Jan Sakrada
Portrait of Jan Sakrada
Portrayed by Freddie Highmore
Name: Jan Sakrada
Rank: Padawan
Homeworld: Coruscant
Species: Nautolan
Affiliation: Rebel Alliance
Occupation: Apprentice
Star Wars


Born poor in the slums of Coruscant, Jan never had many opportunities. Least of all, the opportunity to be discovered and trained by the extinct Jedi Order, who would have helped him to hone the incredible clairvoyant and telepathic powers he possessed. But eventually another would take note of the extraordinary abilities the boy was born with. Inquisitor Ledo Juvian kidnapped the Nautolan lad to make use of his gifts.

In time, Jan was rescued by Lai'Shan Kohr and her companions, and taken under the Twi'lek Jedi's wing to eventually become her Padawan learner.



Zek Sakrada

Zek Sakrada

Big brother

Zek is so worried about what everyone thinks of him, and he tries to act tougher than he is. It's a good thing I'm here to look after him.

Ledo Juvian

Ledo Juvian

Imperial Inquisitor

He told me he was my friend. But I knew he was my enemy before I ever met him.

Lai'Shan Kohr

Lai'Shan Kohr

Jedi Teacher

I've never met anyone as nice as Lai'Shan. She's made me her Padawan. That means I'm gonna be a Jedi someday. It's just like in my dream!

Jodia Zen

Jodia Zen

Shadows follow her. I don't like to think about it.



Cranky and Clanky

He's so cranky. I've never met a cranky droid before. It's funny.


Jan Sakrada


Agility Dice_Fill-ins_d4.png
Smarts Dice_Fill-ins_d6.png
Spirit Dice_Fill-ins_d10.png
Strength Dice_Fill-ins_d4.png
Vigor Dice_Fill-ins_d4.png


  • Galactic Basic
  • Nautila
  • Anselmian

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
2 + half Notice die type
Dark Side
Penalty to Charisma and Test of Will resistance

Permanent Injuries


Driving (Agility) Dice_Fill-ins_d0.png
Fighting (Agility) Dice_Fill-ins_d0.png
Healing (Smarts) Dice_Fill-ins_d0.png
Intimidation (Spirit) Dice_Fill-ins_d0.png
Investigation (Smarts) Dice_Fill-ins_d4.png
Knowledge (Battle) (Smarts) Dice_Fill-ins_d0.png
Knowledge (The Force) (Smarts) Dice_Fill-ins_d4.png
Knowledge (Sentientology) (Smarts) Dice_Fill-ins_d0.png
Knowledge (Star Systems) (Smarts) Dice_Fill-ins_d0.png
Notice (Smarts) Dice_Fill-ins_d6.png
Perform (Spirit) Dice_Fill-ins_d0.png
Persuasion (Spirit) Dice_Fill-ins_d8.png
Piloting (Agility) Dice_Fill-ins_d0.png
Repair (Smarts) Dice_Fill-ins_d0.png
Riding (Agility) Dice_Fill-ins_d0.png
Shooting (Agility) Dice_Fill-ins_d0.png
Stealth (Agility) Dice_Fill-ins_d6.png
Streetwise (Smarts) Dice_Fill-ins_d4.png
Survival (Smarts) Dice_Fill-ins_d0.png
Taunt (Smarts) Dice_Fill-ins_d0.png
Thievery (Agility) Dice_Fill-ins_d0.png
Throwing (Agility) Dice_Fill-ins_d0.png
Tracking (Smarts) Dice_Fill-ins_d0.png
Control (Spirit) Dice_Fill-ins_d4.png
Sense (Spirit) Dice_Fill-ins_d6.png

Species Benefits and Drawbacks

  • Amphibious: Nautolans can breathe both air and water, and can withstand the extreme pressures found in ocean depths. They get +2 to Pace when swimming.
  • Enhanced Smell: Nautolans add +2 to all scent-based Notice rolls, as well as to Notice rolls to detect deception. This bonus increases to +4 when underwater.
  • Low-Light Vision: Nautolans do not suffer penalties for Dim or Dark conditions.
  • Linguistic Limitation: Nautila can only be properly pronounced underwater. Nautolans have a harder time understanding non-aquatic languages, and suffer a -2 to Knowledge (Languages) or Common Knowledge rolls to understand other languages.
  • All Thumbs: Except where underwater technology is concerned, Nautolans have a bit harder time adapting to alien technology, and begin with the All Thumbs Hindrance (excepting Nautolan or other aquatic-based technology).


Hindrance Type Description

The character is , and has only points to adjust attributes, and 2 fewer skill points than normal. There may also be legal restrictions depend on the setting (can't drive, own a firearm, and so on).

On the plus side, youths have a fair amount of luck. They draw at the beginning of each game session (this stacks with other Edges such as Luck or Great Luck).

Scrawny Minor The character simply doesn’t have much lifting power, regardless of strength. Carry up to his Strength x 3 lb. before taking encumbrance penalties. In addition, suffer a -2 penalty to any Strength roll for lifting.


