Difference between revisions of "StarWars for 5ed"

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(NEW SKILLS)
(NEW SKILLS)
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: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.
 
: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 DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted.
+
: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'''
 +
: * '''Hostile''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
 +
: * '''Unfriendly''': Treats you as an unauthorized users and blocks your access to its programs and information.
 +
: * '''Indifferent''': Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
 +
: * '''Friendly''': Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
 +
: * '''Helpful''': Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).
 +
:
  
 
== FEATS ==
 
== FEATS ==

Revision as of 15:02, 8 October 2020

STAR WARS 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 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 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, Leader, 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.).

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

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. Talents: 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.

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.
  • 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.
  • You can instead spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed but as normal and without advantage.

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: 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.

Full Round Action and Free Actions: A full round action takes up the full round, including movement (Speed 0) and bonus action (you still have your reaction). A free action take none of these.

Mind-Effecting: many talents, feats and force powers are listed as mind-effecting. These abilities only affect living, sentient beings or creatures, not Droids, etc. Mind-effecting fear don’t work against sentient beings immune to fear.

Hardness: materials and vehicles have a Hardness rating. This is the amount of damage that is reduced from all attacks before applying resistances, Shields, etc. to items hit points.

Heroic Damage Bonus: all Heroic characters add ½ their Heroic level (round down) to all damage type totals that they deal (including unarmed, explosives, AOE, heavy weapons and force powers).

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.

  • 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.
  • Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) its Wisdom score but less than its Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve its problems. This character suffers the additional temptations listed above and also they gain a +2 dark side bonus to their Force Attack and to the Force save DC total with any Force Power with the [dark side] descriptor. They suffer Disadvantage to their Force Attack with any Force Power with the [light side] descriptor or grant advantage with saves. It suffers disadvantage with Wisdom (Insight) and Charisma (Persuasion) checks but an advantage with Charisma (Intimidate) checks.
  • Consumed by Darkness: A character with a Dark Side Score equal to its Wisdom Score has been consumed by Dark Side of the Force. Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) nor do they gain the dark side bonus to Force Side attacks or saves checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).

Atoning: you may sacrifice Destiny Points as soon as you gain a new level, but not after. Each point you spend reduces your Dark Side score by a one-for-one bases. The GM may require a side quest to go with this. Those that are Consumed by Darkness almost never can throw off their darkness (but they are GM characters anyway so the GM will determine if and when it might be able to atone).

Call on the Dark Side: Temptation – NOTE that the following apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules. Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force but everyone can have Dark Side points. The Dark Side of the Force is every tempting to all creatures of the Universe. All Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.

  • Dark Fortune: When a character spends a Destiny Point to increase a roll, it now has Advantage on the d20 roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Lucky or Strong in the Force feats can have advantage on both the check and the Force die but this increases their Dark Side score by 2.
  • Dark Luck: As a Reaction, a character can gain back one spent Destiny Point you just used, but in doing so the characters Dark Side Score is increased by 1.
  • Dark Power (force sensitive only): As an Action the user can spend a Destiny Point and gain the use of one Force Power with the [dark side] description on it for the base duration at 1st Power level, starting on its next Action at no Force Energy cost. This increase the characters Dark Side Score by 2 plus additional ones depending on how and what acts you commit with the power.
  • Dark Reserves: A character can spend a Destiny Point to regain the use of her Second Wind, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
  • Flight or Fight: A character can spend a Destiny Point as a reaction and gain one additional Action at any time. This increase the characters Dark Side Score by 2.
  • Renew (force sensitive only): As a reaction you regain one spent Force Energy point that you just use but doing so increases your Dark Side Score by 1.

SITUATIONS/ACTIONS HOUSERULES

Aim: if the attacker does not move on its turn (Speed 0), it can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When it does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aim has no effect on targets with full cover.

Area of Effects (Explosives): (PHB pg. 204) When making an attack with AOE weapons, the attack chooses where the explosive is going to land. Explosive weapons also have two range increments, base and long. Long range grants advantage on affected target’s saving throws. If an attacker does not have Line-Of-Sight on this AOE it is can make an indirect attack, meaning that it can attack over osculates or into area that the attacker cannot see. The range remains the same. Treat targets as Invisible and affected targets have advantages on their saving throws. If the targets are also at the long range of the explosives the targets gain Resistance to the grenades damage (¼ damage at long range with a successful save).

Autofire: When using an Autofire weapon feature, the attacker has two choices, to concentrate on one target or to try fire into an area seeking to damage multiples targets at once. Both affects require the shooter to make a Ranged attack roll at -5. When the attacker concentrates on one target a successful hit deals +2d weapon damage to one target (i.e. a blaster rifle that deals 3d8 damage deals 5d8 damage and a critical hit deals 7d8 damage). For the second option, the attacker must get at least a 10+ with its ranged attack check. If it succeeds all targets in the weapons Area of Effect (PHB pg. 204) must make a Dexterity saving throw vs. DC of 8 + the attacker’s proficiency + Dexterity ability modifier. All targets that fail suffer the base weapons damage. If they succeed they take ½ damage. If the attacker got a Critical success on its attack then all effected targets saving throw are at disadvantage (instead of dealing ouble damage).

Special – the attack can use a Bonus action to “Brace” as a maneuver to reduce these penalties to the attack roll to only -2, but its Speed drops to 0 until the start of its next turn. Also bracing grant advantage from all attacks against you until the start of your next turn.

For both Area of Effect and Autofire

Special – you do not include your Strength or Dexterity modifier nor do you add any range Feat or non-specific Talent (Grenade Expert) bonuses to damage to the above AOE damage types. You still add ½ your Heroic level to damage bonuses.

Cover: cover is very important in modern/sci-fi settings. Soft cover is provided by effects that obscure vision such as smoke, foliage, etc. These effects cannot stop an attack but rather obscure the creature making them harder to hit. Hard cover works similarly but can be destroyed by damage. Any hit that misses a target do to the cover bonus (including full cover if the attacker wishes to strike it) damages the cover instead. Otherwise cover has an AC of 10 to attack any. ½ Cover can absorb 25 HP, ¾ Cover can absorb 50 HP, Full Cover has 100 HP, and all have Resistance to damage. Full cover that is reduced to 50 HP only provides ¾ cover now, and ¾ cover reduces to 25 HP only provides ½ cover. When all the area’s HP are depleted it no longer provides cover. The material cover is made of also provides Hardness. Light materials (wood, dirt, etc.) provide 2 Hardness, Medium material (concrete, plastics, etc.) provide 4 Hardness, Heavy materials (reinforced concrete, steel, etc.) provides 8 Hardness, while Super-Heavy material (reinforced steel, etc.) provide 10 Hardness.

Special – it takes ½ movement to initially benefit from cover and when making “pop-out/up” attacks to gain the benefiting from either Full Cover or ¾.

Falling Prone: unless you are forced Prone, you must use 5 feet of Movement to fall to the ground prone. As a reaction, if you have at least 5 feet of movement remaining this turn or have not acted yet this turn and still have your reaction, you can fall prone (costing you 5 feet of movement) and gain Resistance to any damage from an AOE attack.

CHARACTER CREATION

  • Assign Attributes: hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
  • Choose a Species: pick one from the list below.
  • Choose a Class: Heroic Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skill, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have two Core Talents that the character gets at character creation only.
  • Choose a Background: provide additional skill proficiencies and some starting gear and cash.
  • Feat: all characters gain a feat at 1st level character creation.
  • Assign Gear: Record your starting gear and cash. Purchase any additional gear.

SPECIES

NOTE new Senses, in addition to those found on PHB pg. 183.

  • Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscured.
  • 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

  • Ability Score Modifier: Two different ability scores of your choice increase by +1 (cant’ stack).
  • Medium Sized and Speed: base 30 feet.
  • Bonus Proficient Skill: You gain proficiency in one skill of your choice.
  • Bonus Feat: You gain one feat of your choice. You must meet all the prerequisites.
  • Outgoing: You gain +1 Destiny Point over the standard Destiny Points each level.
  • Languages: you can speak, read and write in Basic plus one additional language of choice.

BOTHAN SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)
  • Medium Sized and Speed: base 30 feet.
  • Educated: Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.
  • Iron Will: Bothans gain a +2 species bonus to their Wisdom saves.
  • Noisy: Bothans have advantage with Charisma (Gather Information) skill checks.
  • Languages: you can speak, read and write in Basic and Bothese.

CATHAR SPECIES TRAITS

  • Ability Score Modifier: +2 to Strength, +1 to Dexterity.
  • Medium Sized and Speed: base 40 feet.
  • Natural Weapons: a Cathar has natural sharp claws that deal 1d4 slashing damage. Cathar are always proficient with these attacks and can use your Strength or Dexterity modifier. Whenever you take an Attack action you can make a claw attack as a bonus action still add your full modifier bonus to damage (see Two-Weapon fighting).
  • Instincts: Cathar has Advantage with all Strength (Athletics) skill checks.
  • Languages: you can speak, read and write Basic and Catharese.

CEREAN SPECIES TRAITS

  • Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Educated: Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.
  • Intuitive Initiative: Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.
  • Languages: you can speak, read and write in Basic and Cerean.

CHISS SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Intelligence
  • Medium Sized and Speed: base 30 feet.
  • Bonus Skill Proficiency: Chiss begin with proficiency in any one Skill for free.
  • Low-Light Vision: Chiss see perfectly fine in Dim light obscure.
  • Bonus Feat: Chiss gain either the Do Science on it or I Freaking Love Science feat for free.
  • Languages: you can speak, read and write in both Basic and Cheunh.

DEVARONIAN SPECIES TRAITS

  • Ability Score Bonus: males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Manipulators: Devaronians have advantage with Charisma (Deception) skill checks.
  • Naturally Curiosity: Devaronians are very attentive to small details that can reveal weakness. As a reaction they gain a +2 insight bonus on all attack rolls and skill checks used against this single target. These bonus lasts until the end of the Devaronian’s next turn. They can use this ability again after a short or long rest.
  • Languages: you can speak, read and write in Basic and Devaronese.

