the case the heroes need to do a Fear roll, 
  roll Spirit and if failed, roll in the new Fear Table. 
   
  fear Table 
  Roll 1d20 
  Effect 
   
   
  1-4 
  Adrenaline Surge: The hero’s Fight 
  response takes over, he adds +2 to 
  all traits and damage rolls on his 
  next action, wich MUST put him 
  closer to the source of the fear. 
   
   
  5-8 
  Paralized: The hero just stand there 
  looking scared. He is not shaken, 
  but he loses his next action puting 
  his game together. 
  9-14 
  Shaken: The hero is shaken. 
   
  15-19 
  Panicked: The hero runs away at is 
  full pace plus running die away 
  from the source of fear. 
   
  20 
  Faint: The hero faints and is 
  unconsious for 1d6 rounds, then he 
  is shaken. 
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  New Starship Rules 
   
  This is the update to the Starship rules, made 
  to keep the fast and furious setting of the Star 
  Wars movies dogfighting and assaults. 
   
  Evasive Maneuvers 
  To keep the pilot’s ability important during a 
  dogfight, pilots can now take an Evasive 
  Maneuver action. This is a Piloting roll and it 
  adds +2 to the TN to be hit for each success 
  and raise on the roll. This bonus last until the 
  Pilot’s next turn. A pilot may take an Evasive 
  Maneuver action and a Shooting action on the 
  same turn, but incurs in the -2 multi-action 
  penalty (plus the -2 Unstable Plataform penalty 
  to Shooting if he doesn’t have the “Steady 
  Hands” Edge).  
  E.G. a ship in close range fires against the 
  players ship at TN 4. The Pilot’s player decide to 
  take Evasive Maneuvers on his turn. He rolls 
  Piloting and get a 6, a Success. For next turn 
  only, the TN to hit the player’s ship is 6 (4 for 
  close range +2 for the success in the Evasive 
  Maneuvers roll). 
   
  Shields 
  I’ve tried to come with a mix of F!F!F! and 
  feeling of worry about shields for heroes.  
  Starships with shield add their value to the 
  toughness of the ship when they are active. 
  Shields can be activated as an action. Pilots can 
  activate shields and do other action under the 
  usual -2 multi-action penalty. 
  When the ship suffers damage that is equal or 
  exceeds the ship toughness the shields are 
  blown, and the ship loses the shield bonus to 
  toughness until they are re-activated. A critical 
  hit to the shield generator makes the ship 
  unable to recharge it shields until it is repaired. 
   
  Targeting computer 
  Some starships in Star Wars (most of them) 
  have computers with Fire Control that helps 
  pilots track and aim at their targets with more 
  ease. To simulate this, starship have a Fire 
  Control rating that is added as a bonus to 
  Shooting rolls made by the pilot. This system 
  only works as long as the ship computer is 
  working, and the bonus is lost if they get 
  damaged. 
   
  Handling 
  Handling was introduced in 50 Fathoms and 
  reintroduced in the Sci-Fi Toolkit , Basically, 
  smaller ships are easier to maneuver than 
  large ships, giving a bonus  or penalty to 
  Piloting rolls. Most stargfighter have a +1 or +2, 
  while medium freighter have +0 or +1 at max. 
  Capital ships normally have a penalty from -1 to 
  -3. The Death Star wasn’t very easy to turn 
  around. 
   
  Capital Ships 
  Capital Ships, like Star Destroyers have lots of 
  batteries shooting all around. To keep it F!F!F! 
  just divide the amount of batteries in groups of 
  5. every battery adds 1d10 damage, so a 
  battery group does 5d10 damage. Capital ships 
  can focus half its batteries on a single target. 
  E.g. The Imperial Class Star Destroyer has 60 
  Heavy Turbolaser batteries. It can shoot 60/5 = 
  12 times per round, and can fire 6 of those 
  shoots at the same target, everyone for 5d10 
  damage. 
   
  Starship Weapons 
  Starships in Star Wars have two basic 
  weapons, Laser Cannons and Ion Cannons. 
  Both can be linked to fire more than one at a 
  time for extra damage. Each Laser cannon do 
  1d8 damage. Take for example, the T-65 X-wing 
  starfighter it has four Linked Laser Cannons, 
  when it fires and hits, the damage is 4d8 (1d8 
  for each cannon). 
  Ion Cannons work the same as Laser but they 
  can’t damage the ship, they damage the 
  systems and shields of the ships. Every 
  succesful hit blow the shields, even if the 
  damage is less than the toughness of the ship. 
  Every time a wound is scored, don’t roll on the 
  critical hit table, the Handling and Fire Control 
  decrease by one. If the ship is wrecked, all it’s 
  systems are out (Including any Astromech 
  Droid aboard). If its in space it just drifts along. 
  In atmosphere it plummets and crashes. 
  Systems can be brought online with a Repair 
  roll at -2 plus any wound penalties 
   
