Character creation is done in much the same way as d&d, you get 30 points to distribute among your characteristics
Ability Score Point Cost8-------------------09-------------------110------------------211------------------312------------------413------------------514------------------615------------------816------------------1017------------------1318------------------16
You get 1 feat and a number of skill points (and possibly force points) based on your class. Each class has a number of credits to spend on their starting equipment!
Races
Human
Medium 30ft base speed 4 extra skill points at 1st level. 1 extra every other level + 1 feat at 1st level Automatic Languages – Basic
Wookie
+2 Str -2 Dex Medium 30ft base speed Wookies never have minus modifiers to climb skill related to their Dex score. They receive a + 2
bonus to climb rolls. Weapon proficiency- bowcaster Automatic languages – Shirriwook, Basic (wookies can understand basic, but not speak it)
Twi’lek
+2 Cha -2 Wis Medium 30ft base speed +2 to all persuasion rolls. Automatic Languages: twi’leki, basic
Mon Calamari
Aquatic, Mon Cal can breath in or out of water. Medium 30ft base speed +2 to swim, spot and search rolls. Automatic languages: Mon Calamarian, Quarren, Basic
Rodian
+2 Wis -2 Cha Medium 30ft base speed Automatic Languages; Rodese, Basic
Droids
Ask the DM about this, decide what type of droid you want and then we’ll sort it.
Bothan
+2 Int +2 Cha -2 Con -2 Wis Medium 30ft base speed Automatic Languages; Bothese, Basic
Ewok
+2 Cha -2 dex Small 20ft base speed Automatic languages; Ewokese, Basic (like Wookies Ewoks understand but can’t speak Basic)
Bith
- +4 Int, +2 Dex, +2 Wis, -2 Con, -2 Str, -2 Cha- +4 bonus on any checks relating to hearing.
Bith can also hear many frequencies that other species cannot.
- -2 penalty to spot and other sight-related checks due to Bith being near-sighted; their close-range vision is extremely good, so they
gain +2 to checks involving detailed examination (dm’s discretion)
- Bith are especially sensitive to sonic damage and take 2x normal damage
- Bith are also naturally talented musicians, so can have some bonuses on anything music-related if that is ever necessary…
Zabrak
Also known as Iridonians or Iridonian Zabraks if they come from Iridonia
- often chaotic- Basically the same stats as humans
Kel Dor
- have to wear their anti-tox masks at all times except on their home planet, Dorin
- +2 Dex, +2 Wis, -2 Con- Carbon Dioxide, Nitrogen and Oxygen are
lethal to Kel Dors if not in their masks- Usually not chaotic
MIGHT NEED SOME BALANCING
Trandoshan
- +2 Str, +2 Con, -2 Dex, -2 Int, -2 Cha- Regeneration: can regain 1 lost hp once every
6 rounds in combat, or 1 every hour when not in combat. They can even re-grow whole limbs.
- Trandoshans and Wookies hate each other, so each has -4 to all Cha-based interactions with the other species
Iktotchi
- -2 Dex, -2 Cha- Minor precognitive abilities: Iktotchi can all, to
some degree, sense the future. They gain +1 to all saving throws, and the dm may grant the player some insight into the future. Although this ability is relatively weak with most Iktotchi, it is strong among jedi, who have +2 to all saving throws instead of +1, and should be allowed occasional glimpses of the future.
- Iktotchi are natural pilots, giving them +2 to piloting checks
- They are naturally resistant to harsh weather
Chagrian
- low-light vision- can breathe underwater- +2 to swim checks
- resistant to radiation- -2 to Charisma
Gran
- +2 to spot and search checks- +2 to any check relating to interactions with
other Grans
Classes
Jedi Guardian
Alignment – any good, or lawful neutral. Hit Die d8 Skill Points per level 2+ Int modifier (x4 at 1st level) Class Skills; Jump, Awareness, Treat Injury. Weapon and armour proficiency; Melee weapons, lightsaber, and all light and heavy ranged
weapons. Jedi may never wear any armour except light, and while wearing light armour take a -2 penalty
to using all Jedi skills. Base attack bonus- Average Base Save Bonus- Good 1 force point per level Guardians may use 4 force points per level 1200 credits at 1st level
Jedi Consular
Alignment- any good, lawful neutral. Hit die d4 Skill Points per level 4+Int modifier (x4 at 1st level) Class skills; persuade, awareness, treat injury. Base Attack bonus – Poor Base save bonus- Poor Weapon & armour proficiency; lightsaber, light ranged weapons Jedi may never wear any armour except light, and while wearing light armour take a -2 penalty
to using all Jedi skills. 1 Force power per level, 2 every second level Consulars may use 8 force points per level 1000 credits at 1st level
Smuggler
Alignment- anything except lawful Hit Die D6 Skill points per level 8+ Int modifier Class Skills; Computer Use, Demolitions, Stealth, Awareness, Persuade, Repair, Security, Piloting,
Spot, Search Base Attack bonus- Average
Base save Bonus- Good Sneak attack Weapon and armour proficiency; all melee weapons, all light ranged weapons, light armour. 1500 credits at first level
Soldier
Alignment- anything except chaotic. Hit die- d10 Skills per level- 2+ Int modifier. Class skills- Demolitions, Awareness, Treat injury, Piloting, Spot, Search, Climb, Jump, Swim Base Attack Bonus- Good Base save bonus-good Weapon and armour proficiency- all except lightsaber Bonus Feat every other level (inc. 1st) 2000 credits at first level
Commando
Alignment- any Hit Die D8 Skills per level 5+Int modifier Class Skills- Computer use, Demolitions, Stealth, Repair, Piloting, Security, Jump, Climb Base attack bonus- average Base save bonus- good Weapon and armour proficiency; melee weapons, light and medium ranged weapons, light and
medium armour. 1700 credits at 1st level.
