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DalkonCledwin
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Buying & Selling

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BUYING AND SELLING
Credits are what makes the galaxy go 'round. Nearly every activity within the galaxy has the almighty credit as its core motivator.

Buying Equipment
Purchasing items with credits allows the use of that item for one scene within the same adventure as the purchase. Purchasing the item with Equipment points allows a character to add that item to their arsenal. During play, Equipment points must be accompanied with the necessary amount of credits to purchase an item for permanent use.

Starting Credits
New characters start out with enough credits to purchase the gear they bought through the Equipment Advantage - including licenses for non-illicit items. They either saved over time or acquired it on the spot. In addition, all characters receive credits for the work that they perform - 1,000 credits/month. The Benefit (Wealth) Advantage increases the monthly income by an additional 1,000 credits/month per application of the Advantage.

Loans
Loans can be taken out to purchases goods and services. Their is usually an upfront deposit or collateral necessary. Upon taking a loan, the character who's name is on the note adds a Debt Complication to their character sheet. This complication reduces their monthly income by 100 credits per 10,000 credits taken out on loan. If the character decides to not pay (and not reduce their monthly income) then the loan sharks will actively pursue the character.

Trade Goods
Just for completeness, I'm going to include a chart for trade goods. This helps set a baseline for the prices of other equipment in the setting.

Commodity - Cost (Credits)
Animal, common - 100
Animal, exotic - 2,000
Animal, livestock - 500
Art, common - 100
Art, quality - 1,000
Art, precious - 10,000
Bacta, 1 liter (1 kg) - 100
Food, common (1 kg) - 10
Food, quality (1 kg) - 20
Food, exotic (1 kg) - 50
Fuel, 1 liter (1 kg) - 50
Gems, semiprecious (1 gram) - 100
Gems, precious (1 gram) - 1,000
Gems, exotic (1 gram) - 10,000
Holovid - 10
Metal, common (1 metric ton) - 2,500
Metal, semi-precious (1 kg) - 200
Metal, precious (1 kg) - 10,000
Ore, common (1 metric ton) - 1,500
Spice, common (1 kg) - 1,000
Spice, exotic (1 gram) - 20
Textiles, common (1 meter) - 5
Textiles, quality (1 meter) - 20
Textiles, exotic (1 meter) - 100
Water, 1 liter (1 kg) - 1


Selling Items
The items in the list above can be traded in almost like cash, depending on the port of call - some places have less demand than others. Items that are not trade goods, like individual weapons (mass amounts of weapons can be sold like trade goods, but don't generally get market value), can generally be sold at half the listed value.

Restricted Items
Some items requires licenses to own or operate, or are restricted to qualifying organizations or individuals. In such cases, characters must pay a license fee to own the item legally. Such a fee is a separate expense to the cost of the item.
Levels of Restrictions:
Licensed: The owner must obtain a license to own or operate the item legally. License Fee: 5% (1 day approval process)
Restricted: Only specifically qualified individuals or organizations are technically allowed to own the item. The real obstacles to ownership are time and money; anyone with enough of both can eventually acquire the necessary license. License Fee: 10% (2 day approval process)
Military: The item is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, but it is illegal to sell such items to individuals. License Fee: 20% (5 day approval process)
Illegal: The item is illegal in all but specific, highly regulated circumstances. License Fee: 50% (10 day approval process)

Buying on the Black Market
A dangerous proposition to be sure. Dealers on the black market may take more than your money if you can't pay. Buying items on the black market does have the advantage of avoiding the necessary red tape, allows you to overcome restrictions and, if you can find items readily available, allows you to avoid the approval process. The downside to the black market is the cost. Licensed items are double cost, restricted items are triple, military items cost four times as much and illegal items cost five times their usual prices.

:arrow: UPDATE I: Added sections for Buying Equipment, Starting Credits and Loans due to the mechanics for purchasing equipment.
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Standard Equipment

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STANDARD EQUIPMENT
Most gear found in the DCA and M&M3e handbooks can be found to some degree in the SWU. This section details those that aren't. All of them are bought as 1pp Features.

