Partida Rol por web

STAR WARS: El Destino de la Fuerza

CREACION DE PERSONAJES

Cargando editor
14/04/2020, 19:56
Director

Aunque usamos una mezcla de SWADE con el manual que hay de Savage World Star Wars, dejo el enlace para poder descargarse (de manera gratuita y legal) las reglas de prueba del SWADE, que ayudan a hacerse personajes.

https://htpublishers.es/producto/reglas-de-prueba-savage-worlds/

 

Chapter 1: Character Creation

1) Species: Choose from one of the many different species Savage Star Wars has to offer. Droids are quite different than other Characters and are handled later.

2) Traits: Choose your hero’s attributes and skills. Unless a species 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.

You also have 14 points to buy your skills. Raising a skill by a die type costs 1 point as long as it’s no higher than the attribute it’s linked to. It costs 2 points per die type to raise a skill over its linked attribute.

You have a D4 in the next skills: Athletics, Notice, Common Knowledge, Persuade, Stealth, Fighting/Shooting (choose one of these two).

The Full list of Skills are:

Apostar (Ast), Artilleria (Agi), *Atletismo (Agi), Cabalgar (Agi), Callejear (Esp), Conducir (Agi), *Conocimientos Generales (Ast), +Disparar (Agi), Electrónica (Ast), Humanidades (ast), Interpretar (Esp), Intimidar (Esp), Investigar (Ast), Latrocinio (Agi), Medicina (Ast), Navegar (Ast), *Notar (Ast), Ordenadores (Ast), +Pelear (Agi), *Persuadir (Esp), Pilotar (Agi), Provocar (Ast), Reparar (Ast), *Sigilo (Agi), Supervivencia (Ast), Tácticas (Ast).

Pilot is a special Skill because it increases the Difficulty of being hit while piloting a ship. The Difficulty to be hit with an Artillery shot is your Pilot die/2+2 (Ex. Pilot 1D8 means a Difficulty of 6. (8/2)+2=6)

3) Languages: Characters begin the game with a number of languages equal to half their Smarts die, which also includes their starting languages from their Species, so a Nautolan hero, for example, with a d6 Smarts knows three languages, which are Basic, Nautola, and one other of the player’s choice. Languages aren’t rated by dice, and it’s assumed a hero speaks the language fluently enough to hold a conversation.

Once play begins, a character can learn a new language by devoting an Advance to mastering the tongue – assume he’s been practicing the language during his adventures, so he doesn’t have to spend any “downtime” on this. Heroes learning languages this way can know more than their Smarts allows.

Raising a hero’s Smarts in place does not automatically grant him a new language.

Unless a character is Illiterate, he can also read and write any languages he speaks. An entry of N/A under alphabet means the language has no written form.

4) Derived Statistics:

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. If the Fighting die increases above a d12, round all fractions down.

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 d12. In such cases, all fractions are rounded down.

5) Edges and Hindrances: Great heroes are far more than a collection of skills and attributes. It’s their unique gifts, special powers, and tragic flaws that truly make them interesting characters.

You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.

For 2 points you can:

-Raise an attribute one die type (you may raise your attributes before purchasing skills)
-Choose an Edge.

For 1 point you can:

-Gain another skill point.

-Gain additional money equal to your starting funds (if you start with 1,000 credits, you start with another 1,000 credits).

7) Gear: Next you need to purchase equipment. A list of gear can be found in the Gear chapter on page X. Unless you’ve acquired Edges or Hindrances that change this, a hero starts with the clothes on his back and 1,000 credits, or the most common form of currency in the GM’s setting. Edges and Hindrances can alter this starting amount.

8) Background Details: Finish your character by filling in any history or background you care to. Ask yourself why your hero is where he is and what his goals are. Or you can just start playing and fill in these details as they become important.

Cargando editor
14/04/2020, 20:03
Director

SPECIES

Arkanian
Sharp: Arkanians are considered quite intelligent, starting with a d6 in their Smarts.
Infravision: Arkanians can see in the infrared spectrum. They suffer half penalties in Dim or Dark conditions.
Cold Resistant: Arkanians have a +1 to Vigor tests when resisting Cold effects (see Cold, on Rules)
Arrogant: As the Major Hindrance, but this can be removed with two Advances.

Description: Arkanians are four-digited near-Humans that hail from the world of Arkania. There are numerous subspecies of Arkanians as a result of extensive genetic manipulation by Arkanian scientists that it is difficult to discern what exactly is a baseline Arkanian. They typically believe that they are the pinnacle of genetic  perfection, which makes them come off as quite arrogant to other species.

Besalisk
Multiple Appendages: Besalisks have four arms. They are automatically Ambidextrous as the Edge, as they have no primary hand or off-hand. Though females can have up to eight, for game purposes four is what they start with.
Hardy: Besalisks start with a d6 in Vigor.
Slow: Besalisks aren’t known for their speed. They start with a 4 in their Pace.

Description: Also known as Ojom and hailing from the oceanic world of the same name, Besalisks are descendants of flightless avians, though often mistaken for reptiles. Their bulky size and shape enables them to store food and water to enable them to survive for long periods of time without replenishment. Known also to be quite sociable and amenable, this characteristic has served Besalisks well throughout their history.

Bith
Evolved Intellect: Starts with d6 in Smarts, +2 to Knowledge rolls.
Frail: -1 Toughness; -2 Resistance to Poison, Disease, and Fatigue from Exhaustion.
Heightened Awareness: As Alertness Edge.
Meditative Trance: Biths only need to rest and sleep for 4 hours a day.
Languages: Basic and Bith.

Description: One of the galaxy’s most ancient civilized races, the Bith are craniopods that are native to the planet Clak’dor VII, though they are fully adapted to the hightechnological civilization of the galaxy at large, and are found practically everywhere. Known for their sensitivity to their surroundings and their intellectual prowess, Bith are notably prominent as engineers, scientists, advisors, and musicians.

Bothan
Agile: Starts with d6 in Agility.
Iron Will: Bothans have an above average will; they get a +2 to Spirit rolls to avoid being manipulated or tricked (this includes Force abilities).
Frail: -1 Toughness.
Street Smart: Bothans are very aware of the seedier nature of civilizations. They gain a +2 to Streetwise rolls.
Languages: Basic and Bothan.

Description: Bothans are furry mammalian anthropoids who share characteristics with equine, feline, and canine creatures. Known for their political approaches to conflicts rather than overt military displays of force, the Bothans are also known for their propensity for espionage. A group of Bothans were credited with discovering the location of the second Death Star over Endor, along with the information that the Emperor would be on location to oversee the final stages of that battlestation’s construction.