Equipment
Melee Weapons (b) indicates the weapon is balnced so incurs less penaties when wilding two weapons or a double ended weapon
Class Name Damage Price Range Picture
Melee Knife(b) D6 50 credits 10ft
Melee Vibroblade(b) D6+2 150 credits 10ft
Melee Sword D8 100 credits -
Melee Vibrosword D8+2 150 credits -
Melee Stun Baton D4 (b) non lethal
100 credits -
Melee Force Pike D8+3 200 credits -
Melee Vibro double blade
D8+1/D8+1 (b)
250 credits -
Melee Gaffi Stick D6+2/D6 150 credits -
Lightsabers
Lightsaber Lightsaber D8+4(b) Materials roughly worth 700 credits
-
Lightsaber(adds +1 to AC)
Shoto D6+3(b) Materials roughly worth 500 credits
-
Lightsaber(this type of saber requires a separate Weapon proficiency feat: light whip, to other sabers)
Lightwhip D8+4 Materials roughly worth 800 credits
10ft
Lightsaber Double Bladed lightsaber
D8+4/D8+4 (b)
Materials roughly worth 800 credits
-
Ranged Weapons
All light weapons are balanced.
Light Bryar blaster pistol
D6+3
5 rounds fire, 1 round recharge
650 credits 100ft
Light DC-15 blaster pistol
D6+1
10 rounds fire, 1 round recharge
500 credits 100ft
Light DL-44 Blaster pistol
D8+2
6 rounds fire, 1 round recharge
700 credits 100ft
Light KDY-21 blaster pistol
D10 +2
5 rounds fire, 1 rounds recharge
850 credits 100ft
Light Q2 holdout blaster
D6
10 rounds fire 1 round recharge
400 credits 50ft
Light WESTAR-34blaster pistol
D10+4
10 rounds fire, 1 round recharge
1000 credits 200ft
Light S-5 heavy blaster pistol
D10+2
10 rounds fire 1 round recharge
900 credits 100ft
Light DL-22 blaster pistol
D6+2
8 rounds fire, 1 round recharge
500 credits 100ft
Light DH17 Blaster pistol
D8+1
100shots
700 credits 150ft
Light ACP Repeater
D6+1
160 shots
2x shots per attack
700 credits 100ft
Medium KX-60 blaster rifle
D8+1
25 shots
600 credits
200ft
Medium A280 blaster rifle
D8+2
50 shots
750 credits
200ft
Medium E-11 blaster rifle
D8+3
100 shots
1000 credits
200ft
Medium DC-15A blaster rifle
D8+2
500 shots
1000 credits
500ft
Medium E-5 blaster rifle
D8+3
50 shots
750 credits
100ft
Medium EE-3 carbine rifle
D8+3
25 shots
1000 credits
400ft
Medium Disruptor rifle
D10+6
10shots
1500credits
500ft
Medium KiSteer 1284 projectile rifle
D10
10 shots,
1000 credits
500ft,can deliver poisen
Medium Chiss Charric
D8+2-2 to all block attempts
50 shots
800 credits
100ft
Medium Sonic Blaster
D8+1, cannot be blocked
25 shots
1000 credits
50ft
Medium Wookie bowcaster
D10+4
10 shots
900 credits
100ft
Medium Ion blaster
D6+4 non lethal, double damage on droids.
