StarWars for 5ed

From RPGnet
Jump to: navigation, search

StarWar art.jpg

STAR WARS (SAGA) FOR 5ED[edit]

These conversion notes don’t cover everything. I am try to keep things simple and straight forward. Many of the items and themes started with the Star Wars Saga system but then morphed into using 5th ed. Dungeons and Dragons as the ‘basic’ rules, with Saga ideas supported in this new system.

BASIC HOUSERULES FOR 5ed[edit]

Character Class Notes: In the Star Wars game for 5th D&D characters are called Heroic Characters. This distinction comes into effect when creating minor NPC (minions) and creatures. There are five Heroic Character Classes for this game – Jedi, Noble, Scoundrel, Scout and Soldier. Your character level is your overall level (if multi-classing). You gain your proficiency bonus base on your overall level. You also gain a feat at first level and an additional feat every two overall levels after that (3, 5, etc.) and an Attribute boost starting and 4th level and every two levels after that (8, 12, etc.). With this attribute boost you can add +1 to two different attributes or +2 to on attribute up to your maximum. These bonuses are dependent on your total Character level (see below).

Your Heroic Class Level bonuses are the bonuses you can only gain at that Heroic Character class level (if you multi-class). Note you gain two core Talents at first level character class. If you multi-class into a class after first you gain only one class talent. After 1st level characters gain one additional talent every odd level of Heroic class they take (3, 5, etc.) and a Bonus Class Feat every even level of Heroic class they take (2, 4, etc.).

CLASS LEVEL PROFIENCY BONUS CLASS LEVEL BONUS HEROIC LEVEL BONUS'
1 +2 Strating Feat Starting Talent(s)
2 +2 -- Bonus Feat
3 +2 Feat Talent
4 +2 Attribute Bonus Bonus Feat
5 +3 Feat Talent
6 +3 -- Bonus Feat
7 +3 Feat Talent
8 +3 Attribute Bonus Bonus Feat
9 +4 Feat Talent
10 +4 -- Bonus Feat
11 +4 Feat Talent
12 +4 Attribute Bonus Bonus Feat
13 +5 Feat Talent
14 +5 -- Bonus Feat
15 +5 Feat Talent
16 +5 Attribute Bonus Bonus Feat
17 +6 Feat Talent
18 +6 -- Bonus Feat
19 +6 Feat Talent
20 +6 Attribute Bonus Bonus Feat

Destiny Points: 5 + ½ your Heroic Level (round down). These points function similarity as Hero Points from the Optional Rules in the DMG (pg. 264). They can be used to affect any 1d20 roll, but you can only spend a Destiny Point in a round. Destiny Points add 1d4+1 to any 1d20 roll (attack roll, saving throw, etc.) and can also be used to activate certain Talents. They can be spent after you have roll the d20 but before the GM informs you if the result was a success or not. Unspent Destiny Points are lost when you raise a level (and gain this levels points). Certain Talents and Feats and grant you additional Destiny Points, high dice to add to your d20 and addition, non-dice usages.

Other Uses for Destiny Points (Force Sensetive Only): Force Users can spend Destiny Points to temporarily gain the use of a Force Power or Talent. For sake of ease, it costs 1 Destiny Point to temporarily gain the use of a Minor Force Power for its base duration, 2 Destiny Points for a 1st Power level Force Power. If the creature can use higher Power Levels each additional level of power costs +1 additional Destiny Points. The power last for the base duration or 1 minute (10 rounds) maximum. A generic Force Talent cost a base of 3 Destiny Points and last their base duration or up to 1 minute maximum.

Armor Class and Armor: In Star Wars few people wear armor. When not wearing Armor a Heroic Character has a base AC of 10 base +2 insight +its proficiency bonus + either its Dexterity or Intelligence modifier (whichever is better). When wearing armor a creature gains the Armor Class Rating (ACR) of the armor plus either of its’ Dexterity or Intelligence modifier.

Skills: All of the skills from the PHB are being used although some have been renamed and updated. PLEASE NOTE not using Tool or Vehicle proficiencies which have been replaced by new Skills. Feats: are not as powerful in this setting but you gain them far more often. See Feats. Talents: are more powerful than feats and act something like class traits and abilities from the PHB. Weapon and Armor Proficiency: for Star Wars these include – Simple Weapons, Martial Weapons (as normal from the PHB but new types, see Gear), Pistols, Rifles, Heavy Weapons, Advanced Melee Weapons. Exotic Weapons require a Weapons Proficiency feat for each to gain the proficiency bonus. Light, Medium and Heavy armor. Basic equipment from PHB (cost GP = credits at 1:1. Primitive armor provides no ACR vs. any weapon listed here. All other properties as listed there).

Bonuses and Advantages/Disadvantages: Along with standard Advantages and Disadvantages, there are also Bonuses that add directly to the target’s checks. Note that the same type of bonus can’ not stack but different types can. Types: Dark Side, Equipment, Force, Insight, Luck, Moral and Rage.

Granting Advantage: in order to grant action for a non-attack INT or WIS skill check, the individual wishing to ‘aid another’ must also be proficient with the skill.

Force Powers and Talents: Force Powers work something like Warlock spells casting and recovery. The character gains so much Force Energy and a maximum Power level. To use a Force power you must expend a point of Force Energy. You regain all expended Force Energy when you finish a short or long rest. See the Force, Jedi class, and Force Sensitive feat for more details.

Damage Threshold: whenever you take damage that meets or excess of your threshold you suffer the Reeling Condition. Your Damage Threshold is equal to 15 + your Proficiency Bonus + Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer similar affects.

Additional Conditions – Reeling (see Condition in the PHB): you have suffered a wound that has caused a great deal of pain and now is effecting your ability to react.

  • You suffer Disadvantage to all Attacks, Skills and Ability checks.
  • If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that exceeds your Damage Threshold), you are Stunned for one round. After this lost round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
  • In order to recover from Reeling, at the end of your round (after you have taken your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, maximum DC 20). If you succeed with your roll, you are no longer suffering the condition. If you fail, you are still suffering from the condition.
  • You can instead spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed but as normal and without advantage.

Slow Natural Healing: optional rule (DMG pg. 267). After a Long Rest you only recover ½ your Hit Dice (round up) back, not any HP (normally you recover all your Hit Points back after a long rest). You must use Hit Dice to recover each morning. Also, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).

Second Wind: when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.

Firing into Melee Combat and Ranged attacks while prone: Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.

Full Round Action and Free Actions: A full round action takes up the full round, including movement (Speed 0) and bonus action (you still have your reaction). A free action take none of these.

Mind-Effecting: many talents, feats and force powers are listed as mind-effecting. These abilities only affect living, sentient beings or creatures, not Droids, etc. Mind-effecting fear don’t work against sentient beings immune to fear.

Hardness: materials and vehicles have a Hardness rating. This is the amount of damage that is reduced from all attacks before applying resistances, Shields, etc. to items hit points.

Heroic Damage Bonus: all Heroic characters add ½ their Heroic level (round down) to all damage type totals that they deal (including unarmed, explosives, AOE, heavy weapons and force powers).

Dark Side Score and Falling to the Dark Side[edit]

In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.

  • Tempted by Darkness: A character with at least 1 Dark Side point but less than ½ (round down) its Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Destiny Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either.
  • Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) its Wisdom score but less than its Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +2 dark side bonus to their Force Attack and to the Force save DC total with any Force Power with the [dark side] descriptor. They suffer Disadvantage to their Force Attack with any Force Power with the [light side] descriptor or grant advantage with saves. It suffers disadvantage with Wisdom (Insight) and Charisma (Persuasion) checks but an advantage with Charisma (Intimidate) checks.
  • Consumed by Darkness: A character with a Dark Side Score equal to its Wisdom Score has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Force Side attacks or saves checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).

Atoning: you may sacrifice Destiny Points as soon as you gain a new level, but not after. Each point you spend reduces your Dark Side score by a one-for-one bases. The GM may require a side quest to go with this. Those that are Consumed by Darkness almost never can throw off their darkness (but they are GM characters anyway so the GM will determine if and when it might be able to atone).

Call on the Dark Side: Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.

  • Dark Fortune: When a character spends a Destiny Point to increase a roll, it now has Advantage on the d20 roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Lucky or Strong in the Force feats can have advantage on both the check and the Force die but this increases their Dark Side score by 2.
  • Dark Luck: As a Reaction, a character can gain back one spent Destiny Point you just used, but in doing so the characters Dark Side Score is increased by 1.
  • Dark Power (force sensitive only): As an Action the user can spend a Destiny Point and gain the use of one Force Power with the [dark side] description on it for the base duration at 1st Power level, starting on its next Action at no Force Energy cost. This increase the characters Dark Side Score by 2 plus additional ones depending on how and what acts you commit with the power.
  • Dark Reserves: A character can spend a Destiny Point to regain the use of her Second Wind, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
  • Flight or Fight: A character can spend a Destiny Point as a reaction and gain one additional Action at any time. This increase the characters Dark Side Score by 2.
  • Renew (force sensitive only): As a reaction you regain one spent Force Energy point that you just use but doing so increases your Dark Side Score by 1.

SITUATIONS/ACTIONS HOUSERULES[edit]

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on targets with full cover.

Area of Effects (Explosives): (PHB pg. 204) When making an attack with AOE weapons, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save).

Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. a blaster rifle that deals 3d8 damage deals 5d8 damage and a critical hit deals 7d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing ouble damage).

Special – the attack can use a Bonus action to “Brace” as a maneuver to reduce these penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against you until the start of your next turn.

For both Area of Effect and Autofire

Special – you do not include your Strength or Dexterity modifier nor do you add any range Feat or non-specific Talent (Grenade Expert) bonuses to damage to the above AOE damage types. You still add ½ your Heroic level to damage bonuses.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to strike it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, dirt, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness.

Special – it takes ½ movement to initially benefit from cover and when making “pop-out/up” attacks to gain the benefiting from either Full Cover or ¾.

Falling Prone: unless you are forced Prone, you must use 5 feet of Movement to fall to the ground prone. As a reaction, if you have at least 5 feet of movement remaining this turn or have not acted yet this turn and still have your reaction, you can fall prone (costing you 5 feet of movement) and gain Resistance to any damage from an AOE attack.

CHARACTER CREATION[edit]

  • Assign Attributes: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
  • Choose a Species: pick one from the list below.
  • Choose a Class: Heroic Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skill, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have two Core Talents that the character gets at character creation only.
  • Choose a Background: provide additional skill proficiencies and some starting gear and cash.
  • Feat: all characters gain a feat at 1st level character creation.
  • Assign Gear: Record your starting gear and cash. Purchase any additional gear.

Species Traits[edit]

NOTE new Senses, in addition to those found on PHB pg. 183.

  • Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscured.
  • Scent: some species have extremely refined sense of smell. Within a specified range (generally 30 feet), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (can’t use if wearing a filter mask or in a vacuum suit). Also strong winds or overpowering smells can also lower or eliminate this ability.

HUMAN SPECIES TRAITS

  • Ability Score Modifier: Three different ability scores of your choice increase by +1 each (cant’ stack).
  • Medium Sized and Speed: base 30 feet.
  • Bonus Proficient Skill: You gain proficiency in one skill of your choice.
  • Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
  • Outgoing: You gain +1 Destiny Point over the standard Destiny Points each level.
  • Languages: you can speak, read and write in Basic plus one additional language of choice.

BOTHAN SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)
  • Medium Sized and Speed: base 30 feet.
  • Educated: Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.
  • Iron Will: Bothans gain a +2 species bonus to their Wisdom saves.
  • Noisy: Bothans have advantage with Charisma (Gather Information) skill checks.
  • Languages: you can speak, read and write in Basic and Bothese.

CATHAR SPECIES TRAITS

  • Ability Score Modifier: +2 to Strength, +1 to Dexterity.
  • Medium Sized and Speed: base 40 feet.
  • Natural Weapons: a Cathar has natural sharp claws that deal 1d4 slashing damage. Cathar are always proficient with these attacks and can use your Strength or Dexterity modifier. Whenever you take an Attack action you can make a claw attack as a bonus action still add your full modifier bonus to damage (see Two-Weapon fighting).
  • Instincts: Cathar has Advantage with all Strength (Athletics) skill checks.
  • Languages: you can speak, read and write Basic and Catharese.

CEREAN SPECIES TRAITS

  • Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Educated: Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.
  • Intuitive Initiative: Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.
  • Languages: you can speak, read and write in Basic and Cerean.

CHISS SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Intelligence
  • Medium Sized and Speed: base 30 feet.
  • Bonus Skill Proficiency: Chiss begin with proficiency in any one Skill for free.
  • Low-Light Vision: Chiss see perfectly fine in Dim light obscure.
  • Bonus Feat: Chiss gain either the Do Science on It or I Freaking Love Science feat for free.
  • Languages: you can speak, read and write in both Basic and Cheunh.

DEVARONIAN SPECIES TRAITS

  • Ability Score Bonus: males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Manipulators: Devaronians have advantage with Charisma (Deception) skill checks.
  • Naturally Curiosity: Devaronians are very attentive to small details that can reveal weakness. As a reaction they gain a +2 insight bonus on all attack rolls and skill checks used against this single target. These bonus lasts until the end of the Devaronian’s next turn. They can use this ability again after a short or long rest.
  • Languages: you can speak, read and write in Basic and Devaronese.

DUG SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity, +1 to Constitution
  • Small Sized and Speed: base speed 30 feet. As a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Arboreal: Evolving in the great trees of Malastare, the Dug have advantage on Strength (Athletic) checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.
  • Lightning Reflexes: Dug gain a +2 bonus to their Dexterity Saves.
  • Bonus Feat: Its well know that Dug are fearless even against foes larger than themselves. Dug start with the Brave feat for free.
  • Languages: speak, read and write Dug.

DUROS SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Spacers: as most of the species have been born and live most of their lives in space, Duros start with proficiency in Intelligence (Mechanic) and Dexterity (Pilot) skills for free.
  • Bonus Feat: growing up in space the Duros starts with the Z-G Training feat for free.
  • Languages: you can speak, read and write in Basic and Durese. You also gain one additional language of your choice to start with for free.

EWOK SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Wisdom, -1 to Strength
  • Small Size and Speed: base 25 feet. As a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Primitive: Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.
  • Scent: at close range (within 30 feet) can use scent to detect hidden targets.
  • Stalker: Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.
  • Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.

GAMORREANS SPECIES TRAITS

  • Ability Modifiers: +2 to Strength, +2 to Constitution, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Great Fortitude: gain a +2 species bonus to their Constitution saves.
  • Primitive: Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. longsword but not longbows, etc.)
  • Bonus Feat: Gamorreans start with the Might Swing feat for free.
  • Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.

GAND SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 to Wisdom
  • Small Sized and Speed: base 25 feet. As a small sized creature, Gand gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Darkvision: Grans have darkvision out to 60 feet.
  • Minor Force User: Gand start with the minor Force Power; either Senses Surroundings or Trance, for free even if they don’t have the Force Sensitive feat.
  • Perceptive: Gand start with proficiency in Wisdom (Perception) skill for free.
  • Special Equipment: Gand suffer limitations outside their native atmosphere. Without their protective goggles a Gand is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Gand begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Gand characters begin play with both items at no cost.
  • Languages: You can speak Gand and Basic.

GRAN SPECIES TRAITS

  • Ability Score Modifier: +1 to Wisdom, +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Darkvision: Grans have darkvision out to 60 feet.
  • Natural Shooters: Gran start with either the Point Blank Shot or Precise Shot feat for free.
  • Target Awareness: Gran adds +50% distance to all ranged weapons (i.e. a Blaster Pistol used by a Gran has a base weapon range of 75/450).
  • Triple Vision: a Gran can move up to ½ their speed and still benefit from “Aiming”.
  • Languages: you can speak, read and write Basic and Gran.

GUNGANS SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence
  • Medium Sized and Speed: base 30 feet. They also have a Swim speed of 25 feet.
  • Expert Swimmers: Gungans have Advantage when making Strength (Athletics) with swimming. In addition, if the Gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.
  • Hold Breath: a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (PHB pg. 183).
  • Low-Light Vision: Gungans can see perfectly fine in dim light conditions.
  • Weapon Familiarity: Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
  • Bonus Feat: Gungans start with the Thrown Expert feat for free.
  • Languages: you can speak, read and write in Basic and Gunganese.

ITHORIAN SPECIES TRAITS

  • Ability Modifiers: +2 to Wisdom, +2 to Charisma, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Iron Will: Ithorians gain a +2 species bonus to their Wisdom saves.
  • Bellow: as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian’s bellow effects everyone within a 30 foot cone with it as the starting point. Targets much make a Constitution save, DC 8 + its proficiency bonus + its Constitution modifier. Failure deals 3d6 sonic damage, target that succeed suffers ½ damage. The Ithorian can use this ability once per long rest. Each additional use before the Ithorian takes a long rest results in it suffering from one level of Exhaustion. This damage increases by +1d6 for every 6 levels the Ithorian reaches (6, 12, etc.)
  • Biologists: Ithorians gain advantage with Intelligence (Nature) skill checks.
  • Survival Instinct: Ithorians have Advantage on Wisdom (Survival) skill.
  • Languages: you can speak, read and write in Basic and Ithorese.

JAWA SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Strength
  • Small Sized and Speed: base 25 feet. As a Small sized creatures, Jawa gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Technical: Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.
  • Tricky: Jawa can take the Disengage, Dash or Hide actions as a bonus action.
  • Languages: you can speak, read and write Jawanese, and can understand and read and write in Basic but you cannot speak it (or any other languages. You still read and understand them).

KEL DOR SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Wisdom, -1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Low-Light Vision: Kel Dor can see perfectly fine in Dim light conditions.
  • Minor Force Users: Kel Dor start with a Minor Force power, either the Search Your Feelings or Telepathy (player’s choice) even if they do not have the Force Sensitive feat.
  • Strong Personalities: gain +2 species bonus to their Charisma saves.
  • Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles a Kel Dor is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Kel Dor characters begin play with both items at no cost.
  • Languages: you can speak, read and write in Basic and Kel Dor.

MIRALUKA SPECIES TRAITS

  • Ability Score Modifier: +2 to Intelligence, +1 to Wisdom
  • Medium Sized and Speed: base 30 feet.
  • Empathy: Miraluka have advantage with Wisdom (Insight) skill rolls.
  • Force Sight: although blind, Miraluka can “see” through the Force. They also act normally without taking on any of the Blinded conditions. They ignore all light and heavy obscured conditions and they ignore ½ cover and treat ¾ cover as ½ cover. Miraluka can read and write as normal but they do not 'see' in color although their Force sight does see subtle changes in how things 'look'. The Miraluka gains the Blinded condition if the Force is suppressed somehow and creatures that are “invisible” to the Force also have the Invisible condition against the Miraluka.
  • Minor Force Users: Miraluka gain any two minor Force Powers of choice for free. They can use these minor powers as normal even if they don’t have the Force Sensitive feat.
  • Languages: you can speak, read and write Basic and Miralukes.

MIRIALIN SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Acrobatic: Mirialans have advantage when making Dexterity (Acrobatics) skill checks.
  • Social: Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.
  • Spiritual: Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.
  • Languages: you can speak, read and write Basic and Mirialan.

MON CALAMARI SPECIES TRAITS

  • Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Constitution
  • Medium Sized and Speed: base 30 feet. They also have a Swim speed of 25 feet.
  • Breathe Underwater: as amphibious creatures, Mon Calamari cannot drown in water.
  • Expert Swimmers: a Mon Calamari has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats these rolls at if they rolled a 10.
  • Educated: Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.
  • Inquisitive: Mon Calamari have advantage with Intelligence (Investigation) skill checks.
  • Low-Light Vision: Mon Calamari can see perfectly fine in dim light conditions
  • Languages: you can speak, read and write in Basic and Mon Calamarian.

QUARREN SPECIES TRAITS

  • Ability Modifiers: +2 to Constitution, +1 Charisma
  • Medium Sized and Speed: base 30 feet. Also have a Swim speed of 25 feet.
  • Breathe Underwater: as amphibious creatures, Quarrens cannot drown in water.
  • Expert Swimmers: a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Quarren treats these rolls at if they rolled a 10.
  • Low-Light Vision: Quarren can see perfectly fine in dim light conditions.
  • Trader Background: Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) and Wisdom (Insight) skills for free.
  • Languages: you can speak, read and write in Basic and Quarrenese.

RODIAN SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Alpha Hunters: Rodian have advantage with Wisdom (Perception) and (Survival) skill checks.
  • Low-Light Vision and Darkvision: Rodian can see perfectly fine in dime light conditions. Rodians also have darkvision out to 60 feet.
  • Languages: you can speak, read and write in Basic and Rodese.

SNIVVIAN SPECIES TRAITS

  • Ability Score Modifier: +1 to Constitution, +2 to Wisdom
  • Small Sized and Speed: base 25 feet. As a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Cold Resistance: the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.
  • Perceptive: Snivvian start with proficiency in Wisdom (Perception) checks for free.
  • Observant: Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) checks. Snivvian can use this ability up to their Wisdom modifier (min 1), regain all uses after a short or long rest.
  • Languages: you can speak, read and write Basic and Snivvian.

SULLUSTAN SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 Intelligence
  • Small Sized and Speed: base 25 feet. As a small sized creature, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.
  • Darkvision: Sullustan have darkvision out to 60 feet.
  • Empathy: Sullustan have advantage with Wisdom (Insight) skill rolls.
  • Spelunker: Sullustan evolved in deep caves. They have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, treat the roll as a 10.
  • Languages: you can speak, read and write in Basic and Sullustese.

TRANSDOSHANS SPECIES TRAITS

  • Ability Modifiers: +2 to Strength, +1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Darkvision: Transdoshans have darkvision out to 60 feet.
  • Limb Regeneration: A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.
  • Natural Armor and Claws: Transdoshans thick scaly skin provides a natural that grants them a +1 to their Armor Class. This works when the Transdoshan is wearing armor or not. Transdoshans have naturally sharp claws and teeth such that deal 1d4 + strength modifier slashing damage. They are automatically proficiency and whenever you take an Attack action you can make an attack with your claws or teeth as a bonus action (full bonuses for attack and damage).
  • Bonus Feat: with low level regenerative powers, Transdoshans gain Durable as a bonus feat for free.
  • Languages: you can speak, read and write in Basic and Dosh.

TOGRUTA SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Sneaky: Togruta have Advantage with Dexterity (Stealth) checks.
  • Spatial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 30 feet so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.
  • Bonus Feat: evolved pack hunters, Togruta gain the Pack Tactics feat as a bonus feat
  • Languages: you can speak, read and write Basic and Togruti.

TWI’LEKS SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Deceptive: Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.
  • Great Fortitude: Twi’leks gain a +2 species bonus to their Constitution saves.
  • Low-Light Vision and Darkvision: Twi’leks can see perfectly fine in dim light conditions and have darkvision out to 60 feet.
  • Languages: you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).

WOOKIE SPECIES TRAITS

  • Ability Modifiers: +4 to Strength, -1 to Dexterity, -1 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Expert Climbers: Evolving in the high trees, Wookies have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.
  • Extraordinary Recuperation: Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to Constitution modifier; both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max HD). Finally, each day, a Wookie can recover from up to two levels of Exhaustion, each one after a separate Short rest.
  • Rage: a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (ranged attacks and most skills except Acrobatics, Initiative, Intimidate, and Perception). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.
  • Short Tempered: Wookies are well known for their short-tempers. Wookie can use its Strength modifier instead of its Charisma modifier when making Intimidate checks (player’s choice).
  • Weapon Familiarity: Wookies with Weapons Proficiency (Pistol and/or Rifle) are proficient with Exotic Weapon Proficiency (Bowcaster Pistol and/or Bowcaster Rifle) for free.
  • Languages: you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.

UBESE SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity
  • Medium Size and Speed: 30 feet.
  • Aggressive: once a round, gain a +2 bonus on one attack roll when it moves at least 15 feet towards the target of their attack.
  • Alpha Hunters: Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.
  • Special Equipment: Ubese are sickened in the atmospheres of other worlds and must rely on breath masks to suffer no ill effects. Without its breathing mask and suit an Ubese has the Poisoned condition for the duration. The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. The suit’s mask includes a voice modulator to emulate the voice of a male or female or to mask the Ubese’s gender. These suit costs 500 credits and a year’s supply of filters costs 50 credits. Ubese characters begin play with both at no cost.
  • Languages: you can speak, read, and write both Basic and Ubese. Additionally, they can communicate through Ubeninal, a sign language that serves as the primary medium for communication among Ubese.

ZABRAK SPECIES TRAITS

  • Ability Modifiers: Three different ability scores of your choice increase by +1 each (cannot stack)
  • Medium Sized and Speed: base 30 feet.
  • Bonus Skill Proficiency: Zabrak gain proficiency in any one skill of choice.
  • Heightened Awareness: Zabrak have advantage with Wisdom (Perception) skill rolls.
  • Instincts: Zabrak are highly aware and gain +1 species bonus to all their saving throws.
  • Languages: you can speak, read and write in Basic and Zabrak.


SPECIAL – any Species ability that duplicates a feat or talent, counts for any Prerequisites for class talents or feats. For example, Zabraks’ Heightened Awareness has the same effect as a Scouts’ Acute Senses, so it would count as any prerequisite for other Scout talents if you want.

Droid 'Species' Traits[edit]

Player character droids are created using the following rules.

ALL DROID TRAITS Note that droids do not start with a background, so their Degree provides their extra Skills and languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe).

Age: Droids do not age nor are they born. Most newly created character droids will be fairly recent factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time

Size: Depends on basic Model. Different sizes also have the following modifiers: Tiny size: +5 Stealth, -5 to Intimidate, Base Speed ½ ground Speed, Base Unarmed Damage 1. Small size: +3 Stealth, -3 Intimidate, Base Unarmed Damage 1d3. Medium size: no modifiers, Base Unarmed Damage 1d4. Large size: -3 to Stealth, +3 to Intimidate, Base ground Speed +5 feet, Base Unarmed Damage 1d6. Huge size: -5 to Stealth, +5 to Intimidate, Base ground Speed +15 feet, Base Unarmed Damage 1d10. Gargantuan size: -10 to Stealth, +10 to Intimidate, Base ground Speed +30 feet, Base Unarmed Damage 2d8. Colossal size: -20 to Stealth, +20 to Intimidate, Base ground Speed +60 feet, Base Unarmed Damage 2d12.

Special – Player characters can only be Small, Medium or Large in size.

Speed: depends locomotion system. Ground speed can be modified by Size.

Behavioral Inhibitors: Droids cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the Heuristic processors mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions but it’s not common or easy. Droids with Combat processors are free of these limitation but are also highly restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see Gear). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality.

Constructs: Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). So with the array of only five Attributes to assign – 15, 14, 12, 11, and 10. Any class that would gain a proficiency to Constitution saves instead gains Dexterity or Wisdom (droid’s choice). Damage Threshold is determined by their Strength modifier only and to recover it can use the better of their Strength or Wisdom save. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except Hazardous ‘corrosive’ ones and Vacuum) and do not need to breath, eat or drink water. Constitution saves against environmental effects use Strength instead. Droids are Resistance (PHB pg. 194) to Necrotic, Stun and Radiation damage. Droids take full damage from Ion weapons and after applying damage, double the amount when compared to the droid’s Damage Threshold to impose Reeling or Stunned conditions.

Nonliving: In addition to being immune to fear affects and mental affect bonuses or penalties. They have no connection to the Force and can take no Force talents, feats or powers. They still have Destiny Points and can take the Lucky feat.

Maintenance: Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (PHB pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that only recover a few a day).

