Editing StarWars for 5ed
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[[File:StarWar_art.jpg]] | [[File:StarWar_art.jpg]] | ||
− | == STAR WARS SAGA | + | == STAR WARS (SAGA) FOR 5ED == |
− | 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 | + | 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 == | + | == BASIC HOUSERULES FOR 5ed == |
− | '''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. | + | '''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.). | |
− | |||
− | Your Heroic Class Level bonuses are the bonuses you can only gain at that Heroic Character class level (if you multi-class | ||
{| class="wikitable" | {| class="wikitable" | ||
− | | ''' | + | | '''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 | ||
+ | |- | ||
+ | |- | ||
+ | |- | ||
+ | |colspan="4"| | ||
+ | |} | ||
− | '''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. | + | '''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. | ||
+ | T'''alents''': 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. | '''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. | '''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 | + | *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. | *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. | *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. | ||
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'''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). | '''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''': | + | '''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. | '''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. | ||
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=== Dark Side Score and Falling to the Dark Side === | === Dark Side Score and Falling to the Dark Side === | ||
− | |||
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. | 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. | * '''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. | ||
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'''Feat''': all characters gain a feat at 1st level character creation.</br> | '''Feat''': all characters gain a feat at 1st level character creation.</br> | ||
'''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br> | '''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br> | ||
− | |||
===Species Traits=== | ===Species Traits=== | ||
NOTE new Senses, in addition to those found on PHB pg. 183. | NOTE new Senses, in addition to those found on PHB pg. 183. | ||
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* '''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. | * '''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''' | + | '''HUMAN SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br> | '''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br> | '''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br> | ||
'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br> | '''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br> | ||
− | '''Outgoing''': You gain + | + | '''Outgoing''': You gain +1 Destiny Point over the standard Destiny Points each level.</br> |
''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br> | ''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br> | ||
− | + | '''BOTHAN SPECIES TRAITS'''</br> | |
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− | '''BOTHAN SPECIES TRAITS''' | ||
'''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)</br> | '''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Bothese.</br> | ''Languages'': you can speak, read and write in Basic and Bothese.</br> | ||
− | '''CATHAR SPECIES TRAITS''' | + | '''CATHAR SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br> | '''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br> | ||
'''Medium Sized and Speed''': base 40 feet.</br> | '''Medium Sized and Speed''': base 40 feet.</br> | ||
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''Languages'': you can speak, read and write Basic and Catharese.</br> | ''Languages'': you can speak, read and write Basic and Catharese.</br> | ||
− | '''CEREAN SPECIES TRAITS''' | + | '''CEREAN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br> | '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Cerean.</br> | ''Languages'': you can speak, read and write in Basic and Cerean.</br> | ||
− | '''CHISS SPECIES TRAITS''' | + | '''CHISS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br> | '''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in both Basic and Cheunh.</br> | ''Languages'': you can speak, read and write in both Basic and Cheunh.</br> | ||
− | '''DEVARONIAN SPECIES TRAITS''' | + | '''DEVARONIAN SPECIES TRAITS'''</br> |
'''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma</br> | '''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Devaronese.</br> | ''Languages'': you can speak, read and write in Basic and Devaronese.</br> | ||
− | '''DUG SPECIES TRAITS''' | + | '''DUG SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br> | '''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br> | ||
'''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.</br> | '''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.</br> | ||
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''Languages'': speak, read and write Dug.</br> | ''Languages'': speak, read and write Dug.</br> | ||
− | '''DUROS SPECIES TRAITS''' | + | '''DUROS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br> | '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''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.</br> | ''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.</br> | ||
− | '''EWOK SPECIES TRAITS''' | + | '''EWOK SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br> | '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br> | ||
'''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.</br> | '''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.</br> | ||
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''Languages'': you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.</br> | ''Languages'': you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.</br> | ||
− | ''' | + | '''GAMORREANS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br> | '''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.</br> | ''Languages'': You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.</br> | ||
− | '''GAND SPECIES TRAITS''' | + | '''GAND SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br> | '''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br> | ||
'''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. | '''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. | ||
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''Languages'': You can speak Gand and Basic.</br> | ''Languages'': You can speak Gand and Basic.</br> | ||
− | '''GRAN SPECIES TRAITS''' | + | '''GRAN SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br> | '''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
'''Darkvision''': Grans have darkvision out to 60 feet.</br> | '''Darkvision''': Grans have darkvision out to 60 feet.</br> | ||
'''Natural Shooters''': Gran start with either the 'Point Blank Shot' or 'Precise Shot' feat for free.</br> | '''Natural Shooters''': Gran start with either the 'Point Blank Shot' or 'Precise Shot' feat for free.</br> | ||
− | '''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/ | + | '''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).</br> |
'''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.</br> | '''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.</br> | ||
''Languages'': you can speak, read and write Basic and Gran.</br> | ''Languages'': you can speak, read and write Basic and Gran.</br> | ||
− | ''' | + | '''GUNGANS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence</br> | '''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence</br> | ||