5 shots
800 credits
50ft
Medium Czerka 6-2Aug2 hunting rifle
D6+2
25 shots
450 credits
4ooft
Medium Tusken Cycler
D6+1 400 credits
300ft
25 shots
Medium DH-17 Carbine
D8+1
100 shots
800 credits
200ft
Medium E-11S Sniper rifle
D8+3
6 rounds fire 1 round recharge
1100 credits
500ft
Medium DLT-20A blaster rifle
D8+3
50 shots
350ft 1500 credits
Medium E17D Sniper rifle
D8+2
4 shots
650ft 850 credits
Medium ACP Array Gun
D10+2
8 shots
30ft 700 credits
Heavy FC-1 Flachette launcher
D10+4
6 shots
800 credits
100ft
Heavy T-21 Light repeating blaster
D10+4X2 shots per attack
300 shots
2000 credits
200ft
Heavy DLT-19 heavy blaster
D8+4
100 shots
1300 credits
200ft
Heavy CR-1 blaster cannon
D8+4 can hit up to 3 targets per shot.50 shots
1500 credits
100ft
Heavy E-WEB D12+6
500 shots
5000 credits
400ft
Heavy LS-150 heavy ACP repeater gun
D10+4
200 shots
X3 shots per attack
2500 credits
200ft
Heavy LJ-50 Concussion rifle
D12+4
5 shots
5ft area of damage
3000 credits
200ft
Grenades
Thermal Detonator D12 +6
20ft blast radius
1000 credits
Fragmentation Grenade D10+2
10ft blast radius
300 credits
EMP Grenade D6+2 (x2 vs droids)
10ft blast radius
100 credits
Flashbang Grenade DC 15 reflex save or stunned for d4 turns
10ft blast radius
100 credits
Sonic Grenade D8+2 + DC15 reflex save or stunned for d4 turns
10ft blast radius
500 credits
Armour
Light Marine armour +3 to AC 500 credits +5 max dex bonus
Light Ubese armour +2 to AC 400 credits +5 max dex bonus
Light Tantel Armour +4 to AC 700 credits +5 max dex bonus
Medium Composite armour
+4 to AC 600 credits +3 max dex bonus
Medium Rebel body armour
+5 to AC 850 credits +3 max dex bonus
Medium Scout trooper armour
+5 to AC 1000 credits +4 max dex bonus
Heavy Storm Trooper armour
+6 to AC 900 credits +1 max Dex bonus
Heavy Katarn Commando armour
+7to AC 1250 credits +2 max Dex bonus
Heavy Mandalorian Battle armour
+8 to AC 2000 Credits +3 max Dex bonus
Light Bonus Cost Max Dex modifierJedi robes
(this is an exception to the rule that jedi may not wear armour)
+1 to AC 200 credits +8
Pilot jumpsuit +3 to AC 600 credits +6
MediumBattle armor +5 to AC 650 credits +2
Armored flight suit
+4 to AC 700 credits +4
HeavyExoskeleton
+2 to STR
+8 to AC 5000 credits +2
Equipment
Equipment CostAll temperature cloak 100Breath Mask 25Comlink 100Encrypted comlink 200Datacards (10) 30Electrobinoculars 25Tibanna gas cell 100Flight suit 200Grappling spike launcher 100Holoprojecter 75Holocam 200Sensor pack 250Repair Kit 50Master repair kit 100Starship repair tools 100
Jetpack 1500
Med- Pack Heal 1d4 hp 50 creditsBacta Shot Heal 1d8 hp 100 creditsOutfit Gives you something to wear! Varies (ask DM)Glow rod Light 50 creditsPack Carries equipment 50 creditsDatapad Logs information 100 creditsRations, 1 days worth Food 20 creditsLockpicks Picks locks(+2 to security checks) 100 credits
Ship Parts
Chassis & engines
A wing
2 weapon mounts
80000kph 50 hp 30000 credits
B wing
3 weapon mounts
40000kph 150hp 40000 credits
E wing
3 weapon mounts
70000kph 140hp 80000 credits
Geonosian fighter, Nantex class territorial defender
1 weapon mount
70000kph 40hp 15000 credits
K wing
5 weapon mounts
30000kph 150hp 100,000 credits
Lambda class shuttle
1 weapon mount
30000kph 200hp 20000 credits
N-1 star fighter
2 weapon mounts
50000kph 100hp 20000 credits
J-type star skiff
1 weapon mount
40000kph 150hp 30000 credits
H- Type Nubian Yacht
1 weapon mount
50000kph 200hp 40000 credits
P-38 fighter
4 weapon mounts
70000kph 200hp 120,000 credits
Scimitar assault bomber
4 weapon mounts
40000kph 120hp 60000 credits
Skipray blast boat
3 weapon mounts
30000kph 120hp 40000 credits
Firespray fighter
3 weapon mounts
50000kph 150hp 65000 credits
Tie Interceptor
2 weapon mounts
80000kph 50hp 30000 credits
Tie Defender
4 weapon mounts
60000kph 70hp 70000 credits
X wing
3 weapon mounts
60000kph 110hp 90000 credits
Y wing
3 weapon mounts
50000kph 100hp 55000 credits
V wing
2 weapon mounts
40000kph 120hp 450000 credits
Z-95 headhunter
1 weapon mount
60000kph 100hp 25000 credits
YT-13000 light freighter
1 weapon mount
50000kph 200hp 20000 credits
Action VI Transport1 weapon mount
30000kph 300hp 40000 credits
YZ-775 light freighter
2 weapon mounts
40000kph 250hp 40000 credits
HWK-190 light freighter
2 weapon mounts
4000kph 150hp 30000 credits
MC18 light freighter
1 weapon mount
30000kph 200hp 28000 credits
Weapons
Laser cannons D10x5 5000 credits 1000kmBlaster Cannons D10x10 10000 credits 1200kmMass Driver D12x10 12000 credits 800kmTurbolaser D12x20 22000 credits 2000kmIon cannon D10x10 non lethal 8000 credits 800kmTractor Beam Special, stops all
movement of target5000 credits 100km
Proton torpedo launcher - 2000 credits 1200km16 Proton Torpedoes D12x25 20000 credits 1200kmConcussion missile launcher
- 2000 credits 1000km
16 concussion missiles D10x20 14000 credits 1000km
Shields
Light + 100 shielding hp for ship 10000 creditsMedium +200 shielding hp for ship 15000 creditsHeavy +300 shielding hp for ship 20000 credits
Hyperdrive
Class 5 Slowest normal hyperdrive class 5000 creditsClass 4 Slightly faster hyperdrive 6000 creditsClass 3 Medium speed hyperdrive 7000 creditsClass 2 Fast hyperdrive 8000 creditsClass 1 Fastest normal hyperdrive 9000 credits
Starship Sensors Cost EffectOld 1000 credits +5 to awareness in ship +2 to hit
rollsCivilian 1500 credits +10 to awareness +3 to hit rollsMerchant 2000 credits + 15 to awareness +4 to hit rollsMilitary 2500 credits +20 to awareness +5 to hit rollsIntelligence 3000 Credits +25 to awareness +6 to hit rolls
Skills
You may only put 4 levels in any skill at first level.