Repair: Droids cannot heal hit points naturally (although hero droids can still take Second Wind), nor can they gain temporary hit points from any Mind Effecting talent or feat or ability. Droids must be repaired with a DC15 Intelligence (Mechanic) skill check, after one hour of work they have 1d6+ the droids heroic level + the repairer’s proficiency bonus back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Intelligence (Mechanic) skill check is at a Disadvantage.

Memory: A droid’s proficiencies, feats and talents can be ‘reassigned’ with an DC15 Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again).

Shutdown: A droid that is shutdown gains the Unconscious condition, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring an Intelligence (Mechanic) check against the droid’s Strength (Athletics) or Dexterity (Acrobatics). If the droid is Paralyzed (with a restraining bolt) or in other similar situations, this check automatically succeeds. Droids can shut themselves down and ‘reactive’ itself at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. It takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Speed is 0 for that first round.

Skills and Proficiecnies: Droids normally cannot use skill or weapons without being first being proficient in it except for following – Dexterity (Acrobatics and Initiative), Strength (Athletics), Intelligence (Computer Use) and Wisdom (Perception). Droids with a Heuristic processor can use any skill without proficiency (as normal) and Simple weapons. Droids with the Combat processor can use Charisma (Intimidate) without proficiency and can use all types of weapons (still gain no proficiency bonus with the proficiency).

Building a Droid Character: The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10. Instead of Background Droids choice their Degree. This grants them their basic ability modifiers, systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. Other must be purchased with cash. Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class.

DROID DEGREES

1st Degree: Medical and Scientific Droids. These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically.

Ability Score Modifiers: +2 to Intelligence, +2 to Wisdom, -2 to Strength
Basic Systems: Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Languages: Binary, Basic
Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology.

2nd Degree: Astromech and Technical Droids

Ability Score Modifiers: +2 to Intelligence
Small Size: +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x5lbs.
Basic Systems: Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), Small Size (1), one set of built in Tools (Repair kit) (1), plus either another Tool set (such as a hand scanner, Security kit, etc.) (1), Astromech Navcomputer (1) or the Tech Specialist feat (1)
Additional Mods: Four additional mods
PROFICIENCIES
Languages: Binary, Basic plus one other (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them)
Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology.

3rd Degree: Protocol and Service Droids

Ability Score Modifiers: +2 to Wisdom, +2 to Charisma, -2 to Dexterity
Basic Systems: Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Languages: Binary, Basic, plus translator unit modifiers.
Skills: Computer Use, Performance and Persuasion.

4th Degree: Combat and Security Droids. As they are built to attack living beings they come with a Combat Processor.

Ability Score Modifiers: +2 to Strength or to Dexterity (choice)
Basic Systems: Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
Additional Mods: Two additional mod
PROFICIENCIES
Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them)
Skills: Initiative, Perception plus either Drive, Mechanic or Pilot.

5th Degree: Labor and Utility Droids

Ability Score Modifiers: +4 to Strength, -1 to Intelligence, -1 to Charisma
Large Size: 5th degree droids are almost always at least large size (some are bigger). -3 size penalty to Stealth checks, base encumbrance is Strength x20lbs, Walking speed +5 feet, +5 size bonus to their Damage Threshold score (and +3 to Intimidate if proficient).
Basic Systems: Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1)
Additional Mods: Five additional mods.
PROFICIENCIES
Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them)
Skills: Athletics, Computer Use and Mechanic.


BASIC MODS and SYSTEMS

Appendage: arms and probe type systems.

  • Basic Probe: Mod 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size.
  • Instrument: Mod 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators.
  • Tool: Mod 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added. To make it ‘hidden’ double the cost of the tool or weapon.
  • Grabbing Claw: Mod 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one.
  • Two Arms/Hands: Mod 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable.
  • Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information.
  • Vocabulatior: Mod 1, Cost +500cr. The droid equipped with a speaker system that enables it to emulate speech, rather than simply spouting machine code.

Locomotion

  • Stationary: Mod +1 additional mod (+2 for Huge, +3 for Gargantuan and +4 for Colossal size). No movement is allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all.
  • Wheeled: Mod 0. Base Speed 25 feet and difficult terrain uses 15 feet of move per square (instead of 10). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain.
  • Tracked: Mod 0, Cost +500cr. Base Speed 25 feet and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage.
  • Two Legs: Mod 1, Cost +500cr. Base Speed 30 feet.
  • Four Legs: Mod 2, Cost +1,000cr. Base Speed 45 feet and ignores the penalty for moving through difficult terrain on the ground.
  • Wall-Walker: requires 4-Leg locomotion. Mods 1, Cost +2,000cr. This droid acquires a Climb Speed of 30 feet and whenever it makes a Climb check that is 9 or less, treat it as if it rolled a 10 instead.
  • Hove/Repluser Propulsion: Mod 2, Cost +2,000cr. Base fly Speed 25 feet. Hovering droids use repluserlift technology to float slowly above the ground (within 10 feet). They can use their lifts to operate under water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion (must now spend mods to gain it, minimum cost 1 mod).
  • Flying/Repluser Propulsion: Mods 3, Cost +5,000cr. Base fly Speed 60 feet and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion (unless they spend extra mods from the list above and with a minimum cost of 1 mod).
  • Water Jets: Mod 1, Cost 500cr. Base Swim speed 30 feet. Droids fitted to operate underwater.

Additional Add-ons for Locomotion

  • Climbing Claws: Mod 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. Grant advantage on Strength (Athletics) checks when climbing.
  • Increase Locomotion Speed: Mod 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +10 feet. Can be taken more than once, but for legged locomotion systems types, you can only take this a maximum of 2 times.
  • Jet boost: Mod 1, Cost +500cr. Similar to Jetpack. A bonus action to Active, grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) DC 10+. Can lift up extra 500lbs of weight (replacement fuel cell 100cr, 20lbs) Medium or smaller size only.
  • Magnetic Feet: Mod 1, Cost +250cr. Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod.

Processor

  • Basic Processor: Mod 0. Basic processors are not designed for creative thought or problem solving, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, basic processors are very limited in that the droid cannot perform most tasks that is was not programed for (i.e. see Skill checks above). Similarly, a basic processor does not allow a droid to wield or use any weapon, use any tools or drive any vehicles types that it is not proficient with. And the droids behavioral inhibitors prevent it from harming sentient living beings altogether.
  • Combat Processor: Mod 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to harm sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can the following skills without requiring it to be proficient with them – Dexterity (Stealth) and Charisma (Intimidate).
  • Heuristic Processor: Mods 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained and weapons it is not proficient with, just as any other character. In addition, a droid with heuristic processor can creatively interpret its instructions, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose.
A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.).

OTHER SYSTEMS

  • Armor Plating: Droids cannot wear normal armor. Instead droids can be equipment with built in reinforcement that provides an Armor Rating Class (ARC) just as normal armor does for a wearer. They no longer gain their Insight + Proficiency bonuses. Light Armor – Mod: 1, Cost +2,000cr [Armor Class Rating 14 + Dex or Int modifier, +2 to Damage Threshold, Wt. 10lbs]. Medium Armor – Mod: 2, Cost +5,000cr [Armor Class Rating 17 + Dex or Int modifier (max 2), Disadvantage to Stealth, +4 to Damage Threshold, Wt. 20lbs]. Heavy Armor – Mod: 3, Cost +10,000cr [Armor Class Rating 20, Disadvantage to Stealth, +8 to Damage Threshold, Wt. 40lbs]. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor.
  • Built In Communicator: Mod 0, Cost +100cr. (Short-range Comlink). Mod 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment).
  • Back-up Battery: Mod 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above)
  • Diagnostic Package: Mod 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package grants the droid advantage on one type of Tools kit (i.e. Repair Kit, Security kit, etc. Pick one; and the droid can take this package more than once to gain the benefit with an additional tool type).
  • Hauler: Mod 1, Cost +500cr. With reinforced chassis the droid is considered one step larger when it comes to encumbrance and how much it can push, carry and pull.
  • Hidden Restrictor: Mod 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects.
  • Locked Access: Mod 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above)
  • Memory Backup: Mod 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory.
  • Memory Storage: Mod 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +5 hyperspace routes in its internal memory. It can be purchased additional time at the same benefit, Mod and Cost.
  • Navcomputer: Mod 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A small sized droid can only ten jump coordinates internally without additional Memory enhancers.
  • Reinforced Structure: Mod: 1, Cost: +1,000cr. With electronic hardening and reinforcement, droids with this modification take only ½ damage from Ion weapons and do not ‘double’ damage affect when compared against their Damage Threshold to impose Reeling or Stunned.
  • Size: Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Tiny size – Mod 2, Cost ¼ base cost. Small size – Mod 1, Cost ½ base cost. Large size – Mod gain +1 additional mod, Cost +2,500cr. Huge size – Mod gain +2 additional mods, Cost +5,000cr. Gargantuan size – Mod gain +4 additional mods, Cost +10,000cr. Colossal size – Mod gain +6 additional mods, Cost +20,00cr.
  • Translator Unit: Mod 1, Cost +250cr (basic DC 20). Mod 2, Cost +500cr (intermediate DC18). Mod 3, Cost +1,000cr (complex DC15). Mod 4, Cost +2,000cr (advance DC10). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check (with proficiency bonus) against the unit’s DC to know if the unit can understand and translate a particular unknown language.
  • Vacuumed Sealed Systems: Mod 1, Cost +500cr. This mod allows a droid to operate in the harsh conditions of a vacuum without any ill effects. It is now immune to all environmental conditions including when in space.
  • Visual Enhancements: Mod 1 each, Cost +500cr each. With each upgrade a droid gains one of the following – Low-light Vision; Darkvision 60ft (can be taken a second time to extend out to 120ft); Advantage on Wisdom (Perception) sight or hearing (pick one) checks; Blindsight 30ft (Eco-location Scanner; can be taken a second time to extend out to 60ft); Target Acquisition (a droid can move up to ½ its Speed and still be able to take the Aim maneuver); Telescopic Vision (can see about four times as far, does not take disadvantage on making long range attacks with handheld weapon ranged attacks).

HEROIC CHARACTER CLASSES[edit]

At 1st level characters gain two Talents to start with. After character creation if you are multi-classing into a new class you only gain one Talent that you must take from the choices within the Class. A character is allowed to take one Genetic Talent instead of a class talent at 1st level. After Character creation you can take class or Genetic Talents.

Jedi[edit]

HIT POINTS

Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES

Weapons: Lightsabers, Simple weapons
Saving Throws: Dexterity and Charisma
Skills: Choose three from among Acrobatics, Athletics, Drive, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot or Supernatural.
Bonus Feats: Force Sensitive, Force Training

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Lightsaber
  • (a) sporting blaster pistol with an extra power cell or (b) any two simple weapons or (c) one martial weapon
  • (a) diplomats pack plus a rebreather mask or (b) a field kit with short range comlink
  • (a) aquata breather or (b) or two stim-packs


Force Users: See the Force on a full description of how these work. For now you gain 3 Minor Powers and 3 Force Powers at first level. You start with 2 + ½ (round up) your character level in Force Energy. Your Force Power Attack modifier is your proficiency bonus + your Force Attribute modifier and your Force Saving Throw DC is 8 + your proficiency modifier + your Force Attribute modifier.


TALENTS

JEDI CONSULAR TALENT TREE

  • Adept Negotiator. You have Advantage on Charisma (Persuasion) skill checks
  • Force Adviser. When granting Advantage to a target with Aiding Another it add your Intelligence, Wisdom or Charisma modifier (your choice) to their final result. If you want you spend a Destiny Point and add the result of this roll to your ally’s check total. You can grant an ally Advantage even if you don’t have that skill. This cannot apply to an Attack check. This is a mind-altering effect.
  • Force Persuasion. The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.

JEDI GUARDIAN TALENT TREE

  • Acrobatic Recovery. You can make a DC 15 Dexterity (Acrobatics) check to stand as at Speed 0 (instead of ½). Also an effect that could causes you to fall prone (Shove, Force Slam, etc.), you can immediately make the same check to remain on your feet as a Free Action.
  • Battle Meditation. The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Destiny Point to grant yourself and all of your allies within a 30 feet of you a 1d4+1 force bonus on all attack, skills, and ability rolls and +1 force bonus to all saving throws. This bonus lasts for the next minute (10 rounds) and they retain the bonus even if you cannot see them but they most remain within 30 feet of you. All lose these bonuses are also lost if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect.
  • Improve Battle Meditation. Prerequisite: Battle Meditation. This extended the range that you grant your bonuses to your allies out to 60 feet. Furthermore all foes within the area must make a Wisdom saving throw. Any that fail suffer a -2 Force penalties to all their attack, ability and skill checks and a -1 to all saves their saves for same duration. This is a mind-altering effect.
  • Fortification. Prerequisite: Jedi level 5+. As a Reaction, you can spend a Destiny Point to negate a critical hit scored against you and take normal damage instead. You can spend this Destiny Point even if you have already spent Destiny Points this round.
  • Resilience. As a Reaction you spend a Destiny Point to make a save to recover from the Reeling Condition. In addition, you roll your Destiny die as a bonus to the check to recovering. If you roll a natural 20 on your check you regain back the Destiny Point.

JEDI SENTINEL TALENT TREE

  • Clear Mind. You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.
  • Dark Side Sense. Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on checks made to sense the presence and relative location of creatures with a Dark Side Score of 1+ (including Sense Force and Sense Surrounding minor powers).
  • Dark Side Scourge. Against creatures with a Dark Side Score at least equal to ½ their Wisdom score, you gain a +2 Force bonus to attack and damage against them.
  • Force Haze. Prerequisite: Clear Mind. As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.
  • Resist the Dark Side. Prerequisite: Dark Side Sense. Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage on Force Attack modifiers against you and you gain advantage on any save imposed by Force Powers as described above.

LIGHTSABER COMBAT TALENT TREE

  • Block. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only against melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
If you have the Deflect talent you can combine the affects when you use your bonus action.
  • Deflect. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, adding your bonus to your Dexterity save total. This talent has no effect on other area of effect attacks. This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon.
If you have the Block talent you can combine the affects when you use your bonus action.
  • Greater Weapon Focus (lightsaber). Prerequisite: Weapon Focus (lightsaber), Jedi level 5+. You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat.
  • Greater Weapon Specialization (lightsaber). Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber), Jedi level 7+. You gain a +3 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber).
  • Lightsaber Defense. With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.
  • Lightsaber Throw. You can hurl a lightsaber as a Ranged Attack (with proficient), treating it as a thrown weapons. The Range is 30/100 feet and if you can make multiple attacks with the lightsaber (with Double Attack and/or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further than 100 feet from you, you can use your Reaction to return it to your hands at the end of your action.
  • Rapid Attack (lightsaber). Prerequisite: Jedi level 7+. Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks with the same lightsaber.
  • Redirect Shot. Prerequisite: Jedi level 3+. This talent allows you to redirect a blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when a blaster bolt directed at you misses, you can make an immediate ranged Attack against a target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected.
  • Severing Strike. When you deal damage with a lightsaber that is equal to or greater than the target’s current hit points, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of a limb puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg also knocks the target prone, reduces the target’s speed by half. These effects are persistent, although a target could learn to compensate partly and lose the Disadvantage on any ability checks that can be performed one handed. Otherwise the only way to remove these persistent conditions is with a cybernetic replacement.
  • Weapon Specialization (lightsaber). Prerequisite: Weapon Focus (lightsaber) feat. You gain a +2 bonus on melee damage rolls with a lightsaber.

LIGHTSABER FORM TALENT TREE

  • Ataru. Prerequisite: Jedi level 5+. When using a lightsaber as a Finesse weapon (Dexterity) you gain a +2 force bonus on your damage rolls with a lightsaber, +4 if using it two-handed.
  • Djem So. Prerequisite: Jedi level 5+. When a creature hits you with a melee attack while wielding an activated lightsaber, you can use your Reaction to make one immediate melee attack against them with the lightsaber.
  • Juyo. Prerequisite: Jedi level 9+. As a Reaction you may spend a Destiny Point and designate a single target that you can see. Until this foe or you are incapacitated or knocked to 0 hit points, your first attack roll each round against this foe is at Advantage (but only the first).
  • Makashi. Prerequisite: Jedi level 5+. When wielding a single ignited lightsaber in one hand and no other weapon in the other, you gain a +1 force bonus to your Armor Class and deal an additional +3 force damage with it. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber.
  • Niman. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. These bonus stacks with all other force bonuses to AC and Saves from wielding a lightsaber.
  • Shien. Prerequisite: Redirect Shot, Jedi level 5+. Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll.
  • Shii-Cho. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber in both hands and using your Strength modifier for attack checks you add +3 force damage rolls and +1 force bonus to your Armor Class. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber.
  • Sokan. Prerequisite: Acrobatic Recovery. When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain.
  • Trákata. Prerequisite: Jedi level 11+. By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a single lightsaber you may spend a Bonus action to make a contested Dexterity (Initiative) check vs. an adjacent opponent’s Dexterity (Initiative). If you succeed, until the start of your next turn all of your attacks against this opponent have Advantage.
  • Vaapad. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 11+. When attacking with a lightsaber you damage increases by one weapon damage die (a standard lightsaber now deals 3d10 damage, short 3d8 damage).

Build Lightsaber: at 5th level Jedi, you can build your own lightsaber. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time make a DC 15 check equal to your Force Attribute modifier plus proficiency bonus. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Destiny Point to attune it to you and thereafter you gain a +1 equipment bonus on attack and damage rolls made with this lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs increases 3,000 cr.

Bonus Feats: Acrobatic Strike, Action Surge, Athlete, Bravery, Brutal Critical, Charger, Danger Sense, Defensive Duelist, Determined, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Secret, Force Technique, Force Training, Force Warrior, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Outwit and Outthink, Parry, Power Attack, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Stoic, Strong in the Force, Superior Critical, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency (advanced melee, pistols), Whirlwind Attack.

Noble[edit]

HIT POINTS

Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES

Weapons: Pistols, Simple weapons
Saving Throws: Wisdom and Charisma
Skills: Choose six from among Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Pilot, Religion, Supernatural and Technology.
Bonus Feat: Skill Expertise in one skill you are proficient with.
Bonus Languages: Chose any two.

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Blaster pistol with an extra power cell and a simple weapon.
  • (a) extra blaster pistol with an extra powercell or (b) astromech droid or (c) protocol droid or (d) landspeeder.
  • (a) medical kit or (b) electrobinoculars.
  • (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink.
  • An additional 500 credits on your credstik

Noble Saving Throw: Talents that require a saving throw the DC is 8 + your proficiency bonus + your Charisma modifier.

TALENTS

INFLUENCE TALENT TREE

  • Coordinate. You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules).
  • Demand Surrender. Prerequisite: Presence. As an Action you can demand surrender from one target, that can hear and understand you, who has been reduced to ½ or less its’ hit points. The target makes a Charisma save. If it fails, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level than you are, it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a rest.
  • Jack of All Trades. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
  • Persuasive Charm. The Noble can charm others with her presence. You can force one target within 10 feet to make a Charisma save vs. your Noble Save DC. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.
  • Presence: You gain Advantage on basic Charisma (Intimidate) checks.
  • Weaken Resolve. Prerequisite: Presence. If a successful attack roll is also equal to or greater than the target’s Damage Threshold you can use your Reaction to force the target to make a Wisdom save. If it fails, you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear affect.

INSPIRATION TALENT TREE

Note these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Inspire Hope, see below).

  • Bolster Ally. As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling condition and giving it a number of temporary hit points equal to your Noble level plus Charisma modifier. You cannot bolster the same ally until after it has completed a short or long rest.
  • Inspire Confidence. As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls, Ability and Skill checks for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if only via a comlink). You can use this ability again after a short or long rest.
  • Ignite Fervor. Prerequisite: Inspire Confidence. Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next successful attack, equal to ½ your Noble level (round up) plus your Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you. They must have a successful attack before the start of next turn or the bonus is lost.
  • Inspire Hope. Prerequisite: Charisma 13+. You spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to 5 + your heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.
  • Inspire Zeal. Prerequisite: Noble level 5+. Whenever an allying you can see, who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). You can use this ability again after a short or long rest.

LEADERSHIP TALENT TREE

Note that these talents are mind-affecting effects and you can’t use any of these talents on yourself.

  • Born Leader. As a Bonus action, you grant all allies who can see and hear and understand you, a +2 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. Allies lose this bonus if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 HP. You can use this ability again after a short or long rest.
  • Distant Command. Prerequisite: Born Leader. Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points.
  • Fearless Leader. Prerequisite: Noble level 5+. You can provide a courageous example for your allies. As a Bonus Action, you can remove the Frightened Condition from a number of allies who can see and who can hear you and can understand you, equal to your Charisma modifier.
  • Rally. Prerequisite: Noble level 5+. You can rally your allies and bring them back from the edge. As a Bonus action, any ally who can see, hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier and ½ (round up) your levels in Noble, in temporary hit points. They also gain additional bonuses: a +1 moral bonus to all saving throws and a +2 moral bonus to all damage rolls they make for the next 1 minute (10 rds). Allies lose these secondary bonuses if you are Incapacitated or reduced to 0 hit points. Temporary hit points last until they are use or the subjects next rest. You can use this ability again after a short or long rest.
  • Trust. As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. No matter the number of attacks you have you cannot grant this ability to more then one subject a round.

MILITARY OFFICE TALENT TREE

  • Assault Tactics. Prerequisite: Intelligence 13+, Noble level 3+. You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional insight bonus damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. This is a mind-affecting effect.
  • Command Cover. Prerequisite: Charisma 13+. You can use your allies to shield you from harm. You gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to a maximum bonus equal to your Heroic level (maximum of +5).
  • Deployment Tactics. Prerequisite: Intelligence 13+, Noble level 5+. You use your tactical knowledge to direct allies in battle. As an Action you and all allies who can see, hear and understand you add ½ your Proficiency as an insight bonus to all attack and saving throws and you impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn. This is a mind-affecting effect.
  • Field Tactics. Prerequisite: Noble level 3+. You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 100 feet improve any Cover bonus they have by your Intelligence modifier as an insight bonus (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn.
  • One for the Team. Prerequisite: Intelligence 13+, Noble level 5+. As a Reaction, you can choose to take one-half of the damage dealt to an adjacent ally from a single attack (it take the remaining). Similarly, as a Reaction, an adjacent ally you choose takes one-half of the damage dealt to you by a single attack (even if it does not have this talent). You take the remaining damage.
  • Read the Battlefield. Prerequisite: Intelligence 13+, Noble level 3+. You have an eye for when hostilities are about to being. When rolling for initiative, you and each ally that can see and hear you gain an insight bonus equal to your Intelligence modifier to all Dexterity (Initiative) skill checks, whether you are proficient with Initiative or not.
  • Reverse Course of Action. Prerequisite: Deployment Tactics, Noble level 7+. An officer has learned to counter the tactics of his enemies. As an Action, all enemies that you can see lose all insight and moral bonuses until the end of your next turn.
  • Shift Battle Theater. Prerequisite: Intelligence 13+, Deployment Tactics, Noble level 7+.As a bonus action, select one ally that you can see and who can hear and see and understand you. That ally can either make Disengage action as a free on its turn or it can move immediately up to its normal Speed as an immediate Reaction. If you instead use your Action you and a number of allies who you can see and who can see and hear and understand you, up to a Heroic level can instead take the Disengage action as a free action on their turns or they can move up to their normal Speed as an immediate Reaction.

Bonus Feats: Action Surge, Actor, Armor Proficiency (light, medium), Bravery, Careful Shot, Cutting Words, Cybernetic Surgery, Determined, Defensive Duelist, Distracting Strike, Dogfighter, Double Tap, Do Science on it!, First Aid, Feinting Attack, Frigging love Science, Full Throttle, Goading Attack, Improved Second Wind, Linguist, Lucky, Medic, Melee Defense, Not a Soldier, Outwit and Outthink, Point Blank Shot, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Surgical Expertise, Suspicious, Tech Specialist, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, rifles).

Scoundrel[edit]

HIT POINTS

Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

PROFICIENCIES

Weapons: Pistols, Simple weapons
Saves: Dexterity and Intelligence
Skills: Thievery plus choose four more from among Acrobatics, Athletics, Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hand, Stealth and Technology.
Bonus Feat: Point Blank Shot

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Blaster pistol and hold-out blaster pistol, each with an extra power cell
  • (a) another blaster pistol with an extra power cell or (b) vibrodagger with extra power pack
  • (a) two simple weapons or (b) one martial weapon
  • (a) Forgery kit or (b) security kit or (c) slicer kit
  • (a) field kit and short range comlink or (b) utility belt.
  • An additional 200 credits on your credstik.

TALENTS

FORTUNE TALENT TREE

  • Crafty Action. As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
  • Fool’s Luck. As an Action, you can spend a Destiny Point and gain benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration you gain one of the following bonus each round as a free action and you can chose a different benefit each round on your action. Gain the Destiny Die as a bonus to one attack roll, skill or ability check or saving throw each round, or gain a +2 force bonus to your Armor Class until the start of your next round. You must complete a short or long rest to use talent again.
  • Fortune’s Favor. When you score a critical hit with an attack, you can use your Reaction to gain another immediate Action.
  • Gambler. You have Advantage on all Charisma (Gambling) skill checks, and games of chance and in addition you gain a +2 luck bonus with the skill checks.
  • Jack of All Trades. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
  • Knack. You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have rolled). You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest.

MISFORTUNE TALENT TREE

  • Disruptive. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
  • Walk the Line. Prerequisite: Scoundrel level 3+. As a bonus action, you say something that catches an enemy off guard. Make an opposed Charisma (Deception) check vs. Dexterity (Initiative) or Wisdom (Insight) of one opponent within 30 feet of you who you can see and hear and understand you. If you succeed it is at Disadvantage on all attack checks until the start of your next turn.

OUTLAW TALENT TREE

  • Forger. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit.
  • Guide Others. Prerequisite: Improved Stealth. You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20 feet of you and who can hear and see you, gain advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. Improved Stealth. You have Advantage on your Dexterity (Stealth) checks.
  • Security Expert. You have Advantage and +2 insight on Intelligence (Thievery) with a Security kit.
  • Skirmisher. If you move at least 20 feet away from where you started the round, you gain advantage on your next attack. If you have movement remaining you can still use it after this attack.
  • Slicer. You have Advantage and +2 insight with Intelligence (Thievery) skill when using a Slice kit.
  • Sneak Attack. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack if an enemy of the target is within 5 feet of it, the enemy is not Reeling or worst and you don’t have disadvantage on the attack roll. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (maximum +5d8).

SPACER TALENT TREE

  • Spacehound. You are considered proficient with all starship weapon even if you don’t have the Heavy Weapons proficiency. You also gain a +2 insight bonus to all non-attack saves, skills and ability checks while on a starship.
  • Starship Raider. Prerequisite: Spacehound. You gain a +2 insight bonus on all attack rolls while onboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship.
  • Stellar Fortune: Whenever you roll a natural 20 on an attack roll made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. You must use this Destiny Point before you next short or long rest or it is lost.
  • Smuggler: You known how to hide things. You have advantage on Dexterity (Stealth) check to hide items on a person, a starship or vehicle or in a hideout and with Charisma (Deception) checks when lying about having such things hidden or about smuggling, etc.

Bonus Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Bravery, Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Determined, Defensive Duelist, Dogfighter, Do Science on it!, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Freaking Love Science, Full Throttle, Gimmick, Hot Wire, Improved Mobility, Improved Second Wind, Lucky, Maneuvering Attack, Melee Defense, Mobility, Not a Solider, Pack Tactics, Parry, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Suspicious Mind, Sniper, Stoic, Tech Specialist, Throw Opponent, Throwing Expert, Tracer, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee), Z-G Training.