'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br> | '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br> | ||
− | '''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.</br> | + | '''Expert Swimmers''': Gungans have Advantage when making Strength (Athletics) with swimming. In addition, if the </br>Gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.</br> |
'''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).</br> | '''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).</br> | ||
'''Low-Light Vision''': Gungans can see perfectly fine in Dim light conditions.</br> | '''Low-Light Vision''': Gungans can see perfectly fine in Dim light conditions.</br> | ||
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''Languages'': you can speak, read and write in Basic and Gunganese.</br> | ''Languages'': you can speak, read and write in Basic and Gunganese.</br> | ||
− | '''ITHORIAN SPECIES TRAITS''' | + | '''ITHORIAN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br> | '''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Ithorese.</br> | ''Languages'': you can speak, read and write in Basic and Ithorese.</br> | ||
− | '''JAWA SPECIES TRAITS''' | + | '''JAWA SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br> | '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br> | ||
'''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.</br> | '''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.</br> | ||
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''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).</br> | ''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).</br> | ||
− | '''KEL DOR SPECIES TRAITS''' | + | '''KEL DOR SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br> | '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Kel Dor.</br> | ''Languages'': you can speak, read and write in Basic and Kel Dor.</br> | ||
− | '''MIRALUKA SPECIES TRAITS''' | + | '''MIRALUKA SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br> | '''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write Basic and Miralukes.</br> | ''Languages'': you can speak, read and write Basic and Miralukes.</br> | ||
− | '''MIRIALIN SPECIES TRAITS''' | + | '''MIRIALIN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> | '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write Basic and Mirialan.</br> | ''Languages'': you can speak, read and write Basic and Mirialan.</br> | ||
− | '''MON CALAMARI SPECIES TRAITS''' | + | '''MON CALAMARI SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br> | '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br> | ||
− | '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of | + | '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br> |
'''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br> | '''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br> | ||
'''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.</br> | '''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.</br> | ||
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''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br> | ''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br> | ||
− | '''QUARREN SPECIES TRAITS''' | + | '''QUARREN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Constitution, +1 Charisma</br> | '''Ability Modifiers''': +2 to Constitution, +1 Charisma</br> | ||
− | '''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of | + | '''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of 25 feet.</br> |
'''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br> | '''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br> | ||
− | |||
'''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.</br> | '''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.</br> | ||
− | ''' | + | '''Low-Light Vision''': Quarren can see perfectly fine in Dim light conditions.</br> |
− | + | '''Trader Background''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) and Wisdom (Insight) skills for free.</br> | |
''Languages'': you can speak, read and write in Basic and Quarrenese.</br> | ''Languages'': you can speak, read and write in Basic and Quarrenese.</br> | ||
− | '''RODIAN SPECIES TRAITS''' | + | '''RODIAN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br> | '''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
− | '''Alpha Hunters''': Rodian | + | '''Alpha Hunters''': Rodian have advantage with Wisdom (Perception) and (Survival) skill checks.</br> |
'''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in Dim light conditions. Rodians also have darkvision out to 60 feet.</br> | '''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in Dim light conditions. Rodians also have darkvision out to 60 feet.</br> | ||
''Languages'': you can speak, read and write in Basic and Rodese.</br> | ''Languages'': you can speak, read and write in Basic and Rodese.</br> | ||
− | '''SNIVVIAN SPECIES TRAITS''' | + | '''SNIVVIAN SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br> | '''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br> | ||
'''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.</br> | '''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.</br> | ||
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''Languages'': you can speak, read and write Basic and Snivvian.</br> | ''Languages'': you can speak, read and write Basic and Snivvian.</br> | ||
− | '''SULLUSTAN SPECIES TRAITS''' | + | '''SULLUSTAN SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br> | '''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br> | ||
'''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.</br> | '''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.</br> | ||
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''Languages'': you can speak, read and write in Basic and Sullustese.</br> | ''Languages'': you can speak, read and write in Basic and Sullustese.</br> | ||
− | ''' | + | '''TRANSDOSHANS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Strength, +1 to Constitution</br> | '''Ability Modifiers''': +2 to Strength, +1 to Constitution</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Dosh.</br> | ''Languages'': you can speak, read and write in Basic and Dosh.</br> | ||
− | '''TOGRUTA SPECIES TRAITS''' | + | '''TOGRUTA SPECIES TRAITS'''</br> |
'''Ability Score Modifier''': +2 to Dexterity</br> | '''Ability Score Modifier''': +2 to Dexterity</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write Basic and Togruti.</br> | ''Languages'': you can speak, read and write Basic and Togruti.</br> | ||
− | ''' | + | '''TWI’LEKS SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> | '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''Languages'': you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).</br> | ''Languages'': you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).</br> | ||
− | '''WOOKIE SPECIES TRAITS''' | + | '''WOOKIE SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br> | '''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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''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.</br> | ''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.</br> | ||
− | '''UBESE SPECIES TRAITS''' | + | '''UBESE SPECIES TRAITS'''</br> |
'''Ability Modifiers''': +2 to Dexterity</br> | '''Ability Modifiers''': +2 to Dexterity</br> | ||
'''Medium Size and Speed''': 30 feet.</br> | '''Medium Size and Speed''': 30 feet.</br> | ||
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''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.</br> | ''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.</br> | ||
− | '''ZABRAK SPECIES TRAITS''' | + | '''ZABRAK SPECIES TRAITS'''</br> |
'''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)</br> | '''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)</br> | ||
'''Medium Sized and Speed''': base 30 feet.</br> | '''Medium Sized and Speed''': base 30 feet.</br> | ||
