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Dark Side Sourcebook

This file consists of conversions taken from the Dark Side Sourcebook for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

The long-anticipated Dark Side Sourcebook gives players and GMs a good grasp on the ways of the Dark Side of the Force, from the ancient Sith to modern Dark Side adepts, and everything in-between. Although it presents things that relate directly to game mechanics, it also includes a ton of background material which is, in my humble opinion, far more important than gizmos and gadgets. Anyone wanting to run or portray a Dark Side character needs to at least skim through this book. Investing an hour or two in order to read portions in depth is time well-spent.

The supplement has good lay-out and organization, with the interior art being a mixture of drawings/paintings and photographs from the movies. Everything is explained well, and most people won't have any trouble understanding the concepts that the book delves into. It is a hard-bound book with a glossy cover, runs a total of 159 pages, and seems to be constructed of high-quality materials. The cover price lists at $29.95, though I got mine somewhat cheaper on Amazon.com.

A word of warning: this supplement is powerful stuff. It is possible to integrate too much of a bad thing into any Star Wars game. Use with caution, and only under adult supervision. Just about everything in the Dark Side Sourcebook grants Dark Side Points. While D6 Star Wars is fairly adamant about players portraying good (or, at the most, shady) characters, d20 is a bit more apathetic. It takes a few more Dark Side Points in d20 (twice as many on average) for a character to be taken over by the Dark Side, and players whose characters turn to the Dark Side in d20 aren't forced to roll up new personas. To use all of the presented material might require GMs to throw some of the D6 rules concerning Dark Side Points out the window.

Should you buy it? If you want to get the most out of this conversion, then you should definitely pick this book up. The vast majority of the material presented doesn't require game mechanics, and it can only enhance any games you want to run in which the Dark Side of the Force has any bearing. It's my opinion that the Dark Side Sourcebook is a good addition to any Star Wars gaming library.

- Force Powers -

Control Powers

Channel Rage (Adapted from "Rage", DSS, page 18)
Control Difficulty
: Easy.
This power may be kept up.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect
: This power, when used, channels the character's anger and rage into a berserk fury, which increases his prowess in battle. Game effects include a temporary +2D bonus to Strength, and a -1D penalty to all defensive skill rolls. Raging characters are unable to perform any action or Force power that requires patience and/or concentration. When use of Channel Rage ends, the user loses 2 pips from his Strength die code for every round the power was kept up (reducing his Strength die code to a minimum of 1D).

Control and Sense Powers

Sith Sorcery (Adapted from DSS, page 18)
Control Difficulty
: Difficult.
Sense Difficulty: Moderate.
Required Powers: Enhance Attribute, Feed on Dark Side, Life Detection, Life Sense, Sense Force.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect
: Sith Sorcery is used to channel the spirits of dead Sith lords into a character's body, augmenting his own natural abilities at the risk of possession. If successful, this power grants bonuses to attacks, resistance rolls, Strength (to resist damage only), and any use of Dark Side Force powers (ie, any powers that give Dark Side Points when used). The extent of the bonus and the power's duration are determined by the amount the Jedi's Control roll exceeds the difficulty. The duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.

Control Roll > Difficulty By:BonusDuration
0-6+24 rounds
7-12+1D4 rounds
12-18+1D+13 rounds
19-24+1D+23 rounds
24++2D2 rounds

Special: Whenever Sith Sorcery is used, in addition to receiving a Dark Side Point, the character opens himself up to possession by Sith spirits. He must immediately succeed in a Moderate Willpower skill check, with the difficulty increased randomly by the amount of the bonus received. For example, a Dark Jedi beats his Control roll difficulty by 8 points, gaining a +1D bonus. When the power fades, he must make a Willpower roll with a difficulty of Moderate +1D. If the skill roll succeeds, there are no complications. If it fails, however, the character is possessed by a Dark Side spirit (see rules on Dark Spirits).

Sith Sword Combat (Adapted from Sith Sword Defense, et al, DSS, pages 18-19)
Control Difficulty
: Moderate.
Sense Difficulty: Easy.
This power may be kept up.
Effect: This power works in a manner similar to that of the Lightsaber Combat power, but centers on defense. If a character successfully uses this power, he adds his Sense rating to his Melee Parry skill rolls while using a Sith Sword, and is able to add (but not subtract) part or all of his Control dice to the Sith Sword's damage. Additionally, blaster bolts can be deflected, and the system is the same as the one listed in SWD6, page 148.

Control and Alter Powers

Drain Energy (Adapted from DSS, pages 14-15)
Control Difficulty
: Very Easy for simple devices (datapads, holorecorders, droid callers), Easy for power packs (blasters), Moderate for energy cells (lightsabers, force pikes, vibro weapons) and Difficult for portable generators (E-Web repeating blasters, droids).
Alter Difficulty: Easy if the target is a non-sentient piece of equipment. If the target is a droid, the Alter difficulty is the droid's Strength roll.
Required Powers: Absorb/Dissipate Energy.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect
: Use of this power allows a Jedi to drain the energy from power packs, energy cells, and similar power sources. This can render powered and electric equipment useless until the power source is replaced or recharged. Power generators larger than a portable generator, such as a fusion generator (used in power droids, vehicles, and ships) are too large to be drained by this ability. Using this power takes a full round. It can effect a single target within the character's line of sight up to 10 meters away. Due to the fact that this power uses Dark Side energy to siphon power, it grants the user a Dark Side Point.