Computer use - INT
Helps when interacting with computers and other electronic equipment.
Demolitions- INT
How skilled you are at setting and disarming traps as well as skills with explosives.
Stealth- DEX
How stealthily you can move around.
Awareness- WIS
How aware of your surroundings you are, and who’s around you.
Persuade-CHA
How persuasive you can be to other people.
Repair-INT
How skilled at repairing things you are.
Security-WIS
How good at slicing locks and the like you are.
Treat Injury-WIS
How good at healing you are.
Piloting-DEX
How good at flying you are.
Spot-WIS
How sharp your eyes are.
Search-INT
How good at finding things you are.
Languages-INT
For every skill you spend on languages, you can learn a new tongue.
Climb-DEX
How good at climbing you are.
Jump-STR
How far you can jump.
Swim-STR
How strong a swimmer you are.
Jedi Powers
Jedi skills can only be used by characters with levels in Jedi classes.
Knight and master power
Jedi spend Force points to use a force power, basic powers cost 1 pt, knight powers 2pts and master powers 3pts.
Knight powers can only be used after 6th level, Master powers at 10th. Any powers that affect characters in any way other than the physical may take a will save to resist.
Throw lightsaber -STR
Using the force a Jedi can throw his lightsaber accurately up to 30ft.
Burst of Speed/Knight/Master-DEX
The Jedi uses the force to move at incredible speed doubling /tripling/quadrupling their base speed and giving a bonus of +1/+2/+3 to AC. Improved speed also gives +1 attack per round, Master +2.
Force Push-STR
The Jedi uses the force to telekinetically push a target. Target is thrown d12+STR feet and takes d4+character level damage.
Mind Trick/Knight/Master-CHA
Jedi uses the force to affect another’s mind. +4/+6/+8 to all persuade rolls on the target.
Force Suppression/Knight/Master-CHA
Jedi can use the force to block others force powers. 1/3/6 powers can be neutralised.
Lightsaber Defence/Knight/Master-DEX
Jedi can deflect d6/+2/+4 shots per turn by rolling higher than the attack roll in a parry roll (kind of like an attack, but all you do is block.) Only works with a lightsaber drawn.
Light Side Powers
Stun/Improved/Master-CHA
Target is stunned for d4/+2/+4 rounds and can’t take actions.
Force Shield/Knight/Master-WIS
Target is protected by the force giving +1/+2+3 to AC.
Force Heal/Improved/Master-WIS
The Jedi uses the force to heal wounds. D6+1/+2/+3 hp healed.
Dark Side Powers
Force Choke/Knight/Master
Target takes d6+1/+2/+3 damage.
Force Lightning
Target takes d8 electrical damage.
Drain Life/Knight/Master
D4 hp are taken from target and added to Jedi’s hp.
Feats
Improved feats may only be gained after 6th level, Master Feats only after 10th level.
Characters get a feat every 3 levels, and at 1st level.
Armour Proficiency Light/Medium/Heavy
Gives you the ability to wear classes of armour without penalties.
Weapon Proficiency/Focus/Specialisation
Gives ability to use weapon class (melee, light medium and heavy)/ +1 bonus to damage/+2 damage
Duelling/Improved/Master
Gives a +1/+2/+3 to hit when wielding a single melee weapon (also give -1/-2/-3 from attack rolls against you when wielding a single melee weapon in combat)
Two Weapon Fighting/Improved/Master
Reduces penalty to hit when using 2 weapons or a double ended weapon to-2-2/-1-1/-0-0
Conditioning/Improved/Master
+2/+3/+4 to all saving throws.
Toughness
+1/+2/+3 hp per level.