Cerean
Smart: Due to their binary brains, Cereans start with a d6 in their Smarts.
Intuitive: When dealt a card for Initiative, Cereans may choose to draw a second card. They must keep the second card even if it’s worse than their first card.
All-Thumbs: Cereans often have trouble dealing with technology that isn’t directly built by or suited for them. They suffer all the effects of the All-Thumbs minor hindrance.
Languages: Basic and Cerean.

Description: Native to the world of Cerea, Cereans are tall humanoids with elongated tapered craniums that housed their binary brains which enable them to focus on many things at the same time. Due to the shorter lifespan of males (roughly similar to that of humans), Cerean males often marry many wives, with one primary wife as the “bond-wife” and the others being “honor-wives.” As a result, Cerean males often have no money.

Chagrian
Aquatic: Chagrians can breathe underwater, and may Swim at a rate equal to their Pace. Chagrians start with a d4 in Swimming.
Radiation Resistant: Chagrians double their Toughness where it comes to the effects of Radiation based effects.
Lack of Taste: Chagrians lost their sense of taste over the course of prolonged sea-dwelling. They lack the ability to taste foods and thus are vulnerable to ingested poisons without a means to scan for them.
Languages: Basic and Chagri.

Description: The Chagrians are a race of stoic amphibians from the world of Champala. They typically live long the scant coastlines of their aquatic world, where their homes are allowed to flood with the tides of the oceans. They are known for their dedication to the integration of government with all aspects of their civilization, ranging from providing health care to education. They are considered by many to be non-greedy, motivated to serve the greater needs of their clutches and their world, and by extension the galaxy as a whole.

Chiss
Thermal Vision: Chiss have the ability to see in the infrared spectrum. They gain a +2 to their Notice rolls, even in Dim or Dark conditions, and this can negate a certain amount of  Concealment.
Skilled: Chiss culture stresses excellence in what one does. They gain 2 Skill Points at character creation.
Outsider: In general, the Chiss keep to themselves in their Chiss Ascendency. Among a galaxy of aliens everywhere the Chiss make quite an impression. He suffers all the effects of the Outsider minor Hindrance.
Languages: Basic and Cheunh.

Description: A highly advanced humanoid race, the Chiss have established their own interstellar domain known as the Chiss Ascendancy. They have blue skin, black hair, and bright red luminous eyes. They have a strong sense of duty and are fiercely independent of their nation and their culture.

Clawdite
Changeling: Clawdites are capable of altering their appearance to look like someone else. This is limited to their general shape, and humanoid features and size. It requires a Spirit roll to maintain this disguise from their natural, reptilian form, if they are distracted in some way.
Sneaky: Clawdites are good at hunting and stealth. They start with a d4 in Stealth.
Overconfident: As the Hindrance, but this can be overcome with two Advances.
Languages: Basic and Zolander.

Description: Clawdites are a shape-changing species native to the planet of Zolan. Often referred to as Changelings, Clawdites are normally reptilian in appearance when they’re not impersonating another humanoid creature.

Devaronian
Male: Starts with a d6 in Agility, and either the Mean or the Greedy (Minor) Hindrances.
Female: Starts with d6 in Smarts and the Cautious or Stubborn Hindrances.
Extra Edge: A Devaronian starts with an extra Edge for free.
Languages: Basic and Devaronese.

Description: One of the more unusual humanoid races in the galaxy, Devaronians exhibit a stark gender dimorphism. Males are smooth skinned with horns protruding from their foreheads, while females are often covered in fur from head to toe ranging from dark brown to white. Where males are considered aggressive and brash with mouths full of sharp incisors; females are regarded as more docile and political, with mouths full of molars and a couple of incisors. Devaronians developed one of the galaxy’s first hyperdrive systems more than 27,000 years ago, and are one of the oldest star-faring races.

Dug
Agile: Dugs start with a d6 in their Agility.
Ambidextrous: Dugs have no primary hand, or foot as the case may be. They start with the Ambidextrous Edge for free.
Pilot: Dugs begin with a d4 in either Driving or Piloting.
Small: Dugs are Small in stature, which means they have a -1 to their Toughness and +1 to their Parry. Their encumbrance is at half that of Medium characters.
Surly: Dugs have a mean disposition, and it shows. They start wth a -1 to their Charisma.
Languages: Basic and Duggan.

Description: Dugs are small intelligent mammals from the high gravity world of Malastare. Unlike other humanoids, Dugs walk on what would be their hands and use their feet for hands. Dugs are notably flexible and agile, and highly coordinated, making them natural pilots. Unfortunately, they are known for their sour disposition , which some believe was brought on largely from centuries of rule by the Gran. Dugs feel as though to get anywhere in the world they have to throw their weight around, even if they come off as offensive to others.

 

Duros
Intelligent: A Duros starts with a d6 in his Smarts.
Pilot: Flying ships comes rather naturally to the spacefaring Duros culture. Duros start with a d4 in Piloting.
Frail: Duros start with a -1 to Toughness.
Languages: Basic and Durese.

Description: The Duros are a humanoid species with smooth blue-green skin, bald heads with large eyes. Hailing from the world of Duro, they were one of the galaxy’s first star-faring civilizations. Normally taciturn, they do love to talk about their travels and are often great sources of information about various sectors of the galaxy.

Enygmon
Spiritual: Enygmons are highly spiritual creatures. They start with a d6 in their Spirit.
Clarity: Known for their insight, Enygmons gain a +2 to their Notice, Streetwise and Tracking rolls.
Small: Being short in stature, Enygmons gain a -1 to their Toughness, and a +1 to their Parry when dodging attacks.
Weak: Being short in stature affects their Strength. Enygmons start with half of a character’s normal carrying capacity, and they cannot take the Brawny Edge.
Languages: Basic and Enygese.

Description: Nobody really knows where Enygmons come from. They don’t tell. There isn’t too many of them in the galaxy, with maybe one found on any given planetary population. They are quite short in stature, with large ears and blue-green to green-gray skin, with three digits on each hand and foot. They purposely distort the Basic language to make others believe they’re wiser than they actually are, making them among the galaxy’s greatest charlatans and con-artists. They have also been known for being Jedi.

Ewok
Sharp Sense of Smell: Ewoks gain a +2 to Notice and Tracking targets by means of smell. .
Small: -1 to Toughness, but +1 to Parry when dodging attacks. Their small stature reduces their normal Encumbrance by one-half. Brawny Ewoks have this Encumbrance restored to normal.
Survivalist: Having come from a highly primitive culture, the Ewoks gain a +2 to all Survival rolls.
All-Thumbs: Ewoks gain the All-Thumbs hindrance.
Languages: Basic and Ewokese.

Description: The inspiration for cuddly stuffed animals throughout the galaxy, Ewoks are short humanoid mammals that hail from the forest moon of Endor. Prior to the Battle of Endor, these creatures were plentiful, but after the destruction of the Death Star II there are very few left following the holocaust that resulted from the explosion, with those remaining being resettled on a remote colony on Tattooine, where it is hoped that the relentless daily treatment of intense heat will finish the job.

