It looks like I’ll be running the Alternate Clone Wars game I outlined earlier this year, which requires finalizing the game system. I’ve chosen to go with Savage Worlds. I’ve looked into work others have done online, particularly this one, but I found them overly thorough for the pulpier game I want to run, and I would have had to change rules to fit my personal conception of the setting and desires anyway. However, I did find that the official Science Fiction Companion covers just about everything needed (with some minor hacks). So all the information below assumes you’re using the Savage Worlds Deluxe Core and Science Fiction Companion, and may not make a lot of sense if you don’t have those as a basis.
For Star Wars, I suggest the following setting rules (from page 94 of the core book):
- Heroes Never Die
- High Adventure
- Joker’s Wild
- Multiple Languages
For Multiple Languages, I suggest charging the player for all languages out of the free ones (e.g., an alien with Smarts d4 spends the two languages on Basic and the cultural language of the race; essentially, you really only get bonus languages for higher than minimum Smarts). See also the Monolingual hindrance and Languages focus of Knowledge, below.
The race-building options in the core and sci-fi companion books should be adequate to build pretty much any alien race your player desires. As examples:
- Human: Gains the usual bonus Edge
- Wookie: Strength Increase (2), Size +1 (1), Reach (1), Cannot Speak (-1), Hindrance: Outsider (-1)
- Droid: As per the construct race, but see Droid Mods, below, and droids cannot be Force Sensitive nor can they be affected by mind-altering Force abilities
Most characters are assumed to be insensitive to the Force. They cannot buy the Force skill, but they get to use their full Spirit die to defend against any Force abilities that allow such a defense. For 0 points, any non-droid character can instead add the following racial option:
Force Sensitive (0):
- Bonus Edge: Arcane Background (The Force)
- Hindrance: You are more open to the Force than others. You may only use your Force skill die to defend against attacks that insensitives could use their full Spirit die against. You may find yourself targeted by effects and enemies that are drawn to Force users.
Edges and Hindrances
Most Edges and Hindrances from the core book are probably appropriate, except for those reliant on Arcane Backgrounds other than The Force. You may wish to allow Champion, Holy Warrior, and Wizard based on Arcane Background (The Force) and the Force skill, instead of their existing background and skill.
From the sci-fi companion, most of the new Edges and Hindrances seem designed for harder science fiction; Star Wars never seems to care enough about gravity and atmosphere to justify traits that affect interacting with them. Of the additions in that book, I’d only suggest using Low Tech/High Tech and Outsider as Hindrances and Cyber Tolerant, Cyborg, and Rocket Jock as Edges (you could also allow Geared Up, but it seems like a much worse long-term investment than the core Rich edge).
The following are additional for Star Wars:
Arcane Background (The Force)
Arcane Skill: Force (Spirit)
Starting Power Points: 10
Starting Powers: Special (see Force Powers, below)
Sensitive: The character sometimes receives visions and intuitions with a raw Spirit Roll
Requirements: Arcane Background (The Force), Force d4+
You gain a lightsaber that does not count against your starting funds. Attackers must defeat your Parry score when firing blasters (instead of the normal base ranged difficulty) if you are using a lightsaber. You gain any allies and enemies of the Jedi order.
Additional Force Trick
Requirements: Force d8+, must be trained personally by the inventor of the trick
You gain an additional Force Trick (see Force Powers, below).
Gain an additional two points of Mods (see Droid Mods, below). This edge can be taken multiple times to gain further mods.
You only speak Basic. You gain no additional languages for the Multiple Languages setting rule, and cannot buy the Languages focus of Knowledge until you have bought off this Hindrance.
There are several skills that are unlikely to be used often in Star Wars (particularly in my conception of the alternate Clone Wars). Players should likely not take them at all, and should pay half cost for them if they do purchase them:
- Boating (Agility)
- Driving (Agility)
- Lockpicking (Agility) (use Knowledge (Computers) instead)
Suggested Knowledge Focuses
The following are suggested focuses for the Knowledge skill:
* While using the Multiple Languages setting rule, this is taken as a single skill instead of one per language. Gain additional fluent languages equal to the die size, and roll the skill to interpret languages in which you are not fluent.
This skill works very similarly to Streetwise, but for the complicated politics of high society and Republic bureaucracy.
Roll this skill to activate your Force powers and to defend against such attacks. At d8+, you originate your own Force Trick (see below).
For simplicity, I’ve chosen to frame all Force powers as modifications of existing powers in the core rulebook. They have the same costs and statistics unless otherwise noted. As a global change, any power that uses the caster’s Spirit or Smarts to set a variable (such as range) instead uses the caster’s Force skill die. Force powers do not generally have specific trappings (though their activation may be obvious to nearby Force sensitives).
