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==== Civilians ==== Civilians fulfill all the other non-adventuring jobs that keep the Republic (and Empire) running. The following are only a few that the heroes might encounter… '''BUREAUCRAT''', ''Medium sized humanoid nonheroic 3''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 12 (unarmored)</br> '''Hit Points''' 8 (3d4), '''Damage Threshold''' 15 (recover +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 10, CON 10, INT 14 (+2), WIS 12 (+1), CHA 12 (+1)</br> '''Proficiencies''' Simple, Pistol</br> '''Skills''' Computer Use +6, Galactic Lore +4, Insight +3, Intimidate +3</br> '''Feats''' Frigging Love Science (advantage w/various skills), Skill Expertise (Computer Use)</br> '''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native</br> '''Extra Gear''': Datapad with various disks of official records, laws and regulations, Uniform.</br> Administrators and bureaucrats are common in all eras often times causing trouble for the heroes as they have to cut through red tape to find some important information or piece of equipment or dock their ship.</br></br> [[File:SWD5.Doctor.jpg | 300px | left]] '''DOCTOR''', ''Medium sized humanoid nonheroic 7''</br> '''Dark Side''' 0 or 1d12</br> '''AC''' 11 (unarmored)</br> '''Hit Points''' 18 (7d4), '''Damage Threshold''' 15 (recover +3)</br> '''Speed''' 30 feet</br> STR 10, DEX 11, CON 11, INT 13 (+1), WIS 16 (+3), CHA 14 (+2)</br> '''Proficiencies''' Simple weapons, Pistols</br> '''Skills''' Computer Use +4, Galactic Lore +4, Insight +6, Medicine +9, Nature +4, Perception +6, Technology +4</br> '''Feats''' First Aid (can remove reeling or stun from adjacent ally same DC, use of medical kit heals 1d6+ 9+ creatures level, when stabilizing a check 20+ restore target to 1HP), Medic (advantage w/HD rolls short or long rest and add +6 to each HD, can restore spent HD with medicine check DC10+, two if 20+), Skill Expertise (Medicine), Surgical Expertise</br> '''Senses''' ''passive'' perception 16; Languages Basic, native plus two more</br> '''Extra Gear''': Medical Pack, Stimpac (2), Uniform.</br> The doctor is a trained professional in treating wounds and illness and can perform surgeries. Many are pacifist.</br></br> '''MERCHANT''', ''Medium sized humanoid nonheroic 5''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 11 (unarmored)</br> '''Hit Points''' 12 (5d4), '''Damage Threshold''' 15 (recover +1)</br> '''Speed''' 30 feet</br> STR 11, DEX 12 (+1), CON 10, INT 12 (+1), WIS 12 (+1), CHA 17 (+3)</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Deception +6, Galactic Lore +4, Insight +7, Perception +4, Persuasion +9</br> '''Feats''' Skill Expertise (Insight, Persuasion), Skill Proficiencies (Galactic Lore)</br> '''Senses''' ''passive'' perception 14; Languages Basic, native plus two more</br> '''ACTIONS'''</br> '''''Holdout Blaster Pistol''''' (6 pc). Range weapon attack: +4 to hit, one target; Hit: 3d4+1 energy</br> '''Extra Gear''': Datapad, various goods to sell.</br> Everyone needs to buy “stuff” and there are different sellers for everything and anything. These are your more common legal traders but they might have something “special” on the side for the right client.</br></br> '''SCIENTIST''', ''Medium sized humanoid nonheroic 8/Noble 1''</br> '''Density Points''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br> '''AC''' 19 (unarmored)</br> '''Hit Points''' 24 (8d4/1d6, Second Wind 1d6+1), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 12 (+1), CON 10, INT 18 (+4), WIS 12 (+1), CHA 10</br> '''Saves''' Intelligence +8</br> '''Proficiencies''' Pistol, Simple weapons</br> '''Skills''' Computer Use +8, Investigation +12, Mechanic +8, Medicine +5, Nature +8, Perception +5, Technology +12</br> '''Feats''' Do Science on it (expertise with int or wis skill you don’t have it with), Frigging Love Science (advantage w/ various skills), Science Not Soldier (disengage action allows on ranged attack but ½ damage), Skill Expertise (Investigation, Technology)</br> '''Talant''' Flash of Genius (can re-roll one failed skill check and take the better)</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, native plus two more</br> '''ACTIONS''' </br> '''''Sport Blaster Pistol''''' (25 pc). Range weapon attack: +5 to hit, one target; Hit: 3d4+1 energy (stun setting)</br> '''Extra Gear''': Datapad with various chips of info, Hand Scanner, civilian cloths and robes.