Falleen
Esthetically Pleasing: Falleen have the Attractive Edge for free.
Pheromones: Fallen exude pheromones pleasing to the genders of almost any race. They grant a +2 to their Persuasion tests.
Cold-Blooded: Falleen are more susceptible to the effects of Cold. They face an extra -1 penalty to all Vigor tests to resist the effects of Cold.
Languages: Basic and Falleen.

Description: Falleen are a cold-blooded reptilian humanoid species that can alter their skin pigmentation to reflect their mood, and they use pheromones to affect the mood of others. They are an advanced species that has been a member of the Republic 4,000 years prior to the Battle of Yavin. Their planetary origin is unknown.

Feeorin
Strong: Feeorin start with a d6 to their Strength starting out.
Large: Feeorin are Large humanoids, and they get the Brawny Edge for free, along with a +1 to their Toughness.
Mean: Feeorin are notoriously bullish around others, using their size and strength to get their way. They start with the Mean Hindrance.
Languages: Basic and Feeorin.

Description: Feeorin are tall, warm-blooded reptilian humanoid species with long tentacles that protrude from their heads which gives them a similar appearance to the Nautolans. They are known to be quick to anger and are quite impersonal in relation to others. Since the demise of their adopted homeworld of Odryn, Feeorin have since become a scattered, nomadic race, finding a home wherever they can. As a result, their species has few cultural references of its own.

Gamorrean
Strong: Gamorreans start with a d6 in Strength.
Brawny: Gamorreans start with the Brawny Edge.
Clueless: As the Hindrance.
Languages: Basic and either Gamorrean or Huttese.

Description: Large, porcine humanoids from the lush jungle-world of Gamorr, known for their brute strength and their effect and aggressive use of it. Gamoreans are a normally a primitive, matriarchal society on Gamorr who have spread throughout the galaxy as hired muscle, bodyguards and soldiers for various patrons ranging from Republic commanders to Separatist mercenary factions.

Gand
Ultraviolet Vision: Gands gain +2 to Notice rolls even in Dim or Dark conditions. Concealment modifiers apply if a target is hiding.
Regeneration: Gands have an amazing ability to regenerate from serious injury. If they are not killed, Gands can regenerate and completely recover from Injuries in 2d10 days.
Outsider: As the Outsider Major Hindrance.
Hard to Kill: As the Edge.
Special Equipment: Gands require special breathing equipment in order to survive outside the atmosphere of their home world. If he loses this equipment, or it becomes damaged, the Gand begins to suffocate. Gands also have a vocabulator, which enables them to communicate in languages other than Gand. Without it, he cannot communicate.
Languages: Basic and Gand.

Description: An insect race that breathes an ammoniaenriched gas, Gands are known for the profession known as Findsmen, who are renown bounty hunters among their own culture. Gands are a highly durable species, capable of regenerating lost limbs and organs. Though they may appear to be a relatively humble species in general, their reputation as ruthless warriors should not be ignored.

Gungan
Healthy: Gungans start with a d6 in Vigor.
Semi-Aquatic: Gungans can hold their breath four times their Vigor Die in minutes, and they automatically start with a d4 in Swimming. They can also move at their Pace in Swimming.
All-Thumbs: Beyond their own technology, Gungans can be a bit clumsy around other races technology. Gungans get the All-Thumbs Hindrance effect.
Clueless: As the Hindrance.
Languages: Basic and Gungan.

Description: A proud amphibian race that dwell in massive undersea cities, the Gungans are a highly nationalistic and advanced culture that mostly prefers to remain on Naboo rather than venture out beyond even their own watery domains. Their large floppy ears enable them to swim in the water quickly. They tend to be regarded as a bit clumsy and culture-shocked outside of their own familiar settings, but can become adjusted to it over time.

Human
Free Edge: A human may take an Edge provided he qualifies for it.
Skilled: The human may start with 1 extra Skill Points.
Languages: Basic and one other.

Description: The most prolific and the most dominant species in the known galaxy, the precise origin of humans is not really known. They have settled on countless worlds, and have spawned numerous off-shoots of near-humans, including, among other species, the Chiss and the Miraluka. Most of the technology that the greater galactic civilization enjoys was built by and for the human race. Humans have skin color ranging from dark brown to freak white, hair color ranging from black to white, with males generally being larger than females.

Ithorian
Spirited: Starts with a d6 in Spirit.
Bellow: As the Stun Power, with a Sonic Trapping. May be used once a day.
Clumsy: It costs Ithorians twice as much as required to increase their Agility attribute.
Languages: Basic and Ithorese.

Description: Natives of the planet Ithor, the Ithorians are herbivorous humanoids with elongated “T” misshapen heads. They are an ancient star-faring race that long ago developed city-sized “herdships” in an effort never to desecrate their beloved “Mother Ithor.” Highly spiritual, the Ithor are quite pacifistic on the whole, preferring to inflict guilt trips on other races rather than direct physical confrontations.

Jawa
Agile: Jawas start with a d6 in Agility.
Mechanic: Jawas start with the Mr. Fix-It Edge and a d4 in Repair.
Weak: Jawas small stature impairs their Strength. Their carrying capacity is reduced by half.
Small: The small stature of Jawas gives them a -1 to their Toughness, but a +1 to their Parry when dodging attacks.
Languages: Basic and Jawaese.

Description: The galaxy’s greatest scavengers and pawn dealers, Jawas are small humanoids descendent from rodents who are found throughout the galaxy, though they are thought to be one of the two natives of Tattooine (the other being Tuskan Raiders). They tend to live a communal yet nomadic existence, which naturally suits their scavenging ways roaming between Tattooine’s few cities in large sandcrawlers like ships on a vast ocean.

Kel Dor
Wise: Starts with a d6 in Spirit.
Frail: -1 to Toughness.
Force Sensitive: Kel Dor are known for their affinity for the Force.
Special Equipment: Outside their natural environment, Kel Dor cannot survive without special goggles and breathing apparatus. This apparatus can actually enable a Kel Dor to survive in Vacuum. Without this equipment, the Kel Dor is blind and will begin to suffocate.
Languages: Basic and Kel Dor.

Description: Kel Dor come from the technological world of Dorin. They are roughly the same size and build as humans, with heads that tapered to a gaping mouth surrounded by four tusks protruding from the sides of their jaws. They normally go about wearing special goggles and a breathing mask when in oxygen-rich atmospheres or any atmosphere that’s alien to their normal helium-rich one on Dorin. Kel Dor are unique for their near common affinity with the Force, having been familiar with it long before they joined the Galactic Republic and the Jedi. Their Baran Do Sages, though smaller in number due to the dominance of Jedi doctrine, are still a prominent Force using tradition on Dorin and other worlds.

