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Many skill stay the same as per the normal Hero System rules. Some skill change name, but most have been changed to reflect changes in 5th Edition Hero System. See the Skill sheet.
**Note: Complimentary skills are HIGHLY recommended. Many times the extreme actions your characters take will cause a -2, -3, or even -5 to a skill. This will make an 11 or less not seem effective. This is overcome buy the use of Complementary skills. A Starfighter pilot with Piloting 11- is not nearly as good as a Starfighter Pilot with Piloting 11- AND KS: X-wing 11-.
Due to the nature of languages in the Star Wars universe all characters have a base knowledge of many languages. This is bought buy having a General Language skill that translates into the Universal Translator talent at the base INT score. When a character encounters an unknown language they can roll their "General Language" skill to see if they "know" the language.
This roll is modified by how distant the language is from languages the character already knows, and by what languages the character has bought in the regular Hero System fashion.
During character creation a player must choose wether or not their character is Force Sensitive or non-Force Sensitive.
Non-sensitive characters begin the game with one Force point and can have up to five Force points. If a non-sensitive character gets more then his maximum Force points they must be turned in for 8 experience points. They can NOT however trade in Force points before they reach their maximum. Non-Force sensitive characters cost nothing to play.
Force-sensitive characters begin the game with two Force points and can have an unlimited amount of Force points.
Due to the differing time periods the cost of playing a Jedi Knight changes. During the Old Republic Jedi Knights were respected individuals by almost all the planets in the Galaxy. Being a Jedi Knight in the Old Republic is a Perk costing 4 points.
During the time of the Empire Jedi Knights were hunted down by the Emperor and his henchmen. Being a Jedi Knight at this time is a Disadvantage. For further information see the Disadvantage section.
For other times see the GM for this Perk's cost.
No Powers are available except with GM's permission. Force powers are available to characters with the Force Sensitive Perk and one of the three Force Skills.
Some players can choose to play droids. Droids have abilities which are bought by purchasing powers.
Many people in the Star Wars universe has had disabilities replaced with cybernetic parts. Others have chosen to have themselves "enhanced." These enhancements are bought by purchasing powers.
All characters have the certain inherent disadvantages. They are:
These disadvantages do not count against the character's limit in disadvantage and they do not give the character any points.
All other disadvantages are the same per normal Hero System rules.
A character can be "tainted" by the Darkside. For one reason or another the Darkside takes a particular interest in this character and it is very difficult for them to remain a member of the Light side of the Force.
The character begins with a Darkside activation check of 14 or less instead of the normal 15 or less. Also, the character is always tainted by the Darkside and can NEVER have a Darkside Activation check above 14 or less.
The character suffers ill effects when suspended in the normally healing fluids of the Bacta tanks. This is bought as: Susceptibility: Common, Per 5 min, 2d6 : 10pts.
Sometimes the Jedi Knights are looked on a meddlers or, especially in the time of the Empire, they are hunted. Being a Jedi Knight at times like these are a disadvantage. This is represented by Secret ID and/or Hunted by the Empire.
The Empire is more powerful with extensive NCI. The Hunted's points depend on how well you are known by the Empire and how actively they are searching for you.
Example: Luke Skywalker is Hunted by the Empire on a 14 or less. Thus his Hunted is worth 30 points.
Being a member of the rebellion during the time of the Empire is a disadvantage. This is represented by Secret ID and/or Hunted by the Empire.
The Empire is more powerful with extensive NCI. The level of the hunted is determined by how high up you are in the Rebellion.
A character can only spend one Force point per Phase. The only time two Force points can be spent in one round is when the character "Calls upon the Darkside."
Force Points are worth 6 points though they CANNOT be purchased. Spending a Force Point grants the following:
How a character spends a Force point determines if the character gets the Force point back at the end of the adventure.
To get Force points back:
Not getting Force points, but not getting Darkside:
Getting Darkside points:
Every character can be seduced by the Darkside when they call upon the Darkside or get a Darkside point.
Each character has a resistance level to the Darkside represented by a Darkside activation roll. A character begins with a Darkside activation roll of 15-. When a character receives a Darkside point for ANY reason their Darkside activation roll falls one level and they must roll their new level or less. If they fail the activation roll they have "gone over to the Darkside."
Example: Luke, at present, has a Darkside activation roll of 15-. He receives a Darkside point which causes him to have to make a Darkside activation roll. First his activation falls to 14-, then he rolls a 12. He is safe from the Darkside. Had he failed and rolled a 15+ he would have "gone over." Later on Luke has received several more Darkside points and his Darkside activation roll has fallen to a 12-. He again receive a Darkside point. His activation goes down one to an 11- and he rolls a 13. He is now part of the Darkside.