Critical Strike/Improved/Master
Increases chance of critical to 17-20/16-20/15-20
Rapid Shot/ Flurry /Improved/Master
Allows you to make +1/+2/+3 attacks with a ranged or melee weapon.
Power Attack/Blast /Improved/Master
+1/+2/+3 damage to an attack with a melee or ranged weapon.
Caution/Improved/Master
+1/+2/+3 to WIS related skills
Empathy/Improved/Master
+1/+2/+3 to all CHA related skills
Gear head/Improved/Master
+1/+2/+3 to all INT related skills.
HP
Roll the hot die indicated by your class, then add your con modifierto get your starting hp.
AC
10+armour bonus+ dex modifier
Other stuff
What’s your characters name? How old are they. What gender are they! (this is more complicated than you might think in star wars...) How tall are they, how much do they weigh? WHO are they? Bit of back-story please...
Droid Rules
Droids don’t have a race and class like other characters. Their function is part of what they are, so they combine race and class in Droid Classes. Droids take levels in Droid Classes like normal, but they can never multi-class (eg. An astromech droid can’t take a level of ‘Assassin Droid’ droid class).
Droid Classes
- Astromech droid- Protocol droid- War droid- Assassin droid
So if you are creating a droid character, you decide what type of droid they are (eg war droid) and they have to keep that droid class forever – however they can increase their versatility and range of abilities by purchasing upgrade components.
Common Droid Features
Before going into detail on the various droid classes, this section sets out certain characteristics common to all droids.
Immunity to disease and mental effects
Droids are mechanical and so cannot be affected by any illness, mind-affecting power or any other biological effects. They are also immune to things like pain, although they are aware of damage done to them (and upset by it).
Damage to droids
Damage to droids does not heal over time as it does with biological characters. Droids are damaged rather than wounded and the damage has to be repaired using a repair kit (purchasable like a medpack). They are unaffected by medpacks and bacta, and incapable of repairing themselves. Only another character or droid can attempt to repair them (repair test – DC depends on extent of damage. If droid has lost less than 25% of hp, DC is around 12. If they have lost more than 50% it is more like 20, 75%+ = 25 and 100% = 40 NOTE
that these DCs can vary based on actual damage taken in story, so dm can decide). If the test is successful the droid’s hp are entirely restored. Repairing a droid takes some time.
Fixed stats
Droids do not get to assign as many attribute points during character creation as other characters do. This is because to a large extent, droids within a certain class will be very similar. The few points you do get to assign will help represent variation within the class. NOTE: for droids, 1 point = 1 point (you don’t have to use all that point buying system crap where it to have a value of 18 costs 16 points or whatever – if you spend 2 points on Str, put +2 Str on the base value). Droids also do not gain attribute bonuses at levels 4, 8, 12, 16 and 20 like other characters do.
However, they can boost their attributes by purchasing upgrades.
Droid Feats
Droids do not choose feats from the same list as other characters. They have a separate list of feats to choose from.
Weapon and armour proficiencies
Droids can use normal weapons as well as special droid weapons that they are proficient with (they can use weapons they are not proficient with, but with big penalties). Some droids require special components in order to use normal weapons.
Droids do not have armour proficiencies because they don’t use normal armour. They use special droid armour instead, which is useable by any droid that meets its requirements (and can pay the cost)
Ion vulnerability
Ion weapons cause double damage against droids (lethal damage, unlike against organics (although obviously the droid can be repaired afterwards).
Restraining Bolts
Droids can be fitted with restraining bolts which prevent them from leaving a set area and force them to obey the simple remote commands ‘COME’ and ‘STOP’. Obviously, this is not in a droid’s interests.
Ungainly
Droids are not agile or graceful, and their movement are jerky and clumsy compared to humanoids’. They take a -4 penalty on the following skill checks because of this: jump, climb and swim. (Apart from astromech droids, who cannot jump, climb or swim). Also, all droids except assassin droids take a -2 penalty to stealth checks because of the constant noise their inner workings make.
Version Update
A droid can visit a skilled droid mechanic in order to have their systems and inner workings updated. This has the effect of giving one extra component slots for each of the following component types: weapon, utility and module. A droid can only ever be updated twice, and the second update costs
more than the first. The first update costs 10,000 credits, while the second costs 20,000.
Droid Classes
Astromech droids
Base stats:
Str 6
Dex 12
Con 14
Int 18
Wis 14
Cha 4
Plus 3 points attributed as the player wishes.
Base attack bonus: poor
Base save bonus: poor
+1 ‘Natural’ armour bonus to AC
- hd: d6- base move speed: 20 feet (cannot run either)- skill points: 6+Int modifier (x4 at level 1)- class skills: computer use, demolitions,
awareness, repair, security- MAY NOT GAIN SKILL POINTS IN: jump, climb,
swim, languages, or persuade- Astromechs have a permanent +5 bonus to all
computer use, security and repair checks. Note that to access a computer, security thing etc an astromech must plug in
- Credits at 1st level: 2500
- Languages: binary, understand but cannot speak basic plus 1 other language of your choice
Astromechs CANNOT USE WEAPONS without purchasing special components. They cannot attack unless upgraded, except perhaps by running over someone’s foot (although the droid would probably fall over…)
Remember that physically, they are basically wheelie-bins - it is bound to be significant at some point.