Hatred (Adapted from DSS, page 18)
Control Difficulty
: Moderate.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Control Pain, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Rage, Waves of Darkness.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect
: This power is similar to "Force Scream" (ToJC, page 65) but is used voluntarily. The character using this power releases his hatred into a blast of Force energy. Successful use of this power deals 3D damage to all targets within ten meters of the character, and gives each one a -1D penalty to all rolls for the remainder of the round. The effects of this power last a single round, though the duration can be increased by spending character points – for each character point spent, the duration is increased by one round. These points can be spent at any time before the power fades.

Control, Sense, and Alter Powers

Alchemy (Adapted from DSS, page 13)
Control Difficulty
: Moderate.
Sense Difficulty: Moderate.
Alter Difficulty: Varies (see below).
Required Powers: Accelerate Another's Healing, Control Another's Pain, Control Pain, Enhance Attribute, Enhance Another's Attribute, Feed on Dark Side, Hibernation Trance, Injure/Kill, Life Detection, Life Sense, Place Another in Hibernation Trance, Sense Force, Sith Sorcery, Transfer Force.
Warning: A character who uses this power automatically receives a Dark Side Point.
Effect
: Using ancient Sith equipment and arcane formulae, a character with this Force power can alter the molecular composition of living beings, creating Dark Side mutants. All changes made to a being with this power create horrific physical mutations. Altering multiple aspects requires multiple rolls, with each roll taking one minute and granting an additional Dark Side Point. To use this power successfully requires thousands of credits worth of alchemical equipment and raw materials (as well as a subject). Each alteration made inflicts 4D damage against the subject. This power can also be used to reshape inanimate matter.

AlterationAlter Difficulty
Add Claws or Fangs (strength +2 damage)Difficult
Add Horns (strength +1D damage)Difficult
Add Natural Armor (+1D versus energy)*Heroic
Add Natural Armor (+1D versus physical)*Very Difficult
Alter Physical Appearance (+1D to Intimidation)*Moderate
Grant Darkvision (20')Very Difficult
Increase Attribute (+1 pip)Heroic
Increase/Decrease Size By Half*Heroic
Increase Move Score +2 ( up to twice original score)Very Difficult
Make Target Obedient (-1D to Willpower)Very Difficult

*Each additional use of this alteration on the same target increases the Alter difficulty by 5 points and grants an additional Dark Side point.

Illusion (Adapted from DSS, pages 15-16)
Control Difficulty
: Moderate, modified by proximity.
Sense Difficulty: Moderate, modified by proximity.
Alter Difficulty: Target's Control or Perception roll.
Required Powers: Affect Mind, Dim Another's Senses, Life Detection, Life Sense, Projective Telepathy, Receptive Telepathy, Sense Force.
This power may be kept up.

Effect: Characters with the power of Illusion can manifest images that seem completely real to those who perceive them. These illusions cannot cause physical harm, though they might cause others to make mistakes if they do not realize their true nature. The maximum range for an illusion is 10,000 meters from the user. Maintaining an illusion takes complete concentration.

- Equipment -

Alchemical Apparatus (DSS, page 65)
Cost for the proper alchemical apparatus is listed in the text. Specialized alchemical apparatus lower the difficulties of any Alter skill rolls related to the Alchemy Force power by 5 points. More versatile equipment can be used on any species, but only grants a +2 pip bonus to Alter skills rolls relating to Alchemy.

Dark Armor (DSS, pages 60-61)
Dark armor is typically created to meet the needs of the wearer, and two suits are seldom the same. Most suits of dark armor are alchemically treated during construction in order to achieve certain desired effects. Dark armor is never simply found, and should be rare and hard to procure. With the proper skills and powers, GMs might allow players to construct their own suits of dark armor.

Creating Dark Armor
Creating dark armor requires the Technical: Armor Repair skill, and in some cases, the Alchemy Force skill. The character creating the armor must choose a standard type of armor as a basis for his design. Once the armor has been created, additional features (as listed below) can be added to the suit.

Generic Armor TypeCostBase BenefitDifficulty
Blast Helmet300+1D physical, +1 energyModerate Armor Repair
Blast Vest300+1D physical, +1 energyModerate Armor Repair
Bounty Hunter Armor2,500+2D physical, +1D energyDifficult Armor Repair

Special QualityCostBase BenefitDifficulty
Cortosis Weave15,000Deactivates lightsabers*Heroic Armor Repair
Damage Reduction 510,000+1D physical/energyVery Difficult Alchemy**
Damage Reduction 10 25,000+2D physical/energyHeroic +5 Alchemy**
Dark Side EnergySpecial*** +1D bonus to resist light side Force powers or any Force power augmented by a light side Force Point.Very Difficult Alchemy**
Dark Side StealthSpecial***+1D to Perception or Control rolls made to resist the use of Projective and Receptive Telepathy, and increases the difficulty of Life Detection and Life Sense used against the wearer by +3.Heroic Alchemy**
Increased MightSpecial***+2 pips to the wearer's Strength when making skill or attribute rolls, or when rolling melee damage.Heroic Alchemy**

*Cortosis weave damages lightsabers. When a lightsaber strikes and inflicts damage on anyone wearing dark armor with Cortosis weave, roll the lightsaber's body strength (typically 2D) versus the damage rolled against the target, and consult the rules for "Damaged Weapons" on SWD6, page 95. For rules on repairing damaged weapons, see SWD6, page 60.
**This represents the difficulty of the Alchemy power's Alter skill roll.
***In addition to the cost of the armor, these qualities require the sacrifice of dark side energy in the form of a Force Point. Multiple qualities cost additional Force Points. The Force Points are lost if the skill roll fails.