Any character can call upon the Darkside of the Force. When a character calls upon the Darkside he makes a Force Control or EGO roll. If the roll succeeds they are awarded a Force Point which they must use immediately.
If the character is Force sensitive they roll with a +1 bonus. If the character is non-Force sensitive they make an unmodified roll.
If the action is not intended to bring harm or pain to others there is a -3 penalty. Each additional time the character calls upon the Darkside in the same adventure there is a -1 penalty.
Each time the character's Darkside Activation roll goes done they get a +1 Force Skill level usable with all Force Skills. Characters can accept or refuse to use this bonus. Those that accept the bonus are more susceptible to the pull of the Darkside.
Those that refuse the bonus have a -1 penalty to all Force Skill rolls due to the required increase in concentration due to fighting of the Darkside.
The packages below are a combined Racial and Cultural packages. They describe the "average" of the species.
To find the Species average stats first assume that for any characteristic not listed the average is assumed to be 10. For characteristics that are listed with a changed Maxima (whether increased, or decreased) subtract 10 to find the "average" stat. Apply all powers and skills listed in the package to complete the "average" of that species.
Ability Cost Increased Cha Maxima: DEX 23 9 10pts Shrinking, -2 Perception, +2 DCV, +3Kb, 13 Always On(-½), 0 End (+½), Pers (+½). Discriminatory Sense: Smell 5 Tracking Scent: Smell 10 Disadvantages Decreased Character Maxima: STR 15 3 Package Bonus 3 DF: Ewok (Concealable, Noticed) 10 Physical Lim: Low Tech (Freq, Greatly) 15 Package Cost 6
Ability Cost Increased Cha Maxima: STR 30 10 Increased Cha Maxima: CON 23 6 Increased Cha Maxima: END 60 5 +3 skill levels with any CON or END rolls 15 Disadvantages Decreased Character Maxima: INT 18 1 Decreased Character Maxima: EGO 18 2 Decreased Character Maxima: PRE 18 1 Package Bonus 3 DF: Gamorrean (Concealable, Noticed) 10 Physical Lim: Can't speak Basic (Freq, 10 Slightly) Psych Lim: Hates Droids (Cmn, Mod.) 10 Reputation as Primitive, brutal, and 10 Mindless -11 Package Cost -11
Increased Cha Maxima: INT 25 5
Detect ecological purpose of animal Ranged, Instant 10
Clairsentience Future (only to see how proposed
action will change ecology-1)(Extra Time: one Month -4 ½) 5
KS: Farming (INT) +5 13
Decreased Character Maxima: STR 17 2
DEX 17 5
DF: Ithorian (Concealable, Noticed) 10
+2 Skill Levels w/DEX, Only in Moist Enviroments (-½) 7
+2 Skill Levels w/PRE, Only in Moist Enviroments (-½) 7
LS: Water Breathing 5
LS: High Pressure 3
+3 Swimming 3
Decreased Character Maxima: STR 15 3
DEX 18 3
Package Bonus 3
DF: Mon Calamari (Concealable, Noticed) 10
Psysch Lim: -2 Overall Skill Levels in Dry Enviroment
w/ DEX and PRE skills (Unc, Strong) 10
Increased Cha Maxima: STR 28 8
1d6 HKA "Claws:, Reduced Penatration (+1/4)
( Hunted by other wookies. if claws used in combat -1) 12
+3 Skill Levels w/Climbing "Claws" 9
+10 Str "Rage", Only when Friends in Danger (-1), 4
Must make INT roll to break (-1/2)
5pts Growth, Always on (-1/2), 0 End (+1/2), Pers. (+½) 7
+5 STR, x2 Mass, -1KB, +1 STUN, +1 BODY
Discriminatory Sense: Smell 5
Decreased Character Maxima: DEX 18 3
INT 18 1
Package Bonus 3
DF: Wookiee (Concealable, Noticed) 10
Physical Lim: Can't many Speak Basic (Freq, Slightly) 10
Enraged when friends in danger. (Cmn, 11-,11-) 20
Increased Character Maxima STR 21 1
DEX 21 3
Package Bonus 3
Decreased Character Maxima INT 18 1
DF: Rodian (Concealble, Noticed) 10
Repuation: Distrusted as bounty hunters 11- 10
+3 to all Perception rolls 9
Navigation 3
+2 to all Navigation skill rolls 4
Bump of Direction 3
Package Bonus 3
Decreased Character Maxima STR 18 1
DF: Sullustan(Concealbe, Noticed) 10
Extra limbs 5
Language: Sectret Tentacle lang. 4
Package Bonus 3
Decreased Character Maxima STR 18 1
DEX 18 3
INT 18 1
DF: Twi'leks (Concealble Noticed) 10
The packages listed below are EXAMPLES of certain Occupations found throughout the Star Wars Universe. This is by no means a comprehensive list. Also the packages themselves are the bare minimum.