</br> The scientist is a brilliant investigator and leader in her field, but they can be arrogant and introverted. Their work is all that really mattetrs to them.</br></br> [[File:SWD5.Guard.jpg | 250px | right]] '''SECURITY AND ENFORCER''', ''Medium sized humanoid nonheroic 3''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 15 (combat jumpsuit ACR 14, +2 to threshold)</br> '''Hit Points''' 16 (3d4), '''Damage Threshold''' 18 (recover +1)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 10, WIS 12 (+1), CHA 12 (+1)</br> '''Proficiencies''' Simple, Pistol; Light armor</br> '''Skills''' Drive (or Pilot) +3, Insight +3, Perception +3</br> '''Feats''' Menacing Attack (bonus after successful hit, target must make Cha save vs. damage or be frightened start of next turn), Toughness</br> '''Senses''' ''passive'' perception 13; Languages Basic plus native</br> '''ACTIONS'''</br> '''''Stun Pistol''''' (100 pc). Range weapon attack: +3 to hit, one target; Hit: 3d6+1 stun only</br> '''''Stun Baton''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit: 3d8 stun damage, touch attack.</br> '''Extra Gear''': Uniform, Binder Cuffs (at least one set of small, medium and large), Cylinder code, Short-range comlink, Utility belt.</br> Secruity guards and local enforcers tend to be on the low-end of protection and enforcement, dealing mostly with petty criminals and misdemeanor crimes</br></br> '''TECHNICIAN''', ''Medium sized humanoid nonheroic 3/Scout 2''</br> '''Destiny Points''' 2, '''Dark Side''' 0 or 1d6</br> '''AC''' 17 (unarmored)</br> '''Hit Points''' 26 (3d4/2d8, Second Wind 1d8+3), '''Damage Threshold''' 19 (recover +4, beginning)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 10, CHA 10</br> '''Saving Throws''' Constitution +4</br> '''Proficiencies''' Simple, Pistol</br> '''Skills''' Computer Use +5, Investigation +5, Mechanic +8, Technology +8, Thievery +5</br> '''Feats''' MacGyver (tech check to create some useful equipment), Shake It Off, Skill Expertise (Mechanic, Technology), Technical Expertise (can improve basic equipment with Mechanic/Tech check)</br> '''Talents''' Jury-Rigger (jury rig fixes don’t go away at end of scene)</br> '''Senses''' ''passive'' perception 10; Languages Basic plus native</br> '''ACTIONS'''</br> '''''Sporting Blaster Pistol''''' (25 pc). Range weapon attack: +3 to hit, one target; Hit: 3d4+2 energy</br> '''Extra Gear''': Short-range comlink, Repair kit, Security kit, Utility belt, Coverall work-cloths.</br> Equipment breaks down or can be damaged. Or sometimes you want something special or upgraded. That’s where a technician comes in. If you can afford their talents.</br></br> '''WEALTHY NOBLE''', ''Medium sized humanoid Nonheroic 7/Noble 3''</br> '''Density Points''' 1 (1d4+1), '''Dark Side''' 1d10</br> '''Armor Class''' 17 (unarmed)</br> '''Hit Points''' 32 (HD 7d4/3d6; Second Wind 1d6+3), '''Damage Threshold''' 19 (recover +0)</br> '''Speed''' 30 feet</br> STR 10, DEX 13 (+1), CON 10, INT 15 (+2), WIS 10, CHA 18 (+4)</br> '''Saving Throws''' Charisma +8</br> '''Proficiencies''' Pistol, Simple Weapons</br> '''Skills''' Computer Use +5, Deception +8, Galactic Lore +5, Gambling +12, Insight +4, Persuasion +8</br> '''Feats''' Cutting Words (Intimidate vs. Insight, if target fails at disadvatnage next attack), Sidestep (reaction from ranged attack just hit you, minus 1d10+11 damage), Skill Expertise (Gambling), Skill Proficiency (Insight), Suspiceious (advantage against charm), Weapon Proficiency (Pistols)</br> '''Talents''' Connections, Wealth</br> '''Senses''' passive perception 10; '''Languages''' Basic, native plus two more</br> '''ACTION'''</br> '''''Hold-Out Blaster Pistol''''' (6 pc). Ranged weapon attack +5 to hit, one target; Hit: 3d4+2 energy, Range 150/300ft</br> '''Extra Gear''': lots of money, manor house of some form, servants (both droid and other)</br> A wealthy aristocrat with an acient lineage or ideal rich of new 'family money'. Spends most their time gambling and enjoying life. Might sponsour a group for various missions and quests.
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