Examples of Dark Armor
Listed below are three examples of dark armor given on page 61 of the Dark Side Sourcebook, converted for use in SWD6.

Model
: Dark Combat Jump Suit
Type: Dark Armor
Scale: Character
Cost: 16,500 credits & 1 Force Point
Availability: 4, X
Game Notes: A heavily-padded jumpsuit that incorporates Cortosis weave, a material that deactivates any lightsaber that damages the wearer. Grants +1D+2 to Strength rolls made to resist physical and energy damage. This armor also grants its wearer +1D to Perception or Control rolls made to resist the use of Projective and Receptive Telepathy, and increases the difficulty of Life Detection and Life Sense used against the wearer by +3.

Model: Dark Padded Battle Armor
Type: Dark Armor
Scale: Character
Cost: 12,000 credits & 1 Force Point
Availability: 4, X
Game Notes: This armor provides the wearer with +2D to Strength rolls made to resist physical and energy damage. The armor is also imbued with Dark Side energy, granting the wearer a +1D bonus on rolls made to resist light side Force powers, or any Force power augmented by a light side Force Point.

Model: Dark Heavy Battle Armor
Type: Dark Armor
Scale: Character
Cost: 37,000 credits & 2 Force Points
Availability: 4, X
Game Notes: This heavily-plated armor conveys +3D to Strength rolls made to resist physical and energy damage. It is imbued with Dark Side stealth to keep the wearer hidden (+1D bonus to Perception or Control rolls made to resist the use of Projective and Receptive Telepathy, and increases the difficulty of Life Detection and Life Sense against the wearer by +3) and increased Strength (+2 pips to the wearer's Strength when making skill or attribute rolls, or when rolling melee damage).

Model: Massassi Chest Shield (see the text of the "Massassi" entry, DSS, page 114)
Type: Alchemically-Treated Body Armor
Scale: Character
Cost: Not available for sale
Availability: 4, X
Game Notes: This is a Massassi warrior's primary body armor. It consists of an alchemically-treated shield strapped to the warrior's chest which allows increased freedom of movement. It provides +1D+1 to Strength rolls made to resist physical and energy damage to the chest only, and reduces the wearer's Dexterity by -1 pip.

Lanvarok, Massassi (DSS, page 58)
Model
: Lanvarok, Massassi
Type: Disk launcher/Polearm
Scale: Character
Skill: Thrown Weapons: Massassi Lanvarok/Melee Weapons: Massassi Lanvarok
Ammo: Enough for one burst
Cost: 250 credits
Availability: 4, X
Range: 2-5/10/20
Difficulty: Moderate
Damage: 3D+1/Strength +1D+2 (Max: 7D)
Game Notes: Useable either as a ranged or melee weapon. When used as a ranged weapon, the disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.

Lanvarok, Sith (DSS, page 58)
Model
: Lanvarok, Sith
Type: Disk launcher
Scale: Character
Skill: Thrown Weapons: Sith Lanvarok
Ammo: Enough for one burst
Cost: 4,000 credits
Availability: 4, X
Range: 2-10/20/40
Damage: 3D+1
Game Notes: The Sith Lanvarok is useable only as a ranged weapon. The disks launched from the lanvarok spread out, increasing the chances of a hit. This grants a 1D bonus to hit any target within 10 meters. Anyone using a lanvarok who also possesses the Telekinesis Force power can extend this bonus to the full range of the weapon with a successful use of that power. A lanvarok takes a full round to load.

Lightsaber, Double-Bladed (DSS, pages 58-59;SWd20, page 117)
Model
: Double-Bladed Lightsaber
Type: Lightsaber: Double-Bladed Lightsaber
Scale: Character
Cost: Not available for sale
Availability: 4, X
Difficulty: Difficult
Damage: 5D
Game Notes: Proper use of a double-bladed lightsaber requires the specialization "Lightsaber: Double-Bladed Lightsaber." Without the proper specialization, the difficulty to use a double-bladed lightsaber is one grade higher than normal (ie, Very Difficult), and none of the special benefits of the double-bladed lightsaber may be used. If used with only a single blade projected, a double-bladed lightsaber is treated as if it were a normal lightsaber. If properly trained, a Jedi wielding a double-bladed lightsaber gains a +5 bonus to all parry rolls made when both lightsaber blades are extended.