Scout[edit]

HIT POINTS

Hit Dice: 1d8
Hit Points at 1st level: 24 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES

Armor: Light armor
Weapons: Pistols, Rifles, Simple weapons, Martial weapons
Saving Throws: Constitution and Wisdom
Skills: Choose four from among Acrobatics, Animal Handling, Athletics, Drive, Galactic Lore, Gambling, Initiative, Insight, Mechanic, Medicine, Nature, Perception, Pilot, Stealth, and Survival.
Bonus Feat: Shake it Off

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Blaster carbine with two extra power cell
  • (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell
  • (a) two simple weapons or (b) martial weapon
  • (a) field kit with short range comlink or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS

AWARENESS TALENT TREE

  • Acute Senses. You have Advantage on Wisdom (Perception) skill check.
  • Instincts. Prerequisite: Improved Initiative, Scout level 5+. If you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn.
  • Improved Initiative. Gain Advantage on Dexterity (Initiative) checks.
  • Feral Senses. Prerequisite: Acute Senses, Scout level 7+. When you attack a creature you can’t see, you inability to see it doesn’t impose disadvantage on your attack rolls against it. You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden behind full cover and you aren’t deafened.
  • Keen Sight. Prerequisite: Acute Senses You ignore light dim obscured with Perception checks, and ½ cover bonus with attack rolls verse foes in these conditions.
  • Uncanny Dodge. Prerequisite: Scout level 3+. When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you.
  • Improved Uncanny Dodge. Prerequisite: Uncanny Dodge, Scout level 5+. Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are attacking in melee or if they are within 30 feet and you with ranged attacks.

CAMOUFLAGE TALENT TREE

  • Hidden Movement. Prerequisite: Improved Stealth. You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others.
  • Hide In Plain Sight. Prerequisite: Improved Stealth, Scout level 5+.You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other natural occurring material. Once you are camouflage in this way by pressing yourself against a solid surface such as a tree or wall that is at least as tall and as wide as you are, you gain a +10 insight bonus to Dexterity (Stealth) check for as long as you do not move or take any non-subtle actions.
  • Improved Stealth. You have Advantage on your Dexterity (Stealth) checks.
  • Total Concealment. Prerequisite: Improved Stealth. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and you treat ¾ cover as total cover (including making Stealth checks).
  • Vanish. Prerequisite: Improved Stealth. You can take the Dash or Hide action as a bonus action and impose disadvantage for other’s perception when using Sense Surrounds on you. You cannot be tracked by non-Supernatural or ultra-technological means.

HUNTER TALENT TREE

  • Analyze Foe. Prerequisite: Scout level 5+. By observing your enemy in combat, you can gleam its weaknesses. As a free action you designate one target that you can see that is within base range of you weapon and choose to go last in the round (after all allies and enemies). You gain Advantage on the first attack that round against the target (only the first). You also impose Disadvantage on any Opportunity attacks made against you by the target until the start of your next turn. You can take this free action each round if you wish.
  • Giant Hunter. When a large sized creature or larger, that is within 5 feet of you hits or misses with an attack roll, you can use your reaction to attack the creature immediately after the attack, provided you can see the creature and can make an attack check.
  • Hunter’s Mark. Prerequisite: Scout level 5+. With an Aim maneuver you can spent a Destiny Point as a free action to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or your mark is, you can apply your Hunter’s Mark feature against this target. Whenever you successfully hit the target you deal your full heroic level in damage (instead of ½) and you lower the target’s Damage Threshold against your attacks by your Proficiency bonus. If you have the Devastating Attack talent the affects stack.
  • Mob Fighter. Once on each of your turns when you take an Attack action, you can make a melee weapon or unarmed attack against a different creature that is within 5 feet of our original target and within range of your melee attack. This is a free action.
  • Relentless. Prerequisite: Hunter’s Mark, Scout level 7+. Any attack or effect originating from opponent whom is under your Hunter’s Mark talent, that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions.
  • Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with an attack (weapon, unarmed, the force, etc. but not AOE) you deal and extra +1d10 damage if the creature is below its maximum hit points, but only once per turn.

FRINGER TALENT TREE

  • Barter. You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s opposed Charisma (Persuasion) check to haggle they will give you 5% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 5%.
  • Fringe Savant. Whenever you roll a natural 20 on a save, skill or ability check you gain 1 temporary Destiny Point. You must use this Destiny point before your next short or long rest or it is lost.
  • Long Stride. Increase your base land movement speed(s) by +10 feet.
  • Jury-Rigger. You have Advantage on any Jury-Rigging checks made to repair damage and when attempting restore power on a vehicle.

SURVIVOR TALENT TREE

  • Bounce Back. You can take your Second Wind as a reaction at any time, instead of an Action.
  • Elite Explorer. Prerequisite: Explore. You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group’s travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area.
  • Explorer. You have Advantage on any Wisdom (Survival) skills checks.
  • Evasion. You can nimbly dodge out of the way of certain area of affect attacks that provide a Dexterity saving throw for half. On these attacks you only suffer half damage if you failed your Dexterity saving throw, and no damage if you succeed with your save.
  • Extreme Effort. You spend a Bonus action and gain Advantage on all Strength ability checks, skill checks and saving throws (but not melee attack checks) until the end of your next round. You also deal an additional amount of damage in melee combat equal to your proficiency bonus for one attack a round (even if you have more attacks in a round).

Bonus Feats: Action Surge, Armor Proficiency (medium), Athlete, Bolt Storm, Bravery, Careful Shot, Danger Sense, Determined, Dogfighter, Double Tap, Durable, Extra Second Wind, First Aid, Full Throttle, Hot Wire, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Mobility, Over Watch, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Pursuit, Savage, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Suppressing Fire, Suspicious Mind, Take a Knee, Tech Specialist, Throwing Expert, Toughness, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, heavy), Z-G Training.

Soldier[edit]

HIT POINTS

Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier

PROFICIENCIES

Armor: Light armor, Medium armor
Weapons: Pistol, Rifles, Simple weapons, Martial weapons, plus either Advanced Melee Weapons or Heavy Weapons.
Saving Throws: Strength and Constitution
Skills: Choose three from among Acrobatics, Animal Handling, Athletics, Computer Use, Drive, Galactic Lore, Gambling, Initiative, Insight, Intimidate, Medicine, Mechanic, Perception, Pilot and Survival.

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • one set of any Light armor or (b) blaster rifle with two extra power pack (or bowcaster rifle if proficient) or (c) two blaster pistols, each with an extra power pack or (d) blaster carbine and blaster pistol, each with an extra power pack
  • (a) heavy blaster pistol or (b) advanced melee weapon, either with an extra power pack
  • (a) two simple weapons or (b) martial weapon
  • (a) field kit and short range comlink or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS

ARMOR SPECIALIST TALENT TREE

  • Armor Mastery. Prerequisite: Armored Defense, Second Skin, proficiency with armor being worn. When calculating your Armor Class add ½ (round down) your Proficiency bonus to your Armor Class Rating when wearing armor.
  • Armored Defense. Prerequisite: Second Skin, proficiency with armor worn. When wearing armor you increase the equipment bonus to Damage Threshold by an additional +2. Also when wearing medium armor, you can add up to 3, rather than 2, to your Armor Class Rating, if you have a Dexterity or Intelligence bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class Rating, if your Dexterity or Intelligence is a 12 or higher.
  • Juggernaut. Prerequisite: Second Skin, proficiency with armor worn. While you are wearing medium or heavy armor, any bludgeoning, piercing, slashing or weapon energy damage that you take is reduced by 2 points with medium armor or 4 points with heavy armor.
  • Second Skin. Prerequisite: Proficiency with armor being worn. While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total for demining encumbrance and you increase its Armor Class Rating by +1. Finally when wearing light or medium armor does not impose Disadvantage with Dexterity (Stealth) checks for you if it normally would (heavy armor still does).

BRAWLER TALENT TREE

  • Expert Grappler. You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls.
  • Gun Club. When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a pistols acts as a club while a rifle and heavy weapon as greatclub (two handed; all as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).
  • Melee Smash. You deal +2 points of damage with all melee attacks (unarmed or with weapons).
  • Riposte. When a creature misses you with a melee weapon attack, you can use your Reaction to make an immediate melee attack against that creature.
  • Stunning Strike. Prerequisite: Melee Smash. If you successfully hit an opponent with a melee attack, you can spend a Bonus Action to automatically impose the Reeling condition onto the target until the start of your next turn. If the damage would deal enough to already impose the Reeling conditions it is instead Stunned until the beginning of your next turn.
  • Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your blaster as a club. If you have a rifle mounted bayonet you could use that attack instead.
  • Unbalance Opponent. As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you. The opponent’s modifiers still apply to damage.

COMMANDO TALENT TREE

  • Battle Analysis. As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls vs. all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round. Between the Eyes. Before making a ranged attack roll you can spend a Bonus action and gain advantage with the attack. If both attack rolls would hit, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.
  • Cover Fire. Prerequisite: Soldier level 3+. When you make a weapon ranged attack with Autofire, you and all allies within 30 feet of you that you can see, gain ½ Cover bonus (PHB pg. 196) until the start of your next turn. Allies must remain with this 30 feet area of you to gain bonus but you do not need to see them for them to gain the benefit.
  • Demolitionist. You have Advantage to use Intelligence (Mechanic) checks to place explosive devices and explosives set by you do +2d weapon dice of damage. You can take this talent multiple times, each time adding +2d weapon damage die to the explosives that you set; the effects stacks (up to double the explosives base damage dice).
  • Draw Fire. You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action, a number of opponents up to your Soldier level (maximum of 10), whom can see and hear and understand you are at a Disadvantage when making ranged weapon attacks against anyone but you until the start of your next turn.
  • Harm’s Way. You often act as a protector, knowing when to move into harm’s way to shield an ally. As a Reaction you can shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is bludgeoning, piercing, slashing or weapon energy damage. You cannot shield an ally from area damage in this way.
  • Imposing Frame. If you don’t move (Speed 0) you gain +1 bonus to your Armor Class and provide ½ Cover to all adjacent allies until the beginning of your next round. You also have advantage verses any forced moved (Shoves or Force Thrust, not Slam though) effects used against your will.
  • Indomitable. As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest. Slow is Smooth. When you move, you can and pull one adjacent ally that same distance. Moving in this way costs you 2 feet for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free.
  • Tough as Nails. You really know how to take a hit in combat. As an Action, you gain 5+ your heroic level plus your Strength or Constitution modifier (your choice) in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a long rest.

WEAPON SPECIALIST TALENT TREE

  • Devastating Attack. Prerequisite: Soldier level 3+. Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs. Reeling (see Conditions). Prerequisite: Proficiency with weapon you are using.
  • Greater Weapon Focus. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Soldier level 5+. Choose a weapon group one exotic weapon. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by Weapon Focus feat. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group.
  • Greater Weapon Specialization. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group, Soldier level 7+. Choose one exotic weapon or weapon group (except lightsabers). You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by Weapon Specialization talent. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group.
  • Weapon Specialization. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group. Chose a single exotic weapon or weapon group, which you are proficient (except lightsabers). You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group.

Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Bolt Storm, Brawler, Bravery, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Determined, Defensive Duelist, Disarming Strike, Distracting Strike, Dogfighter, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Full Throttle, Goading Attack, Hot Wire, Improved Critical, Improved Damage Threshold, Improved Mobility, Improved Second Wind, Lucky, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Over Watch, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Savage, Sniper, Stoic, Superior Critical, Suppressing Fire, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack, Z-G Training.

BACKGROUNDS[edit]

For simplisty and because many work for Star Wars I am simply updated the basic ones from the PHB (pg. 127-141). For Background Suggested Characteristics and Features are be found there.

ACOLYTE

  • Skill Proficiency: Insight, Persuasion and either Religion or Supernatural (player’s choice).
  • Language: Two of your choice
  • Equipment: A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 200 credits.

CHARLATAN

  • Skill Proficiency: Deception, Sleight of Hands and either Insight or Thievery
  • Equipment: A set of fine cloths, one set of common clothing, a disguise kit, tools of the con of your choice, a credstik with 300 credits.

CRIMINAL

  • Skill Proficiency: Deception, Stealth and either Sleight of Hands or Thievery
  • Equipment: One of either a disguise kit, a forgery kit, a security kit or a slicer kit, one set of common clothing, a credstik with 300 credits.

ENFORCER (new background): This background reflect city police and local watch, republic wide law enforcers, along with bounty hunters on the Outer Rim.

  • Skill Proficiency: Gather Information, Intimidate and either Mechanic or Thievery
  • Language: One of choice
  • Equipment: A datapad and 4 datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you have recently captured or killed, one set of either an enforcer (police) uniform or suit of camo clothing, a credstik with 300 credits.
  • Feature – Track Criminals: You know how to find criminals and/or those with bounties on their heads. If you have access to the Holonet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
Suggested Characteristics: Use either Criminal or Military for suggested characteristics.

ENTERTAINER

  • Skill Proficiency: Acrobatics or Athletics plus Insight and Performance
  • Equipment: A musical instrument (one of your choice), the ‘favor’ of a past admirer, one set of common clothing, a credstik with 300 credits

FOLK HERO

  • Skill Proficiency: Animal Handling or Drive plus Mechanic and Survival
  • Equipment: Repair kit, a set of common clothing, a credstik with 200 credits on it.

GUILD ARTISAN (often called Craftsmen or Guildsman)

  • Skill Proficiency: Insight, Mechanic and Persuasion.
  • Equipment: Artesian Tools or a Repair kit, a datapad, a set of travelers’ cloths, a credstik with 300 credits.

VARIANT – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Can ‘borrow’ from the store or the ship in certain situations.

HERMIT

  • Skills: Investigation, Medicine and either Religion or Supernatural (player’s choice)
  • Equipment: A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.

NOBLE (renamed Aristocratic, Leaders)

  • Skill Proficiency: Galactic Lore, Gambling and Persuasion
  • Languages: One of your choice.
  • Equipment: One set of fine travel wear, one set of formal wear/robes, a signet ring or holo-nobility displayer (1lb), either a Landspeeder or Speeder bike (your choice), a credstik with 500 credits.

OUTLANDER (often called Colonist, Fringers, Settlers, etc.)

  • Skill Proficiency: Athletics, Survival and one of Animal Handling or Drive.
  • Languages: One of your choice.
  • Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.

SAGE (often called Scholars and Scientists).

  • Skills: Galactic Lore and Investigation plus one of either Computer Use, Nature, Religion, Supernatural or Technology.
  • Languages: Two of your choice.
  • Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.

SAILORS (renamed Space Hands): Sailors are fairly rare, or considered yourselves a space hand with the following modifiers…

  • Skill Proficiency: Acrobatics, Computer Use and Mechanics
  • Equipment: A set of basic tools (most common a Repair kit), a utility belt, a luck charm trinket, a set of common clothing or work utility clothing, a credstik with 200 credits.
  • Feature – Ship’s Passage: as normal but for starship passage.

SOLDIER (renamed Military or Merc)

  • Skill: Athletics, Intimidate and one of either Capital Ship Pilot, Drive, Mechanic or Pilot
  • Equipment: An insignia of rank, a trophy from a defeated enemy, a gaming set (cards or dice only), a set of common clothes, a credstik with 200 credits.

URCHIN

  • Skill Proficiencies: Sleight of Hand and Stealth plus either Deception or Thievery.
  • Equipment: A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.

MULTICLASSING[edit]

As the PHB plus Prerequisites…

  • Jedi – Wisdom or Charisma 13+
  • Noble – Intelligence or Charisma 13+
  • Scoundrel – Dexterity or Intelligence 13+
  • Scout – Constitution or Wisdom 13+
  • Soldier – Strength or Dexterity 13+

You can multiclass as often as you wish, gain one class Talent at the 1st level of the new class and adding its Hit Points (after 1st level) plus Hit Die to your totals. However the first time you multiclass you gain the following benefits (you don’t gain this with your third class, etc.);

Gain one of the new class’s Save Proficiency plus…
  • Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi) plus One skill of choice.
  • Noble – Three skills of your choice plus One language of choice.
  • Scoundrel – Thievery plus One skill of your choice plus the Point Blank Shot feat.
  • Scout – One skill of your choice plus the Shake-It-Off feat.
  • Soldier – Two weapon proficiency of choice, plus Light armor proficiency.

SKILLS[edit]

Basic Skills and New Skills for Star Wars

STRENGTH

Athletics: See PHB pg. 175-6. Also, Standard Leaping: With a Long Jump you cover a number of feet equal to your Strength score if you moves at least 10 feet on foot immediately before the jump. With a standing long jump your distance is halved (round down). With a High Jump you can jump up 3 feet plus 3 feet for one for every Strength modifiers you have if you moved at least 10 feet on foot immediately before the jump (half if standing). To see how far you can just ‘reach up’, you can extend your arms up to a high equal to 1½ your base height. With a Strength (Athletics) test, for every 2 over a DC10 you made add another foot to the distance you can high or long jump.
Encumbrance (PHB pg. 176): Strength x10lbs for base. Tiny sized creatures Strength x2lbs base, Small x5lbs, Large x20lbs, Huge x40lbs, Gargantuan x80lbs, Colossal x150lbs.

DEXTERITY

Acrobatics: per PHB pg. 176-7. Also you can attempt to move through a threatened space of a creature that is your size or one size small or larger then you. The DC10 + the target’s proficiency bonus + its Dexterity or Wisdom modifier. Success means that you move through their threatened space without provoking an Opportunity attack. Enemy space counts as difficult terrain. You can attempt to pass through a creature’s space with the same DC as above. If you make this check by +5 over the DC it also does not provoke an Opportunity attack against you. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal the same DC of one target’s to gain the Disengage action as a Bonus action instead but only against this one target. The result of your Dexterity (Acrobatics) check is the distance in feet of a fall that you can negate before figuring fall damage.
Drive (new): this skill is used to control land vehicles like those that are tracked or walkers and also includes boats and submersibles. See below for some examples of checks.
Initiative (new): these check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc.
Pilot (new): This skill covers all flying vehicles such as airspeeders, starships (except capital ships see below) and speeder bikes, swoops and landspeeders. See below for checks.
Sleight of Hand: per PHB pg. 177
Stealth: per PHB pg. 177

INTELLIGENCE

Capital Ship Pilot (new): This skill covers piloting capital sized ships (see Starships).
Computer Use (new): This skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free. See below.
Galactic Lore (renamed History): per PHB pg. 177, but also local laws and customs, species, etc.
Investigation: per PHB pg. 178
Mechanic (new): This skill covers fixing technology. See Droids and Starship actions for how.
Nature: per PHB pg. 178. Includes life sciences and understand of various worlds’ fauna and flora.
Religion: per PHB pg. 178
Supernatural (renamed Arcana): per PHB pg. 177. Covers the Force and other mythical forces.
Technology (new): This skill covers identifying, understanding and working with most technological devices. Finally it is just when creating new pieces of technology or when you want to improve the performance or ability of a piece of equipment.
Thievery (new): This skill covers illegal activity such as using various tool kit to bypass an electronic lock or to hack a computer systems A.I. or for forging documents to get past security.

WISDOM

Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
Medicine: per PHB pg. 178
Perception: per PHB. Pg. 178
Survival: per PHB pg. 178

CHARISMA

Deception: per PHB pg. 178
Gambling (new): This skill covers all games of chance from Dejarik fighting boards to Sabaac Cards.
Gather Information (new): This skill is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

New Skills -- Description and Uses[edit]

Capital Ship Pilot (Intelligence): Piloting the largest ships of the galaxy is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle & Starship Houserules.
Computer Use (Intelligence): Getting information from a computer system requires that you are connected to the appropriate network (in Star Wars the Holonet or at the computer station itself), have found the system that you wish to access and then finally the system having at least an Indifferent attitude towards you (so that it will share information with you).
Most public systems or boards treat all uses as Indiffierent with no formal security setup for access of basic information. Remember this is the information that someone wants to share with everyone, be it the public publicity information for an interstellar corporation or an open public chat room.
Private systems treat all users at least as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
In order to improve a systems attitude requires one hour of full concentration work and a DC10 Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the DC by +5 (Indifferent DC15, Unfriendly DC20 and Hostile DC25) and requires at least one hour of work to improve it down one level. You can decrease this DC by 5 if you spend twice as much time working in the system, and you can reduce the DC by 10 by spending at least six hours working on the system. However the lowest the DC can be reduced in this way is to a 10. To make a check every 10 minutes increase the DC by +5. Note that every hour you are in a section that you are not allowed in the systems A.I. gets a chance to detect you. It makes an opposed Intelligence (Computer Use) vs. you. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but made every minute (10 rounds) in a restricted area and every round in a private or secure area.
With a Slicer kit the base time decreases to 1 minute and uses the Intelligence (Thievery) skill instead. A Slicer can reduces the DC by 5 if you spend 5 minutes working on the system or by 10 for spending 30 minutes but the minimum DC is skill 10. For making a check every 30 seconds increase the DC by +5 and to reduce the time to 1 Action increases the DC by +10.
To access the specific information that you wish requires an Action and a Computer Use skill check DC5 with a Helpful system, DC10 Friendly system or a DC15 with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted...
Systems Attitude
* Hostile: Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
* Unfriendly: Treats you as an unauthorized users and blocks your access to its programs and information.
* Indifferent: Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
* Friendly: Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
* Helpful: Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).
You can use Compute Use to program/reprogram a droid (see Droids) and Plot a course through Hyperspace (see Vehicle Houserules).
Drive (Dexterity): This skill covers the control of walkers (2 or more legs), tracked and watercraft vehicles (including submersibles). A basic maneuver checks (like avoiding a slow moving object or making your way around a tight corner) would require a DC15 skill check. Failure might deal 1d6 damage equal to ½ the vehicle size modifier (see Vehicles). See Vehicle & Starship Houserules for more.
Gambling (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.
Gather Information (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a DC10 check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a DC15 and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a DC20 and cost 1d8 x100 credits.
One could also try and ‘grease the wheels’ by offering additional credits to either speed up time or gain additional information; GM’s call but as a good basic double the amount above could halve the time required or gain a bit more info at each level.
Mechanic (Intelligence): This skill cover a wide range of repairing gear and droids, planting explosives, fixing starships and restoring shields. See Droids (in Character creation) for the basics on repairing droids, Cybernetics (in Gear) for fixing cybernetics and Vehicle & Starship Houserules (in Vehicle Houserules) for repairing vehicles and starships, rerouting power and restoring force fields.
Planting explosives base DC15. This will allow one to know where best to planet an explosive charge or grenade to deal full damage to the structure or vehicle. Without an Explosive Kit (see Tools) the DC increases by +5 or +10 if no tools are available (like a repair kit). With a DC20+ the explosives will ignore Hardness of structures or vehicles that they are placed on.
Pilot (Dexterity): This skill is use to control land and air-speeders, speeder bikes, swoops and non-capital starship (Starfighters and transports). For speeders, speeder bikes and swoops, most checks are the same as Drive (see above) but also see Vehicle & Starship Houserules.
Technology (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology.
Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years but there are feats and talents that can be used to speed this up.
Thievery (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Slicer kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use above).
A security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). A standard electronic lock or security system requires a DC20 Thievery skill check to bypass. Without a security kit increase to DC25 but only if you have some improvised tool that you can substitute (like a repair kit). A high security areas might increase the DC by +5 or +10.
Forgery kit to make fake documents that will fool security check points, the DC15-25 depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.

FEATS[edit]

You must qualify for any Prerequisites required by the Feat in its description. Unless otherwise noted you can only take a Feat once. Species abilities stack with Feats (i.e. Natural weapon would increase Brawlers base damage by +1 dice step, etc.)