2 WF: Small arms
2 WF: choose from
Common Melee, Heavy Weapons, or 2 Uncommon
5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV
3 Concealment
3 Systems Operation
1 KS: Military procedures
1 KS: Enemy forces
6 Choose 2 Skills (+1 w/Weapon Group, Bureaucratics, Climbing, Combat Driving, Computer Programming, Demolitions, Electronics, Mechanics, Paramedics, PS: Zero-G Operations, PS: Vacc Suit, Security Systems, Stealth, Survival, Weaponsmith)
3 Package Bonus
5 DF: Soldier
10 Watched by military, 8-
Soldiers are pretty much alike from culture to culture. They
all work for someone else doing nasty jobs for little pay. Even
the food jokes tend to be the same.
3 WF: Small arms, ship to ship
3 Combat Pilot
3 Navigation
3 Systems Operation
1 KS: Military procedures
2 PS: Vacc suits
3 Choose 1 Skill (Bureaucratics, Combat Driving, Computer
Programming, Electronics, PS: Zero-G Operations, Mechanics,
Survival)
3 Package Bonus
5 DF: Military pilot
10 Watched by military, 8-
Fighter pilots are highly skilled elitists who tend to die
young.
2 WF: Small arms
3 Navigation
3 Survival
1 TF: Spaceships, one size
2 AK: Frontier space
1 KS: Military procedures
1 PS: Vacc suit
4 Choose 2 Sciences
6 Choose 2 Skills (Climbing, Combat Driving, Combat Pilot,
Concealment, Electronics, Mechanics, Paramedic, PS: Zero-G
Operations, Stealth, Systems Operation, Tracking, WF: Ship-to-
ship)
3 Package Bonus
5 DF: Scout
5 Reputation, 8-
10 Watched by other scouts, 8-
Scouts make their living hopping from one unexplored system
to another, selling the results of their surveys. Scouts are
infamous for overlooking dangerous problems later found by would be colonists.
Prerequisite of Soldier, Fighter Pilot, or Scout Package
3 Tactics
2 KS: Famous strategies
3 Perk: Commander rank
3 Choose 1 Skill (+1 w/Weapon Group, Bureaucratics, High
Society, Interrogation, Oratory, Paramedic, Persuasion, Survival)
3 Package Bonus
5 Reputation, 8-
3 Watched by military, 11-
4 WF: Small arms, common melee
3 Criminology
3 Shadowing or Tracking
3 Stealth
2 KS: Wanted criminals
5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV
6 Choose 2 Skills (Bribery, Combat Driving, Combat Pilot,
Concealment, Conversation, Disguise, Forgery, Interrogation,
Lockpicking, Navigation, Paramedic, Security)
3 Package Bonus
10 Reputation, extreme, 8-
8 Watched by local authorities, 8-
4 WF: Common melee and missile
3 Survival
3 1 Level with Weapon Group
2 AK: Home terrain
2 KS: Homeworld flora and fauna
9 Choose 3 Skills (Acrobatics, Animal Handler, Breakfall,
Climbing, Mimicry, Navigation, Paramedic, Riding, Shadowing,
Stealth, Tracking)
3 Package Bonus
5 DF: Primitive
15 Technical illiterate
This is a general package for members of a pre-technical
society.
