Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Star Wars and Fantasy 7th Sea
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="otomodave" data-source="post: 5566082" data-attributes="member: 6667236"><p>Some other stuff</p><p><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px">Skills</span></p><p><span style="font-size: 10px">Modifications to Existing Skills/Knacks</span></p><p><span style="font-size: 10px">Hacking and Concealment are advanced knacks for Criminal.</span></p><p><span style="font-size: 10px">Concealment is also an advanced knack for Fence and Merchant</span></p><p><span style="font-size: 10px"> </span></p><p><span style="font-size: 10px"><strong>Technician</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Basic Repair, Mathematics, Research, Computer-use</span></p><p><span style="font-size: 10px">Adavanced Knacks- Electronics, Jury-rig, Repair (starship), Communication, Sensors, Gunnery, </span></p><p><span style="font-size: 10px"><strong>Blasters</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Attack Blasters</span></p><p><span style="font-size: 10px">Advanced Knacks- Quick-draw (used as attack Knack when drawing and firing in same action)</span></p><p><span style="font-size: 10px"><strong>Heavy ranged weapons</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks-Attack Heavy Ranged</span></p><p><span style="font-size: 10px">Advanced Knacks-Gunnery, Rockets, Repair</span></p><p><span style="font-size: 10px"><strong>Pilot Starship</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Maneuver, Gunnery (vehicle), 0-gravity</span></p><p><span style="font-size: 10px">Advanced Knacks- Communications, Sensors, Repair (starship), Astronavigation, Customs Law, Gossip, Concealment</span></p><p><span style="font-size: 10px"><strong>Pilot Planetary vehicle</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Maneuver, Planetary Navigation, Gunnery (vehicle)</span></p><p><span style="font-size: 10px">Advanced Knacks- Communications, Sensors, Repair, Gunnery, Walkers, Planetary Navigation</span></p><p><span style="font-size: 10px"><strong>Computers</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Computer Use,</span></p><p><span style="font-size: 10px">Advanced Knacks- Electronics, Hacking, Programming</span></p><p><span style="font-size: 10px"><strong>Scientist</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Research, Mathematics, Writing, </span></p><p><span style="font-size: 10px">Advanced Knacks-Physics, Biology, Astronomy, Chemistry, Poison, </span></p><p><span style="font-size: 10px"><strong>Starship crew</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Gunnery (vehicle), Protocol, 0-gravity, Computer Use, Unobtrusive</span></p><p><span style="font-size: 10px">Advanced Knacks- Communications, Sensors, Gunnery, Electronics, Astronavigation, Repair (starship), Gossip</span></p><p><span style="font-size: 10px"><strong>Starship captain</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Strategy, Tactics, Protocol</span></p><p><span style="font-size: 10px">Advanced Knacks- Bribery, Astronavigation, Diplomacy, Customs Law, Incitation, Logisitics, Leadership, Gunnery, Ambush</span></p><p><span style="font-size: 10px"><strong>Explosives</strong></span></p><p><span style="font-size: 10px"><strong></strong>Basic Knacks- Chemistry, Stealth, </span></p><p><span style="font-size: 10px">Advanced Knacks- Architecture, Physics, Fuses</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Advantages</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">4pts Robot-</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">You are a robot. You do not heal naturally, but must be repaired. You may repair yourself if physically possible. You cannot take any arcana. You are immune to effects that require biology (drowning, poison, etc). All droids are ambidextrous</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">You must define yourself from the following list;</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Size</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">0pts-normal You are more or less humanoid sized.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">6pts-large You gain 1k0 on damage, intimidation, and wound checks. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">2pts-small You gain +5 to your TN to be hit. You must drop the highest damage die on your first damage roll in each round of combat. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">4pts-miniscule You gain +10 to your TN to be hit. You gain +10 to Stealth and Shadowing Checks. Your damage dice cannot explode. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Locomotion (you may take more than one, GM’s discretion)</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">0pts –walk You walk on two or more legs like a humanoid. No additional bonuses or penalties. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">7pts- hover You hover on antigrav devices or similar technology. You cannot carry more than you normal lifting capacity or you crash to the ground, taking falling damage appropriate to the distance. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+3pts-nimble hoverer You can zip about like a bug. You gain +5 to you TN to be hit and move fairly quickly. Costs +6 if you are large.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-4pts-limited duration You may only maintain this flight for one round. You must wait 4 more rounds until you can hover again</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-4pts-Roller You move on rollers. Difficult terrain is going to be a challenge for you.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+3pts-treads You move on treads. You can traverse rough terrain easily. Climbing is still impossible</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-10pts Immobile You aren’t meant to move. Hope you don’t get bored.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">2pts Magnetic feet. You have magnets in your feet that can be used to cling to metal surfaces. They can be used to support your weight.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Arms and hands</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">0pts-Humanoid Your arms and hands are roughly humanoid and function just the same.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+4pts Extra Appendages. You have extra arms. Pay separately for each arm after two. The tools advantage is bought for each extra appendage.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Extra Humanoid-like arms give you a free raise per pair on grapple and climb checks.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-3pts-Tools Your appendages end in tools (purchase separately) or maybe even weapons. They are pretty useless otherwise</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+2 grasping. You have rudimentary grasping devices. You can hold objects or people, but cannot perform any fine manipulation. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-5pts-none You lack any appendages. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Other stuff</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">0pts-Droid Processor. You may not make skill checks for skills you do not possess. Any new skills you buy with experience points or gain in any other way must be programmed (not by you) TN 5+5Xs the New Rank or GM’s discretion.