  • Acrobatic Strike, Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack Action against this opponent has Advantage (but only the first one).
  • Action Surge, Prerequisite: Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
  • Actor. You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.
  • Armor Proficiency (Heavy), Prerequisite: Proficiency with Armor (Medium). You gain proficiency with heavy armor.
  • Armor Proficiency (Light): You gain proficiency with light armor.
  • Armor Proficiency (Medium), Prerequisite: Proficiency with Armor (Light). You gain proficiency with medium armor.
  • Athlete. When you are prone you only require 5 feet of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 5 feet, rather than the normal 10 feet and you have Advantage with the ability check to try.
  • Bantha Rush, Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 5 feet in any direction as a Bonus Action. You can’t use bantha rush on an opponent with an imposed Speed of 0, and you can’t move your opponent into a solid object or into another creature’s fighting space.
  • Bolt Storm, Prerequisite: Strength 13+, Weapon Proficiency (Rifles or Heavy Weapons). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapons. Whenever you use an Autofire weapon feature you can change the area of effect from a 10 x 10 foot area to either a 20 x 20 foot area or a 5 x 30 foot straight line area. With Heavy Autofire weapon you can change the 20 x 20 foot area to either 30 x 30 foot area or a 10 x 30 foot area instead.
  • Bravery. You are hard to scare. You gain advantage on any save that would impose the Frightened condition onto you and when trying to recover from that condition.
  • Brawler. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3. Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack as part of your Attack action.
  • Brutal Critical, Prerequisite: Improved Critical, level 5+. You roll one additional +1d weapon damage die when determining the extra damage for a critical hit.
  • Careful Shot, Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you attack check and Damage result within the weapons base range. These effects do not stack with the extra damage provided by Deadly Aim or Double-Tab feats. Nor can you use it with weapon property of Autofire.
  • Charger. If you move at least 10 feet before you make a melee attack you can use bonus Action and if you succeed one melee attack deals a +1d weapon dice of damage to the damage roll.
  • Charging Fire, Prerequisite: level 4+. When you take the Dash Action, you can take a normal Attack Action at the end of your movement as a Bonus action if you are making weapon ranged attacks.
  • Concentrating Fire. You know how to work within a unit to combine your fire against your enemies. You grant +2 damage to an adjacent ally who is firing at the same foe with a range weapon attack. If both adjacent attackers have this feat they grant each other +4 damage against the same foe with ranged weapon attacks.
  • Crush, Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you immediately deal bludgeoning damage equal to your unarmed or natural weapon damage, whichever is greater, as a free action. You cannot push, throw opponent or trip any targets while you are using pin.
  • Cutting Words. You are good at insulting your enemies, causing them to become distracted or angry in combat. As a Bonus action against a target that you can see and make an opposed Charisma (Persuasion) or Charisma (Intimidate) skill check verse one target’s Wisdom (Insight) check. It must see and hear and also understand you. If you win, that creature is at Disadvantage on its next Attack roll (but only one if it can attack multiple times).
  • Cybernetic Surgery, Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis into living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a successful separate surgery is used to remove it.
  • Danger Sense. You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any save it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
  • Deadly Aim, Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus below that of your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Careful Aim or Double Tap feats. Nor can you use it with a weapon property of Autofire.
  • Determined. Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.
  • Disarming Strike, Prerequisite: Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save DC against the damage that you dealt with your successful strike (add your Intelligence modifier to this DC). On a failed save, it drops one object of your choice at its feet.
  • Dogfighter, Prerequisite: Proficiency with Capital Ship Pilot, Drive or Piloting. You are a skilled vehicle operator and know how to get your vehicle out of harm’s way. When you are operating a vehicle that you are proficient with add your proficiency bonus to the vehicle’s Armor Class total. You cannot use this ability when the vehicle is stationary, stunned or disable.
  • Do Science on it! You can double your proficiency bonus on any one Intelligence based class skill that you are proficient with that you do not have Expertise with. You must complete a shot or long rest before you can use this ability again.
  • Double Attack, Prerequisite: level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Double Tap. You can fire two rounds in quick succession with a pistol or rifle. With a weapon range attack action your take a -2 penalty to the attack check and if you successfully hit you deal an additional +1d weapon type dice of damage. Your weapon must have at least two rounds in order to use this feature. You cannot combined this with the Deadly Aim or Careful Shot feats.
  • Dreadful Rage, Prerequisite: Rage trait. While raging you gain Resistance to bludgeoning, piercing, slashing and weapon energy types of damage.
  • Dual Weapon, Prerequisite: Dexterity 13+. You gain a +1 to your Armor Class in melee combat while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons even when the one of the weapons is not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one.
  • Duel Weapon Mastery, Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you add your ability modifier bonus to damage with your bonus attack.
  • Durable, Prerequisite: Constitution 13+. Your minimum hit point recover is twice your Constitution bonus on Hit dice rolls during a short or long rest and with your Second Wind. Re-roll any 1’s on these results and you regain one addition Hit Dice (up to max) back after each long rest.
  • Exotic Weapon Proficiency. Chose one exotic weapon, such as a bowcaster rifle or atlati, and gain proficiency bonus with that weapon. Extra Rage, Prerequisite: Rage trait. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you can rage one additional time per long rest.
  • Extra Second Wind. You can take a Second Wind one additional time per long rest. You can take this feat one additional time allowing you to take up to three Second Winds per long rest.
  • Far Shot, Prerequisite: Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300).
  • Feinting Attack, Prerequisite: Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest.
  • First Aid, Prerequisite: Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same DC that cause the condition. Success removes the condition. If the check exceeds the DC by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. As an Action heal a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest.
  • Force Secret, Prerequisite: Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
  • Force Sensitivity, Prerequisite: cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
  • Force Technique, Prerequisite: Force Sensitivity feat, level 6+. You gain understanding of the Force. Pick a Force Technique. You can take this feat multiple times, each time gaining a new Force Technique.
  • Force Training, Prerequisite: Force Sensitivity feat. The first time you take this feat you learn 3 Force Powers and gain Force Energy Points. You can take this feat more than once, each time after the first time you learn 3 new additional Force Powers. See the Force for full description.
  • Force Warrior, Prerequisite: Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution saves to maintain your Concentration with a Force Power when you take damage.
  • Frigging love Science. As a bonus action you have Advantage on any one of the following skill checks – Computer Use, Galactic Lore, Investigation, Medicine, Mechanic, Nature, Religion or Technology. You must complete a short or long rest to use this ability again. You can take this feat again, each time allowing you to use this ability before requiring a rest.
  • Full Throttle, Prerequisite: Proficiency with Capital Ship Pilot, Drive or Piloting. You have Advantage with a Vehicle check when attempting the ‘Dash’ and/or ‘Increase Speed’ maneuvers.
  • Gimmick, Prerequisite: Proficiency with Intelligence (Computer Use). You halve the time required to improve a computer systems attitude towards you and you increase you the amount of information that you would normally gain with a check by +5 over your result.
  • Goading Attack. You can attempt to goad a target into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and any weapon attack rolls by the target against any other target that is not you are at Disadvantage until the start of your next turn.
  • Heavy Melee-Weapon Expert, Prerequisite: Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice.
  • Hot Wire, Prerequisite: Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the DC of the skill check by +5 the repairs do not go away at the end of the encounter.
  • Improved Critical, Prerequisite: level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).
  • Improved Damage Threshold. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition.
  • Improved Mobility, Prerequisite: Dexterity 13+, Mobility. When you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. All creatures that can make opportunity attacks against you, do so at Disadvantage if you moved at least 15 feet from where you started that round.
  • Improved Second Wind, Prerequisite: Heroic level 3+. When you use Second Wind ability you regain +2d of your best HD to the recovery.
  • Linguist. You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence DC20 check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this roll (in addition to the new languages).
  • Lucky, Prerequisite: Heroic character levels. Your maximum number of Destiny Points per level increases by three and you gain three additional Destiny Points each time you level. You also can spend two Destiny dies a round instead of only one.
  • Lunging Attack. When making a melee weapon attack on your turn, increase your reach by 5 feet (to 10ft base) for one melee attack. If you spend a Bonus action, all melee attacks this round have their reach extended by 5 feet.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your successful attack.
  • Martial Arts. Your unarmed strike increases to 1d4 bludgeoning damage and when you take a melee attack Action you can spend a Bonus action to make an additional unarmed martial strike attack.
  • Martial Arts Expert, Prerequisite: Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).
  • Martial Arts Master, Prerequisite: Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class.
  • Medic. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a DC10 check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before it can benefit from this use again.
  • Menacing Attack. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save DC verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round.
  • Melee Defense, Prerequisite: Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus.
  • Mighty Swing, Prerequisite: Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat.
  • Mobility, Prerequisite: Dexterity 13+. If you make a melee attack against any creatures in your round, you don’t provoke opportunity attacks from that creature until the start of your next turn, whether you hit or not.
  • Not a Soldier. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage.
  • Outwit and Outthink. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
  • Over Watch. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons)
  • Pack Tactics. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
  • Parry, Prerequisite: Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers.
  • Pin. If you succeed on a grappling attack (5th ed. pg. 199), the target also suffers the Restrained condition (PHB pg. 292) until the end of your next turn. You cannot push, throw opponent or trip any targets while you are using pin.
  • Point Blank Shot. You gain +1 to attack rolls and damage rolls with ranged weapons against targets within the weapons base range.
  • Pistoleer, Prerequisite: Proficiency with Pistols. Being in melee range of another creature doesn’t impose disadvantage on you ranged attacks made with a pistol. Also when take the Attack action while using a pistol you can use a Bonus action to make an additional attack again with a loaded pistol. Note that you can gain the benefits of this feat when using a rifle carbine when the stock is ‘folded’.
  • Power Attack, Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, by lowering your attack bonus, you increase your melee damage by twice that amount with a successful hit (i.e. taking a -2 to attack gains +4 bonus to melee damage). You can’t lower your attack bonus more than your base proficiency bonus, and these penalties and bonuses apply until the start of your next round. You cannot combine this with Might Swing feat.
  • Precise Shot, Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks.
  • Pursuit, Prerequisite: Dexterity 13+. You are trained to keep your enemies close. When you can use your Reaction to make an Opportunity Attack you can also move up to your base Speed to remain in melee combat with it as part of your reaction if the target moves out of melee with you. If the creature can move without providing an OA you cannot use this feature. If the creature moves faster than you do you then it is no longer in melee with you at the end of your reaction (but you still move up to your Base Speed closer to it). In all cases you must move towards the retreating foe.
  • Quick Draw. You can draw or stow any number of one handed items or weapons on your action, instead of normally only being able to draw or stow one. You also gain +1d4 insight bonus to your Dexterity (Initiative) skill.
  • Reckless Attack, Prerequisite: level 2+. You can throw aside concern for defense to attack with fierce determination. At the start of your turn, you can decide to attack recklessly. Doing this grants you Advantage on all melee weapon attack rolls using Strength until the start of your next turn. But all attacks against you (melee and ranged) have Advantage until the start of your next turn.
  • Relentless Rage, Prerequisite: Constitution 13+, Rage trait, level 10+. Your rage keeps you fighting when you should be down. If you drop to 0 hit points while you are using your Rage trait, make a DC10 Constitution save. If you succeed you instead drop to your Constitution modifier plus ½ your Heroic level in hit points. Each time you use this feature after the first time, increase the DC by +5. If you fail the save you fall to 0 Hit Points and are unconscious. After you finish a short or long rest, the DC resets at 10.
  • Savage. You are an expert with non-advanced weapons. Gain +1 to attack and +2 to damage with all simple and martial weapons from the PHB and “primitive” exotic and simple weapons listed in the Gear section (non-Energy ball Atlati, Cesta and Gaderffi Sticks, etc.).
  • Shake it Off, Prerequisite: Constitution 13+. You make your recover check vs. the Reeling condition at the beginning of your round, not at the end. If you make it you are no longer at Disadvantage to your attack, skill and ability checks that round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks that round. Or if you fail you can instead use your Action to try and recover on your turn with Advantage.
  • Sharper Words, Prerequisite: Cutting Words, Heroic level 5+. You are really good at insulting people or causing them to become flustered with your words. As an Action, you make opposed Charisma (Persuasion) or Charisma (Intimidate) skill check verse the Wisdom (Insight) check of all targets within 50 foot distance from you that you can see and whom can see and hear and understand you. Any targets that you succeed against are at a Disadvantage on their next Attack roll (only one) and all Skill checks until the start of your next turn. Note that any target can choose to spend a Destiny Point to ignore this effect as a Reaction.
  • Sidestep, Prerequisite: Dexterity 13+. As a Reaction, you can subtract 1d10 + your Dexterity modifier + Character level in damage from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to decide).
  • Skill Expertise, Prerequisite: Proficiency with the Skill. You apply your Proficiency bonus twice with this one skill that you are proficient with. You can take this feat multiple times, each time it applies to a different skill you are proficient with.
  • Skill Proficiency. You gain your Proficiency bonus with two skills that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with two new, previously untrained skills that you were not trained with before.
  • Slippery. You are hard to pin down. You gain advantage on any opposed check verse any check that imposes or to escape the Grabbed condition on you. This has no effect on the Restrained.
  • Sniper, Prerequisite: Far Shot, Point Blank Shot, Precise Shot. You marksmanship training has enable you to make incredible shots. While wielding a Rifle or Heavy Weapon and when you take the Aim maneuver, as an action you make a single weapon ranged attack at advantage so long as your target is at least 100 feet away from you. If both the dice rolled to make this attack would have resulted in a success, add +2d weapon damage die to the final damage (i.e. an blaster rifle that deals 3d8 damage deals 5d8 damage and 7d8 with a critical hit). This feat cannot be used with weapon properties of Autofire. You also cannot apply either the Deadly Aim or Double-Tap or Point Blank Shot feats with this attack. It can be combined with the Careful Aim feat.
  • Stoic. Prerequisite: Proficiency in the same saving throw. Pick a saving throw that you are proficient with and add +2 to your saving throw total with it. You can take this feat multiple times, each time it applies to a different saving throw that you are proficient with.
  • Strong in the Force, Prerequisite: Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.
  • Superior Critical, Prerequisite: Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).
  • Suppressing Fire. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE have their Speed reduced by ½ until the start of your next turn (i.e. 10x10ft as 20x20ft).
  • Surgical Expertise, Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
  • Suspicious. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition.
  • Sweep. Prerequisite: Strength 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
  • Take a Knee. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement (Speed 0), you can make one additional weapon range attack as part of your Attack action. You cannot use the weapon features Autofire or use a thrown weapon with this feat. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ verses Melee attacks until the start of your next turn.
  • Tech Specialist, Prerequisite: Proficient with Intelligence (Technology). You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the DC but generally a simple bonus like a +1 or such is a DC15+, plus 500 credits.
  • Throw Opponent, Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use crush, pin or push feats against the same target in that you throw in the same attack.
  • Throwing Expert. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn.
  • Toughness. You gain +5 hit points. You can take this feat more than once, each time gaining +5 HP.
  • Tracer, Prerequisite: Proficiency with Intelligence (Computer Use). You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to the Holonet when search out information.
  • Trip. When you have successful hit a target with a melee attack you can attempt to make the target fall prone in the space it was occupying. This is a free contested ability check of your Strength (Athletics) or Dexterity (Acrobatics) check verse your opponents Strength (Athletics) or Dexterity (Acrobatics) check; whichever is better. If you win, the target falls prone. You cannot use the crush or pin feats against the same target that you use trip in the same attack.
  • Triple Attack, Prerequisite: Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
  • Vehicle Combat, Prerequisite: Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable.
  • Weapon Focus, Prerequisite: Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
  • Weapon Proficiency. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
  • Whirlwind Attack, Prerequisite: Dexterity 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target that you wish (can miss friends if you wish) that is within your melee reach. You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
  • Z-G Training. You are no longer at a disadvantage with any ability or attack check in zero gravity situations. You can still be sent tumbling when not anchored and making a weapon attack but you are not at disadvantage when making your Dexterity (Acrobatics) check to recover.

GENERIC NONFORCE TALENTS[edit]

NOTE That these talents are open to any character class whom can take a talent of these types, so long as they qualify for it.

ACE PILOT TALENT TREE

These talents require the character to have the Vehicle Combat feat and Proficiency with the Dexterity (Pilot) skill. You cannot use any of these talents when the vehicle is stationary, stunned or disable.
  • Combat Ace. Prerequisite: Heroic level 3+. As reaction you have Advantage on all of your Piloting skill maneuver checks until the start of your next turn. You can use this feature a number of times equal to your Dexterity or Intelligence modifier (whichever is better). You regain them after a short or long rest.
  • Keep It Together. Prerequisite: Level 3+. When a vehicle you are operating takes damage that would reduce it to 0 hit points you use your Reaction to instead have it retain your Heroic level plus your Dexterity or Intelligence modifier (whichever is better) in Hit Points. You must take a short or long rest to use this ability again. You can use this ability even if the vehicle is suffering from either a Reeling or Stunned Condition, but not if it is disabled.
  • Junk. Prerequisite: Heroic level 5+. You are an expert at moving your fighter in random directions to throw off your opponents. As a bonus action, make a Piloting skill test against another Starfighter that you are NOT in a dogfight with. If you succeed you gain advantage on all your attacks against this one target until the start of your next turn.
  • Relentless Pursuit. When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you ignore the -1d6 penalty to your Piloting check against the enemy’s vehicle check to force one and you gain a +1d6 to want to maintain one.
  • Vehicle Evasion. Prerequisite: Heroic level 3+. If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you succeed with a maneuver check and no damage if you succeed with your check.


BOSS TALENT TREE

  • Attract Minions. Prerequisite: Level 3+. You attract loyal minions. When you take this talent you gain your level in loyal minions. These minions are non-heroic character with a character level equal your heroic level. You may select this talent more than once, gaining additional minions (of your current level). Your minions raise in levels as you do (but their numbers don’t increase).
  • Attract Follower. Prerequisite: Inspire Fear I, Heroic level 5+. You have attracted a loyal follower. When you take this talent you attract one follower with Heroic class levels equal to ½ (round up) your Heroic levels. You may select this talent more than once, each time gaining one additional follower (that starts at ½, round up your current level). Your followers raise in level as you do.
  • Impel Ally I. Prerequisite: Heroic level 5+. You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and then can move up to his speed immediately. You can also spend your Bonus and/or normal Action in the same round granting an ally this same action and/or bonus action as an extra action and/or bonus action on its turn.
  • Impel Ally II. Prerequisite: Impel Ally I, Heroic level 7+. You can spend your Bonus and grant one ally that can see and hear you the ability to take one extra Action on its next turn. The ally must use this extra Action on its next turn or the opportunity is wasted.
  • Inspire Fear I. Prerequisite: Heroic level 7+. Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -2 fear penalty on attack rolls and opposed skill checks made against you, as well as Force Attack modifier. This is a mind-affecting fear effect.
  • Inspire Fear II. Prerequisite: Inspire Fear I, Heroic level 9+. As Inspire Fear I, but the penalties increase to -5. This is a mind-affecting fear effect.
  • Negotiator. Prerequisite: Level 7+. You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Corporate, Criminal, Government, Force User or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group.


ELITE TROOPER TALENT TREE

  • Advance & Retreat. Veteran troopers know how to move in combat. You can take a Dash and Disengage action as a Bonus action. In addition whenever you take either of these actions increase your speed by +10 feet until the start of your next turn.
  • Controlled Burst. Prerequisite: Heroic level 5+. You only suffer a -2 to your attack rolls when using the Autofire weapon feature. If you are ‘bracing’ (see Autofire situation in Houserules) you take no penalty to your attack roll with the Autofire.
  • Exotic Weapon Mastery. You gain your proficient bonus with all exotic weapons (and you are considered proficient with all types).
  • Ferocity. Prerequisite: Heroic level 3+. Elite troopers can be ferocious fighters. As a Bonus action, add +1d weapon die to all your attack’s damage checks until the start of your next turn. You must complete a short or long rest to use this ability again.
  • Glory. Prerequisite: Heroic level 5+. Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one).
  • Hard Target. Prerequisite: Heroic level 5+. Elite troopers are some of the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to end the effect of a single Condition effecting it –Frightened, Reeling, or Stunned. The trooper needs to complete a short or long rest before she can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest.


GUNNER TALENT TREE

The following talents require that the character be a gunner only and not the pilot of a craft to gain the benefits of these talents. They all require the Weapon Proficiency (Heavy Weapons).
  • Dogfighter Gunner. Prerequisite: Expert Gunner, Heroic level 5+. While your vehicle is engaged in a dogfight, you are not at a Disadvantage to your attack checks on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’.
  • Expert Gunner. Prerequisite: Level 3+. You gain a +1 insight bonus on attack and a +1d on weapon die to damage rolls, made when using a vehicle weapons.
  • Quick Trigger. Prerequisite: Expert Gunner, Heroic level 5+. Whenever an enemy vehicle moves out of your space or adjacent space for Starship scale, you may make a single Opportunity weapons attack against the vehicle as a Reaction.
  • System Hit. Prerequisite: Expert Gunner, Heroic level 5+. Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). You must complete a short or long rest to use this feature again.


GUNSLINGER TALENT TREE

These Talents require that you are proficient with pistols (and using one) and you must have the Point Blank Shot feat.
  • Debilitating Shot. Prerequisite: Heroic level 5+. If you aim before making a successful weapon range attack, you can spend a Destiny Point as a free action to automatically impose the Reeling condition onto the target in addition to normal damage. If the attack would already cause a Reeling affect you can instead impose the Stunned condition instead on the target. Target recovers as normal from these affects.
  • Deceptive Shot. Prerequisite: Heroic level 5+. Select one target that you can see and is within 30 feet. You can spend a Bonus action and make an opposed Charisma (Deception) versus the target’s Wisdom (Insight) or Dexterity (Initiative) check (target’s choice). If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn.
  • Improved Quick Draw. Prerequisite: Proficiency in Initiative, Quick Draw feat, Heroic level 5+. If you are carrying a pistol you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised. If you are not surprised in the first round of combat you can make a single weapon ranged attack at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage to anyone who has not reacted yet on the first round.
  • Knockdown Shot. Prerequisite: Heroic level 3+. If you aim before making a ranged attack and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, no larger.
  • Quick Shot. Prerequisite: Heroic level 9+. Whenever you take the Attack action to make a weapon attack with a pistol, as a free action you can make one additional ranged weapon attack with a pistol weapon on your turn. This stacks with Double and Triple attack, Duel Weapon, etc.
  • Ranged Disarm. Prerequisite: Heroic level 3+.You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength save DC verse the damage that you dealt (you add your Intelligence modifier to this DC). On a failed check, it drops one object of your choice at its feet.
  • Trigger Work. Prerequisite: Double-Tab feat, Level 5+. You take no penalty on weapon ranged attack when using the Double-Tap feat. You can also use a pistol to make Opportunity attacks.
  • Trusty Sidearm. Prerequisite: Heroic level 7+. When wielding a pistol weapon (only a pistol, no carbines with folded stock) you add your full Heroic level, not just ½, to your damage total.


LINGEAGE TALENT TREE

  • Connections. You are able to obtain a licensed without paying the fee, and purchase restricted, military or illegal equipment without endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining gear that is restricted, illegal or military grand you reduce the increased cost by ½ the %.
  • Wealth. Each time you gain a new level (including the level you take this talent) you receive an amount in credits equal to your Heroic level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.


MECHANIC TALENT TREE

Note that all of these talents requires the Intelligence (Mechanics) skills.
  • Droid Maker. Prerequisite: Proficient with Intelligence (Computer Use) and the Tech Specialist feat, Level 3+. You have advantage on all skill checks made to program, repair and modify a droid in some way. This includes Computer Use when programming and reprogramming a droid and to Repair kit to repair and modify a droid.
  • Fast Repairs. The number of rounds required to perform either a Jury-Rig repairs or restore power is halved, round up.
  • Grenade Expert. When you throw grenades you add your proficiency bonus to the damage.
  • MacGyver. Prerequisite: Heroic level 3+.You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis (maybe a Perception or Gather Information skill check). This may involve searching an area or assuming certain items are available. If the GM is convinced by your argument, make a DC15+ Intelligence (Technology) skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
  • Mechani.You are an expert with repairing broking equipment. You double the hit points restored with repair checks (including Jury-Rigging).
  • Pure Engineer. Prerequisite: Level 5+. Before you make an Intelligence (Mechanic) or (Technology) check you set it as a natural 20. You must complete a long rest to use this feature again. Repairs that you perform cost 20% less in supplies going forward.
  • Quick Fix. You automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after a short or long rest.
  • Sapper. When you are setting explosives, as a separate Mechanics check and as an Action, the explosives ignore Resistance and Hardness.

THE FORCE[edit]

The Force works somewhat similar to spells from the PHB and how a Warlock must cast and regain its spells. Force Energy is the number of Powers that a Force Use can use before requiring a short or long rest (which it regains all its Force Energy back).

Anyone with the Force Sensitive Feat gains a few minor Force Powers which can be used as often as the User wishes. With the Force Training Feat a Force User gains access to Force Powers. Each time you use a Force Power it costs one Force Energy Power.

All Force Powers start at a base level (referred going forward as 1st Power level). As the Force User gains Character levels its Force Powers also increase in their strength and versatility. It costs no additional Force Energy to use a Force Power at higher levels, the Force User simply uses the power at its maximum. At third Character level all of the Force Powers are considered 2nd Power level. The Power level increases an additional +1 for every three additional Character levels that creature achieves; 6th, 9th and 12th to a 3rd Power level, 4th Power level and finally 5th Power level respectively.

Minor Powers: these minor abilities do not cost Force Energy and most can be used as often as the Force User wishes. Force Users start knowing three Minor Powers at 1st level. They gain additional Minor Power every 4 Character level after that (4th, 8th, 12th, 16th and 20th). Every time a Force User learns a new Minor Power it can also exchange an existing known ability for a different one.

Force Energy: When the Force User first takes the Force Training its start with 2+ ½ it Character Level (round up), in Force Energy. It takes a Force Energy point to use a Force Power. Force Users regains all Force Energy after a short or long rest. The feat Force Training also grants the user 3 Force Powers to chosen from the list below and an additional 3 Force Powers each additional time you take the feat.

Force Power Attack modifier and Saving Throws: Many Force Powers require an attack roll to successfully affect a target or the target gains a Saving Throw or suffer its affects. A Force User’s Force Power Attack modifier is equal to your proficiency bonus + Force Attribute modifier and your Saving Throw DC is 8 + your proficiency bonus + Force Attribute modifier. A Force User’s ‘Force Attribute’ is their choice between their Intelligence, Wisdom or Charisma modifier. Once chosen it cannot be later changed.

Force Powers work similar to spells from the PHB. Factors for all powers include Time (how long it takes you to activate the power), Target (including your Self which means only you can benefit from the power, or Touch that you might possible share or range in feet), Duration (including Concentration powers that can be maintained past one round).


Minor Powers[edit]

  • Bane [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. Time: 1 action, Range: 30 feet, Duration: 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn.
  • Guidance [Mind-Affecting]: Your touch adds one adjacent target with a skill use. Time: 1 action, Range: Touch, Duration: 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time.
  • Light: Your touch causes a soft light to glow. Time: 1 action, Range: Touch, Duration: 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light.
  • Lure [Telekinesis]: You force a target to move closer to you. Time: 1 action, Range: 30 feet, Duration: Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square.
  • Move Item [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. Time: bonus action, Range: 30 feet, Duration: Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.
  • Resistance [Mind-Affecting]: You aid the target’s ability to overcome situations. Time: 1 action, Range: Touch, Duration: 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time.
  • Search Your Feelings: the Force can guild you to favorable results in the near future. Time: 1 full action, Range: Self, Duration: Instant. Make a DC10 Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the DC by +5. After a long rest the DC resets to 10.
  • Sense Force [Mind-Affecting]: You can sense disturbances within the Force and other ways it affects the world around you. Time: free action or 1 action, Range: Self or up to the galaxy, Duration: Instant. You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a DC15 Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a DC15 Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save DC. Success means you do not sense them.
  • Sense Surroundings: You can ignore darkness and cover. Time: bonus action, Range: 100 feet, Duration: Until the start of your next turn. Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.
  • Stabilizing Touch [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. Time: 1 action, Range: Touch, Duration: Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves.
  • Swirling Force [Telekinesis]: You create a force that slams into anyone adjacent to you. Time: 1 action, Range: melee, Duration: Instant. The Force slams into adjacent targets causing them 1d6 bludgeoning damage on a failed Dexterity save.
  • Telepathy [Mind-Affecting]: You can send a short message to a companion or familiar target. Time: 1 action, Range: Visual sight of the target or greater, Duration: Instant. You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a DC15 Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to DC20+, or within the same region or quadrant of the galaxy with a DC25+ check. If you make the check by DC30+ you can send your message anywhere in the galaxy.
  • Trance: You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. Time: 1 full round action, Range: Self, Duration: varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere).