Communications and Storage Devices
Comlink: A personal communications transceiver. Comlinks com in a variety of shapes and styles. For additional cost (double ep/Credit costs) Comlinks can be fitted with either video or holo capabilities. Cost: 1ep/25 Credits

Code Cylinder: Similar to an access ID card, a Code Cylinder is a compact security device that is used by corporate officials and military personnel to provide entry to computer terminals or restricted areas. Cost: 1ep/500 Credits

Datapad: Another name for a PDA. Datacards can be written with programs that enhance a user's ability in certain tasks (granting a +2 bonus to any checks Expertise or trade skills). Cost: 1ep/1,000 Credits (1ep/100 Credits per programmed Datacard; blank Datacards cost 10 Credits for a pack of 10 cards)

Field Kit: Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of food rations, two glow rods, two breath masks with 24 hour filters and an all-temperature cloak. Cost: 5ep/1,000 Credits

Medical Gear
Medical Kit: Standard tools for a surgeon to ply their trade abroad. Good quality kits grant +2 to the Treatment skill. Cost: 1ep/600 Credits (considered good quality)

Medpac: This kit grants a one-time use of Healing 1. Cost: 1ep/100 Credits
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Armor

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ARMOR
With all those blaster bolts and lightsaber blades waving around, citizens of the SWU may need some additional protection. Most armor uses a cortosis weave to give them protection against energy weapons.

Battle Armor: Protection 5 • Cost: 5ep/7,000 Credits; Restriction: Military
Combining protective metal or composite plates with a padded jumpsuit, this armor forms layer upon layer of protection.

Battle Armor, Heavy: Protection 6 • Cost: 6ep/15,000 Credits; Restriction: Military
Similar to regular battle armor, heavy battle armor features more playing than padding, including various pieces molded to fit the user. Mandalorians favor this type of armor, usually further customizing - adding various electronics and adornments.

Combat Jumpsuit: Protection 3 • Cost: 3ep/1,500 Credits; Restriction: Licensed
This is the level or protection that most soldiers wear. Many versions of this armor include an electronics package.

Flight Suit, Armored: Protection 2; Immunity 9 (Life-Support), Quirk (10 hours only) • Cost: 10ep/4,000 Credits; Restriction: Licensed
A combat-ready flight suit that provides additional protection against the vacuum of space for limited periods.

Flight Suit, Padded: Protection 1; Immunity 9 (Life-Support), Quirk (10 hours only) • Cost: 9ep/2,000 Credits; Restriction: -
Favored by starfighter pilots all over the galaxy, the one-piece padded flight suit protects against decompression, g-forces and harmful environments.

Stormtrooper Armor: Protection 3; Immunity 2 (Heat and Cold), Limited to Half-Effect; Features 2 (Handsfree Comlink and Perception Package [+2 to Perception Rolls]); Senses 1 (Low-light Vision) • Cost: 7ep/8,000 Credits; Restriction: Military, Rare

:arrow: UPDATE I: Updated Stormtrooper armor.

:arrow: UPDATE: Fixed Stormtrooper armor's cost.
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Explosives

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EXPLOSIVES
The SWU is rife with explosive devices. Most of them are restricted though, so don't get caught without your licenses.

Energy Ball: Ranged Burst Area Damage 5 • Cost: 15ep/20 Credits; Restriction: Licensed, Rare
This grenade primarily sees use on Naboo. It's the ranged weapon of choice for the Gungan military.

Grenade, Frag: Ranged Burst Area Damage 6 • Cost: 18ep/200 Credits; Restriction: Military
The standard fragmentation grenade unleashes metal shrapnel with explosive force.

Grenade, Ion: Ranged Burst Area Affliction 5 (Resisted by Dodge; Dazed, Stunned, Incapacitated), Affects Objects Only • Cost: 15ep/250 Credits; Restriction: Restricted
An ion grenade unleashes a stream of energy that wreaks havoc on electrical systems, making it effective against droids, vehicles, electronic devices and cybernetically enhanced creatures.

Grenade, Stun: Ranged Burst Area Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • Cost: 18ep/250 Credits; Restriction: Restricted
The standard stun grenade unleashes concussive energy that knocks out all creatures within its radius.