Protocol Droids
Base stats
Str 6
Dex 8
Con 10
Int 16
Wis 14
Cha 14
Plus 2 points distributed as the player wishes.
Base attack bonus: poor
Base save bonus: poor
+1 natural armour bonus to AC
- hd: d6- base move speed: 20 ft- skill points: 4+Int (x4 at level 1)- class skills: computer use, persuade,
awareness, search- MAY NOT GAIN SKILL POINTS in swim, jump or
climb- Can speak massive numbers of languages.
When encountering a new language, there is only 1 10% chance that they will not know it (just roll whenever a new language is encountered). Everything else they can speak and understand fully.
- Protocol droids are not proficient with any weapons although upgrades can be bought
- Start credits: 2500
War Droids
Wide variety of types and shapes. The rules here assume it is vaguely humanoid….
Base Stats
Str 12
Dex 14
Con 12
Int 12
Wis 12
Cha 6
Plus 6 points to be distributed by the player.
Base attack bonus: good
Base save bonus: average
+2 natural armour bonus to AC
- hd: d8- base move speed: 20 ft
- skill points: 2+Int modifier (x4 at 1st level)- class skills: repair, spot, search, awareness- Proficient with all weapons except lightsabers- Start credits: 2500
Assassin droid
Base stats
Str 10
Dex 16
Con 10
Int 14
Wis 10
Cha 6
Plus 6 points to be distributed by the player.
Base attack bonus: good
Base save bonus: poor
+1 natural armour bonus to Ac
- hd: d6- base move speed: 20 ft- skill points: 4+Int (x4 at level 1)- class skills: stealth, computer use, security,
awareness, persuade, treat injury, spot, search- Proficient with melee weapons and all light and
medium ranged weapons- Sneak attack- Start credits: 2500
Droid Feats
Droids choose feats from the normal list with one small change: they can’t choose armour proficiency
Droid Components
All droids have a number of component slots. They can buy components to fill these slots. Only components of the correct type can go in each type of slot (eg only a armour component can use an armour component slot). This system represents the fact that there is a limited amount of space on a droid for new components to be installed, as well as reflecting the different specialities of different droid types (so it stops you from endlessly upgrading your astromech droid into a super mobile-weapons-platform )
All droid types apart from astromech droids also have hands and humanoid bodies and so can use
the same equipment, weapons, packs etc that other characters can as well as components.
The types of component are: Processor, Motivator, Armour, Utility, Weapon and Module.
Processor component – each droid has only 1 of these, and they MUST have one in order to function. It is where all their memory and personality are ‘stored’. Should this ever be destroyed, the droid’s character is in effect destroyed as well. Every droid starts with a basic processor, but they can buy upgraded versions which have benefits.
Motivator component – a droid can only have one of these, and MUST have one. It is the motivator that allows the droid to move. Superior motivators allow faster or better movement. All droids begin with a free basic motivator.
Armour component – plating that can cover the droid to make it more durable.
Utility components – these are tools which can aid the droid in specific tasks.
Weapon components – these are weapon systems incorporated into the droid’s body (as opposed to weapons carried by the droid). This includes arms and platforms needed to incorporate weapons (eg an astromech can buy a weapon arm which allows it to use a weapon – it needs to buy the weapon as well)
Module components – these expensive, extensive components change a number of things within the droid to give entirely new capabilities.
Component Slots by Droid class
Astromech Droids have 1 processor slot, 1 motivator slot, 1 armour slot, 5 utility slots, 2 weapon slots, and 2 module slots.
Protocol droids have 1 processor slot, 1 motivator slot, 1 armour slot, 1 utility slot, 1 weapon slot, and 5 module slots.
War droids have 1 processor slot, 1 motivator slot, 1 armour slot, no utility slots, 4 weapon slots, and 2 module slots.
Assassin droids have 1 processor slot, 1 motivator slot, 1 armour slot, 1 utility slot, 3 weapon slots, and 3 module slots.
LIST OF COMPONENTS
(and prices )
----------------------------------------------------------------------
Universal components
Any type of droid can purchase these.
Processors
Basic Processor – no benefits. Comes free as a new droid character, but if you want to buy another one later on (if you grow tired of an upgraded one) then they cost 300 credits.
Upgraded Processor – gives +1 Int and +1 Wis and costs 1500 credits
Advanced Processor – this gives +2 Int and +2 Wis and costs 3000 credits
Ultra Processor – gives +3 Int and +3 Wis and costs 6000 credits
Motivators
Basic motivator – no effect, comes free as a new droid character, but if you want to buy another one later on (if you grow tired of an upgraded one) then they cost 200 credits.