DUG SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity, +1 to Constitution
  • 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.
  • Arboreal: Evolving in the great trees of Malastare, the Dug have advantage on Strength (Athletic) checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.
  • Lightning Reflexes: Dug gain a +2 bonus to their Dexterity Saves.
  • Bonus Feat: Its well know that Dug are fearless even against foes larger than themselves. Dug start with the Brave feat for free.
  • Languages: speak, read and write Dug.

DUROS SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Spacers: as most of the species have been born and live most of their lives in space, Duros start with proficiency in Intelligence (Mechanic) and Dexterity (Pilot) skills for free.
  • Bonus Feat: growing up in space the Duros starts with the Z-G Training feat for free.
  • 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.

EWOK SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Wisdom, -1 to Strength
  • 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.
  • Primitive: Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.
  • Scent: at close range (within 30 feet) can use scent to detect hidden targets.
  • Stalker: Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.
  • Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.

GAMORREANS SPECIES TRAITS

  • Ability Modifiers: +2 to Strength, +2 to Constitution, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Great Fortitude: gain a +2 species bonus to their Constitution saves.
  • Primitive: Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. longsword but not longbows, etc.)
  • Bonus Feat: Gamorreans start with the Might Swing feat for free.
  • Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.

GAND SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 to Wisdom
  • 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.
  • Darkvision: Grans have darkvision out to 60 feet.
  • Minor Force User: Gand start with the minor Force Power; either Senses Surroundings or Trance, for free even if they don’t have the Force Sensitive feat.
  • Perceptive: Gand start with proficiency in Wisdom (Perception) skill for free.
  • Special Equipment: Gand suffer limitations outside their native atmosphere. Without their protective goggles a Gand is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Gand begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Gand characters begin play with both items at no cost.
  • Languages: You can speak Gand and Basic.

GRAN SPECIES TRAITS

  • Ability Score Modifier: +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Darkvision: Grans have darkvision out to 60 feet.
  • Natural Shooters: Gran start with either the Point Blank Shot or Precise Shot feat for free.
  • 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).
  • Triple Vision: a Gran can move up to ½ their speed and still benefit from “Aiming” (above pg. 5).
  • Languages: you can speak, read and write Basic and Gran.

GUNGANS SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence
  • Medium Sized and Speed: base 30 feet. They also have a Swim speed of 25 feet.
  • 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.
  • 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).
  • Low-Light Vision: Gungans can see perfectly fine in dim light conditions.
  • Weapon Familiarity: Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
  • Bonus Feat: Gungans start with the Thrown Expert feat for free.
  • Languages: you can speak, read and write in Basic and Gunganese.

ITHORIAN SPECIES TRAITS

  • Ability Modifiers: +2 to Wisdom, +2 to Charisma, -1 to Dexterity
  • Medium Sized and Speed: base 30 feet.
  • Iron Will: Ithorians gain a +2 species bonus to their Wisdom saves.
  • Bellow: as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian’s bellow effects everyone within a 30 foot cone with it as the starting point. Targets much make a Constitution save, DC 8 + its proficiency bonus + its Constitution modifier. Failure deals 3d6 sonic damage, target that succeed suffers ½ damage. The Ithorian can use this ability once per long rest. Each additional use before the Ithorian takes a long rest results in it suffering from one level of Exhaustion. This damage increases by +1d6 for every 6 levels the Ithorian reaches (6, 12, etc.)
  • Biologists: Ithorians gain advantage with Intelligence (Nature) skill checks.
  • Survival Instinct: Ithorians have Advantage on Wisdom (Survival) skill.
  • Languages: you can speak, read and write in Basic and Ithorese.

JAWA SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Strength
  • 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.
  • Technical: Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.
  • Tricky: Jawa can take the Disengage, Dash or Hide actions as a bonus action.
  • 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).

KEL DOR SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +2 to Wisdom, -1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Low-Light Vision: Kel Dor can see perfectly fine in Dim light conditions.
  • Minor Force Users: Kel Dor start with a Minor Force power, either the Search Your Feelings or Telepathy (player’s choice) even if they do not have the Force Sensitive feat.
  • Strong Personalities: gain +2 species bonus to their Charisma saves.
  • Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles a Kel Dor is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Kel Dor characters begin play with both items at no cost.
  • Languages: you can speak, read and write in Basic and Kel Dor.

MON CALAMARI SPECIES TRAITS

  • Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Constitution
  • Medium Sized and Speed: base 30 feet. They also have a Swim speed of 25 feet.
  • Breathe Underwater: as amphibious creatures, Mon Calamari cannot drown in water.
  • 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.
  • Educated: Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.
  • Inquisitive: Mon Calamari have advantage with Intelligence (Investigation) skill checks.
  • Low-Light Vision: Mon Calamari can see perfectly fine in dim light conditions
  • Languages: you can speak, read and write in Basic and Mon Calamarian.

MIRALUKA SPECIES TRAITS

  • Ability Score Modifier: +2 to Intelligence
  • Medium Sized and Speed: base 30 feet.
  • Empathy: Miraluka have advantage with Wisdom (Insight) skill rolls.
  • Force Sight: although blind, Miraluka can “see” through the Force. They also act normally without taking on any of the Blinded conditions. They ignore all light and heavy obscured conditions and they ignore ½ cover and treat ¾ cover as ½ cover. Miraluka can read and write as normal but they do not 'see' in color although their Force sight does see subtle changes in how things 'look'. The Miraluka gains the Blinded condition if the Force is suppressed somehow and creatures that are “invisible” to the Force also have the Invisible condition against the Miraluka.
  • Minor Force Users: Miraluka gain any two minor Force Powers of choice for free. They can use these minor powers as normal even if they don’t have the Force Sensitive feat.
  • Languages: you can speak, read and write Basic and Miralukes.

MIRIALIN SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Acrobatic: Mirialans have advantage when making Dexterity (Acrobatics) skill checks.
  • Social: Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.
  • Spiritual: Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.
  • Languages: you can speak, read and write Basic and Mirialan.

QUARREN SPECIES TRAITS

  • Ability Modifiers: +2 to Constitution, +1 Charisma
  • Medium Sized and Speed: base 30 feet. Also have a Swim speed of 25 feet.
  • Breathe Underwater: as amphibious creatures, Quarrens cannot drown in water.
  • 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.
  • Low-Light Vision: Quarren can see perfectly fine in dim light conditions.
  • Trader Background: Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) and Wisdom (Insight) skills for free.
  • Languages: you can speak, read and write in Basic and Quarrenese.

RODIAN SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Alpha Hunters: Rodian have advantage with Wisdom (Perception) and (Survival) skill checks.
  • Low-Light Vision and Darkvision: Rodian can see perfectly fine in dime light conditions. Rodians also have darkvision out to 60 feet.
  • Languages: you can speak, read and write in Basic and Rodese.

SNIVVIAN SPECIES TRAITS

  • Ability Score Modifier: +2 to Wisdom
  • 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.
  • Cold Resistance: the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.
  • Perceptive: Snivvian start with proficiency in Wisdom (Perception) checks for free.
  • Observant: Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) checks. Snivvian can use this ability up to their Wisdom modifier (min 1), regain all uses after a short or long rest.
  • Languages: you can speak, read and write Basic and Snivvian.

SULLUSTAN SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, +1 Intelligence
  • 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.
  • Darkvision: Sullustan have darkvision out to 60 feet.
  • Empathy: Sullustan have advantage with Wisdom (Insight) skill rolls.
  • Spelunker: Sullustan evolved in deep caves. They have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, treat the roll as a 10.
  • Languages: you can speak, read and write in Basic and Sullustese.

TRANSDOSHANS SPECIES TRAITS

  • Ability Modifiers: +2 to Strength, +1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Darkvision: Transdoshans have darkvision out to 60 feet.
  • Limb Regeneration: A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.
  • Natural Armor and Claws: Transdoshans thick scaly skin provides a natural that grants them a +1 to their Armor Class. This works when the Transdoshan is wearing armor or not. Transdoshans have naturally sharp claws and teeth such that deal 1d4 + strength modifier slashing damage. They are automatically proficiency and whenever you take an Attack action you can make an attack with your claws or teeth as a bonus action (full bonuses for attack and damage).
  • Bonus Feat: with low level regenerative powers, Transdoshans gain Durable as a bonus feat for free.
  • Languages: you can speak, read and write in Basic and Dosh.

TOGRUTA SPECIES TRAITS

  • Ability Score Modifier: +2 to Dexterity, -1 to Constitution
  • Medium Sized and Speed: base 30 feet.
  • Sneaky: Togruta have Advantage with Dexterity (Stealth) checks.
  • Spatial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 30 feet so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.
  • Bonus Feat: evolved pack hunters, Togruta gain the Pack Tactics feat as a bonus feat
  • Languages: you can speak, read and write Basic and Togruti.

TWI’LEKS SPECIES TRAITS

  • Ability Modifiers: +1 to Dexterity, +2 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Deceptive: Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.
  • Great Fortitude: Twi’leks gain a +2 species bonus to their Constitution saves.
  • Low-Light Vision and Darkvision: Twi’leks can see perfectly fine in dim light conditions and have darkvision out to 60 feet.
  • Languages: you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).

WOOKIE SPECIES TRAITS

  • Ability Modifiers: +4 to Strength, -1 to Dexterity, -1 to Charisma
  • Medium Sized and Speed: base 30 feet.
  • Expert Climbers: Evolving in the high trees, Wookies have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.
  • Extraordinary Recuperation: Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to Constitution modifier; both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max HD). Finally, each day, a Wookie can recover from up to two levels of Exhaustion, each one after a separate Short rest.
  • Rage: a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (ranged attacks and most skills except Acrobatics, Initiative, Intimidate, and Perception). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.
  • Short Tempered: Wookies are well known for their short-tempers. Wookie can use its Strength modifier instead of its Charisma modifier when making Intimidate checks (player’s choice).
  • Weapon Familiarity: Wookies with Weapons Proficiency (Pistol and/or Rifle) are proficient with Exotic Weapon Proficiency (Bowcaster Pistol and/or Bowcaster Rifle) for free.
  • 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.