Sith Poison (DSS, page 65)
Sith poison can be either ingested, or introduced through an injury (wound, injection, dart, etc.). Any character so poisoned must succeed at a Very Difficult Strength roll or suffer 2D of damage. Additionally, the poison feeds the character's anger until it has been driven from his system. Whenever the afflicted character attempts to spend a Force point, he must make a Very Difficult Willpower or Control roll. Failure indicates that the character is overpowered by his anger and calls upon the Dark Side instead – thus gaining a Dark Side Point.
To overcome the poison, a character must make a total of five successful Willpower and/or Control rolls to resist the effects of the poison when spending Force Points. The character can use the Detoxify Poison Force power (Control Difficulty: Difficult) in addition to his normal Willpower or Control roll when resisting effects of the poison, and use the better of the two rolls to determine his level of success. Obviously, this can take some time.
Sith poison in rare, and can only be created with the Alchemy Force power (Alter Difficulty: Heroic). For every 5 points that the Alter difficulty number is exceeded, an additional dose is created. No matter how many doses are made, the person making the poison must spend a Force Point and gains a Dark Side Point.

- Artifacts -

Orbalisk Armor (DSS, pages 67-68)
Orbalisk infestation has much the same effect in D6 as listed in the DSS text on pages 67-68 (insofar as the number of orbalisks required to cover a host, and the physical effect thereof). The biochemical reaction created by the mixture of Dark Side energy and orbalisk venom can be reflected in a Strength increase of +1 pips for every 20% of coverage. Additionally, characters who are host to orbalisks can make natural healing rolls twice as often for every 20% of coverage (see below).

Orbalisk Coverage/Healing Rates
Wound LevelNone20%40%60%80%100%
Wounded Once/Twice3 days2 days1 day12 hrs5 hrs3 hrs
Incapacitated14 days7 days4 days2 days1 day6 hrs
Mortally Wounded35 days18 days9 days5 days3 days2 days

The armor bonus granted by orbalisks depends on the degree of coverage they have on the host.

% of CoverageBonusBonus vs. LSDexterity PenaltyMove Penalty
10%+1 pip+2 pips-1 pip-0
20%+2 pips+1D+1-2 pips-0
30%+1D+2D-2 pips-0
40%+1D+1+2D+2-1D+1-2
50%+1D+2+3D+1-1D+1-2
60%+2D+4D-1D+1-2
70%+2D+1+4D+2-2D-4
80%+2D+2+5D+1-2D-4
90%+3D+6D-2D-4
100%+3D+6D-2D+2-8

Bonus: This is the amount of the bonus the armor gives to Strength rolls to resist damage against physical and energy attacks.
Bonus vs. LS: This is the amount of the bonus the armor gives to Strength rolls to resist damage against lightsaber attacks only.
Dexterity Penalty: This is the Dexterity penalty suffered by the "wearer" of the orbalisk armor.
Move Penalty: This is the Move penalty suffered by the "wearer" of the orbalisk armor.

See also the entry on orbalisks in the "Creatures" section.

Sith Amulet (DSS, pages 66-67)
Model
: Sith Amulet
Type: Ancient Sith Relic
Scale: Character
Skill: Alter
Ammo: Unlimited
Cost: Not available for sale
Availability: 4, X
Range: 1-5/10/20
Damage: 6D
Game Notes: Sith amulets are typically built in the form of crystal-studded gauntlets. When used by a character who has the Alter Force skill, the amulets project focused blasts of Dark Side energy similar to those created by the "Bolt of Hatred" Sith power (ToJC, page 87). The user's skill roll equals his Alter skill code, and the attack can be dodged like any other ranged attack. Each time a Sith amulet is used, the user gains a Dark Side Point.

- Vehicles -

Sith Speeder (DSS, pages 61-62)
Craft
: Sith Speeder
Type: Scratch-built custom speeder bike
Scale: Speeder
Length: 2.15 meters long
Skill: Repulsorlift Operation: Sith Speeder
Crew: 1 pilot
Crew Skill: Varies
Passengers: None
Cargo Capacity: 2 kilograms
Cover: 1/4
Altitude Range: Up to 15 meters
Cost: 8,000 (new)
Maneuverability: 3D
Move: 225; 650 km/h
Body Strength: 2D
Weapons: None
Note: The Sith speeder is designed to take corners and make sharp turns with ease, and this is reflected by adding +1D+1 to the rider's Repulsorlift Operation skill when performing turning maneuvers. Darth Maul's Sith speeder was equipped with a "safe release" system. If the handlebars of the speeder were released for any reason, the speeder would automatically slow its speed by half each round until the handlebars were gripped again.

- Starships -

Sith Battleship (DSS, page 63)
Craft
: Sith Battleship
Type: Sith Battle Cruiser
Scale: Capital
Length: 215 meters long
Skill: Capital Ship Piloting: Sith Battleship
Crew: 25
Crew Skill: 6D in relevant skills
Passengers: 850
Cargo Capacity: 5,000 metric tons
Consumables: 1 year
Cost: Not available for sale
Hyperdrive Multiplier: x4
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 4D+1
Shields: None.
Sensors:
Passive: 25/1D
Scan:
50/2D
Weapons:
6 Blaster Cannons
Fire Arc: 3 left, 3 right
Scale:
Starfighter
Skill:
Starship Gunnery
Fire Control:
1D+2
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/2.5
Damage:
4D
3 Concussion Missile Launchers
Fire Arc: Front
Skill: Missile Weapons:
Concussion Missiles
Fire Control:
+2 pips
Space Range:
1/3/7
Atmosphere Range:
50-500/1/5 km.
Damage:
8D
Note: Being as the Sith Battleship is an older model, I've only given it two sensor modes: passive and scan. For more information on ships in the time of the Sith Empire, please see ToJC, pages 111-112.