  New Critical Hit table 
  This table is designed to better include the 
  systems found on the Star Wars starships. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  wEaponS aND 
  gEaR 
   
  Energy Weapons 
  In Star Wars there are 2 primary types of 
  energy weapons: Blasters, and Ion. 
  Blasters is a catch all term for simple energy 
  weapons. Blasters have a Non-letal Stun setting. 
  A hero can swap between setting as a free 
  action. Characters incapacitated by a Stun 
  blaster are unconscious for 1d6 hours. Ion 
  weapons do not do damage but cause non-letal 
  damage to droids and can be used to 
  incapacitate them. Ion weapons also can 
  deactivate computers and other electronic tech 
  devices (as GM discretion). 
   
  E-web Repeating Blaster 
  The E-Web is a huge tripod mounted weapon. 3 
  men are needed to transport it and mount it. It 
  must be connected to a power supply to be 
  able to shoot. 
  It counts as Heavy Weapon with a AP of 3 and 
  RoF of 3 and can only fire on autofire. 
   
  Slugthowers 
  Slugthrowers are bullet (“Slugs”) shooting 
  weapons only found on backwater planets and 
  in hands of some ruthless bounty hunters. 
   
  Lightsabers 
  Lightsabers are the identifying weapon of the 
  Jedi. A blade made of plasma that cames from 
  a hilt that houses its power pack and crystals 
  that focus the Force. In the hands of a Force 
  Sensitive hero, the Lightsaber does its complete 
  damage, but in the hands of non-Force 
  sensitives reduce the damage by one die type. 
  Lightsaber also ignore Armor protection, except 
  Natural armor and Armor specially made to 
  resist energy and/or Lightsabers (Cortosis 
  Armor).  
  Also, since Lightsabers can cut most materials 
  with ease, a Lightsaber wielding hero treats all 
  enemies as Unarmed, unless themselves are 
  wielding a Lightsaber or a Cortosis weapon. 
   
  Cortosis Alloy 
  Cortosis ore was a very rare, brittle, fibrous 
  material whose conductive properties. The alloy 
  made from it has the property to block attacks 
  from Lightsabers and Blaster shots. 
  Cortosis made weapons and armor are very 
  hard to find, and obviously expensive. 
  Cortosis Armor ignore the ability of the 
  Lightsabers to ignore Armor, and ignore the AP 
  of blaster weapons. 
  Cortosis Weapons allow the character to parry 
  strikes from Lightsabers, and if the hero has 
  the Lightsaber Defense Edge, he can use a 
  Cortosis  weapon to block the attacks from 
  Blaster weapons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  melee weapons table 
  Weapon 
  Range 
  Damage 
  RoF 
  Weight 
  Cost 
  Notes 
  Vibro Dagger 
  - 
  Str +2d4 
  - 
  1 
  200 
  AP 1 
  Vibro Sword 
  - 
  Str +2d6 
  - 
  2 
  250 
  AP 1 
  Vibro Axe 
  - 
  Str +2d8 
  - 
  6 
  500 
  AP 1 
  Vibro Spear 
  - 
  Str +2d6 
  - 
  5 
  500 
  AP 2; Reach 1 
  Lightsaber, double 
  - 
  Str +3d8 
  - 
  2 
  - 
  Parry +1, 
  Ignores Armor. 
  Lightsaber 
  - 
  Str +3d8 
  - 
  1 
  - 
  Ignores Armor. 
   
  Ranged weapons table 
  Weapon 
  Range 
  Damage 
  RoF 
  Weight 
  Cost 
  Notes 
  Blaster Pistol 
  15/30/60 
  2d6 
  1 
  1 
  500 
  AP 1, Stun. 
  *Light (Sporting, Hold out) 
  7/15/30 
  2d4 
  1 
  0.5 
  300 
  Stun. 
  *Heavy  
  20/40/80 
  2d6+1 
  1 
  2 
  750 
  AP 1, Stun. 
  Blaster Rifle 
  30/60/120 
  2d8+1 
  2 
  5 
  1000 
  AP 1, Stun. 
  *Light (Carabine, Sporting) 
  20/40/80 
  2d8 
  2 
  3 
  800 
  AP 1, Stun. 
  *Heavy 
  40/80/160 
  3d8 
  2 
  8 
  1500 
  AP 2, Stun. 
  Repeatin Blaster 
  20/40/80 
  2d8+1 
  3 
  6 
  1250 
  AP 1, Autofire. 
  *Light 
  15/30/60 
  2d8 
  3 
  5 
  1000 
  AP 1, Autofire. 
  E-web Repeating Blaster 
  40/80/160 
  4d8 
  3 
  50 
  5000 
  AP 3, Autofire, See notes. 
  Archaic Weapons 
  Range 
  Damage 
  RoF 
  Weight 
  Cost 
  Notes 
  Wokiee Bowcaster 
  10/20/40 
  2d8+1 
  1 
  8 
  1500 
  AP 2 
  Slugthrower Pistol 
  15/30/60 
  2d4+1 
  1 
  2 
  250 
  AP 1 
  Slugthrower Rifle 
  25/50/100 
  2d6+1 
  2 
  6 
  300 
  AP 1 
   