4 WF: Small arms, Common melee
3 Criminology
2 KS: Criminal law
2 KS: Agency specialization
6 Perk: Interplanetary police powers
5 Armor Ops; (5) +1 level w/DEX, (5)+1 level w/DCV
6 Choose 2 Skills (Bugging, Bureaucratics, Combat Driving,
Combat Pilot, Computer Programming, Concealment, Conversation,
Deduction, Forensic Medicine, Persuasion, Shadowing)
3 Package Bonus
10 Upholds the law
13 Watched by agency, 11-
2 WF: Small arms
3 Navigation
3 Systems Operation
1 TF: Spaceships, one size
2 AK: Frontier space
1 PS: Vacc suit
1 Perk: Spaceship pilot's license
6 Choose 2 Skills (Bureaucratics, Climbing, Combat Driving,
Combat Pilot, Concealment, Electronics, Mechanics, Paramedic,
Persuasion, Stealth, Survival, Trading, WF: Ship-to-ship)
3 Package Bonus
5 Reputation, 8-
12 Watched by patron, 14-
2 WF: Ship to ship
3 Navigation
3 Systems Operation
1 TF: Spaceships, one size
2 AK: Space routes
2 PS: Vacc suit, Zero-gee operations
1 Perk: Spaceship pilot's license
3 Choose 1 Skill (Bribery, Bureaucratics, Combnat Pilot,
Concealment, Electronics, KS: Black Market, KS: Military Proce-
dures, Mechanics, Trading)
3 Package Bonus
13 Watched by employer, 11-
3 WF: Small arms, ship to ship
3 Combat Pilot
3 Navigation
3 Systems Operation
3 AK: Smuggling routes
2 KS: Black market
3 Choose 1 Skill (Bribery, Concealment, electronics, Forgery,
Mechanics, Persuasion, Seduction, Trading)
3 Package Bonus
15 Hunted by authorities, 8-
5 Reputation, 8-
2 WF: Small arms
6 Concealment, Security Systems
3 Stealth
3 Streetwise
1 PS: One type of crime
2 Contact: Fence
6 Choose 2 Skills (Bribery, Bugging, Climbing, Contortionist,
Conversation, Demolitions, Disguise, electronics, Forgery,
Gambling, High Society, Lip Reading, Seduction, Shadowing,
Sleight of Hand, Streetwise)
3 Package Bonus
15 Hunted by authorities, 8-
5 Reputation, 8-
3 Paramedic
2 KS: Medical specialty
2 PS: Doctor
4 Sc: Medicine and specialty
1 Perk: Licensed doctor
3 Choose 1 Skill (Bureaucratics, Computer Programming,
Deduction, Forensic Medicine, Inventor, Oratory, Systems Opera-
tion)
3 Package Bonus
12 Watched by medical board, 11-
6 Electronics, Mechanics
3 Systems Operation
2 KS: Ship design aspect
2 Sc: Engineering specialty
2 TF: Spaceships
3 Package Bonus
10 Watched by employer, 11-
3 Computer Programming
3 Scientist
2 KS: Field of science
2 Sc: Primary specialization
2 Choose 2 related Sciences
3 Choose 1 Skill (Bureaucratics, Deduction, Electronics,
Inventor, Oratory, Systems Operation)
3 Package Bonus
12 Watched by patron, 11-
3 Bureaucratics
2 KS: Organizational regulations
1 KS: Politics
1 Contact
3 1 Presence Skill
1 1 Presence Skill Familiarity
3 Choose 1 Skill (Acting, Bribery, Computer Programming, High Society, Oratory, PS: Speech writer, Persuasion)
2 Package Bonus
13 Watched by organization, 11-
9 Conversation, Persuasion, Trading
1 Familiar w/Concealment
2 KS: Trade demands
2 Package Bonus
8 Watched by local authorities, 8-
2 WF: Small arms
3 Concealment
3 Conversation
5 Shadowing +1
2 KS: Espionage techniques
4 KS: Own organization, enemy organization
3 Choose 1 Skill (Acting, Bribery, Bugging, Bureaucratics,
Climbing, Combat Driving, Computer Programming,
Cryptography, Demolitions, Disguise, High Society, Interrogation, Language fluent w/accent, Lockpicking, Mechanics, Perception, Persuasion, Resistance, Security Systems, Seduction, Stealth, Streetwise, Survival, Weaponsmith)
3 Package Bonus
10 Watched by own agency, 8-
10 Watched by enemy agency, 8-
Droids are one of the mainstay characters in the Star Wars Universe. The use of Droids is a common practice among the citizens of the galaxy. They can be seen on almost all planets doing every job imaginable.
Droids can be classified by their function
Players can decide to play a droid if they desire. Players are cautioned though to remember that droids are considered property and that there are many species and individuals that find droids distasteful.
All droids have certain abilities regardless of their type. These abilities are purchased together in the Droid package deal.
Ability Cost Absolute time sense 3 Eidetic memory 10 Lightning Calculator 3 Takes No Stun 45 Cannot Be Stunned 15 Does Not Bleed 15 LS: Does Not Breath, LS: Immune to disease 13 LS: Immune to High Pressure, Vacuum 3 Immunity to Poison 2 Disadvantages Package Bonus 3 Does not heal BODY, must be repaired. 15 Phys Lim: (Freq, Great) Treated as property Phys Lim: (Freq, Great) 15 Life Preservation Programming 25 Psych Lim: (VCM, TOT) Package total cost 51
Droid Package Notes
Due to the nature of droids, all droid characters are have 75 base points plus 100 points in disadvantages. The process of making a droid character is as follows.