Sith Infiltrator (DSS, pages 62-63)
Craft
: Sith Infiltrator
Type: Heavily modified Republic Sienar Systems Star Courier
Scale: Starfighter
Length: 26.5 meters long
Skill: Space Transports: Star Courier
Crew: 1
Crew Skill: Varies
Passengers: 6
Cargo Capacity: 2.5 metric tons
Consumables: 30 days
Cost: Not available for sale
Hyperdrive Multiplier: x1.5
Hyperdrive Back-Up: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 km/h
Hull: 3D
Shields: 2D
Sensors:
Passive: 25/2D+1
Scan:
40/3D+1
Search:
60/4D+1
Focus:
4/5D
Weapons:
6 Light Laser Cannons (fire-linked)
Fire Arc: Front
Skill:
Starship Gunnery
Fire Control:
3D
Space Range:
1-3/12/25
Atmosphere Range:
100-300/1.2/25 km.
Damage:
7D
Note: Darth Maul's Infiltrator is equipped with a stygium crystal cloaking device. This device bestows a 3D+1 penalty to any Sensors rolls made to detect it. This penalty also reduces bonuses granted by Fire Control systems to a minimum of 0D, and the difficulty to hit the Infiltrator is increased as if it were under ½ cover (SWD6, page 93) due to the Infiltrator's indistinct lines.

- Droids -

IT-3 Series Interrogator Droid (DSS, pages 63-64)
Dexterity 1D
dodge 1D+1, interrogation devices 5D, melee combat 2D+1, melee parry 2D+1
Knowledge 3D
intimidation: interrogation 5D+1, scholar: Biology 5D+2, scholar: Chemistry 5D+2, scholar: Psychology 5D+2
Mechanical 1D
Perception 3D
persuasion 5D+1
Strength 1D
Technical 2D
first aid 5D+1
Equipped With:
Electroshock Probe (Does 1D to 4D stun damage)
Laser Scalpel (Does 3D damage)
Locked Access (The droid's shut-down switch is secured or internally located)
Power Shears (3 sets, do 5D damage)
Recording Unit (The droid can record and play back up to 5 minutes of video footage)
Sith Poison (See the entry on Sith Poison)
Sonic Torture Device (Does 3D stun damage)
Syringes (4, for injecting serums, stimulants, and Sith Poison)
Telescopic Appendages (3 telescopic appendages that can reach up to 2 meters away from the droid)
Tool Mounts (The droid has six appendages that have tools attached to them)
Move: 4
Size: .3 meters in diameter
Cost: Restricted to Imperial use only.

Sith Probe Droid, "Dark Eye" (DSS, pages 64-65)
Dexterity 3D
blaster 4D, dodge 5D
Knowledge 3D
scholar: Jedi lore 6D, survival 7D
Mechanical 1D
Perception 3D
hide 7D, search 10D, sneak 6D
Strength 1D
Technical 1D
Equipped With:
Anti-Scan Shell (Scan-absorbing shell provides a +1D+1 bonus to Hide skill rolls)
Comlink (The droid has an integrated comlink system)
Improved Sensor Package (The droid has a +2 bonus to all Search skill checks)
Infrared Vision (The droid can see in the dark up to 30 meters)
Laser Cannon (Does 5D damage, range: 3-30/100/300)
Low Light Vision (The droid can see twice as far as a human in dim light)
Motion Sensors (The droid gains a +2 bonus to Search checks against moving targets)
Recording Unit (The droid can record and play back up to 5 minutes of footage)
Self-Destruct System (The droid will self-destruct/explode under predetermined circumstances)
Sonic Sensors (The droid gains a +2 bonus to Search checks that involve sound)
Stun Blaster (Does 4D stun damage, range: 3-10/30/120)
Poison Dart Needler (Range is 3-10/30/60, see below for other details)
Telescopic Vision (The droid's visual sensors include a long-range capability)
Weapon Mounts (The droid has three appendages that have weapons attached to them)
Equipment Notes:
Poison Dart Needler
: This needler gun is loaded with darts that contain a paralytic poison. The darts inflict no damage, but if used against an unarmored target (or an unarmored portion of a target, see the rules for called shots, SWD6, page 91), they inject their poison. The target of such an attack must succeed at a Difficult Strength check or be paralyzed and unable to move for 1D x 40 minutes (40-240 minutes). No ammunition total is listed, so assume the needler gun carries enough darts for ten shots.
Move: 10
Size: Tiny
Cost: Not available for sale.

Sith War Droid (DSS, page 121)
Dexterity 5D
blaster 6D, melee weapons 6D
Knowledge 1D
intimidate 3D
Mechanical 1D
Perception 2D
Strength 3D
brawling 4D
Technical 1D
Equipped With:
Armor (+1D+1 to Strength to resist damage)
Arm-Mounted Vibro-Ax (Does Strength +3D+1 damage, max: 7D)
Arm-Mounted Blaster Rifle (Does 5D damage, range: 3-30/100/300)
Move: 10
Size: @1.8 meters tall
Cost: Not available for sale.