 

Miraluka
Force Sensitive: Miraluka are all sensitive with the Force.
Sight: Physically, Miraluka are blind, but they are able to use the Force to see all about them. This is just like the Sense Force Ability, except it’s always on. This does require the Miraluka to devote a Force Point at all times to using this power. Without it, he is blind. Creatures that are invisible to the Force, such as Yuuzhan Vong and Ysalimiri, or those who successfully utilize Shroud are invisible to this sight.
Slow Response: Miraluka are dealt two Initiative cards and must take the worst of the two.
Languages: Basic and Miralukese.

Description: The Miraluka are near-Humans who, over many centuries of living on a world where the sun’s rays only come in the infrared spectrum. They are able to see through their affinity with the Force. The Miraluka tend to wear masks or veils to cover their empty eye-sockets. They are quite introspective and are a culture known for its general lack of ambition for personal gain or glory.

Mon Calamari
Aquatic: Cannot drown in sea-water. Starts with a d4 in Swimming, and has a normal Pace while swimming underwater.
Low-Light Vision: No penalties for seeing in Dim or Dark lighting conditions.
Frail: -1 to Toughness.
Languages: Basic and Mon Calamarian.

Description: One of the two principle races on the oceanic world of Dac, the Mon Calamari are an advanced star-faring culture of amphibians with a rich civilization of culture, art, science, and engineering. They are roughly the size of a human, but with large eyes and fins on their hands and feet, with skin colors ranging from copper to salmon in color. They can dive down to 30 meters before requiring special equipment. They share Dac with the Quarren, with whom they have had numerous conflicts with for control.

Nautolan
Aquatic: Cannot drown in sea-water. Starts with a d4 in Swimming and can move at a normal Pace underwater.
Vigorous: Nautolans start with a d6 in Vigor.
Enhanced Smell: Nautolans can detect emotional states of various creatures, and thus gain a +2 to any Notice check when appraising other people, including if whether or not they’re lying or bluffing.
Clueless: Nautolans are notably unconcerned with events happening off world, unless it directly concerns them.
All-Thumbs: Except where underwater technology is concerned, Nautolans have a bit harder time adapting to alien technology.
Languages: Basic and Nautola.

Description: Nautolans are humanoid cephalopods roughly the size of humans with long tentacles descending from their heads. They come from the aquatic world of Glee Anselm, and have no difficulties that other aquatic creatures may have on dry land.

Nikto
Choose one of the following sets:
Kajain’sa Nikto:
The most common sub-species of Nikto, noted for their orange-bronze skin, forehead ridges and small horns on their faces, the Kajain’sa Nikto is highly adapted to hot, dry desert conditions. They gain +2 to all Vigor tests related to Heat conditions .

Kadas’sa Nikto: Also known as the Green Nikto, this subspecies is more adapted for mild forest regions. They possess claws that deal Str + d4 damage, and grant +2 to Climbing tests.

Esral’sa Nikto: Dwelling in the mountainous regions of Kintan has evolved this blue-grey skinned subspecies to be more resilient to the cold. They get +2 to all Vigor tests related to Cold effects (see Cold, page 103 of the Explorer’s Edition).

Gluss’sa Nikta: This pale subspecies of Nikto is quite adapted to life on the high seas. They start with a d4 in Swimming and can move at his normal Pace underwater.

M’shento’su Nikto: Known as the “southern Nikto,” this subspecies has no horns, a covered nose and several sets of breathing tubes which served as ultrasensory olfactory organs. They gain a +2 to Notice tests relating to smells.

All-Nikto: Instead of one of the above sets, the Nikto may instead opt for a Free Edge starting out.

All Nikto Get:
Unexpressive:
Due to the lack of the development of facial muscles among Nikto, they automatically get a -1 to Persuasion.
Languages: Basic and either Nikto or Huttese.

Description: The Nikto are a reptllian humanoid race comprising five distinct subspecies that are the result of their dying star’s high radiation spurring a jump-start in their evolutionary development dependant on the general region where the Nikto roamed on their homeworld of Kintan. All five sub-species can interbreed with a great chance that the offspring will assume the characteristics of one parent or the other, with a small chance that it will gain features of both.

Quarren
Tough: Quarren start with a d6 to Vigor.
Rude: Quarren’s impatient demeanor makes them come off as rude to other races. They get a -2 to Charisma.
Aquatic: Cannot drown in sea-water. Quarren start with a d4 in Swimming and can move at a normal Pace underwater.
Low-Light Vision: Quarren have no penalties for Dim and Dark Lighting.
Stubborn: As the Hindrance.
Languages: Basic and Quarran.

Description: The other sentient species that shares the world of Dac with the Mon Calamari, the Quarren are an aquatic race with a head that resembles a squid, with prehensile tentacles extending down on either side of their mouths. They have reddish-brown to grey-green skin which has been known to change during mating rituals. The Quarren have had numerous long-standing conflicts with the Mon Calamari over control of their world.

Rodian
Agile: Rodians start with a d6 in their Agility.
Thermal Vision: Rodians can see in the infrared spectrum, which can negate Light Concealment and enable them to see in Dim and Dark conditions.
Overconfident: As the Hindrance.
Mean: -2 to Charisma.
Tracker: Rodians gain +2 to Tracking rolls.
Languages: Basic, and Rodese or Huttese.

Description: Rodians were a reptilian humanoid species native to Rodia in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians were infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld. Though they were often relegated to the fringes of galactic society as bounty hunters or criminal henchmen, Rodians were not merely simple-minded thugs. The Rodian people managed to produce artists, merchants, and politicians who were found even among the upper classes of the Core Worlds.

Sullustan
Tough: Sullustans start with a d6 in their Vigor.
Survivalist: Sullustans start with a d4 in Survival.
Near-Sighted: Sullustans suffer an additional -1 to all Range Increments, including Short range.
Languages: Basic and Sullustese.

Description: A diminutive 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. Their wide earlobes provided excellent hearing, and their large eyes provided exceptional low-light vision and excellent peripheral vision. Sullustans could see up to 20 meters in the dark without being sensitive to infra-red, meaning they could effectively read and see normally with no light at all. Perhaps due to their relative lack of exposure to natural light, Sullustans began to suffer from corneal defects after 30 standard years. After significant deterioration, many chose to wear special visors to prevent further damage. Some Sullustans tattooed their heads as a form of individual expression.

Togruta
Agile: Togruta start with a d6 in their Agility.
Sneaky: Togruta start with a d4 in Stealth.
Frail: -1 to Toughness.
Languages: Basic and Togruti.