Edge Type Description
Arcane Background
Background This character is Force-sensitive, and may purchase the Control, Sense, and Alter skills. Begin each session with only three Bennies. The character gains the prescience power, and is susceptible to the Dark Side.
Alertness Background Add +2 to Notice rolls to hear, see, or otherwise sense the world around the character.

Included page "savage-worlds:edge-new-power" does not exist (create it now)

Included page "savage-worlds:edge-new-power" does not exist (create it now)

Included page "savage-worlds:edge-new-power" does not exist (create it now)

Force Talent Power When using farseeing, add +1 to Force skill rolls.

Force Powers

Force Skill Rank Novice Range Self Duration Instant
Those with an affinity for the Force can often see events moments before they occur. This equips them with a kind of danger sense and short-term precognition. Anytime a Force-sensitive character is about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at -2 just before the attack or event occurs to foresee the event. This means he is on Hold for the first round of combat. In addition, during any round, the character may choose to be considered on Hold instead of using the Action Card he is dealt. However, paying attention to this prescience can be distracting, and imposes a -2 penalty on any actions taken that round.
Force Skill Control Rank Novice Range Self Duration Instant
When a Force-user learns to control the Force within his own body, the first lesson is to draw upon the Force to resist the effects of fatigue and overcome stunning damage. Endurance can be used in place of Spirit when attempting to recover from being Shaken, and ignores penalties from Wounds and Fatigue when doing so. It can also be used to recover from Fatigue of any kind, removing one level of Fatigue with a successful Control roll, or two levels with a Raise. This can only be attempted once per source of Fatigue.
Feel Disturbance
Force Skill Sense Rank Novice Range Proximity Duration 1 round (Concentration)

Feel disturbance allows a Force-user to reach out with his senses to detect disturbances in the Force. The radius within which the Force-user wishes to detect determines the proximity. While this is not an exact sense of the location of things, it will detect their presence, and give a general impression of the proximity. A raise will indicate a general direction. All living things cause minor ripples in the Force and will be sensed with this power. Those who are attuned to the Force have a much stronger presence, and that strength can be detected, and even recognized if familiar to the character. Likewise, Force powers used while this is active will be detected.

Massive events within the Force, such as the destruction of a planet, require no roll to feel the disturbance. The range at which such events can be felt depends upon the magnitude of it and is up to the GM.

Force Skill Sense Rank Novice Range Proximity Duration Instant
With this power, a Force-user can sense the emotional state of a target. He will know if the target feels fear, joy, sadness, anger, or any other emotion, and approximately how strong the feelings are. He cannot sense the reason for the emotions, only that they are present.
Empathy can also be used to gain a general sense of the prevailing emotions of the beings in an area. This form of empathy is nonspecific, and will not indicate the emotions of an individual being. Typically, this application of empathy is not useful beyond the immediate area, as it is extremely rare for a massive number of people to be feeling similar emotions at the same time. That said, a Force-user using empathy this way can get hints of the fear and sadness of an oppressed population, or excitement surrounding an impending event, such as a celebration.
Project Thoughts
Force Skill Control Rank Seasoned Range Proximity Duration 1 round (Concentration)
This power allows a Force-user to project his thoughts into the mind of another. The target “hears” his thoughts and “feels” his emotions, though knows that they are not his own. If the Force-user does not identify himself, the target doesn’t know who is projecting thoughts to him, unless the Force-user has used this power on the target before, allowing the target to recognize the “feel” of the mental presence. An unwilling target can resist with an opposed Spirit or Control roll (+2).
Force Skill Sense Rank Seasoned Range Proximity Duration Varies (GM interpretation)

The user sees a person or place in his mind as the situation currently exists. The power can also be used to see the recent past or near future of the target, if the GM permits it. The Force-user sees the immediate surroundings, and so can know, for example, when a friend is in danger or what has happened to his home planet in his absence. When trying to see a person or place that is well known to the Force-user, add +1 to +3 to the Sense roll (GM’s discretion). A raise may grant a clearer vision.

Farseeing requires calm conditions and at least one minute of meditation (possibly much longer, depending upon what the Force-user is trying to see). The Force-user’s visions may not be entirely accurate. The past and present are set, and it is merely a matter of the Force-user have correct perceptions. However, the future is always in motion, never set until it becomes the present — therefore it is much harder to predict.


Weapon Range Damage RoF AP Shots Min Str Weight Notes
Vibro-knife Str+d4+2 1 2 {$minStr} 1 lb. Cannot be thrown

Wealth and Currency

Savings credits


Total Advances: {$totalAdvances} Rank: Seasoned
Rank Advance
Novice Knowledge (The Force) d4, Sense d6
Novice Spirit d8
Novice Alertness
Seasoned New Power (Project thoughts)
Seasoned New Power (Farseeing)
Seasoned Force Talent (Farseeing)


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