- Creatures -

Chrysalide Rancor, "Chrysalis Beast" (DSS, pages 120-121)
Dexterity 2D+2
Perception 1D+1
search 5D+1
Strength 10D
climbing/jumping 13D+2
Special Abilities:
Claws:
Do Strength +1D+2 damage.
Low Light Vision:
A chrysalide rancor can see twice as far as a normal human in poor lighting conditions.
Natural Armor:
A chrysalide rancor is gifted with a thick hide, and gets a +2D+1 bonus to Strength rolls made to resist physical and energy damage.
Teeth:
Do Strength +1D+1 damage.
Terrifying Presence:
Upon first seeing a chrysalide rancor, a character must make a Difficult Willpower or Control roll. Success indicates he can act freely. Failure indicates that he must either flee or attack on his next turn. If this roll is failed by more than ten points, the character in question can do nothing but cower in fear until he succeeds at a Moderate Willpower or Control roll (he gets a roll at the end of every turn past the first).
Move: 30
Size: @5 meters tall

Dxun Tomb Beast (DSS, pages 112-113)
Dexterity 4D
Perception 2D+2
hide 4D, search 4D
Strength 7D+1
climbing/jumping 11D, horn attack 8D
Special Abilities:
Claws:
Do Strength +1D+2 damage.
Exceptional Reflexes: Dxun tomb beasts gain a +1D bonus to all Perception rolls made to determine initiative.
Horn: Does Strength +1D+1 damage, plus poison.
Low Light Vision: A dxun tomb beast can see twice as far as a normal human in poor lighting conditions.
Poison:
Rotting flesh and gore produce a toxic bacterial build-up around the dxun tomb beast's horn. This produces a poison, and anyone struck by the tomb beast's horn must make a Difficult Strength roll or suffer an additional 8D poison damage.
Move: 10 (ground), 12 (climb)
Size: Unlisted (huge)

Guardian Spirit (DSS, page 125)
Dexterity 1D
melee weapons 2D+2
Perception 1D
body swap 2D, search 3D+1
Strength 2D+1
brawling 4D
Special Abilities:
Body Swap: If a guardian spirit is destroyed, it will attempt to inhabit any other corpse in the vicinity, no matter how fresh. The guardian spirit must succeed in an Easy Body Swap skill check to possess the nearest corpse. If it fails, or no other body is available, the spirit is destroyed. Otherwise, the flesh is stripped from the bones of the guardian's new body, and it rises to fight again.
Walking Dead:
As they are animated corpses, and immune to disease, cold, and vacuum, as well as being resistant to mind-based Force powers. Any weapon that does piercing or slashing damage has its damage reduced by half against guardian spirits.
Weapons & Armor: Guardian spirits are usually equipped with primitive weapons and armor. The armor provides them with a 1D bonus to Strength rolls to resist physical damage, and a +1 pip bonus to resist energy damage. The weapons are typically archaic, such a swords, axes, and the like.
Move: 6
Size: Varies

Hssiss/Dark Side Dragon (DSS, pages 113-114)
Dexterity 3D+1
Perception 2D+2

hide 4D+2, search 5D
Strength 5D+2
bite 6D+1, swimming 6D
Special Abilities:
Amphibious: Hssiss can survive both on land and in water, and gain a +1D+1 bonus to their Swim skill.
Bite: Does Strength +1D+1 damage.
Claws: Do Strength +1D damage.
Dark Side Presence:
Hssiss have been mutated by continued exposure to Dark Side energy.
Exceptional Reflexes:
Hssiss gain a +1D bonus to all Perception rolls made to determine initiative.
Move: 12 (ground), 18 (swim)
Size: 3 meters long

Massassi Abomination (DSS, pages 118-119)
Dexterity 5D+1
melee weapons: Massassi lanvarok 7D+2, melee parry 6D+2, thrown weapons: Massassi lanvarok 7D+2
Knowledge 2D
intimidation 2D+2 (4D vs. Force-sensitive, 4D+2 vs. non-Force-sensitive)
Mechanical 2D
Perception 1D+2

Strength 6D
brawling 8D+1, climbing/jumping 8D+2
Technical 2D
Control 1D+1
Sense 3D+2
Alter 1D
Force Powers
: Channel Rage, Combat Sense, Danger Sense, Emptiness, Hibernation Trance, Life Detection, Telekinesis.
Special Abilities:
Abominable Presence: Because they exude the Dark Side of the Force, Massassi abominations add 1D+1 to Intimidation skill rolls versus Force-sensitive characters (who have no Dark Side points), and add 2D to Intimidation skill rolls versus non-Force-sensitive characters.
Force-Sensitive: Massassi abominations are Force-sensitive.
Low Light Vision:
A Massassi abomination can see twice as far as a normal human in poor lighting conditions.
Natural Armor:
Massassi abominations add +1D to their Strength score for the purposes of resisting damage.
Primitive: Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.
Move: 10
Size: Unlisted (man-sized)

