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*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 or Medium (if you already have Light) armor proficiency.
 
*Soldier – Two weapon proficiency of choice, plus Light or Medium (if you already have Light) armor proficiency.
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=== Backgrounds ===
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For simplisty and because many work for Star Wars I am simply updated the basic ones from the PHB (pg. 127-141). For Background Suggested Characteristics and Features are be found there.
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ACOLYTE
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*Skill Proficiency: Insight, Persuasion and either Religion or Supernatural (player’s choice).
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*Language: Two of your choice
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*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
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*Skill Proficiency: Deception, Sleight of Hands and either Insight or Thievery
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*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
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*Skill Proficiency: Deception, Stealth and either Sleight of Hands or Thievery
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*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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ENFORCER (new background): This background reflect city police and local watch, republic wide law enforcers, along with bounty hunters on the Outer Rim.
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*Skill Proficiency: Gather Information, Intimidate and either Mechanic or Thievery
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*Language: One of choice
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*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.
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*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.
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:Suggested Characteristics: Use either Criminal or Military for suggested characteristics.
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ENTERTAINER
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*Skill Proficiency: Acrobatics or Athletics plus Insight and Performance
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*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
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*Skill Proficiency: Animal Handling or Drive plus Mechanic and Survival
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*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)
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*Skill Proficiency: Insight, Mechanic and Persuasion.
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*Equipment: Artesian Tools or a Repair kit, a datapad, a set of travelers’ cloths, a credstik with 300 credits.
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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.
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HERMIT
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*Skills: Investigation, Medicine and either Religion or Supernatural (player’s choice)
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*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.
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NOBLE (renamed Aristocratic, Leaders)
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*Skill Proficiency: Galactic Lore, Gambling and Persuasion
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*Languages: One of your choice.
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*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.
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OUTLANDER (often called Colonist, Fringers, Settlers, etc.)
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*Skill Proficiency: Athletics, Survival and one of Animal Handling or Drive.
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*Languages: One of your choice.
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*Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.
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SAGE (often called Scholars and Scientists).
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*Skills: Galactic Lore and Investigation plus one of either Computer Use, Nature, Religion, Supernatural or Technology.
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*Languages: Two of your choice.
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*Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.
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SAILORS (renamed Space Hands): Sailors are fairly rare, or considered yourselves a space hand with the following modifiers…
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*Skill Proficiency: Acrobatics, Computer Use and Mechanics
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*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.
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*Feature – Ship’s Passage: as normal but for starship passage.
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SOLDIER (renamed Military or Merc)
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*Skill: Athletics, Intimidate and one of either Capital Ship Pilot, Drive, Mechanic or Pilot
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*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.
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URCHIN
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*Skill Proficiencies: Sleight of Hand and Stealth plus either Deception or Thievery.
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*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.
  
 
== SKILLS ==
 
== SKILLS ==

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