  Starship weapons 
  Weapon 
  Range 
  Damage 
  RoF 
  Weight 
  Cost 
  Notes 
  Laser Cannon 
  200/400/800 
  1d8* 
  1 
  - 
  - 
  AP 8, HW, See notes. 
  Ion Cannon 
  150/300/600 
  1d8* 
  1 
  - 
  - 
  AP 8, HW, See notes. 
  Concussion Missile 
  300/600/1200 
  4d10 
  1 
  - 
  - 
  AP 15, HW. 
  Proton Torpedo 
  200/400/800 
  6d20 
  1 
  - 
  - 
  AP 20, HW. 
   
  New starships critical hit table 
  2d6 
  Effect 
  2 
  Scrath and Dent: The attack merely scrapped the paint, nothing happens. 
  3 
  Engine: The engine was hit, halve the acc/top speed. 
  4 
  Wings/Flaps: The handling of the ship decreaes by 1. Minimum 0. 
  5 
  Computer System: The navi-computer is hit and damaged. Astrogation rolls can be made with difficulty. Lose 1d of Fire 
  Control. 
  6-8 
  Chassis: Take the hit in the body, nothing happens. 
   
   
  9-10 
  Astromech or Life Support: Your Astromech is damaged and inoperative. If it is a Wildcard, resolve the damage against 
  it as normal. If the ship does not have an Astromech droid or it is already damaged, this attacks hit the Life Support 
  system. If the ship is wrecked, you go down with it, furthermore you only have a few minutes of air before starting to 
  asfixiate (normally 1d10 minutes). 
  11 
  Weapon: One of your weapons (random) gets damaged and can no longer be used. 
  12 
  Wrecked: The ship is automatically wrecked. 
   
   
   
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  Acknowledments 
  This game uses the Savage Worlds game system, available from Pinnacle Entertaiment Group  
  (www.peginc.com).  
  Savage Worlds, Smiling Jack, and all associated logos and  trademarks are Copyright 2004, Pinnacle 
  Entertaiment Group. Used without permission.  
   Savage Worlds and all associated references belong to Pinnacle Entertaiment Group and are used 
  without permission. Star Wars Saga Edition and D20 and all associated references belong to Lucasfilm 
  Ltd and Wizards of the Coast and are used without permission. No claim is made to such materials, 
  which are employed out of tribute and affection.  So please don’t sue! 
  Thanks to all the people in PEGINC for Savage Worlds and all its settings. Thanks to to Paul Tobia, Jon 
  Woodland, Ted Arlauskas and Jhon Brown for their own conversion of Star Wars and their views on 
  rules and aspects. 
  Thanks to all the nice people on the internet (yeah, you, the few ones) for all the patience gathering info 
  and images on Star Wars. 
  Thanks George Lucas for making Star Wars. Yes even the prequels. 
   
  final Thoughts 
  I hope you enjoyed this conversion, personally I made this for myself and my friends, but if you like it, 
  you make me happy- 
  Yes, I skipped a lot of info others have put, as I said, if you want info, go to the interwebs, buy the WOTC 
  rpg books and the WEG (if you can get them). 
  Most of what I did was for a Rebellion time, but is easy to adapt to other times. 
  The conversion of John “Sheriff288” Brown has a lot of info on making your own Lightsaber, pretty 
  useful for a Old Republic time setting. Check them out if you like. 
  I include a modified version of Cheyene’s Savege Star Wars Character Sheet and a lousy NPC and Ship 
  Record Sheet I made based on that one. Thanks to Cheyene for that awesome sheet. 
  For rules on how to create/convert ships, read the Sci-Fi Toolkit. And if your players want to modify a 
  Freighter so it is the fastest in the galaxy and use it to smuggle… well, Sci-Fi Toolkit. 
   
  Thanks everyone for reading. 
   
  VL 2009. ThexFallenxOne has been Savaged! 
   
   
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  Generated by Foxit PDF Creator © Foxit Software
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  Generated by Foxit PDF Creator © Foxit Software
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  Generated by Foxit PDF Creator © Foxit Software
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