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'''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 | '''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 | + | '''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 siz''e: -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.'' | :''Special – Player characters can only be Small, Medium or Large in size.'' | ||
− | |||
− | |||
'''Speed''': depends locomotion system. Ground speed can be modified by 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 | + | '''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. | '''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. | ||
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'''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. | '''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 ''' | + | '''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 (they still require proficiency with the weapon to gain proficiency bonuses). |
− | '''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 | + | '''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</br> | DROID DEGREES</br> | ||
− | '''1st Degree''' | + | '''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 | :'''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) | :'''Basic Systems:''' Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) | ||
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:Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology. | :Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology. | ||
− | '''2nd Degree''' | + | '''2nd Degree''': Astromech and Technical Droids |
:'''Ability Score Modifiers''': +2 to Intelligence | :'''Ability Score Modifiers''': +2 to Intelligence | ||
:'''Small Size''': +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x5lbs. | :'''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) | :'''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''': | + | :'''Additional Mods''': Four additional mods |
:PROFICIENCIES | :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) | :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. | :Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology. | ||
− | '''3rd Degree''' | + | '''3rd Degree''': Protocol and Service Droids |
:'''Ability Score Modifiers''': +2 to Wisdom, +2 to Charisma, -2 to Dexterity | :'''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) | :'''Basic Systems''': Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) | ||
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:Skills: Computer Use, Performance and Persuasion. | :Skills: Computer Use, Performance and Persuasion. | ||
− | '''4th Degree''' | + | '''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) | :'''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) | :'''Basic Systems''': Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1) | ||
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:Skills: Initiative, Perception plus either Drive, Mechanic or Pilot. | :Skills: Initiative, Perception plus either Drive, Mechanic or Pilot. | ||
− | '''5th Degree''' | + | '''5th Degree''': Labor and Utility Droids |
:'''Ability Score Modifiers''': +4 to Strength, -1 to Intelligence, -1 to Charisma | :'''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). | :'''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) | :'''Basic Systems''': Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1) | ||
− | :'''Additional Mods''': | + | :'''Additional Mods''': Five additional mods. |
:PROFICIENCIES | :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) | :Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them) | ||
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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. | 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 | + | *'''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 | Locomotion | ||
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*'''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). | *'''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). | *'''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 | 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. | *'''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. | ||
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Processor | Processor | ||
− | *'''Basic Processor''': Mod 0. Basic processors are not designed for creative thought or problem solving | + | *'''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. |
− | 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). |
− | *'''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 | + | *'''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. |
− | *'''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 | + | :A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.). |
− | :A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.) | ||
OTHER SYSTEMS | OTHER SYSTEMS | ||
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[[File:StarWars.Jedi3.jpg | 300px | right]] | [[File:StarWars.Jedi3.jpg | 300px | right]] | ||
'''HIT POINTS''' | '''HIT POINTS''' | ||
− | :'''Hit Dice''': | + | :'''Hit Dice''': 1d10 |
− | :'''Hit Points at 1st level''': | + | :'''Hit Points at 1st level''': 30 + your Constitution modifier |
− | :'''Hit Points at Higher Levels''': | + | :'''Hit Points at Higher Levels''': 1d10 (or 6) + your Constitution modifier |
'''PROFICIENCIES''' | '''PROFICIENCIES''' | ||
:'''Weapons''': Lightsabers, Simple weapons | :'''Weapons''': Lightsabers, Simple weapons | ||
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*'''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. | *'''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. | *'''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 | JEDI SENTINEL TALENT TREE | ||
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* (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink. | * (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink. | ||
* An additional 500 credits on your credstik | * 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. | |
− | |||
− | '''Noble Saving Throw''': Talents that require | ||
− | |||
'''TALENTS'''</br> | '''TALENTS'''</br> | ||
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*'''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. | *'''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. | *'''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 Charmer'''. 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. | *'''Persuasive Charmer'''. 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. | *'''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. | *'''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. | ||
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*'''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. | *'''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. | *'''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. | ||
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'''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). | '''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). | ||
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[[File:StarWars.Scoundrel.jpg | 300px | right]] | [[File:StarWars.Scoundrel.jpg | 300px | right]] | ||
'''HIT POINTS''' | '''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''' | '''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: | '''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 | * Blaster pistol and hold-out blaster pistol, each with an extra power cell | ||
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* (a) field kit and short range comlink or (b) utility belt. | * (a) field kit and short range comlink or (b) utility belt. | ||
* An additional 200 credits on your credstik. | * An additional 200 credits on your credstik. | ||
− | |||
'''TALENTS'''</br> | '''TALENTS'''</br> | ||
FORTUNE TALENT TREE | FORTUNE TALENT TREE | ||