Force Powers[edit]

  • Battle Swiftness: You use the Force to enhance your ability to move freely about the battle field. Time: bonus action, Target: Self, Duration: Concentration 1 minute (10 rounds). For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.
Higher levels: You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.
  • Dark Rage [Dark Side]: You use your anger to fuel you in combat. Time: bonus action, Target: Self, Duration: Until the end of your next round. You gain a +2 rage bonus on melee weapon attack rolls and melee damage rolls.
Higher levels: Each additional Power level increase the rage damage bonus that you deal by +2 (to a maximum of +10).
Special: While using dark raged you cannot use skills or perform tasks that require patience. With a Destiny Point the power duration is instead 5 rounds.
  • Energy Resistance: You use the Force to protect you from damage caused by energy, sonic, fire, cold and lightning sources. Time: 1 action; Target: Self; Duration: Concentration 1 minute (10 rounds). You reduce the damage types of all energy type attacks by 4 points.
Higher levels: Each additional Power level increase the damage reduction by an additional 2 points (to a max of 12 energy damage reduction).
Special: You can spend a Destiny Point to activate this power as a Reaction.
  • Farseeing [Mind-Affecting]: You gain a vague, momentary impression of events happening around a particular being in some distance place. Time: 1 minute (Ritual, concentration); Target: One creature you know or have met before; Duration: Instant. Make a DC15 Intelligence (Supernatural) skill check. If you succeed you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. With DC25+ you know that the target is dead (otherwise the power simply fails).
Higher levels: At 3rd Power level a successful use of this power grants you a clear mental image of the target’s surrounding as well as a view of the other beings within 30ft AOE. At 5th Power level the range of the image around the target is extends to 60ft.
  • Fear [Dark Side, Mind-Affecting, Fear]: You summon the power of the dark side of the Force to instill fear in your enemies. Time: bonus action; Target: One creature with 100 and who you can see; Duration: Instant. A target must succeed with a Charisma save or gains the Frightened condition against you. At the end of each of the target’s turns it makes a new Charisma save. Success ends the condition.
Higher levels: At 3rd Power level a target the failed its save also loses its Reaction and Bonus actions until the end of your next round. At 4th Power level a failed save halves the target’s movement speed until the end of your next turn. A 5th Power level a target that failed its save is also at disadvantage with all attack rolls, skill and ability checks until the end of your next round.
Special: When a target fails its Charisma save you can spend a Destiny Point and impose a fear penalty equal to your Proficiency bonus to all of the target’s saving throws until the end of your next turn.
  • Force Disarm [Telekinesis]: You disarm an opponent or pull an unattended item to you with the Force. Time: bonus action; Target: One target within 100 feet that you can see; Duration: Instant. The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.
Higher levels: For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.
  • Force Grip [Telekinesis]: You use the Force to choke or crush you enemy. Time: 1 action; Target: One target within 60 feet that you can see; Duration: Concentration (no limit, but see below). Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 2d6 points of bludgeoning damage and the target is considered Grabbed. You can maintain concentration on this power for as long as you wish, the target suffering the same effects each round. Unlike normal concentration, it requires an Action to maintain this power but does not require a new attack roll. At the end of each of its rounds the target gains a Wisdom save. Success ends the condition and the power.
Higher levels: Each additional Power level increase the damage by +1d6 (up to a max of 6d6). Also at 3rd Power level the target that failed its Strength save is Restrained. At 5th Power level the target failed its Strength save is Paralyzed. Targets still get a Wisdom save to end these conditions and the power itself each round (save ends all conditions).
Special: If the target of your Force Grip is larger than Medium size add a size modifier to their Wisdom save to end the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
  • Force Lighting [Dark Side]: You blast an enemy with a deadly arcs of Force energy fuel by your hatred and fear. Time: 1 action; Target: One target within 30 feet that you can see; Duration: Instant. Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 6d6 points of lightning damage and gains the Reeling condition (recover normally).
Higher levels: Each additional Power level increase the damage by +1d6 (maximum 10d6).
Special: If your damage would also have imposed Reeling condition onto your target, you can spend a Destiny Point and instead cause the target to suffer the Stunned condition until the start of your next turn (target most recover Reeling afterwards as normal).
  • Force Scream [Dark Side; Mind-Affecting, Fear]: You create an intense sonic scream, amplified by the Force and fueled by your hate. Time: 1 action; Target: All creatures within 60 feet AOE sphere radius of you that can hear you; Duration: Instant. All creature in the area must make a Charisma save. Failure results in them suffering 2d6 sonic damage, success and they suffer half damage.
Higher levels: Each additional Power level increase the damage by +1d6 (maximum 6d6). At 3rd Power level all targets that failed their save also gain the Frightened condition against you until start of you next turn. At 5th Power level all targets that failed their save gain the Frightened conditional against you for 10 rounds and must flee from your presence at their best possible speed. If any of the targets move to where they can no longer see you, at the end of each of its rounds it gets a new Charisma save. Success ends the condition.
  • Force Slam [Telekinesis]: You slam one or more creatures nearby with the Force. Time: 1 action; Target: All creatures within an adjacent 20x20ft AOE square; Duration: Instant. All targets within the area of effect must make a Constitution save or suffer 4d6 thunder damage and are knocked prone. Successful save results in half damage and it is not knocked prone.
Higher levels: Each additional Power level increase the damage by +1d6 (maximum 8d6). At 3rd Power level all targets that failed their save are also pushed back 2d4 x5 feet before they fall prone. At 5th Power level targets that failed the save are pushed 3d6 x5 feet instead.
Special: If the targets of your Force Slam are larger than Medium size add a size modifier to the Constitution save verse the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
  • Force Stun [Mind-Affecting]: You can call upon the Force to overload an enemy’s senses. Time: 1 action; Target: One target within 120 feet that you can see; Duration: Instant. The target of your power needs to make a Wisdom save. Failure results in the target gaining the Stunned condition until the start of your next turn.
Higher levels: At 3rd Power level targets that failed their save also falls prone and drop all items they are holding. At 5th Power level targets that failed their save instead gain the Unconscious condition for one minute.
Special: Allies can attempt to remove the Unconscious condition with an Action and a DC20 Wisdom (Medicine) check. With a Medical Kit use this drops to DC15.
  • Force Thrust [Telekinesis]: You can shove nearby targets away from you with the Force. Time: 1 action; Target: 15x15 foot AOE centered on you (PHB pg. 204; you are not affected by your own power use); Duration: Instant. All targets within your area of effect must make a Strength saving throw. Targets that fail are pushed 2d4 x5 feet away from you and are knocked prone. Targets that are forced into something solid (a wall, etc.) suffer 1d6 bludgeoning damage for every 10 full feet of forced movement. Targets colliding with other creatures fall in that square and the target they struck must make a Dexterity save or also fall prone. Target’s push over ledges, etc. fall as normal.
Higher levels: Each additional Power level increase the distance targets are pushed by an additional 1d4 x5 feet (to a maximum 6d4 x5 feet).
Special: You can instead use this power to affect one target that you can see within 120 feet. They are moved in the same manner with a failed save but you can determine their direction. If any targets of your Force Thrust are larger than Medium size add a size modifier to its Strength save against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
  • Mind Trick [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: 1 action; Target: One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score; Duration: Instant. The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice…
--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.
--You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.
--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.
Higher levels: Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).
  • Move Object [Telekinesis]: You telekinetically move a target with the Force. Time: 1 action; Target: One target within 120 feet that you can see; Duration: Concentration (no limit, but if you deal damage with the power the power ends immediately). Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target's AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.
Higher levels: Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).
Special: You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).
  • Negate Energy: You spontaneously negate damage dealt by energy weapon damage or force power, such as from a lightsaber or blaster. Time: reaction; Target: Self; Duration: Until the start of your next turn. You gain Resistance (PHB pg. 194) to all types of energy damage (weapon, lightning, etc.) until the start of your next turn.
Higher levels: Each additional Power level allows you extend the duration of the power for one additional round (up to the start of your sixth turn after activation at power level 5).
Special: You can spend a Destiny Point as a free action and regain a number of lost hit points equal to all damage that you resisted from one weapon energy attack, up to your full hit point total.
  • Rebuke: You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: reaction; Target': Self; Duration: Instant. When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.
Special: If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were.
  • Sever Force [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Destiny Points and making it difficult for him to use Force Powers. Time: 1 action; Target: One Force-Sensitive creature with a Dark Side Score of 1 or higher that is within 30 feet and that you can see; Duration: Instant but see description. The target of this power must make a Wisdom save. Failure results in the target not being able to spend Destiny Points for a number of hours equal to its Dark Side score.
Higher levels: At 3rd Power level that target that failed its save also automatically acquires the Reeling condition (recovers normally) any time it uses a Minor Force or Force Power in the same time frame. At 5th Power level that target instead automatically acquires the Stunned condition until the start of your next turn each time it uses a power in the same time frame.
'Special: This Force power has no effect on targets with a Dark Side score of 0. If the target failed its Wisdom save against this power you can spend a Destiny Point and extend the duration of these effects by a number of days equal to the target’s Dark Side score.
  • Surge: The Force enables you to jump great heights and distances as well as move quickly. Time: bonus action; Target: Self; Duration: At the start of your turn. You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.
Higher levels: At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.
Special: You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.
  • Valor [Light Side; Mind-Affecting]: You call upon the Force, reaching out to your allies and sharing your strength with them. Time: 1 action; Target: Yourself and all allies within 60 feet of you that you can see; Duration: Concentration up to 10 rounds (one minute). For the duration you and all of your allies gain a +2 bonus to all mind-affecting and fear affects saves.
Higher levels: Each additional Power level increase the bonus to mind-affecting and fear affecting abilities by an additional +2 (maximum +10).
Special: After you have used this power you do not need to continue to see your allies in order for them to continue to gain the benefit of the power.
  • Vital Transfer [Light Side; Mind-Affecting]: You use your own life force to heal another living creatures. Time: 1 action; Target: One creature adjacent to you; Duration: Instant. You touch a creature and heal deal yourself 1d8 + your Force Ability modifier in Force damage. The target regains back twice this damage in lost hit points up to their maximum full hit point total.
Higher levels: Each additional Power level increase the amount of damage you suffer by +1d8 (up to a maximum of 5d8 + your Force Ability modifier) and the target regains twice that amount back in lost hit points, up to their maximum hit point total.
Special: You can spend a Destiny Point to avoid taking any damage from this Force power. The target still regain twice of whatever you rolled.

Generic Force Talents[edit]

These talents can be taken by anyone with the Force Sensitive feat instead of a Class Talent. You must still qualify for all prerequisites.


ALTER TALENT TREE

  • Disciplined Blast. Whenever you use a Force power that has any type of area of effect, you may exclude a certain number of target from the effects of the power. The number of targets that you may exclude in this manner is equal to your Force Attribute modifier.
  • Illusion. Prerequisite: Mind Trick power. When you use the Mind Trick power you can instead create the image of an object, a creature, or some other visible phenomenon that is no larger than a 10 foot cube. The image appears at a spot that you can see within 60 feet of you and lasts as long as you concentrate on it. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within 60 feet of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Similarly, you can cause the illusion to make different sounds at different times, even making it conversers, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check vs. your Force Saving throw DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. This is a mind-affecting effect.
  • Savant. Pick one Force Power from the list above. Once per long rest you can use this Force Power without spending a Force Energy point on it. You can pick this talent again, picking the same or a new power, as you wish. Each time you can use this one power without spending a Force Energy point, once per long rest.
  • Telekinetic Sovereign. When you roll a critical hit with a Force Attack check when using a power with the [telekinetic] descriptor, you may choose to use that same power again immediately as a free action and at no additional Force Energy cost.
  • Telepathic Link. Prerequisite: Telepathy Minor power. You form an enhanced telepathic link with a willing ally with the Force Sensitive feat as a Bonus Action. The link is maintained until you choose to remove it (no action). As long as you remain within a mile of your target, you and the target can communicate telepathically as if speaking. You may also use a Force Power from the target’s suite of power, or you may allow the target to use one of your Force Powers (the one with the power spends the Force Energy). You both must complete a short rest to use this ability again. You may only have one telepathic link active at a time. This is a mind-affecting effect.


CONTROL TALENT TREE

  • Beast Master. Against creatures with an Intelligence of 4 or lower, you may use Charisma (Persuasion) skill. Normal checks allow you to be treated as a member of the species and that the creature will take no aggressive actions against you. You can also impose the Charmed condition onto a similar creature that is within 30 feet of you with an action if it fails a Wisdom save. You can maintain this condition for as long as you wish so long as you take no hostile actions against the creature. If you or your allies do take a hostile action the condition ends and the creature treats you as it normally wound. This is a mind-affecting effect.
  • Damage Resistance. As an Action you spend a Destiny Point and you gain Resistance (PHB pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained.
  • Equilibrium. As a reaction you spend a Destiny Point to instantly remove any one of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned. This also removed one level of Exhaustion.
  • Force Focus. As an Action, you make a DC15 check using your Force Ability modifier plus proficiency bonus. If you succeed, you regain one spent Force Energy. You must take a short or long rest to attempt to use this feature again. You can take this talent multiple times, each time allowing you to send another action to make an additional check before requiring a rest.
  • Force Recovery. Prerequisite: Equilibrium. Whenever you use your Second Wind, you also regain a number of additional hit points equal to 1d6+ your Wisdom modifier per Destiny Point you have remaining (maximum 10d6, minimum 1d6).
  • Fortify Body. Prerequisite: Equilibrium. The Force shields you. You are now immune to disease, poison damage, toxins and radiation damage and the Poison condition.


DARK SIDE TALENT TREE

You must have a Dark Side Score of 1 or higher to select any talent from this tree. If you Dark Side Score is reduced to 0, you lose access to all talents in this tree until your score increases. Each time you use a dark side talent increase your Dark Side Score by 1 until it equals your Wisdom score.
  • Anger. Prerequisite: Power of the Dark Side. As a Bonus action to fly into a rage. You gain a +2 rage bonus on melee attack rolls and your proficiency bonus as a rage bonus to damage for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration you gain one level of Exhaustion. While raging you cannot use skills or abilities that require patience or concentration. You must take a long rest before you can reuse this ability. This counts as the rage trait for Rage feats.
  • Channel Aggression. Prerequisite: Power of the Dark Side. If you only make one attack on your round (regardless of how many you have) you can spend a Bonus action to channel you rage. With a successful attack check you deal additional +1d6 force damage to the target equal to ½ your character level (round down; maximum 10d6). You can use this ability a number of times equal to your Force Ability modifier (min once). You regain all of these uses after a short or long rest.
  • Crippling Strike. Prerequisite: Power of the Dark Side. Whenever you deal enough damage that meets or exceeds your target’s Damage Threshold, you can spend a Destiny Point as a free-action to also reduce the target’s speed by half and impose a -2 to all of its attack rolls, skills and ability checks. This is a persistent condition that lasts until the target has been fully healed (maximum hit points). A target can only be suffering on crippling affect at a time.
  • Dark Presence. Prerequisite: Charisma 13+, Power of the Dark Side. As an Action, you grant yourself and all allies within 30 feet that you can see a +2 force bonus to their Armor Class and all saves for up to 1 minute (10 rounds). This requires no additional concentration on your part. Affected allies that move out of this range loss the bonus. It also ends if you are Incapacitated or knocked to 0 hit points. This is a mind-affecting effect talent.
  • Embrace the Dark Side. Prerequisite: Channel Aggression, Power of the Dark Side. Whenever you use a Force Power with the [dark side] descriptor you use your Reaction to gain Advantage on your next Force Attack checks or you impose Disadvantage on the base save to resist its affects. Upon choosing this talent you can no longer use Force powers with the [light side] descriptor. You must complete a short or long rest to regain the use this talent again.
  • Power of the Dark Side. You allow your hatred to fuel your attacks. When you spend a Destiny Point to modify a check (i.e. add to your attack roll) that causes damage you also add the result of your Destiny die to the roll for your damage total.
  • Revenge. Prerequisite: Power of the Dark Side. Whenever an ally you can see, that is at least ½ your level in heroic levels, is killed or reduced to 0 hit points by an enemy’s action, you gain a +2 rage bonus on attack and damage rolls verse that target that stuck down your ally until it is incapacitated or dropped to 0 hit point or until you are. If another ally of heroic character levels at least equal to ½ your level suffers a similar fate these bonuses extended to this new target also.
  • Swiftness. Prerequisite: Power of the Dark Side. You can use a power with the [dark side] descriptor that normally take an Action as a Bonus action. If the power takes a Bonus or Reaction it now takes a free/no action. You must complete a long rest before you can use this talent again.


FORCE ADEPT TALENT TREE

These talents may only be taken as non-Jedi heroic level class talents.
  • Force Adept. Prerequisite: Heroic level 3+. You are skilled at resisting Force Powers of the dark side. As a free action you gain Advantage on any saving throw against a power with the [dark side] description. You can use this a number of times equal to your Force Attribute modifier (min 1). You regain these uses after a short or long rest.
  • Force Treatment. You can make a Wisdom (Medicine) check and gain all the bonus of using a medical kit without actually requiring one (see Gear and also First Aid and Medic feats; basically using the Force instead of gear to heal nor does it cost any extra supplies).


FORCE ITEM CREATION TALENT TREE

These talents may only be taken as non-Jedi heroic level class talents.
  • Attune Weapon. Prerequisite: Heroic level 3+. You can spend a Destiny Point to attune a non-advanced melee weapon (or a lightsaber). Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 force bonus on melee weapon attacks and damage rolls. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
  • Empower Weapon. Prerequisite: Heroic level 3+. You can spend a Destiny Point to empower a non-advanced melee weapon (or a lightsaber). Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals +2d force weapon die of damage. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
  • Force Talisman. Prerequisite: Heroic level 3+. You may spend a Destiny Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Hour of concentrations. While you wear or carry the talisman on your person you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. You may only have one Force Talisman active at any given time, and if you Force Talisman is destroyed you may not create another until after a long rest.
  • Greater Force Talisman. Prerequisite: Force Talisman, Heroic level 5+. Your Force Talisman is enhanced to now also grant you +2 force bonus to all ability and all skill checks and AC.


SENSE TALENT TREE

  • Force Perception. You can use your Intelligence or Charisma modifier instead of Wisdom modifier when making Wisdom (Perception) and you can use your Wisdom or Charisma modifier when making Intelligence (Investigation) checks. You also gain a +2 force bonus with both skills.
  • Force Pilot. You use your Intelligence, Wisdom or Charisma modifier instead of Dexterity modifier when attempting a Piloting skill check and you gain a +2 force bonus with the Piloting skill.
  • Foresight. Prerequisite: Force Perception. You can spend a Reaction to get a natural 20 on your Dexterity (Initiative) checks. You take a short or long rest to regain the use of this ability again.
  • Psychometry. Prerequisite: farseeing power. You use the Force to peer into the past of a held object. The force user must make an Intelligence (Supernatural) skill check. With a DC10 you get a few vague flashes of strong emotions of the object or vicinity within the last 48 hours. High DC might see farther back in time or more detailed information about who last held or used the item, etc.
  • Visions. Prerequisite: farseeing power. Whenever you use the farseeing Force power, you can spend a Destiny Point as a free action to see into the target’s past or future instead of the glimpsing the target’s present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your heroic character level. Any information gained about the target’s future is subject to change, etc. This is a mind-affecting effect talent.


SITH TALENT TREE

All of these Talents require that the person be part of a Sith organization and that they have a Dark Side score equal to at least ½ Wisdom scores. If their Dark Side points fall below ½ Wisdom you can no longer access these talents.
  • Cloud Thoughts. You have advantage on saves to avoid detection as a Force User and sensing your Force Potential. You impose disadvantage on skills to avoiding the Sense Surrounding Minor Power. You gain advantage with Charisma (Deception) to appear to be a non-Force User when interacting with anyone that might suspect it.
  • Dark Healing. You can heal your wounds by drawing the life energy from another creature. As an action you spend a Destiny Point and one target that you can see within 30 feet must make a Constitution save. Failure deals a number of 1d10 force damage equal to ½ your Heroic level (round up, max 6d10), and you heal back an equal amount of damage (up to your maximum hit point total; if you drop the target to 0 hit points you only regain a number of HP equal to what it lost). This is a mind-affecting effect talent.
  • Dark Scourge. Prerequisite: Heroic level 3+.You have dedicated your life to wiping out the Jedi and your hatred of them knows no bounds. Against any target with levels in Jedi, that also has less than ½ its Wisdom in dark side points, you gain a +2 bonus to attack and damage rolls.
  • Dark Side Adept. You gain a +1d4 force bonus on any Force Attack checks made when using a Force power with the [dark side] descriptor. Prerequisite: Heroic level 5+.
  • Force Deception. You gain advantage with Charisma (Deception) check modifier to deceive others and an additional +2 dark side bonus to the result. This is a mind-affecting effect talent.
  • Improved Dark Healing. Prerequisite: Dark Healing. You dark healing ability improves such that the range increases to 60 feet and even with a successful Constitution save the target still suffers half damage while you heal back an equal amount. This is a mind-affecting effect.
  • Temptation. Prerequisite: Heroic level 11+. You are adept at using Dun Möch, an ancient and vile technique for tempting other to tap into the dark side of the Force. As an Action a target you can see within 100 feet must make a Charisma save. If it fails then for the next 10 rounds (1 minute) anytime it spend a Destiny Point, it must either add 1 point to its Dark Side Score or add the Reeling Condition as it is overcome with doubt and remorse. If the target spent two Destiny Points before the end of your next turn it instead must add 1d4+1 points to its Dark Side Score or add the Stunned Condition until that lasts until the start of you next turn. This is a mind-affecting effect talent.
  • Wicked Strike. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, level 7+. When you score a critical hit with a lightsaber you automatically impose the Stunned condition to the target, even if your attack would not have cause even a Reeling condition. The target remains Stunned until the start of your next turn. You must take a short or long rest to use this talent again.

Force Techniques[edit]

These abilities are gained by taking the Force Technique feat. Each time you take the Force Technique feat you may select a new technique from the list below.

  • Empower Force Power: As a reaction, you can re-roll a number of damage dice up to your Force Attribute modifier from a Force Power that you just used to deal damage to targets. You must take a short or long rest to use this ability again. You can take this technique multiple times, each time allowing you to use this ability an additional time before you are required to take a rest.
  • Force Energy Recovery: As an Action your regain one spent Force Energy point. You can use this technique again after you have completed a short or long rest. You can take this technique a second time but only when you have reached at least 12th level character allowing you to regain two spent Force Energy points between rests (as two separate actions).
  • Destiny Point Recovery: You can spend a reaction and regain one spent Destiny Point that you had just used. You can use this technique again after you have completed a long rest. You can take this technique more than once, allowing you to regain additional spent Destiny Points using a reaction to regain one just used per long rest.
  • Improved Bane: Your minor force power lasts for 1 minute. Prerequisite: Bane Minor Force Power.
  • Improved Guidance and Resistance: Your minor force powers now grant a 2d4+2 bonus. Prerequisite: both Guidance and Resistance Minor powers.
  • Improved Move Item: You can now move a small item well enough to use in combat. As a Force Attack action you attempt to strike a target with a range of 30/100 feet. If you succeed your attack does 2d6 + your Force Attribute modifier bludgeoning damage. If you take this technique a second time the damage increases to 4d6 + your Force Attribute modifier. Also extend the range of Move Item to 100 feet. Prerequisite: Move Item Minor power.
  • Improved Sense Force: You have advantage with Intelligence (Supernatural) checks with the Sense Force Minor power and double the basic range. Prerequisite: Sense Force Minor power.
  • Improved Sense Surroundings: You can use Sense Surrounding Minor Force power as a free action and you extend the range out to 500 feet. Prerequisite: Sense Surroundings.
  • Improved Stabilize: Your minor power now restores a target to 1d6 plus your Force Power modifier back in lost Hit Points. Prerequisite: Stabilizing Touch Minor power.
  • Improved Swirling Force: Your minor power now deals 3d8 + your Force Attribute modifier bludgeoning damage, ½ with a successful save. Prerequisite: Swirling Force Minor power.
  • Improved Telepathy: You have advantage your Intelligence (Supernatural) check when using Telepathy and you can send a message that is up to one minute long. If you spend your action in full concentration you can share basic feeling with the target. Prerequisite: Telepathy Minor power.
  • Improved Trance: At the end of a short rest you regain one additional spent Hit Dice back. Each Hit Dice spent during this rest adds ½ (round down) your heroic level to the total hit points healed. You must complete a long rest to use this technique feature again. Prerequisite: Trance Minor power.
  • Power Expert: As a reaction, you add your proficiency bonus twice to either your next Force Attack bonus or the DC for others to save against this power. You must take a short or long rest to use again. You can take this technique multiple times, each time applying the bonus to an additional attack or save DC of choice before requiring a rest.
  • Subtle Power: Most Force Powers are generally not recognized by non-Force users as powers at all (such as Mind Trick, etc.) but for other Force Sensitive creatures they are fairly obvious. With this technique such powers require other Force Users to make a Wisdom save to notice you using it.

Force Secrets[edit]

These secrets are learned by taking the Force Secret feat. Each time you take that feat you learn a new secret selected from the list below.

  • Devastating Power: When using a Force Power that deals damage, you can spend a Destiny Point to deal damage as if you rolled a critical (double dice). A successful critical hit would deal triple dice.
  • Distant Power: Double the distance of any Force Power that has a range expressing in feet. You can also spend a Destiny Point to multiple the range by 10 (if you have the Lucky or Strong in the Force feat you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
  • Force Energy Mastery: With a Destiny Point and a one minute ritual to regain a number of spent Force Energy points equal to your Force Attribute modifier. You must take a short or long rest to regain the use of this secret.
  • Power Mastery: With one Force Power of your choice you gain advantage on the Force Attack Roll or you impose disadvantage on a power’s Saving Throw by the target(s). You must take a short or long rest to regain the use of this secret. You can take this secret multiple times, each time allowing you to use it an additional time before requiring a rest, with the same power or new one of choice.
  • Quicken Power: You can spend a Destiny Point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus or Reaction spending a Destiny Point means that it is a free/no time action.
  • Shaped Power: When you use an AOE (spheres, squares, etc.) Force Power you can double the base AOE in feet. If you spend a Destiny Point you can increase the AOE by five times its normal area.
  • Twin Power: When you use a power that target’s only one creature and doesn’t have a range of self, you can target a second creature within range with the same power. This does not cost any additional Force Energy to use or action above what it would normally. You must take a short or long rest to use this secret again. You can take this secret multiple times, each time allowing you to use it an additional time before requiring a rest.

GEAR AND EQUIPMENT[edit]

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of basic equipment (class or background) or a with the generic Connection talent. Afterwards, characters can purchasing such gear but must first find dealers to make these purchases (with a Gather Information check, DC 15 -25). On average it takes 1d6 hours to find a Licensed items dealer, 4d6 hours for Restricted and 2d6 days for Illegal or Military item dealers. Licensed items costs cost 20% more for the license fee, Restricted items cost 50% more while Illegal or Military cost 100% to 200% more.

NEW WEAPON PROPERTIES

  • Autofire – these weapons can fire an Area of Affect (Autofire) attack by expelling 10 rounds. It cannot use this property if the weapon does not have 10 rounds.
  • Autofire only – these weapons fire the 10 shot autofire. If the weapon does not have 10 rounds it cannot fire.
  • Autofire, Heavy – these weapons fire 20 shots autofire. If the weapon does not have 20 rounds it cannot fire.
  • Blast - deals weapon Force and Fire damage. Mostly used for explosives blasts, etc.
  • Double Weapons – lethal on both ends. Treat these weapons as two light weapons (Two Weapon Fighting PHB pg. 195).
  • Energy – deals weapon energy damage for types of resistance, vulnerability, etc.
  • Fixed – fixed weapons must be mounted onto a vehicle or use a semi-portable tripod (tripod for a heavy weapon weights 80lbs by them-selves and cost 500cr. It take 3 Actions to set or break down a tripod before it can be fired).
  • Heavy Damage –ignores Resistance to damage provided by Cover and Vehicles.
  • Ion damage – these types of weapons are not as affective against living creatures, dealing only ½ damage. Verses droids, vehicles and electronics, after modifiers have been applied, double the damage vs. its Damage Threshold to impose the Reeling condition.
  • Reload – it requires a Bonus action or an Action reload a spent power cell (listed as ‘pc’; wielder’s choice). If there is no number before the cell listing then it should be changed or recharged between adventures. If it is listed as ‘each’ than each round takes one ( * Action or Bonus action to reload.
  • Stun Setting – many weapons can be ‘set to stun’ to deal non-lethal damage. When a weapon is set to “Stun” it deals no damage and cannot kill a target (ranged or melee). Instead the target must make a Constitution or Wisdom save (whichever is better) equal to ½ the damage that was dealt (minimum DC10 no maximum) or it gains the Stunned Condition, falling prone and dropping anything it is carrying. On its turn, as a Full Round Action, the target makes a new save against the same DC. Failure means it is still stunned. The target can make a new save on each of its rounds. Success ends the condition. If the original damage did twice the target’s Damage Threshold it instead automatically gains the Unconscious Condition for 1d4+1 minutes.
An adjacent ally with a Medicine Kit and who is proficient with Medicine can attempt to wake the target early. With an Action it makes a Medicine check with a DC against the target’s saving throw DC. A success ends either condition on the target.
  • Knockout (PHB pg. 196): You cannot normally use the knockout option when you reduce a creature to 0 hit points with a lightsaber and most, non-stun advanced melee weapons.

Weapons[edit]

ADVANCED MELEE WEAPONS

All Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.

Name Cost Damage Wt. Properties
Electrostaff 500 2d6 electric 5 Restricted. Staff when off. Can Parry lightsabers. Double weapon, reload, stun setting.
Force pike 750 2d8 energy 10 Restricted. Pike when off. May parry lightsabers. Double weapon, heavy, reach, reload, 2-handed.
Vibrodagger 200 2d4 piercing 1 Licensed. Dagger when off. Finesse, light, reload
Vibroblade 300 2d6 piercing 2 Licensed. Shortsword when off. Finesse, light, reload
Vibrobayonet 350 2d8 piercing 1 Licensed. Spear when mounted on a rifle when off (otherwise treat as a dagger). Reload, 2-haned
Vibrosword 450 2d8 slashing 3 Licensed. Longsword when off. Heavy, reload.
Vibroaxe 550 2d10 slashing 8 Restricted. Halberd when off. Heavy, reload, 2-handed.