Description: The Togruta were a humanoid species from the planet Shili. The race exhibited head-tails which were similar to those of Twi'leks, perhaps suggesting a common ancestry. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation. In order to protect themselves from dangerous predators, and to hunt their own prey, Togruta banded together in dense tribes and relied on their natural pigmentation to disrupt and confuse the slow-witted beasts. Togruta worked well in large groups, and individualism was seen as abnormal within their culture, although it was also a necessary quality in leaders.

Toydarian
Flyer: Toydarians fly and gain altitude at their Pace.
Strong-Minded: Toydarian shrewdness has enabled them to immune to the Force Mind Trick.
Small: Toydarians start with a -1 to their Toughness and they start with one-half of normal Encumbrance. Taking the Brawny Edge would put them at normal  Encumbrance.
Languages: Basic and Toydarian.

Description: Toydarians are a race of winged avians from the world of Toydaria. They have strong, leathery wings that flap continuously as they hover about. They have three digits on each hand and foot, and males exhibit tusks from their mouths and whiskers about their lower face. Toydarians are often quite shrewd business-dealers and have an unsavory reputation as hucksters and con-artists, though most lead quite honorable lives.

Trandoshan
Strong: Trandoshans begin with a d6 in their Strength.
Regeneration: Trandoshans may regenerate Injuries in a matter of 2d10 days, if they are not killed.
Natural Armor: +1 to Toughness.
Clumsy: Trandoshans need to spend twice what is required to increase their Agility.
Cold-Blooded: Trandoshans have a tougher time in colder climates, and suffer a -2 to their Vigor rolls to avoid succumbing to cold effects.
Languages: Basic and Dosh.

Description: Trandoshans (T'doshok in their language) were large, bipedal reptilian humanoids from the planet Trandosha (or Dosha). They had super-sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, although very slowly, and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. They are renowned in the galaxy for their great physical Strength.

Twi’lek
Charismatic: As the Edge.
Low-Light Vision: Twi’leks ignore penalties for Dim and Dark lighting conditions.
Weak-Willed: Twi’Leks suffer a -2 penalty to their Tests of Will.
Languages: Basic and Ryl or Huttese.

Description: Twi'leks (pronounced /'twilɛk/) were an omnivorous humanoid species originating from the planet Ryloth. They tended to eat cultivated molds, fungi, and rycrit meat. Their distinctive features included colorful skin, which varied in pigment from individual to individual, and a pair of shapely prehensile tentacles that grew from the base of their skulls. The tentacles, called "brain-tails” or "head-tails" are advanced organs used for communication and cognitive functions. Twi'leks possessed a fairly standard humanoid vocal structure and were capable of learning most alien languages; however, they usually preferred their native language of Ryl, which incorporated subtle movement of the lekku. When they wished, they could even communicate in complete secrecy using their versatile brain-tails. Twi'lek females were often used as slaves or dancers because of their beauty.

Ubese
Combat-Oriented: Ubese start with a d4 in either Fighting or Shooting.
Survivalist: Starts with a d4 Survival.
Outsider: Ubese are notoriously xenophobic. They get the Outsider Hindrance as a result.
Special Equipment: Outside their homeworld, Ubese cannot survive without a breathing apparatus. If he loses his breathing mask he will start to suffocate. Ubese also require a vocabulator in order to communicate with others; without it his voice comes out as a mere whisper. Ubese characters get an environmental suit for free (+1 Toughness and +1 to Vigor rolls to resist environmental effects).
Awkward: Their general impairments make them a bit socially awkward beyond other Ubese. They start with a -2 to their Persuasion rolls.
Languages: Basic and Ubese.

Description: The Ubese were near-Humans who appeared graceful but frail. They tended to have fair skin and dark hair, with eye colors of brilliant green or blue. They could not grow any facial hair. Their facial structure was narrow, with high cheekbones and eyes that appeared much too large for their faces when compared to baseline Humans. Males and females of the species both stood roughly by the same height – around 1.4 meters and 1.9 meters – with males being slightly heavier of build than females. Their vocal chords could not produce speech above a rasping whisper sound, so they used a highly refined form of sign language called Ubennial when communicating with other Ubese. After centuries of having scratched a tenuous existence breathing the parched and oxygen-poor air on their planet, the “true” Ubese from Uba IV had to use specially tuned breath masks or filters to process Type I atmospheres.
Few beings, however, knew what an Ubese looked like –they rarely, if ever, appeared to non-Ubese unless concealed by masks, battle armors, or environmental suits.
Those who have interacted face to face with an Ubese have not recognized them as such, because there are no records in any databases that describe their Appearances.

Weequay
Survivalist: Weequay start with a d4 in Survival, and a +2 to Vigor tests regarding Heat effects.
Pheromonic Language: Weequay possess pheromones that aren’t meant to alter the mood of others, but to communicate with one another. This language is knownonly to the Weequay and is not understood even by protocol droids, though Jedi senses can detect if a pair or a group of Weequay are communicated in this manner.
Mean: Weequay characters start with the Mean Hindrance.

Description: A race of humanoids from the arid world of Sriluur in the Outer-Rim, the Weequay are a rather clannish, xenophobic species who are known for a surly and aggressive demeanor. They tend to travel in groups when off their homeworld, often selling their services as mercenaries or bodyguards. The result of their recent war with Houk colonists on their own homeworld has given them a good reputation for making some of the finest force pikes in the known galaxy.

Wookiee
Strong: Wookiees start with a d6 to their Strength.
Large: Bigger than most humanoids, Wookiees get theBrawny Edge for free, along with a +1 to their Toughness.
Claws: These natural claws are primarily good for Climbing, granting them a +2 to their Climbing Rolls. They rate as Str+2 weapons.
Outsider: As the Hindrance.
Languages: Basic and Shyriiwook. Most wookiees cannot speak Basic.

Description: Large hairy humanoid omnivores from the lush and heavily forested world of Kashyyyk, Wookiees are a proud and highly technological species. Known for their great size and strength and their strong devotion to honor and integrity, Wookiiees have developed a reputation throughout the galaxy as worthwhile allies and dreaded enemies. On their hands, Wookiees have claws that are used for climbing, particularly for climbing the mighty trees that exist on Kashyyyk. Though they could be used as a weapon, Wookiiees find the use of such claws as dishonorable and disgraceful.

Zabrak
Adept: Zabrak start with a d6 in their Smarts attribute.
Resilient: Zabrak gain +2 to rolls to resist Fatigue from heat and cold effects, and gain +1 Toughness.
Uncouth: Zabrak aren’t particularly known for social graces. They start with a -1 to Persuasion skill. This can be negated with an Advance.
Languages: Basic and Zabraki.

Description: Also known as Iridonians, Zabraks are roughly the same size as humans but with the distinct feature of a crown of vestigial horns on the top of their heads. Zabraks indulge in cultural tattoos that they adorn on their face and bodies which symbolize many things ranging from rites of passage to family lineage. Their species itself is further differentiated by skin coloration depending on the world they hail from, but unlike humans do not grow facial hair or eyelashes. Zabraks are known for being quite determined and single-minded in what they do.