Enhanced Motivator - +5ft movement speed, costs 500 credits
Advanced Motivator - +10ft movement speed, +1 Dex, costs 1000 credits
Ultra Motivator - +20ft movement speed, +2 Dex, costs 4000 credits
Armour
Basic armour plating - +2 to Ac, costs 450 credits
Plasteel armour plating – +3 to Ac, costs 650 credits
Heavy plasteel plating - +4 AC, max Dex bonus +3, costs 850 credits
Durasteel plating – +6 Ac, max dex bonus +3, costs 1200 credits
Reinforced Durasteel plating - +7 AC, max Dex bonus +2, costs 1400 credits
Impervium plating - +9 to Ac, max dex bonus +1, costs 3000 credits
Utility
Computer interface device – a little thing they plug into sockets. Gives +1 computer use to all droids except astros, to whom it gives no bonus but is the only means of using computers. Costs 100 credits
Modules
TranLang III Communicator module – gives the droid fluency in over 6 million languages! (gives the many languages ability that protocol droids have – therefore it would be pointless for a protocol droid to buy this…). Costs 3200 credits
Durability module – strengthens the droid’s inner workings, giving +2 Con – costs 1000 credits
Advanced Intelligence module – enhances the droids computer systems, giving them +2 Int and +2 Wis – costs 1600 credits
Medical module – allows the droid to dispense bacta to organic allies. It stores bacta within itself (up to 10x bacta canisters) and can heal others with +5 to its treat injury – costs 2000 credits
Self-repair module – allows the droid to repair itself using repair kits, although with a -4 to its repair roll – costs 2400 credits
Comm module – the droid has a personal comlink system incorporated inside it and can communicate with other characters with comlinks – costs 200 credits
Piloting module – the droid has piloting programming, giving it +4 on all piloting checks – costs 500 credits
Astromech Components
These can only be used by astromech/utility droids
Processors
Intellex V Processor – gives +1 Int and +1 computer use. Costs 1400 credits
Intellex VI Processor – gives +2 Int and +2 computer use. Costs 2700 credits
Utility
Electroshock probe – a small appendage that releases a short-range burst of electricity that can overload a computer or security lock. Gives a +3 bonus to security. Can also be used as a weapon (range 5ft, -2 to hit, does d4+1 non-lethal electrical damage). Costs 800 credits
Claw arm – allows the droid to manipulate things as if it had a hand. Costs 100 credits
Computer interface arm – the little thing they plug into sockets. Without this they cannot use ‘computer use’ skill so it’s fairly essential. Costs 100 credits
Fire extinguisher – puts out fires (could be useful) and can provide a handy smokescreen that lingers a surprisingly long time – costs 200 credits
Lifeform scanner – has a range of 1000 ft, VERY USEFUL – costs 600 credits
Heat scanner – can detect any sources of heat or radiation within 1000 ft – costs 600 credits
Multi-scanner – combines heat and lifeform scanners in one unit (less space) – costs 1500 credits
Light – a torch that lights the way
Fusion cutter – powerful plasma-based cutting tool that gives +2 to repair checks, allows cutting, and can act as an improvised weapon in melee (-2 to hit, d8+2 heat damage)
Jukebox – apparently R2-D2 had one…costs 100 credits and simply allows you to have a rave
Collapsible umbrella – again, R2-D2! Just in case you want to stay dry – costs 50 credits
Weapon
Weapon arm – a small arm that can hold a light ranged weapon that can pop out from the droid’s body. Costs 150 credits
Reinforced weapon arm – a stronger arm that can hold a light or medium ranged weapon that can pop out from the droid’s body. Costs 350 credits
In-built weapons system – [uses 2 weapon slots] allows the droid to incorporate a heavy weapon in its main body. Costs 600 credits
Mini-saw – acts as a melee weapon causing d6+1 damage. Can also be useful in a tight spot (nets, ropes etc ) – costs 250 credits.
Magnetic feet –Electromagnetic grippers enable droids to cling to a ship's hull, even when the ship moves at high speeds. Can also cling to other magnetic objects. Costs 550 credits
Modules
Flight module – gives the astromech small booster-rockets which allow it to fly in an ungainly manner. Has a flight speed of 20ft (very poor manoeuvrability). Costs 2000 credits.