Thermal Detonator: Ranged Burst Area Damage 9, Feature (Can be set to go off after 3 rounds) • Cost: 28ep/2,000 Credits; Restriction: Illegal
The thermal detonator is a fist-sized sphere containing baradium, a powerful explosive. Outlawed throughout known space except for highly regulated demolitions professionals, the thermal detonator produces a fusion reaction that generates a rapidly expanding field of searing heat and concussive energy. A thermal detonator can be set to go off anywhere from 6 seconds to 18 seconds.

Explosive Charge: Burst Area Damage 10, Feature (Can be used with a detonator or set to go off after a specified amount of time) • Cost: 21ep/1,500 Credits; Restriction: Restricted
Explosive charges are highly restricted, usually only available to military and law enforcement specialists or specialized construction units. Each additional explosive charge set on a structure increases damage by 1.

Detonite: Ranged Burst Area Damage 5, Feature (Can be used with a detonator or set to go off after a specified amount of time) • Cost: 15ep/500 Credits; Restriction: Restricted
Detonite is a contact explosive that comes in tiny claylike blocks. Each doubling of the amount of detonite increases damage by 1.

:arrow: UPDATE I: Added the ion grenade.
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Lightsabers

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THE LIGHTSABER
The ultimate peacemaker - the lightsaber is a weapon of devastating potential. It's mere presence on the battlefield can be cause to call a truce, if wielded by one trained in its use.

Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points

Strength-based because Jedi are usually seen putting everything they've got behind it. Penetrating not to get through an opponent's toughness, but an object's - such as a reinforced blast door. Training lightsabers would omit the Penetrating extra as they were typically just force fields, not "frozen blaster bolts".

Lightsabers are always considered a device - because of their exclusivity and the difficulty to find someone to repair it.

TWIN-SABERS AND DOUBLE-BLADED LIGHTSABERS
Double-bladed lightsabers are built as standard lightsabers with the Improved Defense Advantage added as an Enhanced Advantage.

Wielding two lightsabers at once makes it difficult to disarm the character. The first successful smash or disarm attempt that the character suffers removes one lightsaber, but leaves the second intact. Characters who carry two lightsabers should add Second Saber as a flat 1pp Extra.

Some advantages grant special abilities when wielding two lightsabers or a double-bladed lightsaber.

:arrow: UPDATE I: Added rules for Double-Bladed and Dual Lightsabers.
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Melee Weapons

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MELEE WEAPONS
Used in close combat, melee weapons use the wielder's strength to deal damage. Many of these weapons are widely available and have few governmental or legal restrictions. Civilians, law enforcement agents and military personnel all carry these weapons. Standard melee weapons are the same as their listing in either the DCA or M&M3e books.

Electrostaff/Force Pike: Strength-Based Damage 2 • Cost: 2ep/500 Credits; Restriction: Restricted
Both the Electrostaff and the Force Pike use electrical charges to assist in their blunt force or piercing trauma.

Vibro-Ax: Strength-Based Damage 3; Enhanced Advantages 1 (Improved Critical) • Cost: 4ep/500 Credits; Restriction: Restricted
This powerful vibroweapon features an energy cell that causes the blade to vibrate rapidly when activated.

Vibroblade: Strength-Based Damage 3; Enhanced Advantages 2 (Improved Critical 2) • Cost: 5ep/250 Credits; Restrictions: Licensed/Illegal
This is a close-combat weapon favored by soldiers and mercenaries. Vibroblades are illegal in most urban areas.

Vibrodagger/Vibrobayonet: Strength-Based Damage 1; Enhanced Advantages 2 (Improved Critical 2) • Cost: 3ep/200 Credits; Restrictions: None for a Vibrodagger, Licensed for a Vibrobayonet
This is a dagger with a similar energy cell to the one the Vibro-Ax uses. It can be mounted on the barrel of a rifle or used as a melee weapon.
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Ranged Weapons

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RANGED WEAPONS
Blasters are by far the most common weapons in the galaxy. Of the various versions, blaster pistols see the most widespread use. Other ranged weapons, such as slugthrowers and thrown weapons are not as common as their energy-spewing counterparts.