EXOTIC MELEE WEAPONS

Power Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.

Name Cost Damage Wt. Properties
Atlati 50 2d6 bludgeoning 3 Rare. Loading, thrown (range 50/150).
Cesta 100 2d6 bludgeoning 5 Rare. Pike when off. Heavy, loading, thrown (range 50/150), 2-handed.
Gaderffii stick 50 1d8 piercing/1d6 bludgeoning 6 Rare. Double weapon, heavy, 2-handed.
Power whip 600 2d8 energy 2 Restricted. Whip when ‘off’. Finesse, light, reach 3, reload*, stun setting. Can make ranged grabs out to 15ft. When ‘grabbed’ attacker can inflicts base energy damage each round against target with advantage on its attack rolls.


EXOTIC RANGED WEAPONS

Name Cost Damage Wt. Properties
Bowcaster pistol 1,200* 3d10 energy 6 Linced, Rare. Ammo (ranged 50/300), heavy, reload (clip 6).
Bowcaster rifle 2,000* 3d12 energy 16 Licensed, Rare. Ammo (range 200/1,200), heavy, reload (clip 6), 2-handed.
Flamethrower** 1,500 3d8 fire 14 Military. Ammo (range 50ft for AOE 20x20ft sphere or range 0 w/ AOE 10x30ft line), reload (backpack tank pc 40), 2-handed.
Flamethrower, write-mounted** 1,000 3d6 fire 5 Restricted. Ammo (range 50ft for AOE 10x10ft sphere or range 0 w/ AOE 5x30ft line), reload (pc 10)
* These weapons only costs ½ the listed price for Wookies.
** A flamethrower can target with Range Weapon Attack or target an AOE. Targets in AOE require a Dexterity saving throw DC 15, success ½ damage. Also all targets require an Intelligence save with a DC equal to the damage they suffered or catch fire, suffering 2d8 fire damage at the start each round. To extinguish requires an Action and successful Dexterity save DC to the damage they suffered that round. Falling prone as your action and rolling on the ground grants advantage to this save.


LIGHTSABERS

All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage.

Name Cost Damage Wt. Properties
Lightsaber* 5,000 2d10 energy 1 Very Rare. Finesse, light, reload.
Lightsaber, double* 8,000 2d10 energy 2 Very Rare. Double weapon, finesse, light, reload, 2-handed.
Lightsaber, short 5,000 2d8 energy 1 Very Rare. Finesse, light, reload.
* These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.


HEAVY WEAPONS

All heavy weapon ranges are 200/1,200 feet and have the Property Heavy Damage (except grenade launchers which depending on grenade type).

All heavy weapons, except Grenade Launchers, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage (or Saves for Missile Launchers are at Advantage).

Name Cost Damage Wt. Properties
Blaster cannon 4,000 4d12 energy 50 Military. Ammo, fixed, heavy damage, reload (pc 10).
Blaster, E-Web repearter 8,000 3d12 energy 100 Military. Ammo, heavy autofire, fixed, reload (pc 200).
Grenade Launcher* 500 Special* 10 Military. Ammo, heavy, reload (6*), 2-handed.
Missile Launcher 1,500 6d10 energy 20 Military. Ammo, area of affect (10x10ft foot sphere; Dex Save DC15 for half), heavy, reload (1 missile**), 2-handed.
* Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.


PISTOLS

All Pistols have a range of 50/300 feet

Special – For pistols with the Heavy property (and Bowcaster pistols and Blaster carbines with their folding-stock folded) used by small creatures, if the creature wields the weapon in two-hands its attacks are not at disadvantage.

Name Cost Damage Wt. Properties
Blaster pistol 500 3d6 energy 2 Restricted. Ammo, light, reload (pc 100), stun setting.
Blaster pistol, heavy 750 3d8 energy 5 Military. Ammo, heavy, reload (pc 50), stun setting.
Blaster pistol, holdout 350 3d4 energy 1 Illegal. Ammo, light, reload (pc 6)
Blaster pistol, sport 300 3d4 energy 2 Ammo, light, reload (pc 100), stun setting.
Ion pistol 250 3d6 ion 2 Ammo, light, reload (pc 50)


RIFLES

All rifle ranges are 200/1,200 feet (a blaster carbine with a folding-stock that is 'folded' uses pistol range of 50/300 feet gains the weapon propertt of heavy while losing 2-handed)

Name Cost Damage Wt. Properties
Blaster carbine 900 3d8 energy 7 Restricted. Ammo, autofire, folding-stock, reload (pc 50), stun setting, 2-handed.
Blaster, light repearting 1,500 3d8 energy 18 Military. Ammo, heavy, heavy autofire, reload (pc 200), 2-handed.
Blaster rifle 1,000 3d8 energy 10 Restricted. Ammo, autofire, heavy, reload (pc 100), stun setting, 2-handed.
Blaster rifle, heavy 2,000 3d10 energy 13 Military. Ammo, autofire, heavy, reload (pc 30), stun setting, 2-handed.
Blaster rifle, sniper 1,500 3d10 energy 12 Military. Ammo, heavy, reload (pc 30), scope*, stun setting, 2-handed.
Blaster rifle, sport 800 3d6 energy 8 Licensed. Ammo, reload (pc 50), stun setting, 2-handed.
Ion rifle 800 3d9 ion 8 Ammo, heavy, reload (pc 100), 2-handed.
Distrubtir (Disintegrator) rifle 3,000 3d12 necrotic 15 Illegal. Ammo (cost 5 times normal pc cost), ½ base range (100/600), heavy, reload (pc 10), 2-handed.
* An electronic sniper scope is mounted onto the sniper blaster rifle. With an "aim" maneuver shots out to 1,200 feet are not at disadvantage and the weapon's range is extends to 2,400 feet (these attacks are at disadvantage).


SIMPLE MELEE WEAPONS

Power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.

Name Cost Damage Wt. Properties
Combat gloves 50 1d4 bludgeoning ½ Finesse, light.
Power gloves 200 Unarmed +1d8 energy ½ Finesse, light, reload (pc), stun setting.
Stun baton 75 3d8 energy 2 Finesse, light, reload (pc), stun setting only, touch (deals no ability mod damage, +2 to melee attack roll).
Survival knife 50 1d6 piercing 1 Finesse, light; adds +1 insight to Survival checks.


SIMPLE RANGED WEAPONS

All Simple Range weapons are one-use weapons. All with the thrown property have a range of 30/100 feet. Grenades do not add attribute modifiers to damage only ½ heroic levels. Dex save is for ½ Damage (see Area Effect houserules).

Name Cost Damage Save DC Wt. Properties
Energy ball 50 2d8 energy* Dex 14 3 Licensed, Rare. Light, thrown***
Grenade, frag 200 4d6 blast* Dex 15 1 Military. Area of effect (20ftx20ft sphere), light, thrown.
Grenade, ion 200 4d6 ion* Dex 14 1 Restricted. Area of effect (15ftx15ft sphere), light, thrown.
Grenade, smoke 50 none** n/a 2 Area of effect (30ftx30ft sphere), light, thrown.
Grenade, stun 150 4d8 energy* Dex 15 1 Restricted. Area of effect (15ftx15ft sphere), light, stun damage only, thrown.
Thermal detonator 2,000 8d6 blast & energy* Dex 18 6 Illegal. Area of effect (30ftx30ft sphere), heavy damage, thrown
* If the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.
** Heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (60x60 feet).
*** Can be loaded with the ranges of the Atlati or Cesta, but then gains the loading property and loses the throwing property.

Armor[edit]

Name Cost ARC Stealth Str Min Wt.
LIGHT ARMOR
Blast helmet and vest 300 12 + Dex or Int mod n/a none 5
Battleframe 3,000 12 +Dex or Int mod n/a no 20
Flight suit, padded 2,000 13 +Dex or Int mod n/a no 10
Duraweave Jacket or Longcoat 500 13 +Dex or Int mod n/a no 5
Combat Armor 750 14 +Dex or Int mod n/a no 15
Flight suit armored 3,000 14 +Dex or Int mod Disadvantage 10 20
Scout Trooper Armor 5,000 15 +Dex or Int mod n/a 10 20
MEDIUM ARMOR
Ceremonial armor 2,000 15 +Dex or Int mod (max +2) n/a 12 30
Combat spacesuit 4,000 16 +Dex or Int mod (max +2) Disadvantage 12 30
Trooper Armor 6,000 17 +Dex or Int mod (max +2) Disadvantage 13 30
Corllian powerarmor 10,000 17 +Dex or Int mod (max +2) Disadvantage no* 40
Battle armor 8,000 18 +Dex or Int mod (max +2) Disadvantage 14 35
HEAVY ARMOR
Armored spacesuit 10,000 19 Disadvantage 15 60
Battle armor, heavy 15,000 20 Disadvantage 16 50

* - When powered on these suits have no Str Min and the weight of the armor does not count towards the wearing encumbrance total.

Special –When wearing armor all characters gain only the Armor Class Rating (ACR) of the armor plus either the character’s Dexterity or Intelligence (whichever is better). Also armor grants an equipment bonus to the wearer’s Damage Threshold: +2 with light armor, +4 with medium armor and +8 with heavy armor.

ARMOR NOTES

Blast helmet and vest - Grants advantage on saves against visual flash/blindness attacks. However wearer also suffers disadvantae with visual Perception checks and Ranged attack rolls.
Battleframe - This is a light suit that can be worn underneath normal clothing. When powered on (if the wearer is proficient with Light Armor) grants the wearer an equipment base Strength score of 19 and allows him to carry up 200lbs base encumbrance. The suit runs on two power cells. An advanced version increases the equipment base Strength to 21, encumbrance 250lbs for an additional +2,000 credits. Advanced models runs on four power cells. The cells are good for 8 hours of continuous use before needing recharge or replacement. Requires a 10 Strength unpowered.
Flight suit, padded - Sealed vs. vacuum conditions with 10 hours of life support and full protection of vacuum environmental hazards. +4 equipment bonus to saves vs. pressure. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Duraweave jacket or longcoat - These jackets or longcoats are made to look like normal clothing, not armor. Requires a Perception DC20 check to tell by looking at it.
Combat Armor - lightweight armor with reinforced gloves & boots and combat helmet. Cheap and popular by mercs and most troopers.
Flight suit, armored - Sealed vs. vacuum conditions with 10 hours of life support and full protection of vacuum environmental hazards. +4 equipment bonus to saves vs. pressure. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Scout trooper armor - Environmental upgraded armor increases the cost by +2,500 credits and adds these features: +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Imperial Scout armor costs an additional +2,000cr adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink.
Ceremonial armor - made to look good as well as function. Wearer adds +1 to Charisma checks when wearing it in the right situation (GMs call)
Combat spacesuit - Sealed vs. vacuum conditions with 10 hours of life support. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Trooper armor - Basically Stormtrooper armor although other models and styles exist. The basic suits are environmental sealed and adds +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Imperial Trooper armor increase cost by 2,000cr and also adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink. (Licensed).
Corllian powersuit - When powered on and if the wearer is proficient with Medium Armor, it grants the wearer an equipment base Strength score of 19 and allows him to carry up 200lbs. Advanced suits increase the base Strength to 21 and carry up to 300lbs for +5,000 credits. The basic suit runs on two power cells, advanced suits four cells instead. These cells are good for 8 hours of continuous use before needing recharge or replacement. Require a 14 Strength when unpowered. (Licensed)
Battle armor - Environmental systems adds +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. (Licensed)
Armored spacesuit - Sealed vs. vacuum conditions with 10 hours of life support. Provides complete protection from radiation and resistance from Extreme and Dangerous levels. (Restricted)
Battle armor, heavy - Environmental systems adds +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. (Resticted).

Other Gear[edit]

COMMUNICATION DEVICES

Comlink. Short-range comlinks (50cr, Wt. ¼lb) have a range of 5 miles or low-orbit and can be built into helmets for hand-free options for an additional +50cr. Midrange comlinks (100cr, Wt. 1lb) have a range of 50 miles and mid-orbit. Long-range comlinks (250cr, Wt. 10lbs) have a range of 500 miles or high-orbit and have a head or hand set and worn on a belt or as a shoulder pad. For double the cost both mid and long can be miniaturized for wrist-sized units (Wt. ¼lb or 1lb). Encryption imposes disadvantage on Splicer checks to intercept transmissions for five times base cost of any comlink type. Video Capability have 2D imagines in additional to audio for twice the cost of any unit. Small Holo-Projection Capacity have 3D holo-projector for five times the cost of any unit.
Pocket Scrambler. Scrambles all outgoing messages some any ally comlink within 30 feet, imposing disadvantage on any Slicer kit check to detect and intercept (2,000cr, Wt. 1lb).
Voice Box. Can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying that the use types out as text and the machine then “speaks” (200cr, Wt. ½lb).

COMPUTER and STORAGE DEVICES

Code Cylinder. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb).
Datacards (blank 10). Simple storage device used with a computer or data reader (10cr, Wt. ¼lb).
Datacard (various subjects). Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost and time to access the information (100-1,000cr. Wt. nil).
Datamap Reader. A dedicated pad with pull out flexible map board. Grants advantage on Wisdom (Survival) checks on regions that they cover (200cr, Wt. 1lb; planetary maps cost 50-5,000cr).
Datapad. Handheld computer (300cr, Wt. ½lb).
Holoprojector, personal. Handheld personal hologram projector and personal computer system (500cr, Wt. 1lb).
Holoprojector, data-station. This desktop devices can be used to create huge displays that can include a great deal of detail; focusing down on various data-points (1,500cr, Wt. 100lbs).
Slicer Kit. These specialized kit is used to help slice past a A.I. security protocols. This allows a Slicer to use its Thievery skill to bypass computer security to being to ‘improve its attitude’ etc. (Cost 750 credits, Wt. 3lbs) (Illegal).

DRIODS

The following are stock/NPC only droids. Character droids are created using the racial system above. Standard droids, even ones with Heuristic and Combat Processors, are very loyal to their owners. Over time this can changed, which is why many will memory wipe them every now and again and it is standard procedure to memory wipe one when purchasing a used droid.

1st Degree 2-1B Surgical Droid. Humanoid in appearance, all 2-1B series droids are equipped with encyclopedic memory banks. Their memory banks and modular limbs helped ensure that the droids gave the best course of medical treatment in any given medical situation. The droids also had stabilizing feet, hydraulic legs, vocabulators, hydraulics covered by a transparent shell, and some even had hypodermic injectors. Cost: 15,000 credits. 5th level Nonheroic; Attributes: Strength 8, Dexterity 10, Constitution --, Intelligence 18, Wisdom 18, Charisma 12; HP: 14; Proficiency Bonus +3; Save: Strength +1, Intelligence +7; Threshold: 16; Speed 20ft; AC 12; SZ: Medium; Skills: Computer Use +7, Life Science +7, Medicine +10, Technology +7; Modifications: Built-In Tools (Medicine Kit) and (Surgery Kit), Heuristic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (First Aid, Medic, Surgery Expert, Skill Expertise/ Medicine)
2nd Degree R6 Astromech Droid. The R6-series droid is the sixth astromech droid model made by Industrial Automaton under their R-series of droids. It is built as an improvement over their still popular R2 series and as a replacement for the failed R5 series. Cost: 6,000 credits. 3rd level Nonheroic; Attributes: Strength 10, Dexterity 10, Constitution --, Intelligence 17, Wisdom 12, Charisma 12; HP: 9; Proficiency Bonus +2; Save: Strength +2, Intelligence +5; Threshold: 17; Speed 20ft; AC 12; SZ: Small; Skills: Computer Use +7, Investigation +5, Mechanic +5, Perception +3, Technology +7; Modifications: Basic Processor, Basic Probe Appendage, Built-In Tools (Astromech Navcomputer), (Repair kit), Wheeled Locomotion; Special Qualities: Construct, Feat (Skill Expertise/Computer Use, Skill Expertise/Technology), Small Size.
3rd Degree A-IDO translator droids. These are older model droids that specialize in language translation in various governmental and corporate negotiation and relations. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 10, Dexterity 8, Constitution --, Intelligence 12, Wisdom 14, Charisma 18; HP: 12; Proficiency Bonus +2; Save: Strength +2, Intelligence +3; Threshold: 17; Speed 20ft; AC 11; SZ: Medium; Skills: Computer Use +3, Galactic Lore +3, Gambling +6, Insight +4, Persuasion +8, Performance +6; Modifications: Advanced Translator Unit (DC 10), Basic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (Skill Expertise/Persuasion, Skill Proficiency/ Insight and Gambling)
4th Degree IG-86 Assassin Droid. The IG-86 sentinel droid, also known as the IG-86 assassin droid or simply as the IG assassin droid, is a model of assassin droid manufactured by Holowan Laboratories. IG-86s are popular with gangsters and especially the Hutt-Clans. Cost: 18,000 credits. 6th level Soldier; Attributes: Strength 16, Dexterity 16, Constitution --, Intelligence 12, Wisdom 16, Charisma 8; HP: 55; Proficiency Bonus +3; Save: Strength +, Intelligence +4; Threshold: 26; Speed 30ft; AC 18; SZ: Medium; Skills: Computer Use +4, Initiative +6, Investigation +4, Perception +6; Modifications: Armor Plating, Combat Processor, Reinforced Structure, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Armor Proficiency (Light, Medium), Weapon Proficiency (Advanced Melee Weapons, Martial Weapons, Pistols, Rifles, Simple Weapons).
5th Degree PK Droid. The PK series of manual labor droids is built and used heavily by the Trade Federation. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 20, Dexterity 12, Constitution --, Intelligence 10, Wisdom 10, Charisma 9; HP: 20; Proficiency Bonus +2; Save: Strength +7, Intelligence +2; Threshold: 22; Speed 30ft; AC 11; SZ: Large; Skills: Athletics +7, Computer Use +2, Mechanic +4, Technology +2; Modifications: Hauler (800lbs), Two-arm Appendages, Two-leg Walking Locomotion; Special Qualities: Construct, Large Size, Feat (Toughness, Skill Expertise/Mechanic).

GAMBLING GEAR

Card set. Various non-Sabacc card games. (Cost 1 credit for standard decks, Wt. none)
Dejarik set. Popular holographic fighting game board. (Cost 100 credits, Wt. 15lbs)
Dice set. Various dice games. (Cost 1 credit for basic die sets, Wt. none)
Holoboth projector. A non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 500lbs)
Sabacc set. One of the most popular card games of the galaxy. (Cost 2 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)

LIFE SUPPORT

Aquata breather. 2 hour air supply while underwater (350cr, Wt. ½lb).
Rebreather. These masks can be purchase separately or incorporated into a helmet. Add +6 equipment bonus to saves vs. thin, dense and hazardous atmosphere conditions, inhaled hazardous toxins and poisons (100cr, Wt. 2lbs).
Flight suit. 10 hours of vacuum life support. +4 equipment bonus to saves vs. pressure and resistance to radiation damage. Wearer is at disadvantage Dexterity (Stealth) (500cr, Wt. 15lbs)
Space suit. Bulky sealed coveralls that provide vacuum life support for 24 hours. Wearer is at disadvantage with Stealth and the max Dex or Int mod that can be added to AC is +2. Provides full immunity except Extreme Radiation and resistance to such damage (500cr, Wt. 45lbs).

MEDICAL GEAR

Bacta tank (empty). When full, grants advantage on all Medicine checks. After long rest regain all lost Hit Points and Hit Dice, but gain one level of Exhaustion. Requires 200 gallons of bacta liquid to operate (100,000cr, Wt. 1,500lbs). Bacta liquid, gallon (100cr, Wt. 8lbs).
Medical kit. are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. A standard kit has 10 ‘unit uses’ before requiring resupply. These kits provide a number of benefits. First, with one use, when you stabilize a disable target you restore them to 1 HP (DC15). You can grant up to six creatures, including yourself, Advantage on their Hit Dice rolls during a rest (short or long, one use no matter how many). You can perform surgery in the field requiring at least one hour of work and a unit use, but at a disadvantage and most DC start at 15. Finally, you can attempt to cure a disease or neutralize a poison (DC varies). (Cost 600, Wt. 40lbs; it costs 25 credits and weights 2lb for a resupply ‘use’).
Stim-Pack. One-use pack with two functions. First if applied to a dying creature it automatically stabilized it (granting it 3 successful death saves). Second, as an action, a non-incapacitated creature regains 1d8+2 hit points. Each time a stim-pack is used to heal HP, it heals cumulatively 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a stim-pack until it complete a long rest (100cr, Wt. 2lbs).
Surgical kit. These are portable, specialized medical gear to perform surgeries and cybernetic implant in the field (away from a proper medical facility). With this you can perform Medicine skill checks with surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 60lbs).

MISCELLANEOUS GEAR

Diplomatic kit. A backpack or formal travel pack includes a datapad, a stim-pac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,200cr, Wt. 45lbs).
Formal clothing. This bulky ware is donned for special events of the rich and famous. They grant the wearer a +2 equipment bonus to all Charisma based skills during such occasions and situations as the GM see fit. In the wrong one (like slumming it at an off-world cantina) counts as a -2 penalty to the same checks. (1,500cr or more, Wt. 8lbs)
One-year universal starship passenger ticket. A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for one year of continues use (5,000cr, Wt. nil).
Restraining Bolt & Control rod. Attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and a DC10 Mechanics check to install onto a helpless droid. Otherwise the droid must first be Grappled and increases to DC20 to attach with an Action (500cr, Wt. 2lbs each part)
Utility belt. 3-days’ supply of ration packs, a stim-pac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 1lb of extra items, etc.) (500cr, Wt. 15lbs)

SURVIVAL GEAR

Advanced artic clothing. Specialized clothing (parka-coat, hood, gloves and boots) for extremely cold environments (below 40⁰ F) safely (250cr, Wt. 12lbs).
All-temperature cloak. Wrap around cloak and hood that provides protection in both hot and cold environmental conditions. Counts as a Desert Suit and Winter Clothing (500cr, Wt. 5lbs).
Chain (10 feet). Can support 5 metric tons of weight (25cr, Wt. 8lbs).
Desert suit. Specialized clothing to provide not only protection from extreme heat but also water collectors to provide enough for one being in a desert setting (average 1 gallon). (150cr, Wt. 6lbs)
Field kit. Backpack with two stim-pacs, two 2-liter water filter canteen, sunshield roll-on, one week’s worth of food rations packs, a thermal blanket, a fusion lantern, a rebreather mask with 24 filters, 100 feet of syntherope, a 100 foot roll of mess tape, a power recharger with 2 extra energy cells and two power cells. Also grants advantage with Wisdom (Survival) checks (500cr, Wt. 45lbs).
Filter canteen. Holds 2-liters of water that is filter for standard beings (50cr, Wt. 4lbs)
Hand scanner. Portable scanning device. Substitute Perception or Technology out to 1km at no penalty. Can detect chemicals, life forms, minerals, weapons, etc. Advantage to detect specifics within 30 feet. Ignores visual obscure (Cost 1,500cr, Wt. 5lbs).
Jet pack. Backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action after activated. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 600lbs of total weight (300cr, Wt. 45lbs, replacement fuel cell 100cr, +15lbs)
Liquid cable dispenser (50 feet). Can support up to 1,000lbs of weight (10cr, Wt. ¼lb)
Ration pack. One days’ worth of nutritious (but bland tasting) food (5cr, Wt. 3lbs)
Syntherope (100 feet). Supports up to 1,500lbs of weight (20cr, Wt. 2lbs)
Winter clothing. Standard cold weather clothing (coat, boats, gloves, hood) (100cr, Wt. 6lbs)

Cybernetics[edit]

In the Star Wars setting cybernetic implant are not especially common but the technology is not good enough to regrow limbs or body parts and so replacement parts must be installed. A living creatures can only handle so much within its’ body before it starts having an inverse effect on them. Each implant has a Strain level listed. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the lower of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution/Charisma increases.

Special – every 2 full levels of Strain imposes a -1 to all Charisma skill and ability checks as one loses some of their connections to others. Those ‘Tainted by the Dark Side’ (Dark Side Score at ½ their Wisdom or higher) do not suffer these penalties to Charisma (Deception) or Charisma (Intimidate).

A simple cybernetic prosthetic replacement hand or foot, ear or eye or minor internal organ costs 750cr and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500cr and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring the use of a DC15 Medicine check (this requires a Surgery kit to attempt though). During a short rest this heals 1d8 + the users’ Wisdom modifier back in these extra HP, or 2d8 + the users’ Wisdom modifier back during a long rest. The Medics feat does not aid. A Mechanics check will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier during a short rest or 2d4 + the users’ Intelligence modifier during a long rest.

For Implants below, Levels reflect how many times you can take this type of implant. All implant types require one hour surgery per Strain to install. Most surgeons will charge 500cr per hour at a hospital grade facility.


ADDITIONAL IMPLANTS

  • Cerebral Boost (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 10,000cr, Strain 4. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost 25,000cr and Strain 8. (Military)
  • Comlink, internal: as a short range comlink but implanted behind one of the subject’s eyes and behind one ear. The system automatically includes the effects of a subvocal microphone.
  • Cybernetic Ear Enhancements (various): requires that the subject has had at least one ear replaced with cybernetics (note that the cost and strain is the same for one or two ears replacements). A cybernetic ear replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain.
  • Audio Amplifier (3 levels): +500cr and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60 feet as normal. With a second level can make a base listen check out to 120 feet as normal. With three levels can make base listen checks out to 240 feet. Normally a basic Wisdom (Perception) checks past 30 feet is at disadvantage.
  • Audio Enhancer (1 level): +500cr, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening.
  • Cybernetic Eye Enhancements (various): requires that the subject has had at least one eye replaced with cybernetics (note that the cost and strain is the same for one or two eye replacements). A cybernetic eye replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Any species who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they also take the cybernetic version.
  • Low-Light Vision (1 level): +400cr, Strain 1. As species sense Low-Light Vision.
  • Dark Vision (1 level): +750cr, Strain 1. Darkvision out to 60 feet
  • Vision Enhancement (1 level): +600cr, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight.
  • Vision Magnification (3 levels): +500cr and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 120 feet as normal. With a second level can make a base sight check out to 240 feet as normal. At level 3 can make normal checks out to 480 feet. Normally a basic Wisdom (Perception) checks past 60 feet is at disadvantage. Also this does not have any effect on attack rolls.
  • Cyber-Arm Enhancements (2 level): require that at least one arm has is a cybernetic replacement. Normal cybernetic arm (and leg) replacement deal 1d4 bludgeoning damage (Brawler and Martial Arts increase the dice step as normal). Increase all melee attack damage (including the base unarmed damage) by +2. Cost 4,000cr per arm, 0 Stain (included in cybernetic arm)
  • Cyber-Leg Enhancements (7 levels): these implants require both legs are cybernetic replacements. Note that a pair or a single leg replacement can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times; requires both leg replacements), +5ft to base Leaping distance (can be taken 3 times; requires both leg replacements), Boosted kick (change unarmed damage to 1d6 bludgeoning damage. Brawler and Martials Arts feats can increase this damage.). Cost 1,000cr and Strain 1 per level.
  • Extra Arms (2 levels): this allows the implant of one or two extra arms underneath the beings base arms. This arms have the same Strength as the being. The subject can carry an additional one-handed weapons using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. These hands can be used for other tasks, such as opening doors, carrying torches or using tools without difficulty even when holding weapons. Cost 5,000cr and Strain 2 per arm. They also add +5 hit points each as above.
  • Frame Reinforcement (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one larger for determine encumbrance, pushing, pulling weights. Cost 1,000cr, Strain 1.
  • Full Body Conversion (1 level): the subject’s whole body has been replaced with cybernetic systems, including its arms, legs, skull and its chest area (with internal organs). All the remains organic is the brain and maybe part of its spin. The character cannot take any other cybernetic replaces but it has a base of 36 hit points (as cybernetic replacement, see above). It lacks all Species bonuses, including attribute modifiers, base speed, size, etc. expect for bonus Skills, Feats, Talents and languages. Standard are Medium sized with a Speed of 30 feet, but one could instead chose a Small size with a base Speed of 25 feet for +2,000cr or Large size for a base Speed 40 feet and +4 Strength modifier for +10,000cr. It has advantage verses environmental hazards from inhaled toxins, high and low pressure atmospheres, extreme cold and heat, and pressure. It can also now purchase Droid upgrades for its cybernetic body. The Mod cost as extra Strain cost instead. Cost 20,000cr, Strain 10. (Military)
  • Internal Organ Implant/Replacements (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 5,000cr and Strain 4. Level II grants the subject instead +4 Constitution up to a maximum of 23; Cost 20,000cr and Strain 8. This bonus does not affect total strain that a subject may have. User augmented Constitution score. (Military)
  • Muscle Implants (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21; Cost 4,000cr and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 15,000cr and Strain 6. (Military)
  • Reflex Implants (2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level I implants grants the subject +2 Dexterity up to a maximum score of 21; Cost 20,000cr and Strain 8. Level II implants grant the subject +4 Dexterity up to a maximum of 23; Cost 50,000cr and Strain 6. (Military)
  • Weapon Implant (2 levels): a small, hand-held firearm or light melee weapon is implanted into the subject’s cybernetic arm replacement (requires at least one Cybernetic arm replacement). Something up to the size of a blaster pistol Costs 2,000cr plus the weapon’s cost and Strain 1. These weapons are totally hidden within the subject’s limb when not in use when storage. They are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload. They count as carried items for encumbrance (Restricted).