Holoprojector module – incorporates a holoprojector, recorder and enough memory to store your favourite holovids! Could come in handy – costs 400 credits
Storage compartment – a small storage compartment in the droid’s side that can store up to 50kg – costs 250 credits
Submarine mode module – allows the astromech to swim at a speed of 20 ft and includes a periscope! Costs 800 credits
System integration module – helps interact with computers, giving a +4 bonus to the use computer skill and +2 to security – costs 1800 credits
Infra-red scanning – can ‘see’ in the dark, or low-light conditions, perfectly – costs 500 credits
Protocol Droid Components
These can only be used by protocol droids
Utility
Cooking module – [not worth a module slot] the droid knows how to cook, and rather well. I don’t really know how this affects the game, but its cool and the dm can incorporate it into RP. Could be handy, anyway – costs 50 credits
Modules
Enhanced Interpersonal module – a set of systems and programs that aid the protocol droid in its organic-relations functions, giving +2 Cha – costs 700 credits
Babysitting module - +6 persuasion when dealing with children/spawn/hatchlings/younglings etc (C3PO has this ) – costs 150 credits
Diplomacy module – the droid is meant for formal diplomatic functions, and understands political and legal jargon easily. They gain +3 to all persuade checks due to their authoritative manner, and an
additional +3 persuasion in formal contexts – costs 300 credits
Repair module – these programs give the droid intimate knowledge of repairing methods, giving +4 to its repair skill – costs 900 credits
Navigation module – the droid can plot hyperspace routes, giving a 25% reduction in the time taken to get from A to B in hyperspace – costs 400 credits
War droid components
Only useable by war droids
Armour
Droid Battle Armour - +5 Ac, max dex bonus +5, costs 1000 credits
Weapon
Shoulder weapon mount – [can have up to 2 of these] allows a light ranged weapon to be incorporated into the droid’s shoulder – costs 400 credits (plus weapon cost)
Head weapon mount – [max: 1] allows a light ranged weapon to be incorporated into the droid’s head, perhaps shooting through the droid’s ‘eyes’ – costs 400 credits (plus weapon cost)
Lifeform scanner – has a range of 1000 ft, VERY USEFUL – costs 600 credits*
Heat scanner – can detect any sources of heat or radiation within 1000 ft – costs 600 credits*
Multi-scanner – combines heat and lifeform scanners in one unit (less space) – costs 1500 credits*
*note that these 3 are not weapons but take up space that could be used to mount weapons. Optionally, they can fill module slots instead.
Melee weapon arm – an extra arm with a melee weapon permanently mounted or attached. Costs 1200 credits
Gun arm – an extra arm mounting a light or medium ranged weapon – costs 1200 credits
In-built heavy weapon – [uses 2 weapon slots] a heavy ranged weapon is built into the body of the droid (in the torso or maybe the shoulder) – costs 1200 credits plus weapon cost
Wrist weapon mount – [max:2] allows a light ranged weapon to be incorporated into the droid’s wrist – costs 500 credits
Modules
Lightsaber proficiency module – a system of programs and balances allowing the droid to effectively use lightsabers without damaging itself – costs 1000 credits
Targeting module – aids the droid in combat targeting, giving it +1 to hit with ranged weapons – costs 800 credits
Enhanced targeting module – aids the droid in combat targeting, giving it +2 to hit with ranged weapons – costs 1800 credits
NOTE: enhanced targeting replaces targeting – you can’t have both
Enhanced combat module - +2 Str and +2 Con and an extra +1 to natural armour bonus – costs 3000 credits
Super-enhanced combat module - +4 Str, +4 Con and extra +2 natural armour bonus – costs 6000 credits
Assassin droid components
Only useable by assassin droids
Processor
Basic Assassination Processor – assassin droids have superior processors and increased levels of independent thought, all aimed towards improving their effectiveness in hunting and killing their targets. Gives +1 Int, +1 Wis and +1 to hit with ranged weapons. Comes free as a new assassin droid instead of a Basic Processor, but if you want to buy another one later on (if you grow tired of an upgraded one) then they cost 1500 credits.
Upgraded Assassination Processor – gives +2 Int and +2 Wis and +1 to hit with ranged weapons and costs 3000 credits
Advanced Assassonation Processor – this gives +3 Int and +3 Wis and +2 to hit with ranged weapons and costs 5000 credits
Ultra Assassination Processor – gives +4 Int and +4 Wis and +3 to hit with ranged weapons and costs 7500 credits
Utility
Anti-security slicer - +2 to security checks
Infra-red sensors – allows the droid to ‘see’ perfectly in all light conditions – costs 500 credits
Lifeform scanner – has a range of 1000 ft, VERY USEFUL – costs 600 credits
Heat scanner – can detect any sources of heat or radiation within 1000 ft – costs 600 credits
Multi-scanner – combines heat and lifeform scanners in one unit (less space) – costs 1500 credits
Weapon
Wrist weapon mount – [max:2] allows a light ranged weapon or melee weapon to be incorporated into the droid’s wrist – costs 550 credits
Modules
Stealth module - helps silence the droid’s noisiness, gives +3 stealth bonus – costs 800 credits
Enhanced stealth module - +5 stealth – costs 2000 credits
Basic agility module – allows the droid to move in a more fluid, humanoid fashion by freeing up joints and making it more streamlined. +10ft movement
speed, no ‘Ungainly’ penalties on jump, climb and swim checks. Costs 2000 credits.
Enhanced agility module – in addition to the features of the basic module, this grants a +2 bonus to jump, climb and swim checks and a +2 bonus to Dex. Costs 4000 credits.
Targeting module – aids the droid in combat targeting, giving it +1 to hit with ranged weapons – costs 800 credits
Enhanced targeting module – aids the droid in combat targeting, giving it +2 to hit with ranged weapons – costs 1800 credits
NOTE: enhanced targeting replaces targeting – you can’t have both