Pistols
Pistols are ranged weapons that an be fired from hand.

Blaster Pistol, Hold-Out: Ranged Damage 3, Feature (Easily Concealable; +2 bonus to Sleight of Hand checks to Conceal the pistol) • Cost: 7ep/300 Credits; Restriction: Illegal
Small, palm-sized blasters see widespread use in weapon-restricted areas. Hold-out blasters are commonly found in the possession of undercover agents, gamblers, scoundrels or nobles seeking to protect themselves.
Blaster Pistol, Sporting: Sporting blaster pistols use the same stats as the hold-out pistol without the Easily Concealed feature. Cost: 6ep/300 Credits; Restriction: Licensed

Blaster Pistol: Ranged Damage 4 • Cost: 8ep/500 Credits; Restriction: Restricted
Blaster pistols have thousands of designs from hundreds of manufacturers. Blasters are popular with urban police forces, traders and anyone who needs to pack respectable firepower in an easily carried package.

Blaster Pistol, Heavy: Ranged Damage 5, Quirk (a natural 1 on an attack roll requires the weapon to be reloaded as a Standard action) • Cost: 9ep/750 Credits; Restriction: Military
Heavy blaster pistols were invented to provide the sort of firepower one expects from a blaster rifle, but in a compact and easily carried sidearm. The weapon produces additional "punch" by drawing heavily on its power pack, reducing the number of shots the power pack can provide.

Ion Pistol: Ranged Affliction 3 (Resisted by Dodge; Dazed, Stunned, Incapacitated), Affects Objects Only • Cost: 6ep/250 Credits; Restriction: Licensed
An ion pistol fires a stream of energy that wreaks havoc on electrical systems, making it effective against droids, vehicles, electronic devices and cybernetically enhanced creatures.

Slugthrower Pistol: Ranged Damage 3, Quirk (a natural 1 on an attack roll requires the weapon to be reloaded/cleared of a jam as a Standard action) • Cost: 5ep/250 Credits; Restriction: Licensed
This weapon, usually found on backwater fringe worlds where blasters aren't readily available, fires metal bullets - called "slugs" - instead of energy bolts.

Rifles
Rifles deal more damage and have a greater range than pistols.

Blaster Carbine: Ranged Damage 5, Multiattack • Cost: 15ep/900 Credits; Restriction: Restricted
A small blaster rifle with a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle.

Blaster Rifle: Ranged Damage 6, Multiattack • Cost: 18ep/1,000 Credits; Restriction: Restricted
The basic blaster rifle is standard issue to soldiers across the galaxy.

Blaster Rifle, Sporting: Ranged Damage 5 • Cost: 10ep/800 Credits; Restriction: Licensed
Sporting blaster rifles are used for large-game hunting or home defense.

Blaster Rifle, Repeating: Ranged Damage 7, Multiattack, Quirk (Inaccurate at close range; -2 Attack) • Cost: 20ep/1,200 Credits; Restriction: Military
Repeating blasters are the largest blaster bolt throwing weapon carried by military personnel. They are usually seen in the hands of elite troopers in open battle - as their size does not make them suitable weapons for close quarters.

Ion Rifle: Ranged Affliction 5 (Resisted by Dodge; Dazed, Stunned, Incapacitated), Affects Objects Only • Cost: 10ep/800 Credits; Restriction: Restricted
This is a larger version of the ion pistol.

Slugthrower Rifle: Ranged Damage 4, Quirk (a natural 1 on an attack roll requires the weapon to be reloaded/cleared of a jam as a Standard action) • Cost: 7ep/300 Credits; Restriction: Restricted
This weapon is a large cousin to the slugthrower pistol.

Heavy Weapons
Large, powerful weapons that usually require a brace or tripod to operate.

Proton Cannon: Ranged Damage 9, Burst Area 6, Inaccurate, Quirk (Must be reloaded after 4 shots as a Standard action) • Cost: 22ep/3,000 Credits; Restriction: Military
Portable, shoulder-fired proton cannons fire powerful bolts of energy. They are often used as anti-vehicular weapons, though they have the range and power to inflict massive casualties on troops and structures as well.