All Force sensitives can activate the following six powers:
- Boost Trait (core page 110): This can be used on the caster only, and can only be used for Boost (not Lower). It cannot be used to boost the Spirit attribute or Force skill. It can only boost skills that the GM agrees are suitably athletic or intuition-based that relying on the Force for guidance would help. This power is essentially a catch-all for minor Force-user advantages, and a way to use up power points in combat other than Telekinesis.
- Detect Arcana (core page 111): This can be used to Detect only, not Conceal (though adding in Conceal would be a good Force Trick).
- Divination (core page 112): This requires a whole meditation period rather than just a minute. Answers are presented as a cryptic vision. Trying to learn something useful about an enemy or otherwise unwilling target may be opposed by that target’s Force defense (Spirit if insensitive, Force if sensitive).
- Mind Reading (core page 115): This is opposed by an unwilling target’s Force defense.
- Puppet (core page 115): This is opposed by an unwilling target’s Force defense (and may be hard-stopped if the target’s defense die is equal to or higher than the caster Force die, if you want to make the Mind Trick reliably ineffective against certain targets like in the films). It can only be used to convince the target of a fact, or compel them to take a simple series of actions, not to take combat control (as per the normal Puppet power).
- Telekinesis (core page 118): The Telekinetic Weapon option can only be used for a single attack (i.e., saber throw) rather than an ongoing floating weapon. Damage of dropping/throwing objects is based on the caster’s Force instead of Spirit. To better reflect the movies, you might want to put the weight limits on an exponential scale rather than a linear one based on Force die size (such as die size squared, rounded down to the nearest 10 pounds, so the progression is d4 (10), d6 (30), d8 (60), d10 (100), d12 (140)); a raise still multiplies the allowed weight by five.
Once a Force Sensitive raises the Force skill to d8, he or she invents a unique Force Trick, and can train others in this trick if they take the Additional Force Trick edge. See the original post for more information on the logic behind this. In general, the player and GM should work together to come up with something that either expands an existing power’s capabilities, or adds a whole new power (likely based on unused Savage Worlds powers). Force Tricks that modify an existing power stack with one another; the caster can always choose to activate all relevant tricks.
Recovering Power Points
Force sensitives can recover power points in two ways:
- Light Side: After a protracted meditation, recover all power points to full. The length of this meditation is whatever makes sense to the GM, and may require a Force roll to tune out distractions. As per the original post linked above, dabbling with the dark side should extend the time required to benefit from meditation. Jedi can, rarely, achieve this level of calm during conflict; if the GM and player agree that it makes sense due to roleplaying, the player can take an action to make a Force roll and recover two power points on success plus two per raise.
- Dark Side: The character may choose to channel strong emotions into power, including anger, fear, and pain. Doing this is considered using the dark side, and affects time to meditate. The character may do this reflexively on any round he or she attempts to remove Shaken, and by taking an action otherwise. Wound penalties are flipped and become wound bonuses to this roll. The character rolls Force and regains one power point, plus one per raise. The GM may adjust the difficulty higher or lower based on interpreting how strong the emotion seems to be (stronger emotions have lower difficulties).
Lots of the gear in the sci-fi companion makes sense for Star Wars. Use your judgement as to what fits and what doesn’t. In general, the pricing for most items seems relatively close to the pricing in other Star Wars sources like Edge of the Empire, such that you can take the Savage Worlds dollar values and use them as credits. One specific exception is starship prices: Star Wars tends to think of them as costing tens or hundreds of thousands, while Savage Worlds prices them at millions or billions. The Savage Worlds prices are probably more realistic: a starship includes lots of expensive components, such that it should probably cost more than 100 times the cost of a blaster. On the other hand, starships in Star Wars aren’t really starships, they’re boats that haul the player characters between adventures. It makes sense to price them more like cargo trucks or luxury cars, so a player team can reasonably own and maintain one.
I would suggest coming up with a consistent monetary theory that makes everyone happy, and sticking with it. This is easier if you just give the players a ship, rather than making them purchase one, and include enough economics to drive interesting play (e.g., very little for traditional pulp heroics, more if your PCs are smugglers trying to save up enough money to get out from under a crime lord’s sluglike thumb). If you’re going to be more loose with available funds, pay careful attention to the prices of some of the items in the sci-fi companion, as they may be game breaking if they’re too affordable. In particular, if you use the basic robot rules you could purchase some pretty nasty combat droids for your party with only a few hundred thousand credits (see Droid Mods, below).
