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'''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 Speed -5 feet, 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.
 
'''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 Speed -5 feet, 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.''
:''Special'' - Droid vehicles are also around but I generally built as Vehicles and Starships with A.I. Control mod
 
  
 
[[File:SWD5.Droid2.jpg | 350px | left]]
 
[[File:SWD5.Droid2.jpg | 350px | left]]
 
'''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 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 in their programing and 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.
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'''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 '''Proficiencies''': Droids normally cannot use skill or weapons without being first being proficient in it except for following – Strength (Athletics), Dexterity (Initiative), 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). Note that due to their inhibitor pregaming Droids with Basic and Heuristic Processors suffer a penalty of one-half (round up) the Proficiency bonus with attackings.  
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'''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 and a droid can have a maximum of Mods installed into it equal to its Strength score (sort of like Strain). Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class.
 
'''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 and a droid can have a maximum of Mods installed into it equal to its Strength score (sort of like Strain). Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class.
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Processor
 
Processor
*'''Basic Processor''': Mod 0. Basic processors are not designed for creative thought or problem solving or combat, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, Droids with basic processors cannot perform skills it is not proficient in nor use weapons that it does not have proficiency with. Even with proficiency the basic processor Droid suffer a penalty of one-half (round up) to attack rolls with weapon EVEN when proficient. This is due in part to the behavioral  
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*'''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.
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*'''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 use the following skills without requiring it to be proficient with them – Dexterity (Stealth) and Charisma (Intimidate).
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*'''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 (not proficient with). It still requires proficiency with weapons and armor to use them at all and stuffs one-half (round up) to its proficiency bonus on attack rolls due to 'harm no living' being inhibitor. In addition, a droid with heuristic processor can creatively interpret its instructions and orders, 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.
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: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.) can use all skills and weapons untrained (no proficiency bonus) and do not suffer the proficiency bonus on attack rolls.
 
  
 
OTHER SYSTEMS
 
OTHER SYSTEMS
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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 (everything but attack checks) while on a starship.
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*'''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, save, ability check or skill made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. You can't have more then one temporary Destisty Point and you must use this Destiny Point before you next short or long rest or it is lost.
 
*'''Stellar Fortune'''. Whenever you roll a natural 20 on an attack roll, save, ability check or skill made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. You can't have more then one temporary Destisty Point and you must use this Destiny Point before you next short or long rest or it is lost.
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|-
 
|-
 
| Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, reload, 2-handed
 
| Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, reload, 2-handed
|-
 
| Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round.
 
 
|-
 
|-
 
| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
 
| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
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  * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
 
  * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
 
== UPGRADES ==
 
With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this.</br>
 
''Quick note'' - there are different levels of upgrades. Not all levels provide an in-game effect, but they still must be made in order to gain higher level benefits. Each level cost so many credits and takes so much time (work). There is also a DC required which is a Technology skill check. Failure means that the credits and time were wasted. See individual upgrades below.</br>
 
Also for "credits worth of x" always round up.
 
 
'''WEAPONS'''
 
:'''Leve; 1''': Cost 500 credits. Take 1 hour per 500 credits the weapon is worth. DC15: +1 to hit or +2 to damage
 
:'''Level 2''': Cost 500 credits. Takes 1 hour per 200 credits the weapon is worth. DC15: +1 to hit AND +2 to damage. Range increased by 20%.
 
:'''Level 3''': Cost 1,000 credits. Takes 1 hour per 100 credits the weapon is worth. DC20: +2 to hit or +5 to damage or +50% to range or critical hit on a 19-20.
 
'''ARMOR'''</br>
 
:'''Level 1''': Cost 500 credits. Takes 1 hour per 500 credits of armor. DC15: +2 to Damage Threshold or +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons (most be a full body suit) or install Helm system for hands free comlink or Low-Light Vision or IR Vision or +2 to either Vision or Hearing Perception checks.
 
:'''Level 2''': Cost 1,000 credits. Takes hour per 300 credits worth of armor. DC20: +1 to Armor Class or +4 equipment bonus to saves vs. environmental condition as listed above or two level 1 upgrades (as listed above).
 
:'''Level 3''': Cost 2,500 credits. Takes hour per 200 credits worth of armor. DC20: Two level 2 upgrades (as listed above) or ''Resistance'' (PHB pg. 194) to one type of damage: Cold, Fire, Radiation or Pressure.
 
'''MISC GEAR'''
 
:'''Level 1''': Cost 500 credits. Takes hour per credits worth of gear. DC15:
 
:'''Level 2''': Cost 1,000 credits. Takes hour per credits worth of gear. DC20:
 
:'''Level 3''': Cost 2,500 credits. Takes hour per credits worth of gear. DC25:
 
'''DROIDS'''
 
:'''Level 1''': Cost 1,000 credits. Takes hour per credits worth of droid. DC15:
 
:'''Level 2''': Cost 2,500 credits. Takes hour per credits worth of droid. DC20:
 
:'''Level 3''': Cost 5,000 credits. Takes hour per credits worth of droid. DC20:
 
'''VEHICLES AND STARSHIPS'''
 
:'''Level 1''': Cost credits. Takes hour per credits worth of vehicle. DC15:
 
:'''Level 2''': Cost credits. Takes hour per credits worth of vehicle. DC20:
 
:'''Level 3''': Cost credits. Takes hour per credits worth of vehicle. DC25:
 
  
 
== THE ENVIROMENT HOUSERULES ==
 
== THE ENVIROMENT HOUSERULES ==

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