Grenade Launcher: This weapon uses the same stats as the grenade that it loads. It's typically found attached to a rifle. Mechanically, this weapon is free if a character wants it, but it has a Military restriction, requiring licenses to purchase it. Thermal Detonators, Detonite and Explosive Charges cannot be loaded into a grenade launcher as they are too big.

Missile Launcher: Ranged Damage 10, Burst Area 7, Homing, Quirk (Must be reloaded after 2 shots as a Standard action) • Cost: 28ep/1,500 Credits; Restriction: Military
A missile launcher fires a high-speed projectile with an explosive warhead. The standard missile uses a lock-on feature and unleashes metal shrapnel with explosive force.

:arrow: UPDATE I: Included slugthrowers, a grenade launcher and a missile launcher.

:arrow: UPDATE II: Included ion weapons for when you just can't stand listening to that droid's incessant beeping.
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Speeders

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SPEEDERS
These quick vehicles are the primary modes of travel while on a planet. They have many models, but they generally fall into two types: Landspeeders and Airspeeders. For the sake of completion I'll also throw in speederbikes.

Landspeeder
Size: Large (-2 Handling Modifier) Strength: 5 Speed: 5 Defense: 8 Toughness: 8 Powers: Hovercraft (Movement 2 [Sure-Footed 2]) • Cost: 10ep/10,550 Credits (2,500 Used); Restriction: Licensed
A landspeeder was a hovering ground-based vehicle capable of traveling across most terrains at relatively high speed.

Speederbike
Size: Medium (+0 Handling Modifier) Strength: 1 Speed: 6 Defense: 10 Toughness: 8 Powers: Hovercraft (Movement 2 [Sure-Footed 2]) • Cost: 8ep/6,750 Credits (1,200 Used); Restriction: Licensed
Speeder bikes, also known as hover bikes, were open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasized speed and maneuverability over conventional speeders and were popular with thrill-seeking teenagers and military scouts.

Airspeeder
Size: Large (-2 Handling Modifier) Strength: 6 Flight Speed: 6 Defense: 8 Toughness: 8 • Cost: 16ep/25,750 Credits (14,200 Used); Restriction: Licensed
Airspeeders were repulsorlift vehicles common throughout the galaxy. They were distinguished from landspeeders by a higher operating altitude and normally higher top speed.
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Starships

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STARSHIPS
What would Star Wars be without the ability to travel out into the stars?

Power Level
The power level of a ship represents the modified power level of the crew (not the PL they need to be to pilot it). Most starfighter pilots are PL4 normally, but they function as PL8 (the PL of a starfighter) when in their ships. Players should use the Ranged Combat: Starfighter to increase their PL high enough to use starship weaponry, if necessary.

Notes on Features, Powers and Weapons

Gunners: Gunners can all take an action on the same round to fire the weapon - the greater number of gunners, the greater number of attacks the ship can make. A weapon with a gunner denotes a turret (it can fire in all directions, except the other side of the ship). Gunners take a -2 penalty to attack rolls while the ship is moving.

Navicomputer: Required for Expertise: Astrogation checks.

Used Price: Purchasing used versions of a starship cuts costs immensely, but also gives the ship a single complication (chosen by the GM) which the new owner doesn't know about. Starting characters can only purchase used starships.

Starships of the Old Republic
As I gear up for my starfighter squadron campaign set in the Old Republic era, I need a list of the major players in the Old Republic space scene. Here are the builds for the major classes of ships that the Galactic Republic used during this time.

Aurek-Class Tactical Strikefighter - PL8
Size: Huge Strength: 8 Flight Speed: 10 (2,000 MPH) Defense: 7
Toughness: 9 Features: Communications, Computer, Navicomputer Powers: Deflector Shields: Create 8 (Check Required 5 [Technology] to Repair, Selective), Hyperdrive: Movement 2 (Space Travel 2, Check Required [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Laser Cannons: Ranged Damage 8 AP: Proton Torpedo Launchers: Ranged Damage 10 (Burst Area 8, Inaccurate, Unreliable [6 uses]) • Cost: 67ep/360,000 Credits (164,000 used); Restriction: Military
The Aurek-class tactical strikefighter, also known as an A-wing, was the primary Republic starfighter, several models of which were used in the Old Sith Wars, the Great Galactic War and the New Sith Wars. Aurek-class ships have a small cargo compartment and one week worth of consumables for a single occupant.