Zeltron
Attractive: Zeltrons have the Attractive Edge for free.
Pheromones: When dealing with members of an opposite gender of any race, Zeltrons gain a +2 to their Persuasion rolls.
Overconfident: Their social capabilities have given many Zeltrons a false sense of competence in themselves in various capacities. They start with this Hindrance which can be overcome if they spend Two Advances.
Languages: Basic. Zeltrons have no base language of their own.

Description: Zeltrons are near-Humans who are chiefly known for their exotic and almost unnatural beauty and their passionate approach to life. While thought of as particularly hedonistic, Zeltrons are thrill-seekers, who find the conflicts that come from love and warfare to be the real spice of life. Though they hail from the world of Zeltros, Zeltrons themselves have no particularly culture that differentiates them from the greater galactic culture as a whole. Zeltron females are highly prized as dancers and concubines.

Cargando editor
14/04/2020, 23:19
Director

NEW EDGES & HINDRANCES

The following new Edges and Hindrances are available in Savage Star Wars. Where Edges and Hindrances are duplicated from the Adventure Edition core rules, those presented here take precedent.

Changes of Edges

Ace
Requeriments: Seasoned, Agi 1D8, Pilot 1D8

Besides the usual benefits for the SWADE Edge, the pilot with this Edge can make a piloting and Artillery action without the multiaction penalty. Usually if you make a piloting action and want to shoot with your ship you have to take two actions with the usual -2 penalty.
 

New Hindrances

Dark Side Taint (Minor and Major)

Requirements: Arcane Background (Force); can only take at Novice Rank.

This Hindrance allows you to begin the game with the presence of the Dark Side within you. A Minor Dark Side Taint corrupts just one of your Force Points. A Major Dark Side Taint corrupts three of your Force Points. You cannot Atone for these points until you reach Veteran Rank.

Orders (Minor)

While the character may have his own plans, he ultimately serves another power and is expected to follow orders when they are issued. A hero with this Hindrance may be an agent for a noble, a soldier for the Empire, or a mercenary under contract.

 

New Edges

Arcane Background (Force)

Requirements: Novice, Force Sensitivity.

Taking this Edge grants you the ability to use Force Powers. You start with access to the Force Skill, which is linked to your Spirit Attribute, but you must spend Character Points or Advances in order to gain die types in that skill. You also gain three Force Powers (provided you qualify for them) and you get 5 Force Points

Bounty Hunter

Requirements: Novice; Survival d6; Streetwise D6

The term “bounty hunter” refers to a private agent who tracks people or items down for money. They’ve developed something of an unsavory reputation in the galaxy as fortune-seekers who will turn their own parents in if there was a bounty on them. Bounty Hunters get a +2 to their Survival and Streetwise rolls when pursuing or tracking a quarry. Also the Bounty Hunter has some connections and can go to places than no everybody can enter. She is a member of a Guild, and can have access to its resources. The reputation of a Bounty Hunter usually helps her to convince people, so she gains a +2 to intimidate checks to the people who recognized her.

Force Sensitivity

Requirements: GM’s Permission (SPECIAL).

This is not an Edge or a Hindrance. This characteristic is simply something that isn’t chosen, but bestowed by what some might call the Will of the Force. If the GM wishes you to be Force Sensitive, he or she will allow you to be.

Jedi (Apprentice Level Force User)

Requirements: Novice; Force Sensitivity; Character cannot have any Dark Side Taint.

Jedi are the Guardians of Peace and Justice in the Galaxy. Known for their dedication to the Light Side of the Force, and their expert use of the Lightsaber as their weapon of choice, Jedi must do what they can to avoid the temptations of the Dark Side of the Force and the evils that it causes.

All Jedi gain a Lightsaber (color of their choice) for free, along with Jedi Robes and a Jedi Mentor to teach them the Jedi Arts. They automatically gain the Arcane Background (Force) Edge. They also gain the Connections – Jedi Order Edge free. Prohibited Force Powers: Any Dark Side Power at character creation.

Jedi Knight (Knight Level Force User)

Requirements: Seasoned; Force Sensitive; Jedi; Force d6; Character must have no Dark Side Taint; GM’s Permission.

This Edge is conferred to the character by the GM. No longer considered a Padawan, the character is now a Jedi Knight. He gains 2 new Powers and 6 Power Points; if he already got 5 points from other Force Order Edges, he doesn’t get another 5 Power Points.

Jedi Master (Master Level Force User)

Requirements: Heroic; Force Sensitive; Jedi; JediKnight; Force d10; Character must have no Dark Side Taint; GM’s Permission.

This Edge is conferred to the character by the GM. No longer considered a Knight, now the character is a Jedi Master. He gains 4 new powers and an additional 6 Power Points. If he gained 5 PP from another Master Level from another Order, he does not gain 5 PP from this Edge.

Nightmaiden (Knight Level Force User)

Requirements: Seasoned; Force Sensitive; Nightsister; Force d6; Must be completely consumed with the Dark Side of the Force; GM’s Permission.

This Edge is conferred to the character by the GM. No longer considered simply a “Nightsister,” the character is now considered a “Nightmaiden.” In addition, she gains 5additional Force Points, unless she already had gotten 5 Force Points from another Order’s Knight Level, plus two additional Force Powers.

Nightmistress (Master Level Force User)

Requirements: Heroic; Force Sensitive; Nightmaiden; Force d10; Must be completely consumed with the Dark Side of theForce; GM’s Permission.

This edge is conferred to the character by the GM. No longer considered a “Nightmaiden,” the character is now considered a “Nightmistress.” In addition, she gains 5 additional Force Points unless she got Force Points from a Master level of another Order, plus three additional Force Powers.

Nightsister (Apprentice Level Force User)

Requirements: Novice; Force Sensitivity; Female characters only.

Also known as the Dark Witches of Dathomir, the Nightsister is a Dark Side practitioner of a sect known as the Witches of Dathomir. Unlike Jedi or Sith, the Witches generally don’t use lightsabers, and are able to imbue any weapon with the Force when they wish in order to use against such weapons. Like the Sith, the Nightsisters are a Dark Side sect that  broke away from the traditional Witches of Dathomir to raise their own children to heed the call of the Dark Side.

All Nightsisters gain a melee weapon of their choice (including a Lightsaber), along with Nightsister outfits and a Nightmistress mentor to train them in the Dark Side of the Force. They automatically gain the Arcane Background (Force) Edge, and four Force Powers instead of three. They also get the Connections – Nightsisters Edge free. Prohibited Powers: Any Only Light Side Power.

Ship

Requirements: Piloting d6; GM’s Permission.