Orbalisk (DSS, pages 117-118)
Dexterity 0D+1
Perception 1D+2
hide 4D+2
Strength 0D+1
bite 2D+1
Special Abilities:
Force Sensitive: This creature is Force-sensitive.
Parasitic Grip:
If an orbalisk successfully bites a character, it does no damage, but latches on. While latched onto a host, an orbalisk has an effective Strength score of 9D to resist being removed. If successfully removed in this manner, an orbalisk inflicts 1D+1 damage to its former host.
Poison: An orbalisk injects venom into its host. When injected into characters with Dark Side Points, this venom has certain properties. Characters who are host to one or more orbalisks must succeed in a Difficult Strength check each day or take 1D+2 poison damage per orbalisk (meaning that anyone host to five orbalisks will take 8D+1 poison damage without a successful roll). Characters with Dark Side Points get a +1 pip bonus to this Strength roll for every 2 Dark Side Points they have, and characters with more then 36 Dark Side Points do not have to roll at all. See the entry on Orbalisk Armor for the beneficial effects of orbalisk venom.
Sense 2D
Force Powers
: Life Detection, Life Sense, Sense Force, Sense Force Potential.
Move
: 10 cm (ground), 4 cm (burrow)
Size: Unlisted (a full-grown orbalisk weighs 1 kilogram)

Sith Hound (DSS, page 118)
Dexterity 4D
Perception 2D+2
search 5D+2, search: tracking 6D+1
Strength 3D
Special Abilities:
Bite: Does Strength +1D damage.
Claws:
Do Strength +2 damage.
Darkvision:
Sith hounds can see up to 20 meters in total darkness.
Exceptional Reflexes:
Sith hounds gain a +1D bonus to all Perception rolls made to determine initiative.
Move: 10
Size: Unlisted (man-sized)

Silooth (DSS, pages 119-120)
Dexterity 6D+2
Perception 3D+1
hide 5D+1, search 6D+1, sneak 5D+1
Strength 6D+2
claw 8D
Special Abilities:
Acid Spray: Silooth can, instead of attacking with their claws, shoot a stream of powerful acid from its mouth. This acid can reach targets up to 10 meters away (range: 1-3/6/10), and does 7D damage. A silooth can only spray acid once every 5 rounds.
Claws:
Do Strength +1D damage.
Crush:
A silooth can crush a target in its mandibles. It must first grapple with its victim, rolling a successful Brawling attack to do so. Next, it must make an opposed Strength roll against its target, with failure indicating that the target has broken free. On the next round, the silooth can crush the victim by making another opposed Strength check, inflicting Strength +1D+2 damage on the unfortunate soul. Victims held by the silooth can attempt to escape on their action by succeeding in an opposed Strength check.
Exceptional Reflexes: Silooths gain a +1D bonus to all Perception rolls made to determine initiative.
Low Light Vision:
A silooth can see twice as far as a normal human in poor lighting conditions.
Move: 16
Size: "…the size of a bantha…"

Sith Wyrm (DSS, pages 121-122)
Dexterity 2D
Perception 1D+1
hide 3D+2
search 6D+2
Strength 8D+1
Special Abilities:
Bite: Does Strength +4D+2 damage. If the Sith Wyrm succeeds in its bite attack by more than ten points, it has swallowed its target whole. Victims who are swallowed whole suffer 4D damage per round from digestive acids in the wyrm's stomach.
Darkvision: Sith Wyrms can see up to 20 meters in total darkness.
Walker Scale:
The Sith wyrm is considered walker-scale.
Move: 16 (ground), 40 (burrow)
Size: Unlisted (colossal)

- Alien Species -

Though not specifically detailed as player character species in the text, I've gone ahead and adapted the Massassi as player species.

Massassi (DSS, pages 114-115)
Average Massassi.
Dexterity 2D+1, Knowledge 1D+2, Mechanical 2D, Perception 1D+2, Strength 3D, Technical 1D+1.
Home Planet
: The Sith homeworld
Attribute Dice: 12D
DEXTERITY 1D+2/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions.
Warrior Culture:
Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.
Story Factors:
Thought to be Extinct: Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.
Move: 10/12
Size: 1.8 meters tall (average)

Primitive Massassi (DSS, pages 115-116)
Average Primitive Massassi.
Dexterity 4D, Knowledge 1D, Mechanical 1D+1, Perception 1D, Strength 3D+2, Technical 1D.
Home Planet
: Yavin 4
Attribute Dice: 12D
DEXTERITY 3D+1/6D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+1
PERCEPTION 1D/3D
STRENGTH 3D+2/5D+2
TECHNICAL 1D/3D
Special Abilities:
Hunter Culture: Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.
Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions.
Primitive
: Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.
Story Factors:
Extinct: The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.
Move: 10/12
Size: 1.8 meters tall (average)

- Miscellaneous Rules -

Dark Spirits (DSS, pages 122-125)
Dark Side spirits work the same as most characters, retaining most of the abilities and attributes it had when it was alive. Any attack that deals physical damage will not harm a Dark Side spirit, nor can a Dark Side spirit make direct physical attacks against living characters. Any Force powers with physical effects (ie, Alchemy, Telekinetic Kill, Injure/Kill, Accelerate Healing in Another, Telekinesis, Force Lightning, etc.) are ineffective when used by or against a Dark Side spirit . Any damage caused by these powers is reduced to zero. Dark Side spirits receive a +3D bonus on all Hide, Sneak, and Search rolls that they make.