*'''Crafty Action'''. As a Bonus action you can take the Dash, Disengage or Hide action on your turn. | *'''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. | |
− | *'''Fool’s Luck''' | + | *'''Fortune’s Favor'''. When you score a critical hit with an attack, you can use your Reaction to gain another immediate Action. |
− | *'''Fortune’s Favor'''. When you score a critical hit with an attack | ||
*'''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. | *'''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. | *'''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. | ||
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MISFORTUNE TALENT TREE | MISFORTUNE TALENT TREE | ||
− | *'''Disruptive'''. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, | + | *'''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. | *'''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 | OUTLAW TALENT TREE | ||
*'''Forgery Artist'''. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit. | *'''Forgery Artist'''. 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, | + | *'''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. |
*'''Improved Stealth'''. You have Advantage on your Dexterity (Stealth) checks. | *'''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. | *'''Security Expert'''. You have Advantage and +2 insight on Intelligence (Thievery) with a Security kit. | ||
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SPACER TALENT TREE | 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 saves, skills and ability checks | + | *'''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. | *'''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 | + | *'''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. | *'''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. | ||
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[[File:StarWars.Scout2.jpg | 400px | right]] | [[File:StarWars.Scout2.jpg | 400px | right]] | ||
'''HIT POINTS''' | '''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''' | '''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''''' |
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'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: | '''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 | * Blaster carbine with two extra power cell | ||
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* (a) field kit with short range comlink or (b) utility belt. | * (a) field kit with short range comlink or (b) utility belt. | ||
* An additional 100 credits on your credstik. | * An additional 100 credits on your credstik. | ||
− | |||
'''TALENTS'''</br> | '''TALENTS'''</br> | ||
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*'''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). | *'''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. | *'''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. | ||
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HUNTER TALENT TREE | HUNTER TALENT TREE | ||
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*'''Relentles'''s. 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. | *'''Relentles'''s. 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. | *'''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 10% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 10% (max 50% off). | ||
+ | *'''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 | SURVIVOR TALENT TREE | ||
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[[File:StarWars.Soldier.jpg | right]] | [[File:StarWars.Soldier.jpg | right]] | ||
'''HIT POINTS''' | '''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''' | '''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. |
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− | |||
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: | '''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 | * 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 | ||
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* (a) field kit and short range comlink or (b) utility belt. | * (a) field kit and short range comlink or (b) utility belt. | ||
* An additional 100 credits on your credstik. | * An additional 100 credits on your credstik. | ||
− | |||
'''TALENTS'''</br> | '''TALENTS'''</br> | ||
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*'''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. | *'''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. | *'''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 | + | *'''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 | BRAWLER TALENT TREE | ||
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*'''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. | *'''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. | *'''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. | + | *'''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. |
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*'''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. | *'''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. | ||
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ACOLYTE | 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. | |
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CHARLATAN | 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. | |
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CRIMINAL | 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. | |
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[[File:StarWars.BountyHunter.jpg | 350px | right]] | [[File:StarWars.BountyHunter.jpg | 350px | right]] | ||
ENFORCER ('''''new background'''''): This background reflect city police and local watch, republic wide law enforcers, along with bounty hunters on the Outer Rim. | 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. |
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ENTERTAINER | 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 | |
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FOLK HERO | 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. | |
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+ | 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 | 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. | |
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− | URCHIN | ||
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== MULTICLASSING == | == MULTICLASSING == | ||
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*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. | *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. | *Noble – Three skills of your choice plus One language of choice. | ||
− | *Scoundrel – Thievery | + | *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. | *Scout – One skill of your choice plus the Shake-It-Off feat. | ||
− | *Soldier – Two weapon proficiency of choice, plus Light | + | *Soldier – Two weapon proficiency of choice, plus Light armor proficiency. |
== SKILLS == | == SKILLS == | ||
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: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. | :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. | :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 | + | :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. | :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 | + | :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''''' | ::'''''Systems Attitude''''' | ||
:: * '''''Hostile''''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection. | :: * '''''Hostile''''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection. | ||
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:'''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. | :'''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 | + | :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). | :'''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). | ||