VEHICLE HOUSERULES AND COMBAT[edit]

Vehicles ranged from the smallest scoter-bikes to the greatest capital starships. In all cases – an operator is the vehicles controller. Some vehicles are self-operating. Crew includes the operator(s) and all passengers within the vehicle. A gunner is a non-operator who is manning a vehicle weapon.

Vehicle Notes[edit]

SIZE Modifier: Large size 1, Huge 2, Gargantuan 4, Colossal 6, Massive 8, Behemoth 10, Leviathan 12 and Dreadnaught 15. Can be positive or negative value depending on situation.

A vehicles Attack Modifier is only applies to weapons fired by a vehicle operator or gunner. It is based on the Vehicles Intelligence modifier and not affected by the vehicles size or any other factors. It adds directly to the attacks ranged weapon attack modifier.

Vehicle Armor Class = 10 + negative size modifier + armor bonus. More maneuverable vehicles add the vehicle operator’s Dexterity or Intelligence modifier (some s max of +2).

Vehicle Damage Threshold = 10 + vehicle’s Strength modifier + modifier (i.e. Medium +5, Large +10, Huge +15, Gargantuan +20, Colossal +30, Behemoth +50, Titan +60, Leviathan +75, Dreadnaught +100).

  • Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the operator or crew suffer the effects this condition for any tasks on the vehicle’s systems (piloting checks, attack rolls, repair, sensors, etc.).
  • Vehicles already suffering the Reeling Condition that again take damage equal to or exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control. Aircraft fall from the sky, ground vehicles tend to move out of control and/or crash, while spacecraft move in a straight line at the same speed as it was before it suffered the condition. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a disadvantage. Vehicles, unlike creatures, cannot naturally recover from either Reeling or Stunned conditions. Instead they must Re-rout power (see below).


At zero hit points, vehicles are out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in hostile environment (underwater, toxic, the void of space, etc.) the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage Threshold, it is destroyed. In addition, all of the vehicle’s occupants take this damage, ¾ if the vehicle has ½ or ¾ cover, ½ damage if they have full cover. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage.

On a critical hit (even if not destroyed) that knock the vehicle to 0 Hit Points, all occupants also take ½ the damage inflicted from this last attack. Occupants can make a DC15 Strength (Athletics) or Dexterity (Acrobatics) ability check gain Resistances to this damage (taking ¼ the base damage).


Vehicles Size Modifiers

*Medium, Modifier¹: +0, Examples: Individual speeder
*Large, Modifier¹: -1, Examples: Speeder bike, X-34 landspeeder
*Huge, Modifier¹: -2, Examples: AT-ST Walker, TIE Fighter
*Gargantuan, Modifier¹: -4, Examples: AA-1 repulser tank, X-wing Starfighter
*Colossal, Modifier¹: -6, Examples: AT-AT, YT-1300 light freighter
*Massive, Modifier¹: -8, Examples: Hammerhead corvette, Corellian corvette
*Behemoth, Modifier¹: -10, Examples: Nebulon-B frigate, Lucrehulk-class Battleships
*Levitation, Modifier¹: -12, xamples: Imperial-class Star Destroyer, MC80 Mon Calamari cruiser
*Dreadnaught, Modifier¹: -15, Examples: Executor-class Star Dreadnought

¹ -Apply these modifiers to the vehicles Armore Classs, as well as to the Initiative and Vehicle control checks made by the vehicles occupants.


Vehicle Scale Weapons

All vehicle weapons have the Heavy Damage weapon properties.

Name Damage Range (personal) Range (space) Notes
Blaster Cannon 3d8 x2 energy 1,000/4,000 2/8 Autofire 15ftx15ft sphere (space 1 square)
Ion Cannon 3d12 x 2 ion 1,800/12,000 4/20 Ion weapon
Laser Cannon 4d10 x 2 energy 1,000/5,000 2/10 none
Heavy Laser Cannon 6d12 x2 energy 1,500/8,000 3/15 AOE 10ftx10ft sphere (space 0 spquares)
Grenade Launcher 5d6 blast 300/1,200 n/a AOE 30ftx30ft sphere
Missile Launcher¹ 8d10 x2 blast 2,000/10,000 6/30 AOE 60ftx60ft sphere (space 2x2 squares)
Rocket Launcher¹ 8d12 x2 blast 2,000/10,000 5/25 AOE 60ftx60ft sphere (space 2x2 squares)
Photon Torpedo launcher¹,² 10d10 x3 energy 2,000/10,000 6/30 30ftx30ft AOE (space 1 square)
Tractor beams n/a 1,500/10,000 5/25 Special - grab
Turboblaster Cannons¹,³ 5d8 x4 energy 1,000/4,000 2/10 AOE 60ftx60ft sphere (space 2x2 squares)
Turboion Cannons¹,²,³ 5d10 x4 ion 2,000/10,000 5/25 AOE 15ftx15ft sphere (space 1 square), Ion weapon
Turbolaser Cannon¹,²,³ 6d12 x 4 energy 3,000/15,000 8/40 AOE 20ftx20ft sphere (space 1 square)

'

¹- These weapons are at a disadvantage when firing at vehicles that are Colossal or smaller and a minimum range of 500 feet (space 1 square)
²- In addition to being at disadvantage vs. Colossal and smaller ships, these weapons when used against vehicles that are Gargantuan and smaller they gain gain ¾ cover bonuses (+5 AC). They also have a minimum range of 1,000 feet (space 2).
³- These weapons can only be mounted on a vehicle of Massive size or greater.
Also Starfighters also gain ¾ cover bonuses (+5 to their saves) vs. AOE attacks in space.

Twin linked cannons add +1d to the base damage die (i.e. a twin-linked blaster cannon deals 4d8 x2 damage). Quad linked cannons add +2d to the base damage dice (i.e. quad linked laser cannons deals 6d10 x2 damage).

Special Vehicle Combat Rules[edit]

  • Area of Effect: Attackers of such weapons can pick a square and make an attack check AC 10 to successfully hit this point, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check with a DC of 10 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters have Resistance to AOE damage from all types of turbo-cannons and photon torpedoes. Also see Missile Lock.
  • Autofire: see new Situation rules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10+ on its attack check. See Area of Effect for maneuver check.
  • Collision Damage. Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful DC18 Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed).
  • Ion Damage. As with Droids and other devices, after applying all modifiers (SR and Hardness reductions, etc.) double the remaining damage dealt compare it to the vehicle’s Damage Threshold for purposes of imposing Reeling or Stunned conditions (Don’t double the damage applies). Ion Vulnerability devices suffer double the damage but do not double it again against the Damage Threshold. Ion Resistant device do not suffer the double affect. Ion damage does not have as lasting affects as other damage. When making repairs, a success triples the amount of damage fixed and when jury-rigging repairs do not go away at the end of the scene (see Jury-Rigging).
  • Missile Lock. Unguided rockets, missile and torpedoes can only make Area of Effect attacks (as above). The operator or gunner can also attempt to make a direct attack against a target with an Action and an Intelligence (Computer Use) check against the target’s AC (normal attack bonuses and penalties). If it succeeds it gains a “partial lock” onto the target and can make a standard attack check the following round as an Action. If it succeeded the AC by +5 or more it gains a ‘missile lock’ and is at advantage on it attack on the following round’s Attack action. A missile lock attack that misses can attempt a follow up attack against the same target on the following round but without advantage as a Bonus action. If this second attack or a partially locked attack misses, the weapon exploded as a failed AOE attack (i.e. all targets in the area have advantage on their maneuver saves).
  • Out of Control. An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator. Ground vehicles require a DC15 Drive check at disadvantage or it crashes (MPH equal feet in falling). Otherwise is skids to a haul in 1d4 rounds moving in the same general direction. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 500 feet plus an additional 2,000 feet for each additional round until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
  • Scale. For space scale, any vehicle smaller than Massive can occupy the same square (Range 0 squares in space). Colossal and smaller vehicles can occupy the same square as Massive or larger vehicles. For Colossal vehicles and smaller to enter dogfighting with a larger vehicle share the same square.
  • Shields. Stop any damage first. If the damage exceeds the SR level, subtract 5 points from the rating. When it reaches 0 the shields stop functioning. Shields must be repairs or recharged (see below).
  • Tractor Beams. Work like Grappling (PHB pg. 195) but on a much larger scale. Starships have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the tractor beam ship wins, the target has the Restrained Condition and the beam can move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). The target moves 60 feet a round towards the Grappler (or one square in Space scale).

Vehicle Actions[edit]

  • Attack. As an action an operator or gunner can fire one vehicle weapon system. Vehicle weapons use either Dexterity or Intelligence (your choice) for both attack and damage bonuses.
  • Attack Run (Vehicle Operator Only). As an Action, an aircraft or spacecraft with heavy auto only weapons or bombs and missiles can make a special ‘Attack Run’. However all attacks against the vehicle also have Advantage until the start of the operator’s next turn. For heavy auto weapons they affect targets in a wide line of 25 feet wide and up to 75 feet long (1x3 on space scale). All targets within this Area of Effect are at disadvantage on all Dexterity saves against this damage. With dropped bombs and missiles used against ground or stationary target having normal saves from indirect attacks, and can affect a line of affect with each bomb or missiles AOE (i.e. Rocket Launcher have an AOE of 60x60ft AOE. If the gunner drops 3 bombs then the AOE becomes 60 x 180 feet AOE). If the gunner has a “spotter” that it can communicate with on the ground and makes a DC18 Wisdom (Insight) check then target’s saves are at disadvantage instead.
  • Dogfight (Vehicle Operator Only). Only aircraft or spacecraft may engage in a Dogfight. Size does not matter and smaller craft have a distinctive advantage over larger, less maneuverable vehicles. As a Reaction, any pilot may initiate a dogfight against another ship. If one side does not wish to engage in a dogfight they can be ‘forced’ with a contested Piloting plus maneuver modifier skill check but the aggressor is at -1d6 to their skill. If the aggressor fails the dogfight is not initiated. If the aggressor wins then a dogfight is taking place and the loser has disadvantage on their attack rolls against the aggressors during the first round of combat. Fighter Wings can engage in dogfights as a group (choosing one pilot from each wing to make the check; gains a +1 insight check for each additional fighters in the wing to its pilot check).
*Dogfighting. At the beginning of each round, ships engage in a dogfight make opposed vehicle operator check as a ‘free’ action. The side that ‘loses’ is at disadvantage on any attack rolls it makes against the winners this round. Each round the winner of the Dogfighting contest can move the group up to ½ his ship’s base speed on its action IF the craft are of equal size or smaller. Larger craft can continue to move as normal even if they are the loser.
*Disengage from a Dogfight: When a ship wishes to leave a dogfight it requires an action and contested vehicle operations check on its turn. If the target wins they leave the dogfight (no longer considered in the dogfight). If the target fails it can still leave but all enemy ships in the enemy ships in the dogfight can make an Opportunity attack against it. The ship can remain in the dogfight and not suffer these attacks. Massive ships and larger do not need to spend an action to disengage from ships that are smaller but they still would suffer an OA to do so.
*Firing into a Dogfight: for any ships outside a dogfight, attack rolls against enemy ships in a dogfight with allies or other ships are at disadvantage except against Massive size or larger.
  • Droid Actions. Many vehicles employ droids to aid in various tasks. They can act as or aid the Vehicle or System operator with making any Vehicle Operator tests (if they have the proficiency). A non-combat Droids can also perform the following tasks independently – Hide, Maneuver, Move, Raise/Lower Shields, Repair, Reroute Power, Restore Shields, or Sensor Scan.
  • Hide (Vehicle Operator Only). The operator can use his action to make a Hide check during its’ round, so long as he has full obscuring cover (darkness does not count in space) or a Stealth system.
  • Maneuver (Vehicle Operator Only). These checks are modified by the vehicles maneuver rating and can cause damage with a failed check. Failure causes a number of 1d6 damage equal to ¼ the vehicle’s HD (round up). This damage is not reduced by resistance or Hardness.
*Avoid Missiles and Torpedoes: As a reaction, the operator can attempt to avoid a missile or torpedo that has just successfully struck his ship. Make a maneuver check contested against the attack roll, success means the missile or torpedo missed that round. If subject to a missile or torpedo barrage, a base success means avoid one missile or torpedo and each additional +5 over the attack roll that operator made avoids another missile or torpedo of the same barrage.
*Dash: The operator can use its’ action to move the vehicle its Base speed movement again. This is a DC12 maneuver check to gain the benefits. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
*Dodge: As its action the operator may take the Dodge action with a vehicle it controls. This is a DC15 maneuver check to gain the benefits of imposing Disadvantage from enemy attacks until the start of the operator’s next turn. With success non-operating crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
*Fighter Wings: For aircraft and starships of Gargantuan and smaller, can form attack wings of up to four vehicles. As a free action, at the beginning of the turn, all pilots must make a DC12 operations skill check. With success, all ships in the wing move at the same speed and remain within 30 feet (or the same square in space) of each other and they combine to aid each other’s defense. Only one of the fighters may attack in the round though their combine fire adds this check and damage. A duel (two) fighter wing adds +1 to both ship’s AC and +1 to the one pilot’s attack checks and +1d to its weapon damage dice (i.e. 3d8 because 4d8) that round. With four or more ships, add +2 to all ship’s AC, +2 to its main attack checks and +2d damage dice.
*Increase Speed: As a bonus action, the operator can try and increase the speed of its vehicle. Make a DC15 operator check. Success increase the ship’s speed by +50% this round. A DC20+ doubles the speed this round. A failure also reduces the ship’s speed by 50% that round.
  • Move. As vehicle can move up to its base Speed in the round so long as it is not disabled, etc.
  • Raise or Lower Shields (System Operator or Vehicle Operator). As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s power systems.
  • Ram (Vehicle Operator Only). As an Action, an operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space. You can only ram a target that is larger than your vehicle or up to two sizes smaller than your vehicle. As an Action make a vehicle skill check at disadvantage against the target’s AC. This is something like an Area Attack. If the check is successful, your vehicle and the target take Collision Damage. If your vehicle survives you can either finish the rest of your movement or attempt to ‘push’ the target with your vehicle. This works like Shoving a Creature (PHB pg. 179) using the Vehicles Strength or Dexterity bonus. If the target has lost power for whatever reason, it is at disadvantage on this check.
If the attack fails, your vehicle and the targets suffer ½ the normal damage and your vehicles moves the next unoccupied space and stops (end of movement). As a reaction, the target vehicle operator can attempt to avoid this with an opposed operator’s check vs. the attacker’s check. With success it both ships only suffers ½ the damage or no damage if the attack check 'missed'.
  • Repair (System Operator). A damaged vehicle can be repaired, with time. If the vehicle is reduced to 0 hit points that also exceeded its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair non-destroyed vehicle (one reduced no lower than 1 hit points), a creature can work on it for one hour and make a DC15 Intelligence (Mechanics) check. A success repairs 1d8 + its proficiency bonus in hit points. If the vehicle is suffering any condition these apply to the skill check.
*Jury-Rig: To jury-rig damage of a non-disable vehicle requires a DC20 Intelligence (Mechanics) check and an Action of work. This restores 1d8 + proficiency bonus back in vehicle hit points. However all damage restored in this way is reapplied to the vehicle after whatever ‘scenes’ you are in end (generally at the end of combat but the GM has the final say). This can result in the vehicle being disable or even destroyed, depending on any extra damage it suffers.
You can attempt to jury-rig a ‘fix’ against some condition (like sealing a room on a submersible that is sinking and taking on water). This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds) and is a DC15 Intelligence (Mechanic) check for most situations (GM’s call).
To get a disabled/non-destroyed vehicle up and ‘limping-along’ requires a DC20 Intelligence (Mechanics) check and at least one hour of work. Success means that the vehicle will acts as if Reeling for a number of hours equal to your character level. At the end of this time the vehicle jury-rig ends (but you can keep trying to jury-rig it to keep it limping along). The GM might allow this condition to last until the vehicle can limp to some port, depending on situation.
Force Field systems that have been dropped to 0 total points it must also be repaired before the crew can attempt to restore points (see below). This is a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds). The crew can attempt to jury-rig this in ½ the time (round down, minimum 1 round) but the DC increases to 20 and failure results in the system being destroyed (requiring days to repair it, and at least one-tenth the overall vehicle’s cost in supplies).
  • Reroute Power (System Operator). A crew must make a DC15 Intelligence (Mechanics) check to remove the Reeling or Stunned condition from a vehicle (note that after the Stunned condition ends it is still Reeling). This takes a number of rounds equal to the reverse of the Vehicle size modifier (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has six rounds) to remove either condition, one step at a time. A crew can try and jury-rig the repairs in ½ the time (round down, minimum 1 round), but the DC increases to 20. Failure at jury-rigging causes a Reeling vehicle to suffer the Stunning Condition for one round (then returns to Reeling at the beginning of the operator’s next round) and can attempt to repair on the following rounds. Failure at jury-rigging causes a Stunned vehicle to suffer a number of 1d6 damage equal to ¼ the vehicle’s HD (round up) and the vehicle is still Stunned.
  • Restore Force Fields (System Operator). A crew can attempt a DC15 Intelligence (Mechanics) check to restore 5 points to a depilated Force Field, up to its maximum rating. This takes a number of rounds equal to the vehicle’s size modifier, minimum 1 round (i.e. a large vehicle requires 1 round, a colossal vehicle requires 6 rounds). For every 5 points the Mechanics check exceeds the DC the crew restores an additional +5 points to the depilated Force Field points, up to its maximum rating or reduces the time required to restore the base amount by one round. This can be combined in any order (i.e. if an operator made its check by +15 it could restore 5 points, 2 rounds earlier, etc.) Failure simply fails to restore any of the force fields rating.
  • Sensor Scans (System Operator). Scanners use both passive and active scanning to detect another ship within the same system (that is not actively hiding). The bonus is based on vehicle’s Intelligence mod and adds directly to the operator’s Intelligence (Computer Use) checks. With passive scanners assume that vehicles Senses rating is its passive perception. Active scanner is an Action to use and grants the operator advantage on its perception test but it also grants advantage (passive +5) on other vehicles to detecting it.

VEHICLE & STARSHIP DESCRIPTIONS[edit]

  • Maneuver/Attack (Man/Atk mod) is maneuver modifier apply to all piloting control and initiative checks. The Attack modifier applies only to vehicle mounted weapons and are tied into the vehicle’s computer.
  • Senses If listed as Occupant there are no special sensors and crew make normal Perception checks. If listed as ‘sensors’ add the ship’s Intelligence bonus the crews Computer Use check.
  • AC the vehicle’s base Armor Class (armor bonus plus size modifier)
  • HD the vehicle’s basic hit dice (always 1d20 per HD) and HP the vehicle’s basic hit points
  • Hardness a vehicle’s structural strength. Reduce all damage dealt by this amount (except lightsabers) and Threshold the vehicles Damage Threshold verse damage (its Strength modifier + size bonus) and SR (Shield Rating) Force Fields. Damage is subtracted from the shields first.
Note that all vehicles have Resistance from all non-Heavy Damage weapon attacks. This also applied after Shields but before Hardness is subtracted.
  • Speed the basic feet per turn along with maximum mph velocity and starship scale movement.
  • Cover bonus to all crew and passengers. For all Starships it is automatically full and not listed. For Starships it is always Full and not listed.
  • Strength bonus the basic strength bonus used to oppose tractor beams (Strength + size)
  • Abilities basic ability scores of vehicles which include Strength, Dexterity and Intelligence (for a vehicles AI).
  • Crew and Passengers the standard crew size and maximum number of passengers.
  • Cargo space in pounds or tons, Payload is for standard missiles or torpedoes carried; and Carried Vehicles is for any such carried and Consumables amount of emergency or standard food available and life support on starships.
  • Consumables is the energy that the vehicle will opperate and includes lifesupport for Starships (food, air, water, etc.)
  • Availability for Licensed, Restricted or Military restrictions
  • Cost in credits (and used cost).
  • Hyperdrive availability and standard speed for a starship.

VEHICLE EXAMPLES[edit]

Ground Vehicles[edit]

Fast Landspeeder: Small, fast and popular repulsorlift vehicles, the fast speeders are limited to rising no more than a 10 feet above any surface. Able to comfortably seats two, or uncomfortably seat four, these vehicles are also popular with many security forces for rapid transportation for agents. One of the most popular is the SuroSuub X-34.

Large Ground Vehicle (Speeder)
Man/Atk mod +3/+1; Senses occupants; AC 14 (armor +5) + pilot’s Dex or Int modifier (max +2); HD 3, HP 60; Hardness 5; Threshold 24; Speed 120 feet (max. velocity 330 mph); Cover ¾; Strength bonus +5; Abilities Str 18, Dex 18, Int 12; Crew 1, Passengers 3, Cargo 200lbs, Consumables 1 day; Availability Licensed, Cost 10,000 (2,500 used).

Heavy Landspeeder: Larger and slower than most other vehicles they are just as popular as their faster cousins for carrying small groups of passengers or moderate cargo loads (up to ten ton). Some security forces models have been modified with heavy weapons to create a light combat car.

Huge Ground Vehicle (Speeder)
Man/Atk mod -1/+1; Senses occupants; AC 14 (armor +6); HD 5, HP 100; Hardness 10; Threshold 34; Speed 60 feet (max. velocity 240 mph); Cover ¾ or full; Strength bonus +13; Abilities Str 28, Dex 12, Int 12; Crew 1, Passengers 8, Cargo 10 tons, Consumables 5 days; Availability Licensed, Cost 15,000 (7,500 used).

Individual Landspeeder: These tiny repulsorlift craft are designed to transport one person at high speeds. Rarely used by any security force, these craft are unsuited for combat.

Medium Ground Vehicle (Speeder)
Man/Atk mod +4/+1; Senses occupants; AC 12 (armor +2) + pilot’s Dex or Int modifier; HD 1, HP 20; Hardness 5; Threshold 19; Speed 120 feet (max. velocity 400 mph); Cover ½; Strength bonus +4; Abilities Str 18, Dex 18, Int 12; Crew 1, Passengers 0, Cargo 20lbs, Consumables 1 day; Availability Licensed, Cost 5,000 (2,000 used).

Speeder bikes: Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually can carrying one passenger. Speeder bikes are popular with thrill-seeking teenagers and military scouts. A typical speeder bike have a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured sidecars (+800cr for +2 passengers).

Medium Ground Vehicle (Speeder)
Man/Atk mod +7/+1; Senses occupants; AC 13 (armor +3) + pilot’s Dex or Int modifier; HD 2, HP 40; Hardness 5; Threshold 20; Speed 150 feet (max. velocity 450 mph); Cover ½; Strength bonus +5; Abilities Str 20, Dex 24, Int 12; Crew 1, Passengers 1, Cargo 20lbs, Consumables 1 day; Availability Licensed, Cost 6,750 (2,550 used).

Submersible: These small, commercial submersibles are common on every planet with large bodies of water. Used for everything from commuting to police patrol, they fill the same role as air and land speeders do, but underwater. Various manufacturers make dozens of different designs.

Large Water Vehicle (Submersible)
Man/Atk mod +0/+1; Senses occupants; AC 14 (armor +5) plus pilot’s Dex or Int modifier (max +2); HD 3, HP 60; Hardness 5; Threshold 25; Speed 30 feet (max. velocity 80 mph); Cover full; Strength bonus +7; Abilities Str 20, Dex 12, Int 12; Crew 1, Passengers 3, Cargo 80lbs, Consumables 2 days; Availability Licensed, Cost 15,000.

Swoops: Essentially a stripped down landspeeders with heavy super-charged engines, swoop are used for competitive racing. Lacking most of the controls, brake systems and other 'useless mass' of normal speeders, swoop can reach truly amazing speeds at the price of very unpredictable controls.

Large Ground Vehicle (Swoop)
Mod/Atk mod +6/+1; Senses occupants; AC 13 (armor +4) + pilot’s Dex or Int modifier; HD 2, HP 40; Hardness 5; Threshold 24; Speed 240 (max. velocity 900 mph*); Cover ¾; Strength bonus +5; Abilities Str 18, Dex 24, Int 12; Crew 1, Passengers 0, Cargo 20lbs, Consumables 1 day; Availability Licensed, Cost 18,000 (8,000 used).
* The operator is at disadvantage with any operation skill checks at speeds over 500 mph.

Tracked Transport: These huge, heavily armored transports are ideal for frontier planets to be used as cargo transports and/or living quarters for the crew.

Colossal Ground Vehicle (Tracked)
Man/Atk mod -2/+1; Senses occupants or sensors +1; AC 14 (armor +10); HD 10, HP 200; Hardness 15; Threshold 89; Speed 30 feet (max. velocity 45 mph); Cover full; Strength bonus +25; Abilities Str 48, Dex 10, Int 12; Crew 5, Passengers 200, Cargo 80 tons, Consumables 10 days; Availability Licensed, Cost 26,000 (18,000 used).

Airspeeders[edit]

Airspeeders can reach orbit but generally safety features built into the systems do not allow them to fly higher then 8,000 feet without life support systems included.

Light Airspeeder: This light, unarmed airspeeder is a reliable and serviceable craft, popular on many worlds. Seating only one additional passengers and light cargo, many use these speeder on a daily basis.

Large Air Vehicle (Speeder)
Man/Atk mod +5/+1; Senses occupants or sensors +1; AC 14 (armor +5) plus pilot’s Dex or Int modifier; HD 3, HP 60; Hardness 5; Threshold 27; Speed 270 feet (max. velocity 1,100 mph); Cover ¾; Strength bonus +7; Abilities Str 22, Dex 22, Int 12; Crew 1, Passengers 1, Cargo 500lbs, Consumables 1 day; Availability Licensed, Cost 20,000 (10,000 used).