The following are my suggestions for specific Star Wars combat gear:
- Lightsaber: Treat this as a Katana with the Energy Weapon template. It does Str+d12 damage, has AP 6, and its AP should probably counter the Parry of someone with a physical melee weapon (e.g., against someone with Parry 4 and a physical weapon, attack against Parry 0, break the weapon, and deal damage at AP 2 against any remaining armor on the target). The Savage Worlds pricing places it at 1,500, but you might increase that for the ability to chop through weapons, and just flat out make them only available with the Jedi edge during A New Hope era games.
- Lightbayonet: A useful addition to Clone Wars era games where lightsabers are more common, treat this as a module that allows a blaster rifle to emit a short lightsaber from its barrel in order to defend against lightsaber-wielders cutting up your firing line. It takes an action to switch the weapon from bayonet mode to blaster mode. While in bayonet mode, it’s a melee weapon that does Str+d8 damage, AP 4, Reach 1, requires two hands, and can parry lightsabers (that’s applying the Energy Weapon template to the Bayonet stats; it may be too good with those stats, and might need to be reduced accordingly). Savage Worlds pricing places it at 525.
- Blasters: A New Hope era blasters should use the Particle Accelerators (Blasters) stats on page 21 of the sci-fi companion. For Clone Wars era blasters, if you’re using my suggestion that they should be much more primitive, I would start out with drastically lowered range (or slightly lowered range and an inherent inaccuracy penalty), reduce the damage by a die size or two, and drastically lower the shots per clip.
- Ion Weapons: These can probably just be statted as blasters that deal electricity damage, and have a die size lower damage. This means they’ll be less effective than a blaster against organic targets, and more effective against droids (since they take +4 damage from electricity).
If you’re allowing droids as characters, I think the rules in the sci-fi companion (and the Savage Star Wars PDF linked at the top of the post) that link robot options to purchases and maintenance costs are very risky. It means the GM has to be very careful handing out monetary rewards to make sure that the party’s droids aren’t much better or worse than the other party members. So I’d instead suggest just handling droid modifications as customizable racial features. Each mod has a cost comparable to racial mod costs, and you can take them until you get your droid set up the way that makes sense to you and the GM.
Each droid starts off with one point of mods, and can gain two additional points for each time he or she purchases the Additional Mods edge. The following are the allowable mods from the sci-fi companion, with their mod cost in parenthesis (this may be different from the mod cost in the book, as it takes price into account, and any mod that normally grants more mod slots does not for these purposes):
- Android (2)
- Aquatic (1)
- Armor (1)
- Data Jack (1)
- Flight (2)
- Immobile (-1)
- Magnetic Pads (1)
- Pace (1)
- Power Pack (1)
- Sensor Suite (1)
- Size Increase (2)
- Size Reduction (-1) (also reduces Toughness by -1 as per the racial)
- Stealth System (4)
- Targeting System (1)
- Trait Bonus (2)
- Wall Walker (1)
- Wheeled or Tracked (0)
The following are additional mod options (either taken from the other racial mods or invented for Star Wars):
- Binary Communicator (-1): The droid can only speak in the binary language
- Environmental Hardening (1): +4 to resist a single environmental effect (heat, cold, etc.)
- Frail (-1): Flimsy construction imposes -1 Toughness
- High-Speed Processing (3): Gain one extra non-movement action without a multi-action penalty
- Integrated Equipment (*): Can have reasonable integrated weapons or tools; costs 1 mod slot per 500 cost of the items, and includes the purchase of the item
- Noncombat (-2): The droid cannot buy the Fighting or Shooting skills
- Restraining Bolt (0): The droid is disabled if it exceeds a designated range from the controller, or the controller is activated
- Slow (-1): -1 Pace and d4 running die (cannot buy the Pace mod).
- Specialized Appendages (-1): The droid has no generic manipulation appendages (like hands), and must use other mods (integrated equipment, data jack, etc.) to manipulate most physical items
Example droid configurations:
- R2 Unit: Binary Communicator (-1), Data Jack (1), Frail (-1), Integrated Equipment (3; 1,500 credits worth of misc tools), Magnetic Pads (1), Noncombat (-2), Sensor Suite (1), Size Reduction (-1), Specialized Appendages (-1), Tracked (0), Trait Bonus (2; Repair)
- Protocol Droid: Frail (-2), Integrated Equipment (4; Language Translator from sfc p. 15), Noncombat (-2), Slow (-1), Trait Bonus (2; Etiquette)