Post by cassusaevum on Dec 5, 2019 12:59:19 GMT -5
NOTE: Work In Progress... More Coming...
In general, we'll be using the standard character creation guidelines in SWADE with the following changes:
Advances
You begin play with 2 Advances
Skills
The following skills are what we will be using for Savage Star Wars:
Academics (Smarts), Astrogation (Smarts), Athletics (Varies), Battle (Smarts), Common Knowledge (Smarts), Repulsor Vehicles (Agility), Electronics (Smarts), Fight (Agility), Force (Spirit), Gambling (Smarts), Slicing (Smarts), Medicine (Smarts), Intimidation (Spirit), Language (Smarts), Notice (Smarts), Occult (Smarts), Performance (Spirit), Persuasion (Agility), Space Vehicles (Agility), Repair (Smarts), Research (Smarts), Riding (Agility), Science (Smarts), Shooting (Agility), Stealth (Agility), Survival (Smarts), Taunt (Smarts), Thievery (Agility), Walker Vehicles (Agility)
Common Skills
In addition to the standard common skills, heroes in Savage Star Wars also begin with 1d4 in Repulsor Vehicles and Fight.
Gear
Starting gear will be determined by packages as outlined below. While the equipment choices are not all created equal, think of it from the perspective of what roll you'd reasonably expect your character to fulfill within the Rebel Alliance. This is just starting kit - you will have the opportunity to acquire new gear as the game progresses. Also, remember that this does not mean you have a "class" that must be tied to the listed package. It just reflects the role you've been filling within the Rebel Alliance in recent history. A smuggler might be serving a brief stint as a Pilot or Trooper. A slicer might be hiding out among the rebels and working as a tech specialist, and so forth. These are convenient groupings for equipment only.
Rebel Fleet Trooper
Blast Vest and Helmet (+2, covers Torso and Head), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Trooper
Body Armor (+4, Torso, Arms, Legs), Blaster Carbine (2d6+2, 12/24/48, RoF 3, Shots 100, Min Str -, AP 2), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroblade (Str + 1d6+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Heavy Trooper
Combat Armor (+6, Torso, Legs, Arms, Head), Blaster Rifle (2d8+2, 24/48/96, RoF 1, Shots 100, Min Str -, AP 2) OR Z6 Rotary Blaster Cannon (2d8+4, 24/48/96, RoF 4 - cannot fire at less than RoF 4, AP2, Snapfire, 2 Hands, Min Str d8, Shots 300), Vibroknife (Str+1d4+2, AP2), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Pilot
Armored Flight Suit (+2, Torso, Legs, Arms, Head, environmental protection), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink, Personal Droid (Astromech)
Rebel Infiltrator
Nondescript Clothing, Hold-out Blaster Pistol (2d4+2, 3/6/12, RoF1, Shots 50, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink, Cool Spy Stuff (whatever is reasonable)
Rebel Ambassador
Fashionable Clothing, Hold-out Blaster Pistol (2d4+2, 3/6/12, RoF1, Shots 50, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Commlink, Personal Droid (Protocol)
Former Padawan
Worn Jedi Robes, Light Saber (2d8, Ignores Armor), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Commlink
Tech Specialist
Sturdy Coveralls (+1 Torso, Legs, Arms), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Big Damn Wrench (Str+d6, Min Str d6), Tool Kit (+2 to any check where having a good set of tools might reasonably apply), Datapad, Commlink, Mechanical Odds and Ends (narrative permission to have various helpful bits on your person), Personal Droid (Maintenance)
Medic
Medical Garb, Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife/Scalpel (Str+1d4+2, AP2), Commlink, Personal Droid (Medical), Surgical Bag (10 Medical Kits, various other bits and pieces that may have narrative use)
In general, we'll be using the standard character creation guidelines in SWADE with the following changes:
Advances
You begin play with 2 Advances
Skills
The following skills are what we will be using for Savage Star Wars:
Academics (Smarts), Astrogation (Smarts), Athletics (Varies), Battle (Smarts), Common Knowledge (Smarts), Repulsor Vehicles (Agility), Electronics (Smarts), Fight (Agility), Force (Spirit), Gambling (Smarts), Slicing (Smarts), Medicine (Smarts), Intimidation (Spirit), Language (Smarts), Notice (Smarts), Occult (Smarts), Performance (Spirit), Persuasion (Agility), Space Vehicles (Agility), Repair (Smarts), Research (Smarts), Riding (Agility), Science (Smarts), Shooting (Agility), Stealth (Agility), Survival (Smarts), Taunt (Smarts), Thievery (Agility), Walker Vehicles (Agility)
Common Skills
In addition to the standard common skills, heroes in Savage Star Wars also begin with 1d4 in Repulsor Vehicles and Fight.
Gear
Starting gear will be determined by packages as outlined below. While the equipment choices are not all created equal, think of it from the perspective of what roll you'd reasonably expect your character to fulfill within the Rebel Alliance. This is just starting kit - you will have the opportunity to acquire new gear as the game progresses. Also, remember that this does not mean you have a "class" that must be tied to the listed package. It just reflects the role you've been filling within the Rebel Alliance in recent history. A smuggler might be serving a brief stint as a Pilot or Trooper. A slicer might be hiding out among the rebels and working as a tech specialist, and so forth. These are convenient groupings for equipment only.
Rebel Fleet Trooper
Blast Vest and Helmet (+2, covers Torso and Head), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Trooper
Body Armor (+4, Torso, Arms, Legs), Blaster Carbine (2d6+2, 12/24/48, RoF 3, Shots 100, Min Str -, AP 2), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroblade (Str + 1d6+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Heavy Trooper
Combat Armor (+6, Torso, Legs, Arms, Head), Blaster Rifle (2d8+2, 24/48/96, RoF 1, Shots 100, Min Str -, AP 2) OR Z6 Rotary Blaster Cannon (2d8+4, 24/48/96, RoF 4 - cannot fire at less than RoF 4, AP2, Snapfire, 2 Hands, Min Str d8, Shots 300), Vibroknife (Str+1d4+2, AP2), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink
Rebel Pilot
Armored Flight Suit (+2, Torso, Legs, Arms, Head, environmental protection), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink, Personal Droid (Astromech)
Rebel Infiltrator
Nondescript Clothing, Hold-out Blaster Pistol (2d4+2, 3/6/12, RoF1, Shots 50, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Datapad, Commlink, Cool Spy Stuff (whatever is reasonable)
Rebel Ambassador
Fashionable Clothing, Hold-out Blaster Pistol (2d4+2, 3/6/12, RoF1, Shots 50, Min Str -, AP 2), Vibroknife (Str+1d4+2, AP2), Commlink, Personal Droid (Protocol)
Former Padawan
Worn Jedi Robes, Light Saber (2d8, Ignores Armor), Medical Kit (one time +2 Bonus to Medicine roll to Heal), Commlink
Tech Specialist
Sturdy Coveralls (+1 Torso, Legs, Arms), Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Big Damn Wrench (Str+d6, Min Str d6), Tool Kit (+2 to any check where having a good set of tools might reasonably apply), Datapad, Commlink, Mechanical Odds and Ends (narrative permission to have various helpful bits on your person), Personal Droid (Maintenance)
Medic
Medical Garb, Blaster Pistol (2d6+2, 12/24/48, RoF 1, Shots 100, Min Str -, AP 2), Vibroknife/Scalpel (Str+1d4+2, AP2), Commlink, Personal Droid (Medical), Surgical Bag (10 Medical Kits, various other bits and pieces that may have narrative use)