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* '''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. | * '''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. | * '''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 | + | * '''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(x) weapon damage die when determining the extra damage for a critical hit. | * '''Brutal Critical''', ''Prerequisite'': Improved Critical, level 5+. You roll one additional +1d(x) 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. | * '''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. | ||
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* '''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. | * '''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. | * '''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 | + | * '''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 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(x) 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. | * '''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(x) 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. | ||
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* '''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). | * '''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. | * '''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 | + | * '''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 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 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 | + | * '''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 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. | * '''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. | ||
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* '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again. | * '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again. | ||
* '''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. | * '''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 | + | * '''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 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 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. | ||
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* '''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 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. | * '''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 | + | * '''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 | + | * '''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. | * '''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(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat. | * '''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(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat. | ||
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* '''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. | * '''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. | * '''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 | + | * '''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. | * '''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. | * '''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. | ||
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* '''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. | * '''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). | * '''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 | + | * '''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. | * '''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. | * '''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. | * '''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. | * '''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 | + | * '''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. | * '''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. | * '''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. | ||
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* '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn. | * '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn. | ||
[[File:StarWars.Starfighter.jpg | 700px]] | [[File:StarWars.Starfighter.jpg | 700px]] | ||
− | * '''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 | + | * '''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 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. | * '''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. | ||
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== GENERIC NONFORCE TALENTS == | == GENERIC NONFORCE TALENTS == | ||
− | 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. | + | :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. |
[[File:StarWars.Pilot.jpg | 250px | right]] | [[File:StarWars.Pilot.jpg | 250px | right]] | ||
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'''MECHANIC TALENT TREE'''</br> | '''MECHANIC TALENT TREE'''</br> | ||
Note that all of these talents requires the Intelligence (Mechanics) skills. | 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 | + | * '''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. | * '''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. | * '''Grenade Expert'''. When you throw grenades you add your proficiency bonus to the damage. | ||
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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. | 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. | '''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 | + | '''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 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). | 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 === | === Minor Powers === | ||
*'''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. | *'''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. | ||
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*'''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 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. | *'''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. | *'''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. | *'''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. | ||
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=== Force Powers === | === Force Powers === | ||
− | *'''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. | + | * '''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. | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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). | + | * '''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. | ::'''''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. | + | * '''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. | ::'''''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. | ::'''''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. | + | * '''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. | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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). | |
− | *'''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). | ::'''''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). | ::'''''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. | + | * '''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. | ::'''''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. | + | * '''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. | ::'''''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. | ::'''''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. | + | * '''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. | ::'''''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'''. | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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… | + | * '''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 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 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 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. | + | ::--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). | ::'''''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. | + | * '''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). | ::'''''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). | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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 | + | * '''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. | ::'''''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. | + | * '''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. | ::'''''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. | ::''''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. | ||