First choose the type of droid the character wishes to be. This can be one of the pre-made droids or, with GM'S permission, the player may be able to create his own droid.
NOTE: The pre-made droids are the most common droids in the Star Wars Universe. Their characteristics CANNOT be changed. They are bought as is. They are modified by changing the disadvantages and by purchasing accessories.
After buying the Droid packaged deal and the type droid package deal, then apply the droid package deal. This will leave a certain amount of points and disadvantages which will allow the player to personalize his droid. The player can also do this by purchasing certain disadvantages or accessories from the droid accessory list.
Some droids do not even look remotely human. These droids are usually treated worse than more human looking droids.
Phys Lim: (Freq, Slight) 10.
Some droids have owners that do not repair, or mistreat their droids.
Phys Lim: (Freq, Great) 15. Varies to a large degree.
Many droids are unable to speak the normal organic tongues. These droids usually speak a form of binary or computer language. It is very difficult for these droids to communicate without the aid of an interpreter.
Phys Lim: (All the time, Greatly) 20.
Some droids have a special need which must be met or their abilities will degrade. This special requirement can be anything from a special maintenance procedure to a special chemical or cleaning process.
This is bought using the Physical Limitation. The exact nature of the special requirement determines the amount of the physical limitation.
Some owners program their droids to self-destruct if a certain set of circumstances occur.
Phys Lim: (Infreq, Fully) 15.
Droids can be fitted with restraining bolts which allow their owner to call or freeze the droid in place using a device called a Caller or Owner. When the restraining bolt is activated it can be set to either cause a mild shock or to freeze the droid in place.
If the droid receive the mild shock they must make an EGO roll -2 to not "call out in pain." When the droid is frozen in place by the restraining bolt they cannot take ANY action until the owner resets the restraining bolt.
Phys Lim: (Freq, Greatly) 15.
Droids can be equipped with a number of accessories such as small welders, holo projectors, recorders, fire extinguisher, and weapons. These are created using the Power rules. For examples see the pre-made droids and the common accessories below.
Droids can be made with stronger materials allowing them to withstand massive amounts of damage.
Type I 2pd/2ed res. Real Cost: 18
Type II 4pd/4ed res. Real Cost: 36
Type III 8pd/6ed res. Real Cost: 63
Capacitors
Some droids can have built in energy cells which allow them to go longer than the standard day without the required 1d6 hours recharge/shutdown time.
1d6 hours/week LS: Does not eat/sleep(-?) Real cost: 3
1d6 hours/Month LS: Does not eat/sleep(-?) Also, at this level the droid can act as a recharger for other droids. Real cost: 4
Communication Module
Many droids are bought with programming that allow them to communicate with other droids and other organics. It enables the droids to speak millions of languages and translate almost fluidly.
Universal Translator, w/+8 Real Cost: 36
This allows the droid to store the basic calculations for 10 hyperspace jumps.
Allows the droid to plug into most computer terminals and access the computer database. Speeds the computer access time cutting all times to perform skill in half.
+3 w/all computer skills. Real Cost: 9
Many droids are equipped with special sensors allowing them to see into the infrared, ultraviolet or many other types of senses. See the GM and the Enhanced Senses section for more information.
Due to technology limits no droid can have skill greater than 17-.
Droids do not take damage or heal normally as other characters do. When a droid takes BODY damage they are not wounded as normal characters. However, they can loose their abilities due to being damaged.
When a droid takes BODY damage do not roll on the Hit-Location chart instead roll on the following chart to determine what ability the droid has lost.
1-2 -10 STR 3 -3 DEX 4 -1 SPD 5 -1 Sense Power 6 -1 Power
Val Char Cost
5 STR -5
5 DEX -15
10 BODY 0
13 INT 3
8 EGO -4
3 PD 2
3 ED 3
2 SPD 5
Characteristic Rolls: STR: 10-, DEX:INT: 12-, EGO: 11-, PER:
Run: 6", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll
106 Droid Package Deal
(3) Absolute Time Sense
(10) Eidetic Memory
(3) Lightning Calculator
(45) Takes No Stun; Loses: BODY and Abilities, 45
(15) Does Not Bleed
(15) Cannot Be Stunned
(10) Need Not Breathe
(3) Life Support: High Pressure/Vacuum
(3) Immune to Disease
(2) Immunity to Poison; Frequency: Fairly Common
(-3) Disadvantages
(3) Package Bonus
36 Universal Translator 20-
9 Damage Resistance (3 PD/3 ED)
20 Vocabulator speech/sound system: Change Environment (8" rad.); Effect:
Fixed, +0 Used to mimic any sound the droid hears.