UBESE SPECIES TRAITS

  • Ability Modifiers: +2 to Dexterity, -1 to Constitution
  • Medium Size and Speed: 30 feet.
  • Aggressive: once a round, gain a +2 bonus on one attack roll when it moves at least 15 feet towards the target of their attack.
  • Alpha Hunters: Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.
  • Special Equipment: Ubese are sickened in the atmospheres of other worlds and must rely on breath masks to suffer no ill effects. Without its breathing mask and suit an Ubese has the Poisoned condition for the duration. The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. The suit’s mask includes a voice modulator to emulate the voice of a male or female or to mask the Ubese’s gender. These suit costs 500 credits and a year’s supply of filters costs 50 credits. Ubese characters begin play with both at no cost.
  • 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.

ZABRAK SPECIES TRAITS

  • Ability Modifiers: Two different ability scores of your choice increase by +1.
  • Medium Sized and Speed: base 30 feet.
  • Bonus Skill Proficiency: Zabrak gain proficiency in any one skill of choice.
  • Heightened Awareness: Zabrak have advantage with Wisdom (Perception) skill rolls.
  • Instincts: Zabrak are highly aware and gain +1 species bonus to all their saving throws.
  • Languages: you can speak, read and write in Basic and Zabrak.


SPECIAL – any Species ability that duplicates a feat or talent, counts for any Prerequisites for class talents or feats. For example, Zabraks’ Heightened Awareness has the same effect as a Scouts’ Acute Senses, so it would count as any prerequisite for other Scout talents if you want.

DROID 'SPECIES' TRAITS

Player character droids are created using the following rules.

ALL DROID TRAITS Note that droids do not start with a background, so their Degree provides their extra Skills and languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe).

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, 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 size: -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.

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 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 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.

Nonliving: In addition to being immune to fear affects and mental affect bonuses or penalties. They have no connection to the Force and can take no Force talents, feats or powers. They still have Destiny Points and can take the Lucky feat.

Maintenance: Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (PHB pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that only recover a few a day).

Repair: Droids cannot heal hit points naturally (although hero droids can still take Second Wind), nor can they gain temporary hit points from any Mind Effecting talent or feat or ability. Droids must be repaired with a DC15 Intelligence (Mechanic) skill check, after one hour of work they have 1d6+ the droids heroic level + the repairer’s proficiency bonus back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Intelligence (Mechanic) skill check is at a Disadvantage.

Memory: A droid’s proficiencies, feats and talents can be ‘reassigned’ with an DC15 Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again).

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 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 (still gain no proficiency bonus with the proficiency).

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

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
Basic Systems: Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Languages: Binary, Basic
Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology.

2nd Degree: Astromech and Technical Droids

Ability Score Modifiers: +2 to Intelligence
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)
Additional Mods: Four additional mods
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)
Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology.

3rd Degree: Protocol and Service Droids

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)
Additional Mods: Two additional mods
PROFICIENCIES
Languages: Binary, Basic, plus translator unit modifiers.
Skills: Computer Use, Performance and Persuasion.

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)
Basic Systems: Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
Additional Mods: Two additional mod
PROFICIENCIES
Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them)
Skills: Initiative, Perception plus either Drive, Mechanic or Pilot.

5th Degree: Labor and Utility Droids

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).
Basic Systems: Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1)
Additional Mods: Five additional mods.
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)
Skills: Athletics, Computer Use and Mechanic.


BASIC MODS and SYSTEMS

Appendage: arms and probe type systems.

  • Basic Probe: Mod 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size.
  • Instrument: Mod 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators.
  • Tool: Mod 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added. To make it ‘hidden’ double the cost of the tool or weapon.
  • Grabbing Claw: Mod 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one.
  • Two Arms/Hands: Mod 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable.
  • 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.

Locomotion

  • Stationary: Mod +1 additional mod (+2 for Huge, +3 for Gargantuan and +4 for Colossal size). No movement is allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all.
  • Wheeled: Mod 0. Base Speed 25 feet and difficult terrain uses 15 feet of move per square (instead of 10). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain.
  • Tracked: Mod 0, Cost +500cr. Base Speed 25 feet and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage.
  • Two Legs: Mod 1, Cost +500cr. Base Speed 30 feet.
  • Four Legs: Mod 2, Cost +1,000cr. Base Speed 45 feet and ignores the penalty for moving through difficult terrain on the ground.
  • Wall-Walker: requires 4-Leg locomotion. Mods 1, Cost +2,000cr. This droid acquires a Climb Speed of 30 feet and whenever it makes a Climb check that is 9 or less, treat it as if it rolled a 10 instead.
  • 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).
  • Water Jets: Mod 1, Cost 500cr. Base Swim speed 30 feet. Droids fitted to operate underwater.

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.
  • Increase Locomotion Speed: Mod 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +10 feet. Can be taken more than once, but for legged locomotion systems types, you can only take this a maximum of 2 times.
  • Jet boost: Mod 1, Cost +500cr. Similar to Jetpack. A bonus action to Active, grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) DC 10+. Can lift up extra 500lbs of weight (replacement fuel cell 100cr, 20lbs) Medium or smaller size only.
  • Magnetic Feet: Mod 1, Cost +250cr. Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod.

Processor

  • 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.
  • 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).
  • 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.
A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.).

OTHER SYSTEMS

  • Armor Plating: Droids cannot wear normal armor. Instead droids can be equipment with built in armor that provides an armor bonus to Reflex defense just as normal armor does for a wearer. Light Armor – Mod: 1, Cost +2,000cr [Armor Class Rating 13 + Dex or Int modifier, +2 to Damage Threshold, Wt. 10lbs]. Medium Armor – Mod: 2, Cost +5,000cr [Armor Class Rating 16 + Dex or Int modifier (max 2), Disadvantage to Stealth, +4 to Damage Threshold, Wt. 20lbs]. Heavy Armor – Mod: 3, Cost +10,000cr [Armor Class Rating 19, Disadvantage to Stealth, +8 to Damage Threshold, Wt. 40lbs]. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor.
  • Built In Communicator: Mod 0, Cost +100cr. (Short-range Comlink). Mod 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment).
  • Back-up Battery: Mod 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above)
  • Diagnostic Package: Mod 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package grants the droid advantage on one type of Tools kit (i.e. Repair Kit, Security kit, etc. Pick one; and the droid can take this package more than once to gain the benefit with an additional tool type).
  • Hauler: Mod 1, Cost +500cr. With reinforced chassis the droid is considered one step larger when it comes to encumbrance and how much it can push, carry and pull.
  • Hidden Restrictor: Mod 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects.
  • Locked Access: Mod 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above)
  • Memory Backup: Mod 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory.
  • Memory Storage: Mod 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +5 hyperspace routes in its internal memory. It can be purchased additional time at the same benefit, Mod and Cost.
  • Navcomputer: Mod 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A small sized droid can only ten jump coordinates internally without additional Memory enhancers.
  • Reinforced Structure: Mod: 1, Cost: +1,000cr. With electronic hardening and reinforcement, droids with this modification take only ½ damage from Ion weapons and do not ‘double’ damage affect when compared against their Damage Threshold to impose Reeling or Stunned.
  • Size: Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Tiny size – Mod 2, Cost ¼ base cost. Small size – Mod 1, Cost ½ base cost. Large size – Mod gain +1 additional mod, Cost +2,500cr. Huge size – Mod gain +2 additional mods, Cost +5,000cr. Gargantuan size – Mod gain +4 additional mods, Cost +10,000cr. Colossal size – Mod gain +6 additional mods, Cost +20,00cr.
  • Translator Unit: Mod 1, Cost +250cr (basic DC 20). Mod 2, Cost +500cr (intermediate DC18). Mod 3, Cost +1,000cr (complex DC15). Mod 4, Cost +2,000cr (advance DC10). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check (with proficiency bonus) against the unit’s DC to know if the unit can understand and translate a particular unknown language.
  • Vacuumed Sealed Systems: Mod 1, Cost +500cr. This mod allows a droid to operate in the harsh conditions of a vacuum without any ill effects. It is now immune to all environmental conditions including when in space.
  • Visual Enhancements: Mod 1 each, Cost +500cr each. With each upgrade a droid gains one of the following – Low-light Vision; Darkvision 60ft (can be taken a second time to extend out to 120ft); Advantage on Wisdom (Perception) sight or hearing (pick one) checks; Blindsight 30ft (Eco-location Scanner; can be taken a second time to extend out to 60ft); Target Acquisition (a droid can move up to ½ its Speed and still be able to take the Aim maneuver); Telescopic Vision (can see about four times as far, does not take disadvantage on making long range attacks with handheld weapon ranged attacks).

HEROIC CHARACTER CLASSES

At 1st level characters gain two Talents to start with. After character creation if you are multi-classing into a new class you only gain one Talent that you must take from the choices within the Class. A character is allowed to take one Genetic Talent instead of a class talent at 1st level. After Character creation you can take class or Genetic Talents.

Jedi

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

Weapons: Lightsabers, Simple weapons
Saving Throws: Dexterity and Charisma
Skills: Choose three from among Acrobatics, Athletics, Drive, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot or Supernatural.
Bonus Feats: Force Sensitive, Force Training

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Lightsaber
  • (a) sporting blaster pistol with an extra power cell or (b) any two simple weapons or (c) one martial weapon
  • (a) diplomats pack plus a rebreather mask or (b) a field kit with short range comlink
  • (a) aquata breather or (b) or two stim-packs


Force Users: See the Force on a full description of how these work. For now you gain 3 Minor Powers and 3 Force Powers at first level. You start with 2 + ½ (round up) your character level in Force Energy. Your Force Power Attack modifier is your proficiency bonus + your Force Attribute modifier and your Force Saving Throw DC is 8 + your proficiency modifier + your Force Attribute modifier.


TALENTS

JEDI CONSULAR TALENT TREE

  • Adept Negotiator. You have Advantage on Charisma (Persuasion) skill checks
  • Force Adviser. When granting Advantage to a target with Aiding Another it add your Intelligence, Wisdom or Charisma modifier (your choice) to their final result. If you want you spend a Destiny Point and add the result of this roll to your ally’s check total. You can grant an ally Advantage even if you don’t have that skill. This cannot apply to an Attack check. This is a mind-altering effect.
  • Force Persuasion. The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. 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.