S-250 Chela-Class Starfighter - PL8
Size: Huge Strength: 9 Flight Speed: 10 (2,000 MPH) Defense: 6 Toughness: 10 Features: Communications, Computer, Navicomputer Powers: Deflector Shields: Create 8 (Check Required 5 [Technology] to Repair, Selective), Hyperdrive: Movement 2 (Space Travel 2, Check Required [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Laser Cannons: Ranged Damage 8 AP: Concussion Missile Launchers: Ranged Damage 10 (Burst Area 8, Inaccurate, Unreliable [6 uses]) • Cost: 68ep/420,000 Credits (225,000 used); Restriction: Military
These starfighters flew alongside the more nimble Aurek Tactical Strikefighters. They were seen leading Republic starfighter squadrons into battle, and often were flown by higher-ranking pilots and squad leaders.

Foray-Class Blockade Runner - PL11
Size: Colossal Strength: 16 Flight Speed: 9 (1,000 MPH) Defense: 2 Toughness: 13 Features: Cargo Space, Communications, Computer, Infirmary, Living Quarters, Personnel (40-100 Crewmembers), Navicomputer Powers: Deflector Shields: Create 11 (Check Required 5 [Technology] to Repair, Selective), Hyperdrive: Movement 2 (Space Travel 2, Check Required [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Turbolaser Turrets: Ranged Damage 13 (Features 2 [ 2 Gunners], Inaccurate), Point-Defense Laser Cannons: Ranged Damage 9 (Accurate) • Cost: 90ep/1.8 Million Credits (750,000 used); Restriction: Military
Originally mass-produced to safeguard the Republic Navy’s reach by filling up the trade routes, the Foray-class found new mission uses as a transport of troops and refugees, a supply ship for besieged worlds that were under fire and as a commando insertion craft.

Hammerhead-Class Cruiser - PL12
Size: Awesome Strength: 20 Flight Speed: 8 (500 MPH) Defense: 0 Toughness: 15 Features: Cargo Space, Communications, Computer, Hangar (Starfighter Squadron, 2 Ministry-Class Orbital Shuttles and Various Support Craft), Infirmary, Laboratory, Living Quarters, Personnel (300 Crewmembers), Navicomputer, Workshop Powers: Deflector Shields: Create 12 (Check Required 5 [Technology] to Repair, Selective), Hyperdrive: Movement 2 (Space Travel 2, Check Required [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Heavy Turbolaser and Quad Laser Cannons: Ranged Damage 14 (Features 6 [6 Gunners], Inaccurate), Point-Defense Laser Cannons: Ranged Damage 10 (Accurate), Tractor Beam Generator: Move Object 12 (100 tons - PL10 Craft or Lower) • Cost: 145ep/3.5 Million Credits (1.5 Million used); Restricted: Military
Serving on the line in fleet engagements, as a courier and as the command ship of large fleets, the Hammerhead-Class Cruiser was the workhorse of the Republic and a common sight near Republic-controlled worlds.
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Force-Sensitivity

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FORCE-SENSITIVITY
Typically all creatures who are Force-sensitive exhibit the same or similar abilities, some of which they may not even know about. Moving objects, influencing thoughts and using a lightsaber are highly-advanced abilities that take years of training, and thus are not the forte of every Force-sensitive. Some aberrations, like Corran Horn, are cut off from certain aspects of the Force. In instances such as these, simply don't purchase the Feature that corresponds with that particular ability.

Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 3 points

:arrow: UPDATE I: This is a much simpler approach than creating an entire new skill with new mechanics. Previously I went too closely to SAGA edition - which, as an RPG, is already suffering under constraints that are normally not presently demonstrated in the comics, movies and animations.