Cost Skills, Talents, Perks Roll
3 Conversation 11-
7 High Society 13-
3 Oratory 11-
4 SC: Anthropology 13-
4 SC: Sociology 13-
2 SC: Linguistics 11-
3 Linguist
75+ Disadvantages
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
15 Phys. Lim.: Treated as Property (Frequently, Greatly)
25 Psych. Lim.: Life preservations programming (Very Common, Total)
OCV: 2, DCV:ECV: 3, Mental Def.: 0, Phases: 6 12, PD/rPD: 3/3; ED/rED: 3/3
COSTS: Char.: -48 Disad.: 55
Powers: + 197 Base: 75
Total: = 149 Total: = 130
Val Char Cost
5 STR -5
5 DEX -15
10 BODY 0
5 INT -5
8 EGO -4
4 PD 0
4 ED 4
2 SPD 5
Characteristic Rolls: STR: 10-, DEX: 10-, INT: 10-, EGO: 11-, PER: 14-
Run: 6", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll
106 Droid Package Deal
(3) Absolute Time Sense
(10) Eidetic Memory
(3) Lightning Calculator
(45) Takes No Stun; Loses: BODY and Abilities, 45
(15) Does Not Bleed
(15) Cannot Be Stunned
(10) Need Not Breathe
(3) Life Support: High Pressure/Vacuum
(3) Immune to Disease
(2) Immunity to Poison; Frequency: Fairly Common
(-3) Disadvantages
(3) Package Bonus
94 Sensor Suite
(7) Detect Atmosphere type (+2 to PER); Time Required: Half Phase, +0; Range:
Touch, +0
(5) Discriminatory Sense (Detect)
(7) Telescopic Sense (Sight, +5 to PER)
(25) 360-Degree Sensing (All)
(10) High Range Radio Hearing
(5) Infrared Vision
(15) Radar Sense
(3) Ultrasonic Hearing
(5) Ultraviolet Vision
(12) Enhanced Perception (all) (+4 to PER)
7 Repulsorlift: Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0;
Usable only on self: Half, -1
10 Retractable Heavy Grasping Arm: +15 STR; Focus: Obvious Inaccessible, -½;
Focus Applicability: Personal
12 Damage Resistance (4 PD/4 ED)
5 Extra Limbs (1); Number: 1
Cost Skills, Talents, Perks Roll
2 Exobiology 11-
2 Paleontology 11-
75+ Disadvantages
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
15 Phys. Lim.: Treated as Property (Frequently, Greatly) 25 Psych. Lim.: Life
preservations programming (Very Common, Total)
OCV: 2; DCV: 2; ECV: 3; Mental Def.: 0; Phases: 6, 12 PD/rPD: 4/4; ED/rED: 4/4
COSTS: Char.: -63 Disad.: 55
Powers: + 238 Base: + 75
Total: = 175 Total: = 130
Val Char Cost
5 STR -5
5 DEX -15
10 BODY 0
15 INT 5
8 EGO -4
3 PD 2
3 ED 3
2 SPD 5
Characteristic Rolls: STR: 10-, DEX: 10-,, INT: 12-, EGO: 11-, PER: 12-
Run: 6", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll 106 Droid Package Deal (3) Absolute Time
Sense (10) Eidetic Memory (3) Lightning Calculator (45) Takes No Stun; Loses:
BODY and Abilities, 45 (15) Does Not Bleed (15) Cannot Be Stunned (10) Need
Not Breathe (3) Life Support: High Pressure/Vacuum (3) Immune to Disease (2)
Immunity to Poison; Frequency: Fairly Common (-3) Disadvantages (3) Package
Bonus
9 Damage Resistance (3 PD/3 ED)
10 Computer Interface tether
(6) Computer interface tether: Mind Link to Computers; Minds: Related Group,
+10; Number of Minds: 1, +0; Distance: Line of Sight, +0; Dimension: Current,
+0; Link with: Anyone, +0; Focus: Obvious Inaccessible, -½; Only up to
5 meters: Slightly, -¼
(4) +2 level w/with Medical Skills; Linked to Computer Interface tether: -½
12 Medical diagnostic computer
(5) Discriminatory Sense (Detect)
(7) Detect Medical condition (+2 to PER); Time Required: Half Phase, +0; Range:
Touch, +0
15 Medical Tools: Multipower (30-pt reserve); No Range: -½;
Focus: Obvious Inaccessible, -½ Various medical instruments and dispensers;