Dark Side spirits have the following abilities in addition to those they had in life:

Manifestation
Being nonphysical, Dark Side spirits are not affected, nor can they affect, anything physical. When they do manifest, they can be seen and heard. In order to remain audible and visible, a Dark Side spirit must succeed in an Easy Strength roll once per minute. Failure indicates that the spirit's voice and likeness fade until it manifests again.

Possession
By using the power of Sith Sorcery, a character opens himself up to potential possession by Dark Side spirits (see the "Sith Sorcery" Force power). Dark Side spirits can also attempt to possess other physical bodies, but such an attempt grants the potential victim an Easy Willpower roll to resist. If a Dark Side spirit attempts to possess someone unsuccessfully, it may not try to possess that character ever again.
        Once a Dark Side spirit has possessed a body, it retains its own Knowledge, Pereption, and Technical attributes in addition to its own skills, and uses the Dexterity, Mechanical, and Strength attributes, as well as any physical abilities, of its host. The Dark Side spirit can exit the body at any time. If the body is killed while possessed by the Dark Side spirit, the spirit is forced out but otherwise remains unharmed.
        While a Dark Side spirit occupies a body, the body's original occupant is forced out and becomes, for all intents and purposes, and Dark Side spirit. It may attempt to repossess its former body, or can try to possess a different one.

Force Travel
Dark Side spirits can use the Force to instantaneously travel to any point in the galaxy, though there must be some form of Dark Side energy there to act as a sort of "beacon." The spirit must be familiar with the destination. To use this ability, the spirit must succeed at a Willpower roll, with the difficulty based on the distance traveled.

DistanceDifficulty
Same CityVery Easy
Same ContinentEasy
Same PlanetModerate
Same SystemDifficult
Same SectorVery Difficult
Same RegionHeroic
Same GalaxyHeroic +5

This Willpower roll is modified by the power of the Dark Side at the target destination.

Dark Side Power LevelRoll ModifierExample
NonexistentImpossibleAnything not touched by the Dark Side.
Dim-5A person with three or fewer Dark Side Points.
Faint0A person with four or more Dark Side Points.
Moderate+3A person turned to the Dark Side; a weak Dark Side artifact.
Strong+6A place touched by the Dark Side, a Dark Side artifact.
Overwhelming+9A place infused with the Dark Side; a powerful artifact.

- Existing Material References -

Below, you will find book and page references to everything in the "Dark Side Sourcebook" that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.

Force Powers –

Control Mind (DSS, pages 13-14)
ToJC, page 62 (as "Enhanced Coordination").

Drain Force (DSS, pages 17-18)
DES, pages 71; ToJC, pages 60-61 (as "Drain Life Essence").

Drain Knowledge (DSS, page 15)
JAS, page 51; ToJC page 88 (as "Memory Wipe").

Summon Storm (DSS, page 19)
DES, page 70; JAS page 70; ToJC, page 60 (as "Create Force Storms").

Transfer Essence (DSS, pages 16-17)
DES page 72; ToJC, pages 63-64 (as "Transfer Life").

Equipment –

Sith Holocron (DSS, page 66)
ToJC, pages 79-80.

Sith Sword (DSS, page 60)
ToJC, page 82 (as "Swords of the Sith").

Sith Talismans (DSS, page 67)
ToJC, pages 81-82 (as "Shield Talisman").

Creatures –

Battle Hydra (DSS, pages 111-112)
JAS, pages 119-120.

NPCS –

Dark Side Adepts (DSS, pages 103-104)
DES, pages 65-66.

Darth Vader, Dark Lord of the Sith (DSS, pages 91-93)
SWS, pages 141-143; GG#1, pages 49-50; GG#3, pages 45-47; GG#5, pages 47-48;SWTSE, pages 47-49.

The Emperor (DSS, pages 89-91)
GG#5, pages 48-49, 52; SWTSE, pages 43-44; DES, pages 37-38.

Freedon Nadd, Jedi Expatriate (DSS, pages 72-73)
ToJC, pages 68-70.

Gethzerion the Nightsister (DSS, pages 81-83)
CTD, pages 31-32.

High Inquisitor Tremayne (DSS, pages 100-101)
GG#9, pages 22-23.

Imperial Sentinel (DSS, page 99)
DES, pages 67-68.

Imperial Sovereign Protector (DSS, page 99)
DES, pages 66-67.

King Ommin of Onderon, Sith Sorcerer (DSS, pages 73-74)
ToJC, page 72.

Kyp Durron, Fallen Jedi (DSS, pages 104-105)
JAS, pages 35-36.

Mara Jade, Emperor's Hand (DSS, pages 99-100)
TTS, pages 86-88; JAS, pages 80-82.

Queen Amanoa of Onderon, Sith Sorceress (DSS, page 73)
ToJC, page 68.

Royal Guard (DSS, page 98)
GG#5, page 46; SWTSE, page 55.

Ulic Qel-Droma, Former Jedi Knight, Sith Lord (DSS, pages 75-77)
ToJC, page 34.



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