:arrow: UPDATE II: My previous version of Force Sensitivity was too costly to use with Jedi of lower levels, making it impossible to allow them to balance with other characters. This is much cheaper and more in-line with the source material, as some Jedi didn't even have trained abilities in what I gave them.
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Lightsaber Forms

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LIGHTSABER FORMS
The following advantages represent lightsaber forms taught by the Jedi, Sith or another group of dedicated lightsaber wielders.

FORMS ADOPTED BY THE JEDI COUNCIL

SHII-CHO - COMBAT
The most basic of the seven forms, this form includes the fundamental elements of all the lightsaber forms. You gain a +2 circumstance bonus to Disarm and Smash attempts. This circumstance bonus is not affected by power level.

MAKASHI - COMBAT
This form represents the ultimate refinement of lightsaber-to-lightsaber combat. While wielding a lightsaber and using the Accurate Attack maneuver, you add 1.5 times the penalty you take to damage to your attack roll.

SORESU - COMBAT
The most defensive and passive of the lightsaber forms, masters of this form wait for the right time to strike. If you do not attack while wielding a lightsaber, you gain a +2 circumstance bonus to your Defense until the beginning of your next turn. This does not apply to area or vehicle mounted weapons. This circumstance bonus is not affected by power level.

ATARU - COMBAT

Practitioners of this form were always on the offensive, overwhelming their opponents without giving them a chance to react. If you attack and miss an opponent with a lightsaber, they suffer a -2 penalty to attack you until the beginning of your next round.

SHIEN - COMBAT
This form was designed to use the opponent’s ranged attack against them. When using Deflect with the Reflect Extra, all Reflected attacks are made with a +2 circumstance bonus to attack. This circumstance bonus is not affected by power level.

DJEM-SO - COMBAT
This form was designed to use the opponent’s melee attack against them. If an opponent attacks you in melee combat and misses, your next melee attack against that opponent has a +2 circumstance bonus to hit. You gain no bonus against opponents who do not attack you or who attack and hit you successfully (whether or not the attack has any effect). This circumstance bonus is not affected by power level.

NIMAN - COMBAT
This form attempted to balance all elements of the forms that came before it into a less demanding combat style. While wielding a lightsaber, you can use your attack bonus in place of Deception to feint and trick in combat as if your skill bonus were your deception bonus. Your opponent opposes the attempt with their attack bonus or Insight (whichever is better).

JUYO/VAAPAD - COMBAT, RANKED

Juyo employs bold, direct movements that are unpredictable and confusing to the opponent. If you score a critical hit with a lightsaber, you can make an additional attack against the same opponent immediately as a free action, with the same attack bonus as the attack that scored the critical hit. If you have 2 ranks in this advantage, you have mastered the Vaapad lightsaber form, granting you a +2 circumstance bonus to the attack you make after scoring a critical hit.

UNORTHODOX FORMS

JAR’KAI - COMBAT
This form allowed duelists to maintain a strong offense as the speed of attack that two blades granted would overwhelm most opponents. While wielding two lightsabers (one in each hand), you deal an additional +1 damage.

SOKAN - COMBAT
This form’s teaching revolved around using the environment itself to gain a tactical advantage in combat. Reduce the DC for performing Acrobatic maneuvers by 5.

TRAKATA - COMBAT
By quickly shutting off then reigniting the blade of a lightsaber, the duelist could cause confusion in their opponents, allowing for unorthodox feints in combat. You can use Deception to feint in combat as a move action rather than a standard action without the usual -5 penalty to the check.

:arrow: Update I: Minor update to Form VII. I didn't like All-Out Attack for any form in a setting that is so unbalanced in favor of defense.

:arrow: Update II: Major overhaul on most of the forms here. I'm still looking into possible powers to use with the forms that still have advantages for their Master levels - as well as a better one for Form III.

:arrow: UPDATE III: Altered Djem-So's condition to Vulnerable. Dazed would do any good since the Dazed character's actions would already be over and they'd recover on their next round due to Instant Recovery. Vulnerable still grants a bonus on the Djem-So practitioner's turn.