No Range: -½; Focus: Obvious Inaccessible, -½
u-1 Hypodermic injectors: 6d6 Energy Blast; Range: 0; Versus: PD; No Range:
-½; Focus: Obvious Inaccessible, -½; No Range: -½; Focus:
Obvious Inaccessible, -½
u-1 Scapel: 1d6+1 RKA; Range: 0; Focus: Obvious Inaccessible, -½; No
Range: -½; No Range: -½; Focus: Obvious Inaccessible, -½
Cost Skills, Talents, Perks Roll
3 Paramedic 12-
5 SC: Medicine 14-
5 SC: Surgery 14-
3 KS: Injury/ailment diagnosis 12-
3 PS: Bacta Tank Operation 12-
3 KS: General Alien species anatomy 12-
19 Analytical Computer
(16) +2 level w/All Skills
(3) Deduction 12-
75+ Disadvantages
25 Psych. Lim.: Life preservations programming (Very Common, Total)
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
15 Phys. Lim.: Treated as Property (Frequently, Greatly)
OCV: 2; DCV: 2; ECV: 3; Mental Def.: 0; Phases: 6, 12 PD/rPD: 3/3; ED/rED:
3/3
COSTS: Char.: -46 Disad.: 55
Powers: + 195 Base: + 75
Total: = 149 Total: = 130
Val Char Cost
5 STR -5
15 DEX 15
10 BODY 0
10 INT 0
8 EGO -4
5 PD 4
5 ED 5
3 SPD 5
Characteristic Rolls: STR: 10-, DEX: 12-, INT: 11-, EGO: 11-, PER: 11-
Run: 6", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll
106 Droid Package Deal
(3) Absolute Time Sense
(10) Eidetic Memory
(3) Lightning Calculator
(45) Takes No Stun; Loses: BODY and Abilities, 45
(15) Does Not Bleed
(15) Cannot Be Stunned
(10) Need Not Breathe
(3) Life Support: High Pressure/Vacuum
(3) Immune to Disease
(2) Immunity to Poison; Frequency: Fairly Common
(-3) Disadvantages
(3) Package Bonus
74 Sensor Suite
(7) Detect Atmosphere type (+2 to PER); Time Required: Half Phase, +0; Range:
Touch, +0
(5) Discriminatory Sense (Detect)
(7) Telescopic Sense (Sight, +5 to PER)
(25) 360-Degree Sensing (All)
(10) High Range Radio Hearing
(5) Infrared Vision
(15) Radar Sense
7 Repulsorlift: Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0;
Usable only on self: Half, -1
17 Blaster: 1½d6 RKA; Range: 125; Focus: Obvious Inaccessible, -½
15 Damage Resistance (5 PD/5 ED)
5 Extra Limbs (1); Number: 1
Cost Skills, Talents, Perks Roll
1 Blaster
4 +2 level w/Blaster
4 Paleontology 13-
5 Systems Operation 12-
75+ Disadvantages
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
10 Phys. Lim.:Self-Destruction mechanism (Infrequently, Greatly)
15 Phys. Lim.: Treated as Property (Frequently, Greatly)
25 Psych. Lim.: Life preservations programming (Very Common, Total)
OCV: 5; DCV: 5; ECV: 3; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 5/5; ED/rED:
5/5
COSTS: Char.: -17 Disad.: 65
Powers: + 238 Base: + 75
Total: = 221 Total: = 140
Val Char Cost
5 STR -5
5 DEX -15
8 BODY -4
5 INT -5
8 EGO -4
3 PD 1
3 ED 3
2 SPD 5
Characteristic Rolls: STR: 10-, DEX: 10-, INT: 10-, EGO: 11-, PER: 10-
Run: 6", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll
106 Droid Package Deal
(3) Absolute Time Sense
(10) Eidetic Memory
(3) Lightning Calculator
(45) Takes No Stun; Loses: BODY and Abilities, 45
(15) Does Not Bleed
(15) Cannot Be Stunned
(10) Need Not Breathe
(3) Life Support: High Pressure/Vacuum
(3) Immune to Disease
(2) Immunity to Poison; Frequency: Fairly Common
(-3) Disadvantages
(3) Package Bonus
13 Shrinking-1 (DCV +2, Height 0 cm/0"); Mass: 0 kg/0.00 lbs; Always
On: -½; Reduced END: Zero & Persistent, +1; Knockback Increase: 3;
PER Bonus: -2
13 Images (Normal Sight, Hearing, 1" radius); Range: 100; Observer PER