[[File:StarWars.JediMaster.jpg | 250px | right]] | [[File:StarWars.JediMaster.jpg | 250px | right]] | ||
− | *'''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. | + | * '''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. | ::'''''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. | ::'''''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. | + | * '''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). | ::'''''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. | ::'''''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 adjacent creature and 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. | + | * '''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 adjacent creature and 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. | ::'''''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. | ::'''''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. | ||
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'''CONTROL TALENT TREE''' | '''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. | * '''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. | * '''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. | * '''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 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 | + | * '''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 | + | * '''Fortify Body'''. Prerequisite: Equilibrium. The Force shields you. You are now immune to disease, poison damage, toxins and radiation damage and the Poison condition. |
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:These talents may only be taken as non-Jedi heroic level class talents. | :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. | * '''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 | + | * '''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. | * '''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'''. | * '''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'''. | ||
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=== Force Techniques === | === Force Techniques === | ||
− | These abilities are gained by taking the Force Technique feat. Each time you take the Force Technique feat you may select | + | 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. | * '''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). | * '''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). | ||
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* '''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 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 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 back in lost Hit Points. Prerequisite: Stabilizing Touch Minor power. | + | * '''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 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 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. | * '''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. | * '''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 | + | * '''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 === | === Force Secrets === | ||
− | These secrets are learned by taking the Force Secret feat. Each time you take that feat you learn | + | 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. | * '''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. | * '''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. | ||
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* 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). | * 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. | * 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, | + | * 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. |
− | * 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 | + | * 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 Points restored (and before the Maximum Hit Point total is '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). | + | * 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 | + | * 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. | : 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. | * 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. | ||
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|- | |- | ||
| Force pike || 750 || 2d8 energy || 10 || Restricted. Pike when off. May parry lightsabers. Double weapon, heavy, reach, reload, 2-handed. | | 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 | | Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload | ||
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| Atlati || 50 || 2d6 bludgeoning || 3 || Rare. Loading, thrown (range 50/150). | | 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. | + | | 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. | | 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. | + | | 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. |
|- | |- | ||
|} | |} | ||
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− | ''' | + | '''LIGHTSABERS'''</br> |
− | ''All | + | ''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage.'' |
− | |||
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' | | '''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. |
− | | | ||
− | | | ||
|- | |- | ||
|} | |} | ||
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− | : * '' | + | : * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.'' |
− | ''' | + | '''HEAVY WEAPONS'''</br> |
− | ''All | + | ''All heavy weapon ranges are 200/1,200 feet and have the Property Heavy Damage (except grenade launchers which depending on grenade type).''</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).'' |
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' | | '''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. |
|- | |- | ||
|} | |} | ||
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− | : * '' | + | : * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.'' |
− | |||
'''PISTOLS'''</br> | '''PISTOLS'''</br> | ||
''All Pistols have a range of 50/300 feet''</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.'' | ''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.'' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' | | '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties''' | ||
|- | |- | ||
− | | Blaster pistol || 500 || 3d6 energy || 2 || Restricted. Ammo, light, reload (pc | + | | 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 | + | | 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, holdout || 350 || 3d4 energy || 1 || Illegal. Ammo, light, reload (pc 6) | ||
|- | |- | ||
− | | Blaster pistol, sport || 300 || 3d4 energy || 2 || Ammo, light, reload (pc | + | | 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) | | Ion pistol || 250 || 3d6 ion || 2 || Ammo, light, reload (pc 50) | ||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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| Blaster rifle, sport || 800 || 3d6 energy || 8 || Licensed. Ammo, reload (pc 50), stun setting, 2-handed. | | Blaster rifle, sport || 800 || 3d6 energy || 8 || Licensed. Ammo, reload (pc 50), stun setting, 2-handed. | ||
|- | |- | ||
− | | Ion rifle || 800 || | + | | 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. |