:arrow: UPDATE IV: Complete reworking of the lightsaber forms, this time in Advantage format. Should be much easier to add a form to a Jedi

Dalkon's Note: I will probably be adopting these advantages from here on.
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DalkonCledwin
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Force Power - Battle Meditation

Post by DalkonCledwin »

Battle Meditation
This power was introduced in KoTOR and has since seen a lot of popularity in other sources, predominantly the comic books. The following build for it allows for an overall increase in combative ability, but leaves exactly what is increased in the hands of those in combat, which makes for better play in an RPG setting.

Battle Meditation: Burst Area Luck Control 1 (Bestow HP/Luck to Others), Extended Area 8 (1 mi), Luck 3, Check Required 5 (Expertise: The Force), Reduced Range 2 (Close), Selective, Increased Action 2 (Move) • 7 points

Battle Meditation is the most powerful buffing ability in the SWU. To imitate lesser buffs, such as Valor, remove the Extended Area extra.

:arrow: UPDATE I: Gave this ability the Check Required flaw like I'm doing with most Force powers that require concentration. This also brings the cost down a bit, which wasn't the reason for the add (a power like this should probably be expensive just to keep it rare).
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Force Power - Deflection

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DEFLECTION
A standard for all Jedi and Sith, and a necessity in every age where uncivilized blasters are waved around every starport. For those Force-users who don't need a lightsaber to deflect blaster bolts and lightsaber blades, simply remove the Quirk.

Deflection: Deflect, Reduced Range (Close), Quirk (Requires a lightsaber) • 1pp/2 ranks - 1pp

Very cheap, since a Jedi would only use it to protect others (unless their personal combat bonus is low, which could be the case for more pacifistic Jedi). Most uses of this power use the Reflect and Redirect options, but not every Jedi can use those abilities, so they are extras if they are necessary.
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Force Power - Farseeing

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FARSEEING
The vaunted ability to see faraway places. Since Remote Sensing doesn't accurately depict this ability (it's more of a vague vision from a faraway place rather than the capability to see on the other side of a wall), I had to create a custom power which I based on Post/Precognition.

Farseeing: Senses 4 (Farseeing) • 4 points

For Jedi and creatures, like the Kiffar, who can see the past, simply add Postcognition to their Force-Sensitive power. Postcognition is not unheard of among the Jedi, but is exceptionally rare - although Force-sensitive Kiffar, as previously mentioned, have this ability naturally.
Description
Farseeing: You can extend your senses to gain a vague, momentary impression of events happening around a particular being in some distant place. You can make an Expertise: The Force check to pick up on information relating to a being. The Gamemaster sets the DC for these checks based on how obscure and distant the being is, from DC 15 (a vague vision that may or may not be accurate) to DC 30 (for near complete knowledge of events happening around the being as if you were actually present). Because Farseeing overrides your normal senses, you are vulnerable (at half your normal active defenses) while using it, since you are less aware of your immediate surroundings. Your farseeing visions last for as long as you concentrate. Farseeing does not apply to sensory effects or any ability requiring interaction.

:arrow: UPDATE I: Changed the governing skill of this power to Expertise: The Force to bring it in-line with similar powers.

Dalkon's Notes: I'm not really sure if this is actually a viable way to handle such a power, as I think the Precognition power setting can handle everything that the original author of this power wants the Farseeing effect to accomplish.
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Force Power - Force Boost

Post by DalkonCledwin »

FORCE BOOST
Force-users are renowned for their physical feats and resilience. While several sources have split these abilities into different uses, it is easy enough to do by being selective of which abilities you purchase. The listed ranks are for the average Force Boost; it would be ok for a character to go up or down by one rank in any given area, but I wouldn't go more than that as such high abilities haven't been demonstrated in the canon.

Force Boost: Enhanced Strength 2; Enhanced Stamina 2; Enhanced Agility 2; Enhanced Dexterity 2; Enhanced Fighting 2; Leaping 2 (30 ft), Speed 2 (8 mph) • 24 points

These powers don't have to be activated because, other than the video games where we have to personally activate them, we don't ever see Jedi doing it. It should be role-played though, like Yoda needing his cane once again after fighting Count Dooku.
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