JEDI GUARDIAN TALENT TREE

  • Acrobatic Recovery. You can make a DC 15 Dexterity (Acrobatics) check to stand as at Speed 0 (instead of ½). Also an effect that could causes you to fall prone (Shove, Force Slam, etc.), you can immediately make the same check to remain on your feet as a Free Action.
  • Battle Meditation. The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Destiny Point to grant yourself and all of your allies within a 30 feet of you a 1d4+1 force bonus on all attack, skills, and ability rolls and +1 force bonus to all saving throws. This bonus lasts for the next minute (10 rounds) and they retain the bonus even if you cannot see them but they most remain within 30 feet of you. All lose these bonuses are also lost if you are Incapacitated or reduced to 0 hit points. 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.
  • 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

  • Clear Mind. You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power.
  • Dark Side Sense. Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on checks made to sense the presence and relative location of creatures with a Dark Side Score of 1+ (including Sense Force and Sense Surrounding minor powers).
  • Dark Side Scourge. Against creatures with a Dark Side Score at least equal to ½ their Wisdom score, you gain a +2 Force bonus to attack and damage against them.
  • Force Haze. Prerequisite: Clear Mind. As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you.
  • Resist the Dark Side. Prerequisite: Dark Side Sense. Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage on Force Attack modifiers against you and you gain advantage on any save imposed by Force Powers as described above.

LIGHTSABER COMBAT TALENT TREE

  • Block. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only against melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
If you have the Deflect talent you can combine the affects when you use your bonus action.
  • Deflect. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, adding your bonus to your Dexterity save total. This talent has no effect on other area of effect attacks. This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon.
If you have the Block talent you can combine the affects when you use your bonus action.
  • Greater Weapon Focus (lightsaber). Prerequisite: Weapon Focus (lightsaber), Jedi level 5+. You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat.
  • Greater Weapon Specialization (lightsaber). Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber), Jedi level 7+. You gain a +3 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber).
  • Lightsaber Defense. With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits.
  • Lightsaber Throw. You can hurl a lightsaber as a Ranged Attack (with proficient), treating it as a thrown weapons. The Range is 30/100 feet and if you can make multiple attacks with the lightsaber (with Double Attack and/or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further than 100 feet from you, you can use your Reaction to return it to your hands at the end of your action.
  • Rapid Attack (lightsaber). Prerequisite: Jedi level 7+. Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks with the same lightsaber.
  • Redirect Shot. Prerequisite: Jedi level 3+. This talent allows you to redirect a blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when a blaster bolt directed at you misses, you can make an immediate ranged Attack against a target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected.
  • Severing Strike. When you deal damage with a lightsaber that is equal to or greater than the target’s current hit points, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of a limb puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg also knocks the target prone, reduces the target’s speed by half. These effects are persistent, although a target could learn to compensate partly and lose the Disadvantage on any ability checks that can be performed one handed. Otherwise the only way to remove these persistent conditions is with a cybernetic replacement.
  • Weapon Specialization (lightsaber). Prerequisite: Weapon Focus (lightsaber) feat. You gain a +2 bonus on melee damage rolls with a lightsaber.

LIGHTSABER FORM TALENT TREE

  • Ataru. Prerequisite: Jedi level 5+. When using a lightsaber as a Finesse weapon (Dexterity) you gain a +2 force bonus on your damage rolls with a lightsaber, +4 if using it two-handed.
  • Djem So. Prerequisite: Jedi level 5+. When a creature hits you with a melee attack while wielding an activated lightsaber, you can use your Reaction to make one immediate melee attack against them with the lightsaber.
  • Juyo. Prerequisite: Jedi level 9+. As a Reaction you may spend a Destiny Point and designate a single target that you can see. Until this foe or you are incapacitated or knocked to 0 hit points, your first attack roll each round against this foe is at Advantage (but only the first).
  • Makashi. Prerequisite: Jedi level 5+. When wielding a single ignited lightsaber in one hand and no other weapon in the other, you gain a +1 force bonus to your Armor Class and deal an additional +3 force damage with it. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber.
  • Niman. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. These bonus stacks with all other force bonuses to AC and Saves from wielding a lightsaber.
  • Shien. Prerequisite: Redirect Shot, Jedi level 5+. Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll.
  • Shii-Cho. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber in both hands and using your Strength modifier for attack checks you add +3 force damage rolls and +1 force bonus to your Armor Class. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber.
  • Sokan. Prerequisite: Acrobatic Recovery. When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain.
  • Trákata. Prerequisite: Jedi level 11+. By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a single lightsaber you may spend a Bonus action to make a contested Dexterity (Initiative) check vs. an adjacent opponent’s Dexterity (Initiative). If you succeed, until the start of your next turn all of your attacks against this opponent have Advantage.
  • Vaapad. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 11+. When attacking with a lightsaber you damage increases by one weapon damage die (a standard lightsaber now deals 3d10 damage, short 3d8 damage).

Build Lightsaber: at 5th level Jedi, you can build your own lightsaber. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time make a DC 15 check equal to your Force Attribute modifier plus proficiency bonus. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Destiny Point to attune it to you and thereafter you gain a +1 equipment bonus on attack and damage rolls made with this lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs increases 3,000 cr.

Bonus Feats: Acrobatic Strike, Action Surge, Athlete, Bravery, Brutal Critical, Charger, Danger Sense, Defensive Duelist, Determined, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Secret, Force Technique, Force Training, Force Warrior, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Outwit and Outthink, Parry, Power Attack, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Stoic, Strong in the Force, Superior Critical, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency (advanced melee, pistols), Whirlwind Attack.

Noble

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

Weapons: Pistols, Simple weapons
Saving Throws: Wisdom and Charisma
Skills: Choose six from among Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Pilot, Religion, Supernatural and Technology.
Bonus Feat: Skill Expertise in one skill you are proficient with.
Bonus Languages: Chose any two.

EQUIPMENT: At first level you start with the following equipment, in addition to the equipment grants by your background:

  • Blaster pistol with an extra power cell and a simple weapon.
  • (a) extra blaster pistol with an extra powercell or (b) astromech droid or (c) protocol droid or (d) landspeeder.
  • (a) medical kit or (b) electrobinoculars.
  • (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink.
  • 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.

TALENTS

INFLUENCE TALENT TREE

  • Coordinate. You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules).
  • 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.
  • 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.

INSPIRATION TALENT TREE

Note these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Inspire Hope, see below).

  • Bolster Ally. As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling condition and giving it a number of temporary hit points equal to your Noble level plus Charisma modifier. You cannot bolster the same ally until after it has completed a short or long rest.
  • Inspire Confidence. As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls, Ability and Skill checks for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if only via a comlink). You can use this ability again after a short or long rest.
  • Ignite Fervor. Prerequisite: Inspire Confidence. Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next successful attack, equal to ½ your Noble level (round up) plus your Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you. They must have a successful attack before the start of next turn or the bonus is lost.
  • Inspire Hope. Prerequisite: Charisma 13+. You spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to 5 + your heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest.
  • Inspire Zeal. Prerequisite: Noble level 5+. Whenever an allying you can see, who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). You can use this ability again after a short or long rest.

LEADERSHIP TALENT TREE

Note that these talents are mind-affecting effects and you can’t use any of these talents on yourself.

  • Born Leader. As a Bonus action, you grant all allies who can see and hear and understand you, a +2 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. Allies lose this bonus if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 HP. You can use this ability again after a short or long rest.
  • Distant Command. Prerequisite: Born Leader. Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points.
  • Fearless Leader. Prerequisite: Noble level 5+. You can provide a courageous example for your allies. As a Bonus Action, you can remove the Frightened Condition from a number of allies who can see and who can hear you and can understand you, equal to your Charisma modifier.
  • Rally. Prerequisite: Noble level 5+. You can rally your allies and bring them back from the edge. As a Bonus action, any ally who can see, hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier and ½ (round up) your levels in Noble, in temporary hit points. They also gain additional bonuses: a +1 moral bonus to all saving throws and a +2 moral bonus to all damage rolls they make for the next 1 minute (10 rds). Allies lose these secondary bonuses if you are Incapacitated or reduced to 0 hit points. Temporary hit points last until they are use or the subjects next rest. You can use this ability again after a short or long rest.
  • Trust. As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. No matter the number of attacks you have you cannot grant this ability to more then one subject a round.

MILITARY OFFICE TALENT TREE

  • Assault Tactics. Prerequisite: Intelligence 13+, Noble level 3+. You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional insight bonus damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. This is a mind-affecting effect.
  • Command Cover. Prerequisite: Charisma 13+. You can use your allies to shield you from harm. You gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to a maximum bonus equal to your Heroic level (maximum of +5).
  • Deployment Tactics. Prerequisite: Intelligence 13+, Noble level 5+. You use your tactical knowledge to direct allies in battle. As an Action you and all allies who can see, hear and understand you add ½ your Proficiency as an insight bonus to all attack and saving throws and you impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn. This is a mind-affecting effect.
  • Field Tactics. Prerequisite: Noble level 3+. You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 100 feet improve any Cover bonus they have by your Intelligence modifier as an insight bonus (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn.
  • One for the Team. Prerequisite: Intelligence 13+, Noble level 5+. As a Reaction, you can choose to take one-half of the damage dealt to an adjacent ally from a single attack (it take the remaining). Similarly, as a Reaction, an adjacent ally you choose takes one-half of the damage dealt to you by a single attack (even if it does not have this talent). You take the remaining damage.
  • Read the Battlefield. Prerequisite: Intelligence 13+, Noble level 3+. You have an eye for when hostilities are about to being. When rolling for initiative, you and each ally that can see and hear you gain an insight bonus equal to your Intelligence modifier to all Dexterity (Initiative) skill checks, whether you are proficient with Initiative or not.
  • 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.

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).

Scoundrel

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

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:

  • Blaster pistol and hold-out blaster pistol, each with an extra power cell
  • (a) another blaster pistol with an extra power cell or (b) vibrodagger with extra power pack
  • (a) two simple weapons or (b) one martial weapon
  • (a) Forgery kit or (b) security kit or (c) slicer kit
  • (a) field kit and short range comlink or (b) utility belt.
  • An additional 200 credits on your credstik.