|- | |- | ||
|} | |} | ||
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| '''Name''' || '''Cost''' || '''ARC''' || '''Stealth''' || '''Str Min''' || '''Wt.''' | | '''Name''' || '''Cost''' || '''ARC''' || '''Stealth''' || '''Str Min''' || '''Wt.''' | ||
|- | |- | ||
− | | | + | | LIGHT ARMOR |
|- | |- | ||
| Blast helmet and vest || 300 || 12 + Dex or Int mod || -- || -- || 5 | | Blast helmet and vest || 300 || 12 + Dex or Int mod || -- || -- || 5 | ||
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| Scout Trooper Armor || 5,000 || 15 +Dex or Int mod || -- || 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 | | Ceremonial armor || 2,000 || 15 +Dex or Int mod (max +2) || -- || 12 || 30 | ||
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| Battle armor || 8,000 || 18 +Dex or Int mod (max +2) || Disadvantage || 14 || 35 | | Battle armor || 8,000 || 18 +Dex or Int mod (max +2) || Disadvantage || 14 || 35 | ||
|- | |- | ||
− | | | + | | HEAVY ARMOR |
|- | |- | ||
| Armored spacesuit || 10,000 || 19 || Disadvantage || 15 || 60 | | Armored spacesuit || 10,000 || 19 || Disadvantage || 15 || 60 | ||
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COMPUTER and STORAGE DEVICES | COMPUTER and STORAGE DEVICES | ||
:'''Code Cylinder'''. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb). | :'''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 ( | + | :'''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). | :'''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 ( | + | :'''Datapad'''. Handheld computer (300cr, Wt. ½lb). |
− | :'''Holoprojector, personal'''. Handheld | + | :'''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). | :'''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). | ||
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+ | 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. | 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: | + | :'''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) |
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:'''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. | :'''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) | :'''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) | ||
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:'''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) | :'''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) | :'''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) | ||
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LIFE SUPPORT | LIFE SUPPORT | ||
:'''Aquata breather'''. 2 hour air supply while underwater (350cr, Wt. ½lb). | :'''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). | :'''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) ( | + | :'''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. | + | :'''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 | MEDICAL GEAR | ||
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:'''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) | :'''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). | :'''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). | ||
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:'''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) | :'''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) | ||
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:'''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) | :'''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) | ||
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''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). | ''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). | ||
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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. | 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. | ||
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'''ADDITIONAL IMPLANTS''' | '''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) | * '''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 | + | * '''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. | * '''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 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. | ||
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* '''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. | * '''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. | * '''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 | + | * '''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) |
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* '''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) | * '''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) | * '''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) | ||
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| '''Name''' || '''Damage''' || '''Range (personal)''' || '''Range (space)''' || '''Notes''' | | '''Name''' || '''Damage''' || '''Range (personal)''' || '''Range (space)''' || '''Notes''' | ||
|- | |- | ||
− | | | + | | Blaster Cannon || 3d8 x2 energy || 1,000/4,000 || 2/8 || Autofire 15ftx15ft sphere (space 1 square) |
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| Ion Cannon || 3d12 x 2 ion || 1,800/12,000 || 4/20 || Ion weapon | | Ion Cannon || 3d12 x 2 ion || 1,800/12,000 || 4/20 || Ion weapon | ||
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|- | |- | ||
|}' | |}' | ||
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: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) | :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). | :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. | :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. | + | : Also Starfighters also gain ¾ cover bonuses (+5 to their saves) vs. AOE attacks in space.</font size> |
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). | 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 === | === Special Vehicle Combat Rules === | ||
− | * '''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 | + | * '''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. | * '''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). | * '''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). | ||
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=== Military Vehicles === | === Military Vehicles === | ||
− | '''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 | + | '''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)''' | :'''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). | :'''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.'' | + | : * '''Due to a design flaw the AAT is vulnerable (takes double damage) from ion weapons.''' |
− | :'''Weapons''': Heavy | + | :'''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 | + | :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. | '''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)''' | :'''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. | :'''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''': | + | :'''Weapons''': Duel linked blaster cannons (pilot): Damage 4d8 x2 energy, Range 1,000/4,000, Autofire 15ftx15ft area |
− | :E-Web | + | :Duel linked E-Web blaster cannons (copilot): Damage 4d12 energy, Range 200/1,200, Autofire only 10x10ft area, DC 11+* |
− | :Grenade launcher ( | + | :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. | '''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)''' | :'''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. | :'''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 | + | :'''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. | '''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)''' | :'''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. | :'''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''': | + | :'''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. | '''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)''' | :'''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) | :'''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''': | + | :'''Weapons''': Dual laser cannons (2) (pilot and copilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10) |