T-16 Skyhopper: Manufactured by the Incom Corporation, this popular high-performance airspeeder is capable of sub-orbital flight. Its controls are very similar to those of Incom's popular X-Wing starfighters, making the T-16 a common flight trainer. A variant can be purchased armed with a light repeating blaster, making this craft popular with planetary law enforcement.

Huge Air Vehicle (Speeder)
Man/Atk mod +2/+1; Senses occupants or sensors +1; AC 14 (armor +6) + pilot’s Dex or Int modifier (max +2); HD 4, HP 80; Hardness 8; Threshold 34; Speed 180 feet (max. velocity 700 mph); Cover full; Strength bonus +11; Abilities Str 28, Dex 18, Int 12; Crew 1, Passengers 4, Cargo 1 ton, Consumables 2 days; Availability Licensed, Cost 30,000 (13,000 used).

Military Vehicles[edit]

AAT: The Trade Federation Armored Assault Tank is a repulsorlift vehicle designed for frontal assaults on relatively flat terrain. With a six droid crew, a heavy laser cannon turret, two linked blasters and six plasma shell launchers on the forward armor, the AAT powerful and deadly.

Huge Ground Vehicle (Speeder)
Man/Atk mod +1/+2; Senses occupants or sensors +2; AC 17 (armor +11); HD 9, HP 180; Hardness 15; Threshold 33; Speed 35 feet (max. velocity 60 mph); Cover full (crew), ½ (passengers); Strength bonus +15; Abilities Str 36, Dex 16, Int 14; Crew 4, Passengers 24 (stacked droids), Cargo 1,000lbs, Consumables 1 week; Payload 12 missiles, Availability Military, Cost not available (30,000 blackmarket).
* Due to a design flaw the AAT is vulnerable (takes double damage) from ion weapons.
Weapons: Heavy laser cannon (gunner): Damage 6d12 x2 energy, Range 1,500/8,000, AOE 10ftx10ft sphere
2 Blaster Cannons (2 gunners): Damage 3d8 x2 energy, Range 1,000/4,000, Autofire 15x15ft area
Light Repeating Blaster Cannons (pilot): Damage 3d10 energy, Range 200/1,200, Autofire 10x10ft area

Missile launcher (pilot): Damage 8d10 x2 blast, Range 2,000/10,000, AOE 60ftx60ft sphere, save 12+*

AT-ST: The All-Terrain Scout Transport is a small, two-legged walker with a two man crew and an armament of forward mounted twin fire-linked blaster cannon, fire-linked light blaster cannons in an 'ear' turret and a forward facing anti-infantry mortar launcher.

Huge Ground Vehicle (Walker -2 legs)
Man/Atk mod +2/+1; Senses occupants or sensors +1; AC 16 (armor +8) + pilot’s Dex or Int modifier (max +2); HD 6, HP 120; Hardness 10; Threshold 35; Speed 60 feet (max. velocity 90 mph); Cover full; Strength bonus +12; Abilities Str 30, Dex 14, Int 12; Crew 2, Passengers 2 (cramped), Cargo 150lbs, Consumables 2 days; Payload 12 grenades, Availability Military, Cost not available.
Weapons: Duel linked blaster cannons (pilot): Damage 4d8 x2 energy, Range 1,000/4,000, Autofire 15ftx15ft area
Duel linked E-Web blaster cannons (copilot): Damage 4d12 energy, Range 200/1,200, Autofire only 10x10ft area, DC 11+*
Grenade launcher (copilot): 5d6 blast, Range 300/1,200, AOE 30ftx30ft sphere, save DC11+*

AT-AT: An All-Terrain Armored Transport is a four legged armored walker with a crew of five, passenger capacity for forty fully armed troopers and is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.

Colossal Ground Vehicle (Walker- 4 legs)
Man/Atk mod -3/+2; Senses occupant or sensors +2; AC 18 (armor +14); HD 15, HP 300; Hardness 30; Threshold 79; Speed 30 feet (max. velocity 30 mph); Cover full; Strength bonus +25; Abilities Str 48, Dex 10, Int 14; Crew 5, Passengers 40, Cargo 1 ton, Carried Craft 5 speeder bikes or 2 AT-ST, Consumables 1 week; Availability Military, Cost not available.
Weapons: Duel Heavy laser cannons (gunners): Damage 7d12 x2 energy, Range 1,500/8,000, AOE 10ft
Blaster cannons (2) (gunners): Dmg 3d8 x2 energy, Range 1,000/4,000, Auto 15x15ft area, save DC 12+*

Scout Speeder Bike: A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for recon.

Large Ground Vehicle (Speeder)
Man/Atk mod +6/+1; Senses occupants or sensors +1; AC 13 (armor +4) + pilot’s Dex or Int modifier; HD 2, HP 40; Hardness 10; Threshold 24; Speed 180 feet (max. velocity 500 mph); Cover ½; Strength bonus +5; Abilities Str 18, Dex 24, Int 12; Crew 1, Passengers 1, Cargo 45lbs, Consumables 1 day; Availability Military, Cost 24,500.
Weapons: Blaster cannon (pilot): Dmg 3d8 x2 energy, Range 1,000/4,000, Auto 15x15ft area, save DC 11+*

Cloud Car: Designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.

Large Air Vehicle (Speeder)
Man/Atk mod +5/+2; Senses occupants or sensors +2; AC 14 (armor +5) plus pilot’s Dex or Int modifier; HD 4, HP 80; Hardness 8; Threshold 27; Speed 360 feet (max. velocity 1,800 mph); Cover Full; Strength bonus +7; Abilities Str 22, Dex 22, Int 14; Crew 2, Passengers 0, Cargo 60lbs, Consumables 2 day; Availability Military, Cost 70,000 (30,000 used)
Weapons: Dual laser cannons (2) (pilot and copilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)

STARSHIPS SPACE TRAVEL[edit]

Hyperdrive: Hyperdrive engines are what make travel between the stars possible. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization has grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For the purposes of this game, a standard Hyperdrive engine takes 24 hours plus 24 hours per additional ‘Region’ it is traveling from one point to another. Ship’s list their standard time for travel (x1, x1.5, etc.). Plotting a course through Hyperspace takes 1d6+2 minutes and requires a base DC10 Intelligence (Computer Use) check +3 for each Region plus or minus the following modifiers from the chart below which are cumulative (but minimum DC10).

The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.

For example to plot a course from Corellia, in the Core Worlds, to Ryloth, in the Outer Rim (+5), is five regions (+15), along the Corellian Run major route (-10) would have a base DC25.

Situation Modifier Situation Modifier
Major Trade route -10 Destination is Wild Space +10
Established Trade route -5 Plotting a course in 30 seconds +5
Destination is a Core World -5 Plotting a course blind +5
Destination is the Deep Core +5 Taking 3d10 x2 minutes to plot a course -5
Destinations is the Outer Rim +5 Astrigation data plot¹ -5

¹ - These are generally limited to a course plot between two specific worlds. A standard astromech droid can store 10 jump routes within its memory core while a navcomputer can hold up to 20 for the basic models. Some navcomputers also grant a bonus to their roll (listed in the ship’s descriptions).

A ship that is connected to the HoloNet can access the public jump route programs and plot such a course but it adds an hours’ time to plotting a course and only is allowed for open worlds (i.e. no secret world bases, etc.)

Failure of this check can have a number of results. Most will damage the Hyperdrive. The GM has the final say but other common occurrences are not jumping at all, etc. Generally for a basic failure the hyperdrive does not work or the jump simply failed. The crew can try again after 1d6 minutes.

For a failure of 10+ it takes some level of damage and will not function until fully repaired.

For failures of 15+ or when attempting risking hyperspace jumps the hyperdrive could be destroyed and/or the vessel might end up in a far different place than it was supposed to.

SAMPLE STARSHIPS[edit]

Star Fighters[edit]

Note that starfighers wtih Hyperdrive systems require a Droid to act as the navcomputer as they lack the size to include one normally.

Starfights also gain Advantage on its Saving Throw verse AOE in Space.

A-wing: Simply put, the A-wing was a cockpit attached to twin engines and is one of the fastest fighters ever made. Like its Clone Wars predecessor, the Eta-2, the A-wing required pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features—and the Alliance lacked the Galactic Republic's Jedi pilots. It is armed with twin laser cannons and a concussion missile launcher and boosts strong force field shields.

Huge Starfighter
Man/Atk mod +3/+3; Senses sensors +3 or Astromech; AC 14 (armor +6) + pilot’s Dex or Int mod; HD 4, HP 80, Hardness 10, SR 20, Threshold 37; Speed 450 feet (max. velocity 2,250 mph), fly 9 (starship scale); Strength bonus +14; Abilities Str 34, Dex 20, Int 16; Crew 1, Passengers 1 droid, Cargo 100lbs, Consumables 1 week; Payload 12 missiles, Availability Military, Cost 120,000; Hyperdrive x1.5 (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Missile Launcher (pilot): Damage 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC13+

ARC 170: The Aggressive Reconnaissance 170 is a large and rugged starfighter. Equipped with two forward-facing heavy laser cannons, one rear-facing laser cannons, one forward mounted proton torpedo launcher and a good shield generator, the ARC 170 is crewed by three clone troops and an astromech droid.

Gargantuan Starfighter
Man/Atk mod -1/+2; Senses sensors +2 or Astromech; AC 17 (armor +11) + pilot’s Dex or Int mod (max +2); HD 8, HP 160, Hardness 10, SR 25, Threshold 58; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +22; Abilities Str 46, Dex 16, Int 14; Crew 3, Passengers 1 droid, Cargo 200lbs, Consumables 1 week; Payload 8 torpedoes, Availability Military, Cost 86,000 used; Hyperdrive x1.5 (Astromech)
Weapons: Duel heavy laser cannons (pilot or copilot): Damage 7d12 x2 energy, Range 1,500/8,000 (3/15) AOE 10ftx10ft sphere (0)
Heavy laser cannon (rear gunner): Damage 6d12 x2 energy, Range 1,500/8,000 (3/15), AOE 10ftx10ft sphere, save DC12+*
Photon launcher (pilot or copilot): Damage 10d10 x3 energy, Range 2,000/10,000 (6/30), AOE 30ftx30ft sphere (2x2), save DC12+*

Vulture Droid Starfighter/Walker: A droid starfighter was any starfighter powered by a droid brain. They saw extensive use prior to and during the Clone Wars, particularly by the Trade Federation. The Galactic Empire would eventually create droid starfighters of its own. It is equipped with light shields, quad linked blaster cannons and a pair of concussion missile launchers.

Huge Starfighter
Man/Atk mod +2/+2; Senses sensors +4; AC 15 (armor +7) +3 pilot’s Dex (base 19); HD 4, HP 80, Hardness 10, Threshold 39; Speed 360 feet (max. velocity 1,800 mph), fly 7 (starship scale) walking 30 feet (max 30 mph); Strength bonus +16; Abilities Str 38, Dex 18, Int 14; Crew/Passengers 0, Cargo 0, Consumables 2 days; Payload 6 missiles, Availability Restricted, Cost 40,000; Hyperdrive none
Weapons: Duel laser cannons: Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Missile Launcher: Damage 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC18

Delta-7 Aethersprite: Sometimes referred to as a Jedi Starfighter, the Delta-7 was very popular with the order before the start of the Clone Wars. At that time, one was assigned to every Jedi active in the field. Armed with good shields and twin laser cannons, it is crewed by one pilot and an integrated repair or astromech droid. The ship could only acheive Hyperspace flight with the use of a Booster Hyperspace Ring unit. These were reusable and contained the fuel and power nessicary to jump to hyperspace.

Huge Starfighter
Man/Atk mod +4/+3; Senses sensors +3 or Astromech; AC 14 (armor +6) + pilot’s Dex or Int mod; HD 5, HP 100, Hardness 10, SR 20, Threshold 36; Speed 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); Strength bonus +13; Abilities Str 32, Dex 22, Int 16; Crew 1, Passengers 1 droid, Cargo 100lbs, Consumables 2 days (1 week with booster ring); Availability Military, Cost 80,000 used; Hyperdrive x1 (with booster ring; Cost 25,000), (Astromech)
Weapons: Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)

N-1 Naboo Fighter: The Nubian-1 was a popular starfighter with the government of Naboo. Developed with a good shield generator, integrated hyperdrive, two laser cannons and proton torpedo launcher, the N-1 is a powerful and dangerous addition to any planetary defense force.

Huge Starfighter
Man/Atk mod +2/+3; Senses sensor +3 or Astromech; AC 14 (armor +6) + pilot’s Dex or Int mod; HD 5, HP 100, Hardness 10, SR 20, Threshold 37; Speed 360 feet (max. velocity 1,800 mph), fly 7 (starship scale); Strength bonus +14; Abilities Str 34, Dex 18, Int 16; Crew 1, Passengers 1 droid, Cargo 100lbs, Payload 4 torpedoes, Consumables 1 week; Availability Military, Cost 90,000 used; Hyperdrive x 2 (Astromech)
Weapons: Duel Laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Photon torpedo launcher (pilot): Damage 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2)

TIE Fighter: The TIE/inceptor starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.

Huge Starfighter
Man/Atk mod +3/+2; Senses sensors +2; AC 14 (armor +6) + pilot’s Dex or Int mod; HD 3, HP 60, Hardness 10, Threshold 37; Speed 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); Strength bonus +14; Abilities Str 34, Dex 20, Int 14; Crew 1, Passengers 0, Cargo 20lbs, Consumables 2 days; Availability Military, Cost 60,000 (25,000 used); Hyperdrive none
Weapons: Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)

Y-Wing: The BTL Y-wing starfighter, built by Koensayr Manufacturing, was a mainstay of the Alliance Starfighter Corps. It was often used as an assault bomber to attack enemy capital ships directly in conjunction with later B-wings.

Gargantuan Starfighter
Man/Atk mod +0/+3; Senses sensors +3 or Astromech; AC 18 (armor +12) + pilot’s Dex or Int mod (max +2); HD 8, HP 160, Hardness 10, SR 25, Threshold 56; Speed 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); Strength bonus +20; Abilities Str 42, Dex 18, Int 16; Crew 2, Passengers 1 droid, Cargo 180lbs, Consumables 1 week; Payload 10 torpedoes, Availability Military, Cost 135,000 (60,000 used); Hyperdrive x1 (Astromech)
Weapons: Duel Laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Duel Ion Cannon (copilot): Damage 4d12 x2 ion, Range 1,800/12,000 (4/20)
Photon torpedo launcher (copilot): Dmg 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*

X-Wing Series Fighter: The X-wing carries four fire-linked laser cannons and proton torpedo launcher. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing’s mission profile. The good shielding provides some protection for the pilot and droid.

Gargantuan Starfighter
'Man/Atk mod +2/+3; Senses sensors +3 or Astromech; AC 16 (armor +10) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency; HD 6, HP 120, Hardness 10, SR 15, Threshold 56; Speed 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); 'Strength bonus +20; Abilities Str 42, Dex 22, Int 16; Crew 1, Passengers 1 droid, Cargo 120lbs, Consumables 1 week; Payload 6 torpedoes, Availability Military, Cost 150,000 (65,000 used); Hyperdrive x1 (Astromech)
Weapons: Quad Laser cannons (pilot): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)
Photon torpedo launcher (pilot): Dmg 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*

Z-95 Headhunter: An older design, but a very effective one, the Z-95 Headhunter is still a respected starfighter. Equipped with two fire-linked laser cannons, a missile launchers and light shielding, the Headhunter is a deadly single pilot fighters.

Huge Starfighter
Man/Atk mod +3/+2; Senses sensors +2; AC 14 (armor +6) + pilot’s Dex or Int mod; HD 6, HP 120, Hardness 10, SR 10, Threshold 38; Speed 330 feet (max. velocity 1,650 mph), fly 7 (starship scale); Strength bonus +15; Abilities Str 36, Dex 20, Int 14; Crew 1, Passengers 0, Cargo 100lbs, Consumables 2 days; Payload 12 missiles, Availability Military, Cost 50,000 used; Hyperdrive none
Weapons: Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Missile Launcher (pilot): Dmg 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC12+*
* these Save DC for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.

Transports and Freighters[edit]

Consular Class Cruiser: This flexible ship is designed for use in multiple roles. It has been used principally as a diplomatic vessel, but these craft have also been equipped as light corvettes for Republic law enforcement, remodeled as troop transports and even modified as command and control ships. Equipped with solid shielding and designed for a minimum crew, the Consular class can support up to eight crewmembers and sixteen passengers with a standard configuration.

Colossal Transport
Man/Atk mod -4/+2; Senses sensors +2; AC 14 (armor +10) + pilot’s Dex or Int mod (max +2); HD 13, HP 260, Hardness 15, SR 25, Threshold 76; Speed 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); Strength bonus +22; Abilities Str 42, Dex 14, Int 14; Crew 2 (minimum; 8), Passengers 16, Cargo 20 tons, Consumables 2 months; Payload 18 missiles, Availability Licensed, Cost 100,000 used; Hyperdrive x1.5 (navcomputer; +2 bonus), backup x10
Weapons: 2 Heavy laser cannons (2; gunners): Damage 6d12 x2 energy, Range 1,500/8,000 (3/15) AOE 10ft sphere (0), save DC 12+*
Missile launcher (gunner): Dmg 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), DC 12+*

Lambda-class T-4 Shuttle: also known as an Imperial Shuttle, the T4 is a standard light utility craft in common use throughout the Imperial military, used as a transport for troops and high ranking individuals.

Colossal Transport
Mod/Atk mod -3/+3; Senses sensors +3; AC 14 (armor +14) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 77; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +23; Abilities Str 44, Dex 12, Int 16; Crew 6 (minimum 2), Passengers 20, Cargo 80 tons, Consumables 6 months; Availability Military, Cost not for sale (black market 150,000); Hyperdrive x1 (navcomputer; +2 bonus), backup x10
Weapons: Duel laser cannons (2; copilot and gunner): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)

YT-1000 Light Freighter: A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a quad-laser turret.

Colossal Transport
Man/Atk mod -6/+2; Senses sensors +2; AC 12 (armor +8) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 76; Speed 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); Strength bonus +22; Abilities Str 42, Dex 10, Int 14; Crew 2, Passengers 6, Cargo 100 tons, Consumables 2 months; Availability Licensed, Cost 100,000 (25,000 used); Hyperdrive x2 (navcomputer), backup x12
Weapons: Quad laser cannons (gunner turret): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)

YT-2400: another popular freighter with haulers the 2400 series has an upgraded sublight and hyperdrive engine systems for faster travel another with a larger cargo hold.

Colossal Transport
Man/Atk mod -5/+2; Senses sensors +2; AC 12 (armor +8) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 58; Speed 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); Strength bonus +24; Abilities Str 46, Dex 12, Int 14; Crew 2, Passengers 6, Cargo 150 tons, Consumables 2 months; Availability Licensed, Cost 150,000 (75,000 used); Hyperdrive x1.5 (navcomputer; +1 bonus), backup x12
Weapons: Quad laser cannons (gunner turret): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)

YV-100: The YV-100 light freighter was the first of the Corellian Engineering Corporation’s YV series starships released in the era surrounding the rise of the Galactic Empire. Its 200 foot-long frame housed enough room to hold 450 cubic yards of cargo, as well as other vital starship systems, including the hyperdrive, weaponry, and living arrangements. On the exterior, the ship resemble CEC’s YT series line in the rear portion— this design feature was due to the influence of the popular YT series already on the market which the designers brought along. The body also featured a long, slender forward portion—a trademark to the future ships of the YV series.

Colossal Transport
Man/Atk mod -6/+2; Senses sensors +2; AC 12 (armor +12); HD 15, HP 300, Hardness 15, SR 15, Threshold 81; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +27; Abilities Str 52, Dex 10, Int 14; Crew 8, Passengers 10, Cargo 450 tons, Consumables 2 months; Availability Licensed, Cost 190,000 (100,000 used); Hyperdrive x2 (navcomputer), backup x12
Weapons: Duel laser cannons (2; gunner turrets): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
* these Save DC for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.

Capital Starships[edit]

Imperial I Star Destroyer: Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.

Levitation Capital Destroyer
Man/Atk mod -10/+5; Senses sensors +5; AC 16 (armor +18); HD 105, HP 2,100, Hardness 25, SR 75, Threshold 211; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +63; Abilities Str 102, Dex 14, Int 20; Crew 37,00, Passengers 9,7,000 troops, Cargo 36,000 tons, Consumables 6 years, Carried Craft 72 TIE Fighters, 8 Lambda-class shuttles, 20 AT-AT & 30 AT-ST Walkers, other craft as needed; Availability Military; Hyperdrive x1.5 (navcomputer; +2 bonus), backup x8
Weapons: Quad Turbolaser cannon (12; 3 per flank) (gunners): Damage 8d12 x4 energy, Range 3,000/15,000 (8/40), AOE 15ftx15ft sphere (1), save DC15+*
Turboion cannon (16; 4 per flank) (gunners): Damage 5d10 x4 ion, Range 2,000/10,000 (5/20) AOE 15ftx15ft sphere (1), save DC15+*
Duel Turboblaster cannons (8; 2 per flank) (gunners): Damage 6d8 x4 energy, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+*
Duel laser cannons (32; 8 per flank) (gunners): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25)
* these Save DC for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.

THE ENVIROMENT HOUSERULES[edit]

ATMOSPHERE

Vacuum: Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), then every round it suffers 1d6 hit points of damage and must make a DC15 Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a DC15 Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).

The victim recovers back hit points and exhaustion per regular means in normal atmosphere.

Thin: Thin atmospheres have little breathable oxygen, and the pressure can cause physical trauma as blood vessels expand and rupture. Creatures require pressurized space suits to operate safely in a Thin atmosphere. Creatures without a space suit require a DC15 Constitution save every 5 minutes of exposer. Heavy activity can increase save to every minute or every round of combat like activity. Failure causes a level of exhaustion. This can lead to death.

The victim recovers back exhaustion lost every 10 minutes in standard atmospheric pressure.

Normal: Standard atmospheres have no special effects. Types in-between Normal and Thin or Dense may also exist. Use whatever condition is closest but either extend the time before requiring a save and/or decrease the DC of the save. Up to a max of 4 levels of exhaustion.

Dense: Dense atmospheres have a higher pressure than standard and are generally not as difficult time breathing as in a thin atmospheres. A being must wear some sort of breathing apparatus or make a DC15 Constitution save every 30 minutes or 5 minutes with heavy activity. Failure results in one level of exhaustion. This exhaustion can kill the subject.

Victims recover this exhaustion every 10 minutes if returned to standard atmospheric pressure.

Hazardous: Certain toxins and gaseous content of a Hazardous atmosphere do not support healthy life. This can include hostile planets or wastelands or some natural toxic atmospheric conditions. A creature without some kind of breathing apparatus or make a DC10-20 (depending on severity; GM’s call) Constitution save every round (or minute or hour for less toxic environments) or suffer an exhaustion level that can lead to death. Any failed save also imposes the Poisoned condition onto the target. This condition is not removed until all of the subject’s exhaustion have been removed.

Victims recover this exhaustion every 10 minutes if returned to standard atmospheric pressure.


GRAVITY

Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws. In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations.

  • Super-Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ¼ normal (round Speed to the nearest 5ft base).
  • Heavy G: Carrying capacity, lifting, leaping distances and Speed are all ½ normal (round Speed to the nearest 5ft base).
  • Low G: Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
  • Micro-G: Carrying capacity, lifting, leaping distances and Speed are doubled over normal.

Zero-G Effects: Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. A creature can spend its Action and make a DC12 Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface. Unless a creatures is anchored in this or some other way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage. When attacking with non-recoilless weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature can attempt a DC15 Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling.


OTHER HAZARDS

COLD WEATHER

Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a DC15 Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For 0° F or below, this save is at disadvantage. These rolls assume the creature is wearing winter clothing or all-weather cloak or a wetsuit if underwater. If not increase to DC20. Advanced arctic suits ignore the basic condition and grant advantage on the save between 0° F to -40° F then standard saves and finally at disadvantage on saves down to -80° F.

Below this, without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. The Void of space is colder but this value works.


EXCESSIVE HEAT

Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 32° C degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make DC15 Constitution check every four hours (an all-weather cloak grants advantage with this save), add +2 to the DC if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the DC for every 5° over 90° F. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature. The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.


PRESSURE

Pressure can come from dense atmospheres on some alien worlds or being deep underwater. High atmospheric pressure requires a DC10 Constitution saving throw every hour or suffer a level of exhaustion. Extreme pressure, such as from high-g maneuvers in flight, increase this to DC15 each round. Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a DC15. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a DC20 or suffer 3d6 damage (½ if you saved) that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a DC25 or suffer 5d6 damage (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.

You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done one level per long rest.


RADIATION

There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0. Dangerous levels of radiation require a DC12 save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a DC15 save every minute or suffer 2d6 hit points of damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a DC15 save but every round or suffer 3d6 hit points of damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the Poisoned condition onto the subject.

You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The poisoned condition is not removed until you have restored you maximum hit points to full.

The void of space is considered to have a Dangerous levels of radiation.

GM NPC CREATION[edit]

Creating Non-Heroics, Creatures and Constructs.

NONHEROIC CHARACTERS

Game Rule Information

Hit Dice: at each level non-heroic characters gain 1d4 hit points + constitution modifier.
Destiny Points: Non-heroic do not gain Destiny Points.
Damage Threshold: Non-heroics do not add their proficiency bonus to their threshold.
Proficiency Bonus: As per normal level bonus.

PROFICIENCIES

Armor and Weapons: Simple Weapons plus one either of Heavy Weapons, Martial Weapons, Pistol, Rifle, or Light Armor or Medium Armor
Skills: Any two of choice.
Saving Throws: Non-heroic start with proficiency in none.
Backgrounds: instead of picking a background, nonheroic characters gain an additional two Skills or any of the Proficiencies listed above or one saving throw proficiency. Droid pick a degree and gain all skills and proficiencies listed.

CREATURES AND NPC CONSTRUCTS

See DMG and MM for basic creature construction and abilities. Updated Beast Size…

Size Base AC Attack Damage STR CON DEX Stealth Intimidate DMG THD
Fine 10 1 -8 -8 +12 +10 -10 -5
Tiny 10 1d2 -4 -4 +8 +5 -5 -2
Small 10 1d4 -2 -2 +4 +3 -3 +0
Medium 11 1d6 +0 +0 +0 +0 +0 +0
Large 12 1d10 +4 +4 -2 -3 +3 +2
Huge 13 2d8 +8 +8 -4 -5 +5 +5
Gargantuan 14 3d10 +12 +12 -6 -10 +10 +10
Colossal 15 4d12 +16 +16 -8 -20 +20 +20

For a Creatures Base AC (Armor Class) and Attacks Damage, this is very basic levels and before ability modifiers. Predator animals might increase the damage step by one or two or add multiple dice. Herd defensive animals might have a higher base AC or Dexterity but lower base attack damage.

Some Examples of Special Species Traits…

Aerial: creatures have advantage on Dexterity (Initiative) skill checks.
Aquatic: creatures cannot drown in water. Advantage on Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the creature treats these rolls at if they rolled a 10. They also gain Low-Light Vision (see Species notes about)
Arctic: advantage on Wisdom (Perception) and (Survival) skill checks but only in cold/artic environments. They have advantage when using Strength checks vs. grapple.
Desert: advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
Subterranean: creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 120 feet. Might also have Termersense or Blindsense.