TALENTS

FORTUNE TALENT TREE

  • 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.
  • Fortune’s Favor. When you score a critical hit with an attack, you can use your Reaction to gain another immediate Action.
  • 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.
  • Knack. You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have rolled). You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest.

MISFORTUNE TALENT TREE

  • 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.

OUTLAW TALENT TREE

  • Forger. 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, 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.
  • Security Expert. You have Advantage and +2 insight on Intelligence (Thievery) with a Security kit.
  • Skirmisher. If you move at least 20 feet away from where you started the round, you gain advantage on your next attack. If you have movement remaining you can still use it after this attack.
  • Slicer. You have Advantage and +2 insight with Intelligence (Thievery) skill when using a Slice kit.
  • Sneak Attack. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack if an enemy of the target is within 5 feet of it, the enemy is not Reeling or worst and you don’t have disadvantage on the attack roll. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (maximum +5d8).

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 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.
  • 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.

Bonus Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Bravery, Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Determined, Defensive Duelist, Dogfighter, Do Science on it!, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Freaking Love Science, Full Throttle, Gimmick, Hot Wire, Improved Mobility, Improved Second Wind, Lucky, Maneuvering Attack, Melee Defense, Mobility, Not a Solider, Pack Tactics, Parry, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Suspicious Mind, Sniper, Stoic, Tech Specialist, Throw Opponent, Throwing Expert, Tracer, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee), Z-G Training.

Scout

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

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

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
  • (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell
  • (a) two simple weapons or (b) martial weapon
  • (a) field kit with short range comlink or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS

AWARENESS TALENT TREE

  • Acute Senses. You have Advantage on Wisdom (Perception) skill check.
  • Instincts. Prerequisite: Improved Initiative, Scout level 5+. If you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn.
  • Improved Initiative. Gain Advantage on Dexterity (Initiative) checks.
  • Feral Senses. Prerequisite: Acute Senses, Scout level 7+. When you attack a creature you can’t see, you inability to see it doesn’t impose disadvantage on your attack rolls against it. You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blind of deafened.
  • Keen Sight. Prerequisite: Acute Senses You ignore light dim obscured with Perception checks, and ½ cover bonus with attack rolls verse foes in these conditions.
  • Uncanny Dodge. Prerequisite: Scout level 3+. When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you.
  • Improved Uncanny Dodge. Prerequisite: Uncanny Dodge, Scout level 5+. Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are attacking in melee or if they are within 30 feet and you with ranged attacks.

CAMOUFLAGE TALENT TREE

  • Hidden Movement. Prerequisite: Improved Stealth. You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others.
  • Hide In Plain Sight. Prerequisite: Improved Stealth, Scout level 5+.You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other natural occurring material. Once you are camouflage in this way by pressing yourself against a solid surface such as a tree or wall that is at least as tall and as wide as you are, you gain a +10 insight bonus to Dexterity (Stealth) check for as long as you do not move or take any non-subtle actions.
  • Improved Stealth. You have Advantage on your Dexterity (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.

HUNTER TALENT TREE

  • Analyze Foe. Prerequisite: Scout level 5+. By observing your enemy in combat, you can gleam its weaknesses. As a free action you designate one target that you can see that is within base range of you weapon and choose to go last in the round (after all allies and enemies). You gain Advantage on the first attack that round against the target (only the first). You also impose Disadvantage on any Opportunity attacks made against you by the target until the start of your next turn. You can take this free action each round if you wish.
  • Giant Hunter. When a large sized creature or larger, that is within 5 feet of you hits or misses with an attack roll, you can use your reaction to attack the creature immediately after the attack, provided you can see the creature and can make an attack check.
  • Hunter’s Mark. Prerequisite: Scout level 5+. With an Aim maneuver you can spent a Destiny Point as a free action to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or your mark is, you can apply your Hunter’s Mark feature against this target. Whenever you successfully hit the target you deal your full heroic level in damage (instead of ½) and you lower the target’s Damage Threshold against your attacks by your Proficiency bonus. If you have the Devastating Attack talent the affects stack.
  • Mob Fighter. Once on each of your turns when you take an Attack action, you can make a melee weapon or unarmed attack against a different creature that is within 5 feet of our original target and within range of your melee attack. This is a free action.
  • Relentless. 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.

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 5% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 5%.
  • 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

  • Bounce Back. You can take your Second Wind as a reaction at any time, instead of an Action.
  • Elite Explorer. Prerequisite: Explore. You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group’s travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area.
  • Explorer. You have Advantage on any Wisdom (Survival) skills checks.
  • Evasion. You can nimbly dodge out of the way of certain area of affect attacks that provide a Dexterity saving throw for half. On these attacks you only suffer half damage if you failed your Dexterity saving throw, and no damage if you succeed with your save.
  • Extreme Effort. You spend a Bonus action and gain Advantage on all Strength ability checks, skill checks and saving throws (but not melee attack checks) until the end of your next round. You also deal an additional amount of damage in melee combat equal to your proficiency bonus for one attack a round (even if you have more attacks in a round).

Bonus Feats: Action Surge, Armor Proficiency (medium), Athlete, Bolt Storm, Bravery, Careful Shot, Danger Sense, Determined, Dogfighter, Double Tap, Durable, Extra Second Wind, First Aid, Full Throttle, Hot Wire, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Mobility, Over Watch, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Pursuit, Savage, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Suppressing Fire, Suspicious Mind, Take a Knee, Tech Specialist, Throwing Expert, Toughness, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, heavy), Z-G Training.

Soldier

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

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.

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
  • (a) heavy blaster pistol or (b) advanced melee weapon, either with an extra power pack
  • (a) two simple weapons or (b) martial weapon
  • (a) field kit and short range comlink or (b) utility belt.
  • An additional 100 credits on your credstik.

TALENTS

ARMOR SPECIALIST TALENT TREE

  • Armor Mastery. Prerequisite: Armored Defense, Second Skin, proficiency with armor being worn. When calculating your Armor Class add ½ (round down) your Proficiency bonus to your Armor Class Rating when wearing armor.
  • 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.
  • 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

  • Expert Grappler. You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls.
  • Gun Club. When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a pistols acts as a club while a rifle and heavy weapon as greatclub (two handed; all as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195).
  • Melee Smash. You deal +2 points of damage with all melee attacks (unarmed or with weapons).
  • Riposte. When a creature misses you with a melee weapon attack, you can use your Reaction to make an immediate melee attack against that creature.
  • Stunning Strike. Prerequisite: Melee Smash. If you successfully hit an opponent with a melee attack, you can spend a Bonus Action to automatically impose the Reeling condition onto the target until the start of your next turn. If the damage would deal enough to already impose the Reeling conditions it is instead Stunned until the beginning of your next turn. Too Close: If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your blaster as a club. If you have a rifle mounted bayonet you could use that attack instead.
  • Unbalance Opponent. As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you. The opponent’s modifiers still apply to damage.

COMMANDO TALENT TREE

  • Battle Analysis. As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls vs. all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round. Between the Eyes. Before making a ranged attack roll you can spend a Bonus action and gain advantage with the attack. If both attack rolls would hit, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest.
  • Cover Fire. Prerequisite: Soldier level 3+. When you make a weapon ranged attack with Autofire, you and all allies within 30 feet of you that you can see, gain ½ Cover bonus (PHB pg. 196) until the start of your next turn. Allies must remain with this 30 feet area of you to gain bonus but you do not need to see them for them to gain the benefit.
  • Demolitionist. You have Advantage to use Intelligence (Mechanic) checks to place explosive devices and explosives set by you do +2d weapon dice of damage. You can take this talent multiple times, each time adding +2d weapon damage die to the explosives that you set; the effects stacks (up to double the explosives base damage dice).
  • Draw Fire. You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action, a number of opponents up to your Soldier level (maximum of 10), whom can see and hear and understand you are at a Disadvantage when making ranged weapon attacks against anyone but you until the start of your next turn.
  • 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.
  • 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.
  • 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.

WEAPON SPECIALIST TALENT TREE

  • Devastating Attack. Prerequisite: Soldier level 3+. Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs. Reeling (see Conditions). Prerequisite: Proficiency with weapon you are using.
  • Greater Weapon Focus. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Soldier level 5+. Choose a weapon group one exotic weapon. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by Weapon Focus feat. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group.
  • Greater Weapon Specialization. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group, Soldier level 7+. Choose one exotic weapon or weapon group (except lightsabers). You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by Weapon Specialization talent. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group.
  • Weapon Specialization. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group. Chose a single exotic weapon or weapon group, which you are proficient (except lightsabers). You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group.

Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Bolt Storm, Brawler, Bravery, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Determined, Defensive Duelist, Disarming Strike, Distracting Strike, Dogfighter, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Full Throttle, Goading Attack, Hot Wire, Improved Critical, Improved Damage Threshold, Improved Mobility, Improved Second Wind, Lucky, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Over Watch, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Savage, Sniper, Stoic, Superior Critical, Suppressing Fire, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack, Z-G Training.

MULTICLASSING

As the PHB plus Prerequisites…

  • Jedi – Wisdom or Charisma 13+
  • Noble – Intelligence or Charisma 13+
  • Scoundrel – Dexterity or Intelligence 13+
  • Scout – Constitution or Wisdom 13+
  • Soldier – Strength or Dexterity 13+

You can multiclass as often as you wish, gain one class Talent at the 1st level of the new class and adding its Hit Points (after 1st level) plus Hit Die to your totals. However the first time you multiclass you gain the following benefits (you don’t gain this with your third class, etc.);

Gain one of the new class’s Save Proficiency plus…
  • 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.
  • 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.
  • Soldier – Two weapon proficiency of choice, plus Light armor proficiency.

Backgrounds

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.

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.

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.

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.

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.

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

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.

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

  • 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.