− | |||
− | |||
==STARSHIPS SPACE TRAVEL== | ==STARSHIPS SPACE TRAVEL== | ||
− | '''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. | + | '''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'''). |
− | |||
− | 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. | 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. | ||
Line 2,045: | Line 2,034: | ||
For failures of 15+ or when attempting risking hyperspace jumps the hyperdrive could be destroyed | 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. | and/or the vessel might end up in a far different place than it was supposed to. | ||
− | |||
==SAMPLE STARSHIPS== | ==SAMPLE STARSHIPS== | ||
=== Star Fighters === | === Star Fighters === | ||
''Note that starfighers wtih Hyperdrive systems require a Droid to act as the navcomputer as they lack the size to include one normally. | ''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. | '''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. | ||
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:'''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) | :'''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) | :'''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+ | + | :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. | '''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''' | :'''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) | :'''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) | + | :'''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, | + | :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+* | :Photon launcher (pilot or copilot): Damage 10d10 x3 energy, Range 2,000/10,000 (6/30), AOE 30ftx30ft sphere (2x2), save DC12+* | ||
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:'''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; H'''yperdrive''' none | :'''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; H'''yperdrive''' none | ||
:'''Weapons''': Duel laser cannons: Damage 5d10 x2 energy, Range 1,000/5,000 (2/10) | :'''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 | + | :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. | '''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. | ||
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:'''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) | :'''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) | :'''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) | + | :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. | '''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. | ||
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'''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. | '''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''' | :'''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, | + | :'''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) | :'''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+* | :Photon torpedo launcher (pilot): Dmg 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+* | ||
Line 2,106: | Line 2,094: | ||
:Missile Launcher (pilot): Dmg 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC12+* | :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 for those are ( | + | * <font size=1>''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.</font size> |
=== Transports and Freighters === | === Transports and Freighters === | ||
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:'''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 | :'''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+* | :'''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): | + | :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) | :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 for those are ( | + | * <font size=1>''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.</font size> |
=== Capital Starships === | === Capital Starships === | ||
'''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. | '''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''' | :'''Levitation Capital Destroyer''' | ||
− | :'''Man/Atk mod''' -10/+5; '''Senses''' sensors +5; | + | :'''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), | + | :'''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+* | :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 Turboblaster cannons (8; 2 per flank) (gunners): Damage 6d8 x4 energy, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+* | ||
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:Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25) | :Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25) | ||
− | * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ( | + | * <font size=1>''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.</font size> |
− | == | + | == THE ENVIROMENT HOUSERULES == |
− | + | '''ATMOSPHERE''' | |
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'''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). | '''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. | :The victim recovers back hit points and exhaustion per regular means in normal atmosphere. | ||
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− | '''GRAVITY''' | + | '''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. | 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. | 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. | ||
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* '''Low G''': Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal. | * '''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. | * '''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. | '''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. | + | '''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. | 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''' | + | '''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. | + | |
+ | 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. | 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''' |
+ | |||
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. | 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. | :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''' | + | '''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. | 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. | 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. | :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. | The void of space is considered to have a Dangerous levels of radiation. | ||
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:'''Proficiency Bonus''': As per normal level bonus. | :'''Proficiency Bonus''': As per normal level bonus. | ||
PROFICIENCIES | PROFICIENCIES | ||
− | :'''Armor and Weapons''': Simple Weapons plus one either of | + | :'''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. | :'''Skills''': Any two of choice. | ||
:'''Saving Throws''': Non-heroic start with proficiency in none. | :'''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. | :'''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 | + | CREATURES AND NPC CONSTRUCTS |
+ | |||
See DMG and MM for basic creature construction and abilities. Updated Beast Size… | See DMG and MM for basic creature construction and abilities. Updated Beast Size… | ||
<font size=1> | <font size=1> | ||
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:'''Desert''': advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments. | :'''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. | :'''Subterranean''': creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 120 feet. Might also have Termersense or Blindsense. | ||
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