Editing
StarWars for 5ed
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== GEAR AND EQUIPMENT == 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, treat as Heavy Damage and after modifiers have been applied, double the damage compare to the devices Damage Threshold to impose the Reeling condition only (i.e. the device does not suffer double damage). * Necrotic - this damage also reduces the target's Maximum Hit Points by the same amount of damage it deals. The Maxmium Hit Points must be healed seperatly from Hit Dices (as Healing Hit Points, and before the Maximum Hit Point total can be 'healed' the target cannot heal this damage). * Reload – it requires a Bonus action or an Action reload a spent power cell (listed as ‘pc’; wielder’s choice). For non-power cell reloads are as per PHB and take 1 round to reload for each shot/use with the weapon. * Stun Setting and Stun Only – many weapons can be ‘set to stun’ to deal non-lethal attack. 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 the end of its next turn 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 at the end of its turn. 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=== '''ADVANCED MELEE WEAPONS'''</br> ''All Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''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. |- | Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, reload, 2-handed |- | Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round. |- | 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. |- |}</font size> '''EXOTIC MELEE WEAPONS'''</br> ''Power Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Atlati || 50 || 2d6 bludgeoning || 3 || Rare. Loading, thrown (range 50/150). |- | Cesta || 100 || 2d6 bludgeoning || 5 || Rare. 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. |- |} </font size> '''EXOTIC RANGED WEAPONS''' <font size=1> {| class="wikitable" border="0" |- | '''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, wrist-mounted** || 1,000 || 3d6 fire || 5 || Restricted. Ammo (range 50ft for AOE 10x10ft sphere or range 0 w/ AOE 5x30ft line), reload (pc 10) |} </font size> : * 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. '''HEAVY WEAPONS'''</br> ''All heavy weapon ranges are 500/2,000 feet.''</br> ''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).'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Blaster cannon || 4,000 || 4d12 energy || 50 || Military. Ammo, fixed, heavy, heavy damage, reload (pc 10). |- | Blaster, E-Web repearter || 8,000 || 3d12 energy || 100 || Military. Ammo, heavy autofire, fixed/mounted only, 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, heavy damage, reload (1 missile**), 2-handed. |- |} </font size> : * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types. '''LIGHTSABERS'''</br> ''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage. Lightsabers can of course parry another lightsaber.''</br> ''Lightsabers are not mass produces and general require Force Sensitive and some training to use properly. They are 'powered' by "kyber crystal" and generally don't run out or power and need recharge or replacement for years if ever. If they are removed the lightsaber does not function.'' <font size=1> {| class="wikitable" border="0" |- | '''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. |- |} </font size> : * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.'' [[File:SWD5.blaster.jpg | 350px | left]] '''PISTOLS'''</br> ''All Pistols have a range of 50/300 feet''</br> ''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.'' <font size=1> {| class="wikitable" border="0" |- | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' |- | Blaster pistol || 500 || 3d6 energy || 2 || Restricted. Ammo, light, reload (pc 50), stun setting. |- | Blaster pistol, heavy || 750 || 3d8 energy || 5 || Military. Ammo, heavy, reload (pc 25), 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 25), stun setting. |- | Ion pistol || 250 || 3d6 ion || 2 || Ammo, light, reload (pc 50) |- | Stun Pistol || 200 || 3d6 energy || 2 || Ammo, light, reload (pc 50), stun only |- |} </font size>'' '''RIFLES'''</br> ''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)'' <font size=1> {| class="wikitable" border="0" |- | '''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 || 3d8 ion || 8 || Ammo, heavy, reload (pc 100), 2-handed. |- | Distrupter (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. |- |} </font size> : * ''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'''</br> ''Power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.'' <font size=1> {| class="wikitable" border="0" |- | '''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. |- |} </font size> '''SIMPLE RANGED WEAPONS'''</br> ''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).'' <font size=1> {| class="wikitable" border="0" |- | '''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 |- |} </font size> : * ''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 === <font size=1> {| class="wikitable" border="0" | '''Name''' || '''Cost''' || '''ARC''' || '''Stealth''' || '''Str Min''' || '''Wt.''' |- | '''''LIGHT ARMOR''''' |- | Blast helmet and vest || 300 || 12 + Dex or Int mod || -- || -- || 5 |- | Battleframe* || 3,000 || 12 +Dex or Int mod || -- || -- || 20* |- | Flight suit, padded || 2,000 || 13 +Dex or Int mod || -- || -- || 10 |- | Duraweave Jacket or Longcoat || 500 || 13 +Dex or Int mod || -- || -- || 5 |- | Combat Armor || 750 || 14 +Dex or Int mod || -- || -- || 15 |- | Flight suit armored || 3,000 || 14 +Dex or Int mod || Disadvantage || 10 || 20 |- | Scout Trooper Armor || 5,000 || 15 +Dex or Int mod || -- || 10 || 20 |- | '''''MEDIUM ARMOR''''' |- | Ceremonial armor || 2,000 || 15 +Dex or Int mod (max +2) || -- || 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 || 14* || 50* |- | 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 |- |} </font size> : * - ''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 === 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). :'''Datacard''' (various subjects). Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost and time to access the information (10-1,000cr. 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 (250cr, Wt. ½lb). :'''Holoprojector, personal'''. Handheld or wrist mounted personal hologram comlink 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). DRIODS</br> 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: 10,000 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) [[File:SWD5.droid3.jpg | right]] :'''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) ILLEGAL ITEMS</br> These items help the Thievery skill at various tasks. :'''Forgery Kit'''. Criminal device to making Fake IDs and/or security credentials. Allows the Thievery skill to be used to make fake ID etc. (750cr, Wt. 4lbs) (Illegal) :'''Security kit'''. A illegal device that allows one to bypass security locks. This allow the use of the Thievery skill to by pass high tech security systems like locks. (750cr, Wt. 3lbs) (Illegal) :'''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). 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) (400cr, Wt. 15lbs) :'''Space suit'''. Bulky sealed coveralls that provide vacuum life support for 24 hours. The wearer is at Disadvantage with Stealth and its max Dex or Int mod that can be added to their AC is +2. Provides full immunity except Extreme Radiation and resistance to such damage (250cr, 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). :'''Eagle Eye-I Contacts'''. These contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Wisdom (Perception) skill including Passive Perception, and come in a variety of colors. (500cr, Wt. nil) :'''Eagle Eye-II –Night Visor'''. These goggless provide a +2 to vision-based Wisdom (Perception) skill and Low Light Vision (see new senses under Species) and Darkvision out to 30ft range. (750cr, Wt. 2lbs) :'''Macrobinoculars'''. A electronic advanced binoculars that allows the viewer to see to the horizon with computre enhanced clearity. Includes a range finder and Darkvision options within but somewhat focused or limited field of vision. Add +2 to Perception check and ignore range when looking at subjects through them. (300cr, Wt. 2lbs) :'''Grapple Gun'''. A grapple gun can fire a line up to 100 feet and then can lift up to 1,000lbs at 30 feet a round. (250cr, Wt. 5lbs). There is a upgrade of this used by bounty hunters and law enforcement. The '''wrist grappler''' can hit a target up to 30 feet away and attempt to grab a Medium sized target or smaller. They count as Simple weapon as a Ranged Weapon Attack as an Action. If you hit you can attempt to Grapple the target as normal with a +2 equipment bonus. If you win you can also draw them towards you at 10 feet a round as an Action. (600cr, Wt. 2lbs) :'''Helmet Package'''. Various updates can be added to a armored helmet (or into a set of basic goggles that cost 50cr and Wt. 2lbs). The upgrades include Hands-Free Comlink (Cost 75cr, +¼lb), Low-Light Vison (Cost 250cr, +½lb), Darkvision 30ft (Cost 250cr, Wt. +½lb), Eagle-Eye Upgrade (+2 to vision-based Perception checks; Cost 250cr, +½lb), Audio-Enhancers (+2 to hearing-based Perception checks; Cost 250cr, +½lb) :'''Power Cells'''. An standard powercell costs 20 credits, weigh ¼lb and can power most common devices for 48 hours (or much longer, like weeks or years) before requiring recharge. This takes about 10 minutes. Powercells for most advanced weapons cost 50 credits, weigh ½lb and take around 20 minutes to recharge. Heavy Weapons require larger dedicated powercells that cost 100 credits, weigh 2lbs and take an hour to recharge. :'''Repair Kit'''. With advanced minituration and univerial tooling, a repair kit can be used to fix almost any piece of tech from droids to hyperdrive systems. (500cr, Wt. 10lbs) :'''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) :'''Scope'''. A scope can be added to any Pistol or Rifle type weapon. It allows the user to ignore disadvantage with long-ranged attacks with the weapon when the user takes the 'Aim' maneuver. (100cr, +1lbs) :'''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 === 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). [[File:StarWars.Cyborg.jpg | 400px | left]] 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. Cost 500cr and Strain 1. * '''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 Filter Upgrade''' (2 level): the first level include toxic filtration system are implanted into the subjects’ nasal cavities and lungs granting +4 equipment bonus to saves vs. inhaled toxins or gases. Cost 1,000cr and Strain 1. The upgraded 2nd level replaces part of the target's lung and replace them with internal oxgyen (or the native atmosphere of the species) allowing them to not need to breath for 2 hours. Cost 2,500cr and Strain 2. * '''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).
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information