SKILLS

Basic Skills and New Skills for Star Wars

STRENGTH

Athletics: See PHB pg. 175-6. Also, Standard Leaping: With a Long Jump you cover a number of feet equal to your Strength score if you moves at least 10 feet on foot immediately before the jump. With a standing long jump your distance is halved (round down). With a High Jump you can jump up 3 feet plus 3 feet for one for every Strength modifiers you have if you moved at least 10 feet on foot immediately before the jump (half if standing). To see how far you can just ‘reach up’, you can extend your arms up to a high equal to 1½ your base height. With a Strength (Athletics) test, for every 2 over a DC10 you made add another foot to the distance you can high or long jump.
Encumbrance (5th ed. pg. 176): Strength x10lbs for base. Tiny sized creatures Strength x2lbs base, Small x5lbs, Large x20lbs, Huge x40lbs, Gargantuan x80lbs, Colossal x150lbs.

DEXTERITY

Acrobatics: per PHB pg. 176-7. Also you can attempt to move through a threatened space of a creature that is your size or one size small or larger then you. The DC10 + the target’s proficiency bonus + its Dexterity or Wisdom modifier. Success means that you move through their threatened space without provoking an Opportunity attack. Enemy space counts as difficult terrain. You can attempt to pass through a creature’s space with the same DC as above. If you make this check by +5 over the DC it also does not provoke an Opportunity attack against you. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal the same DC of one target’s to gain the Disengage action as a Bonus action instead but only against this one target. The result of your Dexterity (Acrobatics) check is the distance in feet of a fall that you can negate before figuring fall damage.
Drive (new): this skill is used to control land vehicles like those that are tracked or walkers and also includes boats and submersibles. See below for some examples of checks.
Initiative (new): these check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc.
Pilot (new): This skill covers all flying vehicles such as airspeeders, starships (except capital ships see below) and speeder bikes, swoops and landspeeders. See below for checks.
Sleight of Hand: per PHB pg. 177
Stealth: per PHB pg. 177

INTELLIGENCE

Capital Ship Pilot (new): This skill covers piloting capital sized ships (see Starships).
Computer Use (new): This skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free. See below.
Galactic Lore (renamed History): per PHB pg. 177, but also local laws and customs, species, etc.
Investigation: per PHB pg. 178
Mechanic (new): This skill covers fixing technology. See Droids and Starship actions for how.
Nature: per PHB pg. 178. Includes life sciences and understand of various worlds’ fauna and flora.
Religion: per PHB pg. 178
Supernatural (renamed Arcana): per PHB pg. 177. Covers the Force and other mythical forces.
Technology (new): This skill covers identifying, understanding and working with most technological devices. Finally it is just when creating new pieces of technology or when you want to improve the performance or ability of a piece of equipment.
Thievery (new): This skill covers illegal activity such as using various tool kit to bypass an electronic lock or to hack a computer systems A.I. or for forging documents to get past security.

WISDOM

Animal Handling: per PHB pg. 178
Insight: per PHB pg. 178
Medicine: per PHB pg. 178
Perception: per PHB. Pg. 178
Survival: per PHB pg. 178

CHARISMA

Deception: per PHB pg. 178
Gambling (new): This skill covers all games of chance from Dejarik fighting boards to Sabaac Cards.
Gather Information (new): This skill is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found.
Intimidate: per PHB pg. 178
Performance: per PHB pg. 178
Persuasion: per PHB pg. 178

NEW SKILLS

EXPANDED NEW SKILL DESCRIPTION & USES

Capital Ship Pilot (Intelligence): Piloting the largest ships of the galaxy is more about logical thinking and controlling vector thrust from various engine banks. As these ships are not as maneuverable as smaller starships most checks are for only avoiding collision with something big or maneuvering into position to fire weapons. See Vehicle & Starship Houserules (pg. 84-90).
Computer Use (Intelligence): Getting information from a computer system requires that you are connected to the appropriate network (in Star Wars the Holonet or at the computer station itself), have found the system that you wish to access and then finally the system having at least an Indifferent attitude towards you (so that it will share information with you).
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.
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.
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
* Hostile: Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
* Unfriendly: Treats you as an unauthorized users and blocks your access to its programs and information.
* Indifferent: Treats you as a guest or visitor and grants you only basic access to non-secret systems, programs and files (as long as this does not conflict with previous commands). You may add any equipment bonus provided by you system to your Computer Use checks.
* Friendly: Treats you are an authorized user and grants access to any program or non-secret information and file (as long as it does not conflict with previous commands).
* Helpful: Treats you as if you are its system owner, granting access to all of its programs and information (even if doing so overrides a previous command).

FEATS

GENERIC NONFORCE TALENTS

THE FORCE

GEAR AND EQUIPMENT

Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its’ part of basic equipment (class or background) or a with the generic Connection talent. Afterwards, characters can purchasing such gear but must first find dealers to make these purchases (with a Gather Information check, DC 15 -25). On average it takes 1d6 hours to find a Licensed items dealer, 4d6 hours for Restricted and 2d6 days for Illegal or Military item dealers. Licensed items costs cost 20% more for the license fee, Restricted items cost 50% more while Illegal or Military cost 100% to 200% more.

Weapons

NEW WEAPON PROPERTIES

  • Autofire – these weapons can fire an Area of Affect (Autofire) attack by expelling 10 rounds. It cannot use this property if the weapon does not have 10 rounds.
  • Autofire only – these weapons fire the 10 shot autofire. If the weapon does not have 10 rounds it cannot fire.
  • Autofire, Heavy – these weapons fire 20 shots autofire. If the weapon does not have 20 rounds it cannot fire.
  • Double Weapons – lethal on both ends. Treat these weapons as two light weapons (Two Weapon Fighting PHB pg. 195).
  • Energy – deals weapon energy damage for types of resistance, vulnerability, etc.
  • Fixed – fixed weapons must be mounted onto a vehicle or use a semi-portable tripod (tripod for a heavy weapon weights 80lbs by them-selves and cost 500cr. It take 3 Actions to set or break down a tripod before it can be fired).
  • Heavy Damage –ignores Resistance to damage provided by Cover and Vehicles.
  • Ion damage – these types of weapons are not as affective against living creatures, dealing only ½ damage. Verses droids, vehicles and electronics, after modifiers have been applied, double the damage vs. its Damage Threshold to impose the Reeling condition.
  • 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 – 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.
  • 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.


ADVANCED MELEE WEAPONS

Electrostaff - Cost 500, Damage 2d6 electronic, Wt. 5, Properties: Restricted. Staff when ‘off’. Double weapon, reload, stun setting. Can parry lightsabers.
Force Pike - Cost 600, Damage 2d8 energy, Wt. 10, Properties: Restricted. Pike when ‘off’. Double weapon, heavy, reach, reload, 2-handed. Can parry lightsabers.
Vibro-Dagger - Cost 200, Damage 2d4 piercing, Wt. 1, Properties: Licensed. Dagger when ‘off’. Finesse, light, reload.
Vibro-Blade - Cost 300, Damage 2d6 piercing, Wt. 2, Properties: Licensed. Shortsword when ‘off’. Finesse, light, reload.
Vibro-Bayonet - Cost 350, Damage 2d8 piercing (spear), Wt. 1, Properties: Licensed. Spear (when mounted on a rifle) or dagger when ‘off’. Reload, 2-handed (when mounted as spear).
Vibro-Sword - Cost 450, Damage 2d8 slashing, Wt. 3, Properties: Licensed. Longsword when off. Heavy, reload.
Vibro-Axe- Cost 550, Damage 2d10 slashing, Wt. 8, Properties: Restricted. Halberd when ‘off. Heavy, reload, 2-handed

NOTE that all Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.


EXOTIC MELEE WEAPONS

Atlati - 50 2d4 bludgeoning 3 Rare. Loading, thrown (range 50/150)
Cesta - Cost 100, Damage 2d6 bludgeoning, Wt. 5, Properties: Rare. Heavy, loading, thrown (range 50/150), 2-handed
Gaderffii Stick - Cost 50, Damage 1d8 piercing/ 1d6 bludgeoning, Wt. 6, Properties: Double Weapon. Heavy, 2 handed.
Power Whip* -Cost 600, Damage 2d8 energy, Wt. 2, Properties: 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 Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.


EXOTIC RANGED WEAPONS

Bowcaster Pistol - Cost 1,200*, Damage 3d10 energy, Wt. 6, Properties: Licensed, Rare. Ammo (ranged 50/300), heavy, reload (clip 6).
Bowcaster Rifle - Cost 2,000, Damage 3d12 energy, Wt. 16, Properties: Licensed, Rare. Ammo (range 200/1,200), heavy, reload (clip 6), 2-handed.
Flamethrower** - Cost 1,500, Damage 3d8 fire, Wt. 15, Properties: Military. Ammo (range 50ft for AOE 20x20ft sphere or range 0 AOE 10x30ft line), reload (backpack tank pc 40), 2-handed.
Flamethrower, wrist mount** - Cost 1,000, Damage 3d6 fire, Wt. 5, Properties: Military. Ammo (range 50ft for AOE 10x10ft sphere or range 0 AOE 5x30ft line), reload (pc 10)
* These weapons only costs ½ the listed price for Wookies.
** A flamethrower can target with Range Weapon Attack or target an AOE. Targets in AOE require a Dexterity saving throw DC 15, success ½ damage. Also all targets require an Intelligence save with a DC equal to the damage they suffered or catch fire, suffering 2d8 fire damage at the start each round. To extinguish requires an Action and successful Dexterity save DC to the damage they suffered that round. Falling prone as your action and rolling on the ground grants advantage to this save.


LIGHTSABERS

Lightsaber* - Cost 5,000, Damage 2d10 slashing & energy, Wt. 1, Properties: Rare. Finesse, light, reload.
Lightsaber, double* - Cost 8,000, Damage 2d10 slashing & energy, Wt. 2, Properties: As lightsaber. Double weapon, 2-handed, reload.
Lightsaber, short - Cost 5,000, Damage 2d8 slashing & energy, Wt. 1, Properties Rare. Finesse, light, reload.

All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage.

* These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.