Penalty: 0, +0; Focus: Obvious Inaccessible, -½
15 Damage Resistance (5 PD/5 ED)
5 Infrared Vision
34 Accessories; Focus: Obvious Inaccessible, -½
(10) Small circular saw: 1d6+1 RKA; Range: 0; Focus Applicability: Personal;
No Range: -½; Focus: Obvious Inaccessible, -½
(10) Small electric arc welder: 1d6+1 RKA; Range: 0; Focus Applicability: Personal;
No Range: -½; Focus: Obvious Inaccessible, -½
(3) Retractable Heavy Grasping Arm: +5 STR; Focus Applicability: Personal; Focus:
Obvious Inaccessible, -½
(5) Extendable(.3m) video sensor: 360-Degree Sensing (Sight); Focus Applicability:
Personal; Focus: Obvious Inaccessible, -½; Focus: Obvious Inaccessible,
-½ Various other small tools and equipment.; Focus: Obvious Inaccessible,
-½
6 Scomp Link; Focus: Obvious Inaccessible, -½
(9) +3 level w/3 Related Skills; Focus Applicability: Personal
17 Fire extinguisher: Multipower (35-pt reserve); Charges: +8, -½;
Focus Applicability: Personal; Focus: Obvious Inaccessible, -½
u-1 Fire extinguisher: 4d6 Suppress Fire; Range: 125; Affect: Single Power of
Special Effect, +¼; Charges: +8, -½; Focus Applicability: Personal;
Focus: Obvious Inaccessible, -½
u-1 Fire extinguisher: Change Environment (64" rad.); Effect: Fixed, +0;
Charges: +8, -½; Focus Applicability: Personal; Focus: Obvious Inaccessible,
-½
Cost Skills, Talents, Perks Roll
22 Starfighter Piloting
(2) Space Vehicles
(5) Astrogation 12-
(5) Combat Piloting 11-
(5) Combat Driving 11-
(5) Systems Operation 11-
17 Repair
(5) Computer Programming 11-
(3) Electronics 11-
(3) Mechanics 11-
(2) Computer Science 11-
(4) Engineering (starfighter) 13-
75+ Disadvantages
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
25 Psych. Lim.: Life preservations programming (Very Common, Total)
15 Phys. Lim.: Treated as Property (Frequently, Greatly)
20 Phys. Lim.: Speachless (All the Time, Greatly)
OCV: 2; DCV: 2 / 4; ECV: 3; Mental Def.: 0; Phases: 6, 12 PD/rPD: 3/5; ED/rED:
3/5
COSTS: Char.: -63 Disad.: 75
Powers: + 244 Base: + 75
Total: = 181 Total: = 150
Val Char Cost
5 STR -5
15 DEX 15
10 BODY 0
8 INT -2
8 EGO -4
5 PD 4
5 ED 5
3 SPD 5
Characteristic Rolls: STR: 10-, DEX: 12-, INT: 11-, EGO: 11-, PER: 11-
Run: 6/12", Swim: 2", Jump: 1", Lift: 50kg
Cost Powers END/Roll
106 Droid Package Deal
(3) Absolute Time Sense
(10) Eidetic Memory
(3) Lightning Calculator
(45) Takes No Stun; Loses: BODY and Abilities, 45
(15) Does Not Bleed
(15) Cannot Be Stunned
(10) Need Not Breathe
(3) Life Support: High Pressure/Vacuum
(3) Immune to Disease
(2) Immunity to Poison; Frequency: Fairly Common
(-3) Disadvantages
(3) Package Bonus
20 Internal Blaster: 2d6 RKA; Range: 150; Focus: Obvious Inaccessible, -½ 16 Running (+6", 12", NC: 24"); Non-Combat Multiplier: ×2, +0; Has Turn Mode: No, +0 15 Damage Resistance (5 PD/5 ED)
Cost Skills, Talents, Perks Roll
3 Ambidexterity
1 Blaster
6 +3 level w/Blaster
10 +2 level w/DCV Dodging
75+ Disadvantages
15 Phys. Lim.: Does not heal BODY, needs to be repaired. (Frequently, Greatly)
15 Phys. Lim.: Treated as Property (Frequently, Greatly)
25 Psych. Lim.: Life preservations programming (Very Common, Total)
OCV: 5; DCV: 5; ECV: 3; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 5/5; ED/rED:
5/5
COSTS: Char.: -19 Disad.: 55
Powers: + 177 Base: + 75
Total: = 158 Total: = 130
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