This Edge allows you to possess a ship of your own. This ship can be a Starfighter, a Gunship, or a Light Transport, presumably equipped with a Hyperdrive. How you came to own this ship (or partly own it) is up to you and the GM.

Sith (Apprentice Level Force User)
Requirements: Novice; Force Sensitive; Must be completely consumed with the Dark Side of the Force when this Edge is Taken; must be accepted by a Sith Mentor.
The Sith were once Jedi long ago who fled from the order and embraced the power of the Dark Side of the Force willingly. To the Sith, the Force is to be controlled to one’s own will. Filled with anger, fear, and hatred, the Sith seek to dominate the galaxy under their iron cruelty.
All Sith gain a lightsaber (usually red, but any color is acceptable) for free, along with Sith Robes and tattoos, and a Sith Mentor to teach them the Sith Arts. If the hero doesn’t have the Arcane Background (Force) at the time this Edge is bestowed, he does now.  They also gain the Connections – Sith Order Edge free.
Prohibited Force Powers: The Sith apprentice may not learn any Only Light Side powers or Plant Growth.

Sith Warrior (Knight Level Force User)

Requirements: Seasoned; Force Sensitive; Sith; Force d6; Must be completely consumed by the Dark Side of the Force at the time this Edge is taken; GM’s Permission.

This Edge is conferred to the character by the GM. The character may or may not be an “apprentice,” but is now considered a Sith Warrior. He gains 3 new powers and 5 Force Points, unless he gained 5 Force Points from a Knight Level of another Order, he does not gain this 5 PP.

Sith Lord (Master Level Force User)

Requirements: Heroic; Force Sensitive; Sith; Sith Warrior; Force d10; Must be completely consumed by the Dark Side of the Force at the time this Edge is taken; GM’sPermission.

This Edge is conferred to the character by the GM. The character may or may not be a “warrior,” but is considered a Sith Lord. Often, he probably has to kill his former Master to take his mantle as Sith Lord, depending on era, and his resources. He gains 3 new Powers and another 5 Power Points, unless he gained 5 PP from another Master Level Edge from another Order.

Smuggler
Requirements: Novice; Piloting d6; Persuasion d6; Stealth d6.

Wherever there are prohibitions on cargo there will always be a need for a smuggler to around customs agents. All you need is a ship that can carry enough cargo to make such end-run s around the law worth one’s while. Smugglers get a +2 to their Persuasion rolls when dealing with law-enforcement officials, a +2 to streetways  and they gain a +2 to Stealth rolls while piloting a spacecraft in an effort to avoid detection. Also the Smuggler has some connections and can go to places than no everybody can enter

Vergence
Requirements: Novice (cannot take this at higher levels); Force Sensitive; GM’s Permission.
By the Will of the Force, you have a natural talent for the Force that is somewhat inexplicable. Instead of rolling a d6 for your Wild Die, you roll a d8.

Zeison Sha (Apprentice Level Force User)

Requirements: Novice; Force Sensitive; Character cannot have any Dark Side Taint.
Long ago, a group of Jedi were left abandoned on the harsh world of Yanibar. Having feeling forsaken from their order, these Jedi developed an order of their own based more on self-reliance and a focus on Telekinesis as a means of  surviving the harsh conditions of Yanibar. All Zeison Sha gain a Discblade, which is the weapon of choice of the Zeison Sha. In the hands of a Zeison Sha, a Discblade is a deadly weapon. Both a melee and a ranged weapon, using telekinesis a Zeison Sha is an offensive juggernaut. The novice Zeison Sha also gets 5 Force Points to start with, gains the Telekinesis Force Power for free in addition to one other Force Power. Also, the Zeison Sha is given Zeison Sha robes, and Connections –Zeison Sha Edge for free. Prohibited Powers: The character may not take any Dark Side Power at character creation.

Zeison Sha Knight (Knight Level Force User)

Requirements: Seasoned; Force Sensitive; Character must not be consumed by the Dark Side of theForce; GM’s Permission.

This Edge is conferred to the character by the GM. The character is no longer considered a Novice, but a Zeison Sha Knight. The Zeison Sha Knight gains +2 to his Force tests involving Telekinesis, 5 additional Force Points unless he gained 5 additional Force Points from another “Knight” level of another Order. The Zeison Sha Knight also gains one Force Power.

Zeison Sha Master (Master Level Force User)

Requirements: Heroic; Force Sensitive; Character must not be consumed by the Dark Side of the Force; GM’s Permission.

This Edge is conferred to the character by the GM. The character is no longer a Zeison Sha Knight, but is now a Zeison Sha Master. He gains a Zeison Sha Ally as his apprentice, as well as 5 additional Force Points, unless he already gained 5 Force Points from another Master Level Force User Edge.

Lightsaber Defense

Requirements: Novice, Force Sensitivity.

Taking this Edge grants you the ability to use a Lightsaber to defend yourself from ranged attacks if you are not shaken or stunned. Activating a lightsaber you have equipped grants the ability to Block and Redirect Ranged Attacks (see Block and Redirect Ranged Attacks). When anyone attacks you with a ranged weapon, they must defeat the target’s Parry, plus any Range penalties.

Once per turn the user may also redirect one ranged attack that fails. Towards any target with in 6” of the user as a Free Attack using their fighting skill -2. The redirect takes place immediately (before other hits against the hero on the same Action Card, if any)

Expert Lightsaber Defense

Requirements: Seasoned; Force Sensitive; Lightsaber defense; Jedi Knight (Knight Level Force User) or Sith Warrior (Knight Level Force User) or Nightmaiden (Knight Level Force User) or Zeison Sha Knight (Knight Level Force User)

As per the Lightsaber Defense Edge, except now you can redirect two ranged attack that fails, and the target can be with in 9" of the user as a Fre Attack using their fighting skill -1.The redirect takes place immediately (before other hits against the hero on the same Action Card, if any)

Master Lightsaber Defense
Requirements: Veteran; Force Sensitive; Lightsaber Defense; Expert Lightsaber Defense; Jedi Master (Master Level Force User) or Sith Lord (Master Level Force User) or Nightmistress (Master Level Force User) or Zeison Sha Master (Master Level Force User)
As per the Lightsaber Defense Edge, you can redirect four ranged attack that fail, and the target can with be in 12" of the user, as a Free Attack using their fighting skill. The redirect takes place immediately (before other hits against the hero on the same Action Card, if any).

 

Combate en Espacios Cerrados (CQB)
Requisitos: Disparar d8+, Pelear d6+.
Tu personaje tiene mucha práctica luchando en lugares confinados y sabe cómo enfrentarse a sus enemigos con armas de fuego en situaciones cuer­po a cuerpo, como aquellas con rehenes. Tu agente puede disparar con subfusiles, escopetas y rifles de asalto incluso estando enzarzado cuerpo a cuerpo.