HEAVY WEAPONS

Blaster Cannon - Cost 3,000, Damage 4d12 energy, Wt. 50, Properties: Military. Ammo, fixed, heavy damage, reload (pc 10**).
Blaster, E-Web repeater - Cost 8,000, Damage 3d12 energy, Wt. 100, Properties: Military. Ammo, autofire only, fixed, reload (pc 50).
Blaster, heavy repeater - Cost 5,000, Damage 3d12 energy, Wt. 90, Properties: Military. Ammo, heavy autofire, fixed, reload (pc 200).
Grenade launcher* - Cost 500, Damage -Special, Wt. 10, Properties: Military. Ammo, heavy, reload (6*), 2-handed. :Missile launcher - Cost 1,500, Damage 6d10 energy, Wt. 20, Properties: Military. Ammo, area of affect (10 foot sphere), heavy, reload (1 missile**), 2-handed.

All heavy weapon ranges are 200/1,200 feet and property Heavy Damage (grenade launchers depending on grenade type).

All heavy weapons, except Grenade Launchers, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage.

* Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.


PISTOLS

Blaster pistol - Cost 500, Damage 3d6 energy, Wt. 2, Properties: Restricted. Ammo, light, reload (pc 100), stun setting.
Blaster pistol, heavy - Cost 750, Damage 3d8 energy, Wt.4, Properties: Military. Ammo, heavy, reload (pc 50), stun setting.
Blaster pistol, holdout - Cost 350, Damage 3d4 energy, Wt. 1, Properties: Illegal. Ammo, light, reload (pc 6)
Blaster pistol, sport - Cost 300, Damage 3d4 energy, Wt. 2, Properties: Ammo, light, reload (pc 100), stun setting.
Ion pistol - Cost 250, Damage 3d6 ion, Wt. 2, Properties: Licensed. Ammo, light, reload (pc 50)

All Pistols have a range of 50/300 feet

Special – For heavy pistols (and Bowcaster pistols and Blaster carbines with their stick folded) used by small creatures, if the creature wields the weapon in two-hands the attack is not at disadvantage.


RIFLES

Blaster carbine 900 3d8 energy 7 Restricted. Ammo, autofire, folding stock, reload (pc 50), stun setting, 2-handed (1-handed with folded stock).
Blaster, light repeating - Cost 1,500, Damage 3d8 energy, Wt. 16, Properties: Military. Ammo, heavy autofire, heavy, reload (pc 200), 2-handed.
Blaster rifle - Cost 1,000, Damage 3d8 energy, Wt. 10, Properties: Restricted. Ammo, autofire, heavy, reload (pc 100), stun setting, 2-handed.
Blaster rifle, heavy - Cost 2,000, Damage 3d10 energy, Wt. 12, Properties: Military. Ammo, autofire, heavy, reload (pc 30), stun setting, 2-handed.
Blaster rifle, sport Cost 800, Damage 3d6 energy, Wt. 8, Properties: Licensed. Ammo, reload (pc 50), stun setting, 2-handed.
Blaster rifle, sniper - Cost 1,500, Damage 3d10 energy, Wt. 12, Properties: Military. Ammo, heavy, reload (pc 30), scope*, stun setting, 2-handed.
Ion rifle - Cost 800, Damage 3d8 ion, Wt. 8, Properties: Restricted. Ammo, heavy, reload (pc 100), 2-handed.
Disruptor Rifle (Disintegrator) - Cost 3,000, Damage 3d12 necrotic, Wt. 15, Properties: Illegal. Ammo (cost 5 times normal pc cost), ½ base range (100/600), heavy, reload (pc 10), 2-handed.

All rifle ranges are 200/1,200 feet (a blaster carbine with a folded stock that is folded uses pistol range or 50/300 feet add heavy property)

* An electronic sniper scope is mounted onto the sniper blaster rifle. With an "aim" maneuver shots out to 1,200 feet are not at disadvantage and the weapon's range is extends to 2,400 feet (these attacks are at disadvantage).


SIMPLE MELEE WEAPONS

Combat Gloves Cost 50, Damage Unarmed +2 bludgeoning, Wt. ½, Properties: Finesse, light.
Power Gloves - Cost 200, Damage Unarmed +1d6 energy, Wt. ½, Properties: Finesse, light, reload (pc), stun setting.
Stun Baton - Cost 75, Damage 3d8 energy, Wt. 2, Properties: Finesse, light, reload (pc), stun setting only, touch (deals no ability mod damage, +2 to melee attack roll).
Survival Knife - Cost 50, Damage 1d6 piercing or slashing, Wt. 1, Properties: Finesse, light; adds +1 insight to Survival checks.

NOTE that power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.


SIMPLE RANGED WEAPONS

Energy ball - Cost 50, Damage 2d8 energy*, Save DC Dex 14, Wt. 3, Properties: Licensed, Rare. Light, thrown***
Grenade, frag - Cost 200, Damage 4d6 slashing* Save DC Dex 15, Wt. 1, Properties: Military. Area of effect (20ft sphere), light, thrown.
Grenade, ion - Cost 250, Damage 4d6 ion*, Save DC Dex 14, Wt. 1. Properties: Restricted. Area of effect (15ft sphere), light, thrown.
Grenade, smoke - Cost 100, Damage None**, Save DC n/a, Wt. 2, Properties: Licensed. Area of effect (30ft sphere), light, thrown.
Stun Grenade - Cost 200, Damage 4d8 energy*, Save DC Dex 15, Wt. 1, Properties: Restricted. Area of effect (15ft sphere), light, stun damage only, thrown.
Thermal detonator - Cost 2,000, Damage 8d6 energy*, Save DC Dex 18, Wt. 6, Properties: Illegal. Area of effect (30ft sphere), heavy damage, thrown

All Simple Range weapons are one-use weapons. All with the thrown property have a range of 30/100 feet. Grenades do not add attribute modifiers to damage only ½ heroic levels. Dex save is for ½ Damage (see Area Effect houserules).

* If the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.
** Heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (60 feet).
*** Can be loaded with the ranges of the Atlati or Cesta, but then gains the loading property and loses the throwing property.

Armor

Special –When wearing armor all characters gain only the Armor Class Rating (ACR) of the armor plus either the character’s Dexterity or Intelligence (whichever is better). Also armor grants an equipment bonus to the wearer’s Damage Threshold: +2 with light armor, +4 with medium armor and +8 with heavy armor.

Note that ACR standards for the Equipment Armor Class Rating.

LIGHT ARMOR

Blast helmet and vest - Cost 500, ARC 12+ Dex or Int modifier, Stealth penalty No, Wt. 5. Notes - grants advantage on saves against visual flash/blindness attacks. However wearer also suffers disadvantae with visual Perception checks.
Battleframe - Cost 3,000, ACR 12+ Dex or Int modifier, Stealth penalty No, Str Min -*, Wt. 20. Notes - This is a light suit that can be worn underneath normal clothing. When powered on (if the wearer is proficient with Light Armor) grants the wearer an equipment base Strength score of 19 and allows him to carry up 200lbs base encumbrance. The suit runs on two power cells. An advanced version increases the equipment base Strength to 21, encumbrance 250lbs for an additional +2,000 credits. The advanced one runs on four power cells. The cells are good for 8 hours of continuous use before needing recharge or replacement. Requires a 10 Strength unpowered.
Flight suit, padded - Cost 2,000, ACR 13+ Dex or Int modifier, Stealth penalty No, Wt. 10. Notes - Sealed vs. vacuum conditions with 10 hours of life support and full protection of vacuum environmental hazards. +4 equipment bonus to saves vs. pressure. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Duraweave jacket - Cost 1,000, ACR 13+ Dex or Int modifier, Stealth penalty No, Wt. 5. Notes - These jackets are made to look like normal clothing, not armor. Requires a Perception DC 15 check at disadvantage to tell by looking at it.
Combat jumpsuit - Cost 1,500, ACR 14+ Dex or Int modifier, Stealth penalty No, Wt. 15
Flight suit, armored - Cost 4,000, ACR 14+ Dex or Int modifier, Stealth penalty Disadvantage, Str Min 10, Wt. 20. Notes - Sealed vs. vacuum conditions with 10 hours of life support and full protection of vacuum environmental hazards. +4 equipment bonus to saves vs. pressure. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Scout trooper armor - Cost 5,000, ACR 15+ Dex or Int modifier, Stealth penalty No, Str Min 10, Wt. 20. Notes - Environmental upgraded armor increases the cost by +2,500 credits and adds these features: +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Imperial Scout armor costs an additional +2,000cr adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink.

MEDIUM ARMOR

Ceremonial armor - Cost 2,000, ACR 15+ Dex or Int modifier (max 2), Stealth penalty No, Str Min 12, Wt. 30
Combat spacesuit - Cost 6,000, ACR 16+ Dex or Int modifier (max 2), Stealth penalty Disadvantage, Str Min 12, Wt. 30. Notes - Sealed vs. vacuum conditions with 10 hours of life support. Provides complete protection from radiation and resistance from Extreme and Dangerous levels.
Trooper armor - Cost 8,000, ACR 17+ Dex or Int modifier (max 2), Stealth penalty Disadvantage, Str Min 13, Wt. 25. Notes - basically Stormtrooper armor. The basic suits are environmental sealed and adds +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Imperial Trooper armor increase cost by 2,000cr and also adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free comlink. (Licensed).
Corllian powersuit - Cost 10,000, ACR 17+ Dex or Int modifier (max 2), Stealth penalty Disadvantage, Str Min -*, Wt. 40. Notes - When powered on and if the wearer is proficient with Medium Armor, it grants the wearer an equipment base Strength score of 19 and allows him to carry up 200lbs. Advanced suits increase the base Strength to 21 and carry up to 300lbs for +5,000 credits. The basic suit runs on two power cells, advanced suits four cells instead. These cells are good for 8 hours of continuous use before needing recharge or replacement. Require a 14 Strength when unpowered. (Licensed)
Battle armor - Cost 7,000, ACR 18+ Dex or Int modifier (max 2), Stealth penalty Disadvantage, Str Min 14, Wt. 35. Notes - Environmental systems adds +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. (Licensed)

HEAVY ARMOR

Armored spacesuit - Cost 12,000, ACR 19 Stealth penalty Disadvantage, Str Min 15, Wt. 70. Notes - Sealed vs. vacuum conditions with 10 hours of life support. Provides complete protection from radiation and resistance from Extreme and Dangerous levels. (Restricted)
Battle armor, heavy - Cost 15,000, ACR 20, Stealth penalty Disadvantage, Str Min 16, Wt. 80. Notes - Environmental systems adds +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. (Resticted).

Other Gear

COMMUNICATION DEVICES

Comlink. Short-range comlinks (50cr, Wt. ¼lb) have a range of 5 miles or low-orbit and can be built into helmets for hand-free options for an additional +50cr. Midrange comlinks (100cr, Wt. 1lb) have a range of 50 miles and mid-orbit. Long-range comlinks (250cr, Wt. 10lbs) have a range of 500 miles or high-orbit and have a head or hand set and worn on a belt or as a shoulder pad. For double the cost both mid and long can be miniaturized for wrist-sized units (Wt. ¼lb or 1lb). Encryption imposes disadvantage on Splicer checks to intercept transmissions for five times base cost of any comlink type. Video Capability have 2D imagines in additional to audio for twice the cost of any unit. Small Holo-Projection Capacity have 3D holo-projector for five times the cost of any unit.
Pocket Scrambler. Scrambles all outgoing messages some any ally comlink within 30 feet, imposing disadvantage on any Slicer kit check to detect and intercept (2,000cr, Wt. 1lb).
Voice Box. Can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying that the use types out as text and the machine then “speaks” (200cr, Wt. ½lb).

COMPUTER and STORAGE DEVICES

Code Cylinder. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb).
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).
Datapad. Handheld computer (300cr, Wt. ½lb).
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).
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).

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.

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)
2nd Degree R6 Astromech Droid. The R6-series droid is the sixth astromech droid model made by Industrial Automaton under their R-series of droids. It is built as an improvement over their still popular R2 series and as a replacement for the failed R5 series. Cost: 6,000 credits. 3rd level Nonheroic; Attributes: Strength 10, Dexterity 10, Constitution --, Intelligence 17, Wisdom 12, Charisma 12; HP: 9; Proficiency Bonus +2; Save: Strength +2, Intelligence +5; Threshold: 17; Speed 20ft; AC 12; SZ: Small; Skills: Computer Use +7, Investigation +5, Mechanic +5, Perception +3, Technology +7; Modifications: Basic Processor, Basic Probe Appendage, Built-In Tools (Astromech Navcomputer), (Repair kit), Wheeled Locomotion; Special Qualities: Construct, Feat (Skill Expertise/Computer Use, Skill Expertise/Technology), Small Size.
3rd Degree A-IDO translator droids. These are older model droids that specialize in language translation in various governmental and corporate negotiation and relations. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 10, Dexterity 8, Constitution --, Intelligence 12, Wisdom 14, Charisma 18; HP: 12; Proficiency Bonus +2; Save: Strength +2, Intelligence +3; Threshold: 17; Speed 20ft; AC 11; SZ: Medium; Skills: Computer Use +3, Galactic Lore +3, Gambling +6, Insight +4, Persuasion +8, Performance +6; Modifications: Advanced Translator Unit (DC 10), Basic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (Skill Expertise/Persuasion, Skill Proficiency/ Insight and Gambling)
4th Degree IG-86 Assassin Droid. The IG-86 sentinel droid, also known as the IG-86 assassin droid or simply as the IG assassin droid, is a model of assassin droid manufactured by Holowan Laboratories. IG-86s are popular with gangsters and especially the Hutt-Clans. Cost: 18,000 credits. 6th level Soldier; Attributes: Strength 16, Dexterity 16, Constitution --, Intelligence 12, Wisdom 16, Charisma 8; HP: 55; Proficiency Bonus +3; Save: Strength +, Intelligence +4; Threshold: 26; Speed 30ft; AC 18; SZ: Medium; Skills: Computer Use +4, Initiative +6, Investigation +4, Perception +6; Modifications: Armor Plating, Combat Processor, Reinforced Structure, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Armor Proficiency (Light, Medium), Weapon Proficiency (Advanced Melee Weapons, Martial Weapons, Pistols, Rifles, Simple Weapons).
5th Degree PK Droid. The PK series of manual labor droids is built and used heavily by the Trade Federation. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 20, Dexterity 12, Constitution --, Intelligence 10, Wisdom 10, Charisma 9; HP: 20; Proficiency Bonus +2; Save: Strength +7, Intelligence +2; Threshold: 22; Speed 30ft; AC 11; SZ: Large; Skills: Athletics +7, Computer Use +2, Mechanic +4, Technology +2; Modifications: Hauler (800lbs), Two-arm Appendages, Two-leg Walking Locomotion; Special Qualities: Construct, Large Size, Feat (Toughness, Skill Expertise/Mechanic).

GAMBLING GEAR

Card set. Various non-Sabacc card games. (Cost 1 credit for standard decks, Wt. none)
Dejarik set. Popular holographic fighting game board. (Cost 100 credits, Wt. 15lbs)
Dice set. Various dice games. (Cost 1 credit for basic die sets, Wt. none)
Holoboth projector. A non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 500lbs)
Sabacc set. One of the most popular card games of the galaxy. (Cost 2 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)

LIFE SUPPORT

Aquata breather. 2 hour air supply while underwater (350cr, Wt. ½lb).
Rebreather. These masks can be purchase separately or incorporated into a helmet. Add +6 equipment bonus to saves vs. thin, dense and hazardous atmosphere conditions, inhaled hazardous toxins and poisons (100cr, Wt. 2lbs).
Flight suit. 10 hours of vacuum life support. +4 equipment bonus to saves vs. pressure and resistance to radiation damage. Wearer is at disadvantage Dexterity (Stealth) (500cr, Wt. 15lbs)
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

Bacta tank (empty). When full, grants advantage on all Medicine checks. After long rest regain all lost Hit Points and Hit Dice, but gain one level of Exhaustion. Requires 200 gallons of bacta liquid to operate (100,000cr, Wt. 1,500lbs). Bacta liquid, gallon (100cr, Wt. 8lbs).
Medical kit. are advanced kits, carried in a backpack with almost everything one would need to treat injuries in the field. A standard kit has 10 ‘unit uses’ before requiring resupply. These kits provide a number of benefits. First, with one use, when you stabilize a disable target you restore them to 1 HP (DC15). You can grant up to six creatures, including yourself, Advantage on their Hit Dice rolls during a rest (short or long, one use no matter how many). You can perform surgery in the field requiring at least one hour of work and a unit use, but at a disadvantage and most DC start at 15. Finally, you can attempt to cure a disease or neutralize a poison (DC varies). (Cost 600, Wt. 40lbs; it costs 25 credits and weights 2lb for a resupply ‘use’).
Stim-Pack. One-use pack with two functions. First if applied to a dying creature it automatically stabilized it (granting it 3 successful death saves). Second, as an action, a non-incapacitated creature regains 1d8+2 hit points. Each time a stim-pack is used to heal HP, it heals cumulatively 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a stim-pack until it complete a long rest (100cr, Wt. 2lbs).
Surgical kit. These are portable, specialized medical gear to perform surgeries and cybernetic implant in the field (away from a proper medical facility). With this you can perform Medicine skill checks with surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 60lbs).

MISCELLANEOUS GEAR

Diplomatic kit. A backpack or formal travel pack includes a datapad, a stim-pac, a set of fine formal wear clothing, a long-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,200cr, Wt. 45lbs).
Formal clothing. This bulky ware is donned for special events of the rich and famous. They grant the wearer a +2 equipment bonus to all Charisma based skills during such occasions and situations as the GM see fit. In the wrong one (like slumming it at an off-world cantina) counts as a -2 penalty to the same checks. (1,500cr or more, Wt. 8lbs)
One-year universal starship passenger ticket. A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for one year of continues use (5,000cr, Wt. nil).
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)
Utility belt. 3-days’ supply of ration packs, a stim-pac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 1lb of extra items, etc.) (500cr, Wt. 15lbs)

SURVIVAL GEAR

Advanced artic clothing. Specialized clothing (parka-coat, hood, gloves and boots) for extremely cold environments (below 40⁰ F) safely (250cr, Wt. 12lbs).
All-temperature cloak. Wrap around cloak and hood that provides protection in both hot and cold environmental conditions. Counts as a Desert Suit and Winter Clothing (500cr, Wt. 5lbs).
Chain (10 feet). Can support 5 metric tons of weight (25cr, Wt. 8lbs).
Desert suit. Specialized clothing to provide not only protection from extreme heat but also water collectors to provide enough for one being in a desert setting (average 1 gallon). (150cr, Wt. 6lbs)
Field kit. Backpack with two stim-pacs, two 2-liter water filter canteen, sunshield roll-on, one week’s worth of food rations packs, a thermal blanket, a fusion lantern, a rebreather mask with 24 filters, 100 feet of syntherope, a 100 foot roll of mess tape, a power recharger with 2 extra energy cells and two power cells. Also grants advantage with Wisdom (Survival) checks (500cr, Wt. 45lbs).
Filter canteen. Holds 2-liters of water that is filter for standard beings (50cr, Wt. 4lbs)
Hand scanner. Portable scanning device. Substitute Perception or Technology out to 1km at no penalty. Can detect chemicals, life forms, minerals, weapons, etc. Advantage to detect specifics within 30 feet. Ignores visual obscure (Cost 1,500cr, Wt. 5lbs).
Jet pack. Backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action after activated. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 600lbs of total weight (300cr, Wt. 45lbs, replacement fuel cell 100cr, +15lbs)
Liquid cable dispenser (50 feet). Can support up to 1,000lbs of weight (10cr, Wt. ¼lb)
Ration pack. One days’ worth of nutritious (but bland tasting) food (5cr, Wt. 3lbs)
Syntherope (100 feet). Supports up to 1,500lbs of weight (20cr, Wt. 2lbs)
Winter clothing. Standard cold weather clothing (coat, boats, gloves, hood) (100cr, Wt. 6lbs)

Cybernetics

VEHICLE HOUSERULES AND COMBAT

VEHICLE AND STARSHIP

THE ENVIROMENT HOUSERULES

GM NPC CREATION