CQB Mejorado
Requisitos: Experimentado, Combate en Espa­cios Cerrados.
Solo debes aplicar la regla de Espectadores inocentes si sacas una pifia al disparar a un combate cuerpo a cuerpo (consulta el manual básico de Savage Worlds). Además, el agente no queda vulnerable cuando dispara a un ob­jetivo no adyacente estando enzarzado cuerpo a cuerpo (consulta Disparar hacia un comba­te cuerpo a cuerpo en la edición Aventura de Savage Worlds).

Lucha a Ciegas
Requisitos: Novato, Artista Marcial, Pelear d6+.
Tu agente está adiestrado para usar todos sus sentidos y sabe cómo combatir en la oscuridad más absoluta. Divide entre dos la penalización a los ataques por iluminación (así, oscuridad es solo -1 y oscuridad total, -2). Esta ventaja solo funciona con ataques cuerpo a cuerpo.

Cargando editor
14/04/2020, 23:28
Director

OTRAS REGLAS

Bloquear y deflector disparos.
Si tienes la ventaja Lightsaber Defense, adquieres unas habilidades especiales solamente por tener activado tú lightsaber, que mejoran dependiendo del nivel de L.Defense que tengas.

Bloquear.
De entrada la dificultad para ser acertado por ataques a distancia se convierte en el valor de Parada/Parry del objetivo, con los penalizadores por distancia habituales a los ataques a distancia, y cualquier bono o penalización adicional a la parada que puedas tener por otras ventajas, habilidades o situaciones.

Deflectar.
Además, también puedes deflectar, e incluso redirigir, los ataques a distancia. Que te hagan. Cuando declaren un ataque contra ti, puedes decidir que la dificultad no sea tú parada si no una tirada enfrentada entre el Disparo de tú atacante contra tú Pelea. [Esto es más fácil de declarar y hacer en mesa que en RPW, obviamente, pero veremos de arreglarlo de alguna manera].
Si la tirada de Pelea es menor o igual que el Disparo de tú atacante te han impactado y se tira el daño de manera normal. Si la Pelea es superior se bloquea el ataque, y si has sacado un aumento (4+) que el Disparo además se lo devuelves al atacante.
Esta tirada enfrentada tienes que hacerla contra cada ataque a distancia que te hagan , poderes de la Fuerza (como por ejemplo lighting) incluídos. Una vez decides Deflectar ya no puedes Bloquear. Es decir, a la que empiezas ya tiras contra todos los ataques que te hagan. A nivel Maestro no tienes por qué. Puedes decidir las que deflectas y las que no.

Otro problema que tienes para deflectar los ataques depende de si ya has actuado o no en el turno. Si ya has actuado sufres una penalización a la tirada de Pelea de -2 por multiacción (o -4 si realizaste dos acciones en tú turno). Si no habías actuado todavía en el turno, cuando te toque tendrás los penalizadores por haber realizado ya una acción este turno.

Adendum: Si en algún momento el Jedi/Sith se queda aturdido por algún motivo no podrá realizar ninguna de las dos acciones (Bloquear/Deflectar).

Notas de juego

OTHER RULES

 

Blocking and Redirecting Ranged Attacks:

If you have a Lightsaber Defense, you gain a bonus to your Parry for merely equipping an activated lightsaber  depending on the level of Lightsaber Defense you have.
To redirect shots at enemies, you replace your Parry with your Fighting Skill die result. If you fail this check against the shooter’s Shooting roll, you are hit. If you meet or exceed the shooter’s Shooting roll, you successfully deflect the bolt. If you manage to make one Raise against the shooter’s Shooting roll, you redirect his own shot back at him and it automatically hits (barring Shields). Two Raises will allow you to reflect the bolt at a different target than the shooter.

To use this ability you have to declare the blocking action, but this has consequences. If you have acted this turn when you declare, you have a penalty for multiple action (-2 or -4 depending on the actions you made on your turn). If you have not acted yet, you'll have a penalty of multi action during your turn.

 

Force (Skill): 

This skill allows you to manipulate and feel the Force, and grants very rudimentary powers. This skill is also important because it represents the base die type for all damage inflicted through the Force.

-Minor Telekinesis: This ability allows you to move objects or targets smaller than the Small Size category for no PP cost. Drawing such an object within 6 squares is a Free Action. If you spend a FP into this, you can hurl such an object equal to Force Skill Die Type + 1d6 in damage, at a range of 3/7/15.

-Feel the Force: Whenever someone uses an active Force Power (Control, Sense, or Alter), you have a chance to sense it if it’s done in your immediate vicinity. A successful Shroud automatically obscures this ability. You cannot spend FP for this ability.

-Mind Trick: The Force has a strong influence on the weak minded. Use your Force Skill Die in place of Persuasion in a Test of Wills. If you succeed, you make an otherwise unpalatable suggestion seem perfectly reasonable. Such a suggestion cannot involve the direct danger or threat to harm of the individual. You can spend FP to increase the Die Type for your Force Skill for this action, up to a maximum of d12.

Cargando editor
18/04/2020, 13:09
Director

REGLAS DE AMBIENTACIÓN

Me he fijado (gracias a una partida de Puck) que no había puesto posibles reglas especiales de ambientación. Todavía me hago a veces un poco de lio con el Deluxe y el Adventure Edition. Así que lo dejo aquí aclarado y listo.

 

HEROE NATO
Durante la creación del pj, los héroes (o villanos) pueden ignorar los requisitos de rango a la hora de adquirir ventajas. Aún deberán seguir cumpliendo cualquier otro requisito que tenga la ventaja, como siempre. Una vez comienza eljuego, las reglas de rquisito por rango se aplican con normalidad.

LÍMITE DE HERIDAS
Los personajes no pueden sufirr más de cuatro heridas de un solo ataque y, por tanto, jamás deberán tener que absorber tampoco más de cuatro heridas.

Criaturas de mayor tamaño: El límite de heridas se aplica también a las criaturas con más de tres heridas (bien debido a su escala, bien debido a los rasgos de criatura Duro y Muy Duro). Así una criatura Enorme es capaz de soportar cinco heridas, por ejemplo, pero no puede sufrir más de cuatro de un único ataque.

El DJ siempre puede ignorar esta regla en situaciones específicas y obvias, como una explosión, caer desde la cima de un acantilado muy alto, etc.

PUNTOS DE HABILIDAD ADICIONALES
Esta ya debería ser obvia pues en la creación tenéis 14 puntos de habilidad en lugar de los 12 normales.

RECUPERACIÓN HEROICA
Los Comodines hacen tiradas de curación natural una vez al día, en vez de cada cinco días como es lo normal (una vez por hora si la especie tiene Regeneración)

Golpes y Cardenales: Los comodines recuperan un nivel de fatiga por esta causa cada cuatro horas en vez de cada veinticuatro, como es habitual.