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">20pts-Specialty You may select one skill. All knacks in that skill are considered basic knacks. You may declare raises after you have already made the skill check. This can never be used on attack or parry knacks. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">7pts-Protocol package You are familiar in over 6 million forms of communication and… You are familiar with most common languages. When encountering a language for the first time, you may make a raw wits check (GM will set the TN, usually 10, higher for obscure languages) to see if you speak that language. If you make one raise, you can read and write it as well. You keep one extra die on etiquette checks.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">4pts-Built in tools. You come equipped with the tools you need. You must select the type (usually corresponding to a skill). You gain a free raise for skill checks using those tools. This is separate from the tools advantage in ARMS and HANDS</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">4pts-Droid Memory enhancement software You may make untrained skill checks just like any other character. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Varies-Armored You come equipped with built in armor. The cost depends on how tough a nut you really are</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Points TN modifier Damage reduction Penalties</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">6 lightly) 0 free raise to wound check -1k0 athlete, stealth skill checks </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">TR1 (except throwing, lifting)(open to GM</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">interpretation), -1 to PD based on those knacks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">8 (armored) 0 -1k0 TR1 -1k1 to same. -2 to same</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">15(heavy) +5 -1k1 TR2 -2k1, -5</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">20(super) +5 -2k1 TR2 -3k2, -10</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">30(ultra) +15 -2k2 TR3 -3k3, -10</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">2pts/basic knack4points/advanced knack -Specialist. You gain rank one in one knack. You need not have the skill. You gain a free raise when using this knack. You may buy additional ranks at normal cost. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">4pts-enhanced sensors. You have enhanced sensory perception devices. You may add 1k1 to perception checks. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+1pt Night vision. You ignore penalties due to poor or absent lighting.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+1pt Extra senses You are able to detect something other than the basic 5 senses. You must decide what it is before you take this advantage and gain GM approval. The cost may be modified</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">2pts-Built in equipment You have extra equipment built in. You must buy it separately. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">10pts-Shields. You have shields. When you buy this for the first time, you gain an extra trait, Shields, and one rank in it. You may buy additional ranks for 6 points each. When you take damage, make your wound check as normal, but substitute your Shields for Brawn. Any Dramatic wounds taken reduce your Shields by one and then are ignored. Once your Shields reaches 0, you take damage as normal.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-4pts-Limited duration. You may only activate your shields for one round. You may spend 2 points to increase this to 2 rounds. You require 4 rounds to recharge the shields. You gain a 2 point discount on additional ranks (1pt if using extended life). </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">6pts-Mini-Rocket Launcher. You have a mini-rocket launcher. It has room for 2 rockets. You may increase the magazine by 1 for every 3 additional points.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">3pts- Stun Gun You have a droid stun gun add-on. It works like the stun setting on blaster pistol. For 2 points it works like a rifle. It has an unlimited magazine</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">5pts-Flame thrower. It may be fired once, and then must be refilled. You may increase the amount of uses for 2pts every use.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-2pts-He's Faulty, Malfunctioning. Add this to a modification. Whenever it is used roll a die. On a 1 or a 2 it malfunctions and must be repaired. For -8pts, this applies to all of a droid's systems. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">2pts or 4pts -Cybernetics-You have one or more cybernetic parts. The 2pt version means that you have some slight cybernetic additions, such as a hand or arm. At least parts of you look normal. The 4pt version signifies that you are more machine than man. What was once biological in you is buried under plastisteel plates and wiring You are almost completely cybernetic. You Gain the Life Support Systems modification for 2pts less, and if you purchase it may gain the Environmental Protection for only 1pt.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">You may purchase advantages from the robot list. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+3pts- Life Support Systems. This is a basic life support system that provides respiration and circulation. You gain 1k1 to resist toxic gases and other breath effects. You can hold your breath for twice the normal length of your species.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">+2pts- Environmental Protection. You gain the effects of wearing an environmental suit, including pressurization. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">7pts-Strong Mind</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">You gain two free raises to resist mind-altering effects </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">7pts-Lightsaber trained</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Though you are not a Jedi, you have somehow been trained in the use of lightsabers. You may not, however, deflect blaster bolts or throw your lightsaber. You may purchase lightsaber forms, but remember that you do not have force points, and may not take Ataru or Vapaad.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">8pts-Lightsaber</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">I don't know how (and don't want to know) you got it, but you own a lightsaber. Kudos. Jedi automatically receive a lightsaber when they buy the school, although if they want a second one they may take this advantage (or use lightsaber lore to make one).</span></span></p><p> <span style="font-size: 10px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Traits:</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Primitive-You must pay two extra character points to purchase the following skills, and one extra character point to increase the knacks: Technician, Blasters, Heavy Ranged Weapons, Pilot Starship, Pilot Planetary Vehicles, Computers, Scientist, Starship Crew, Starship Captain, Explosives, Criminal, Arson, Scholar, Streetwise</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">You may not take the Cybernetics advantage.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Human- 0pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 to any</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Bothan-6pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Wits</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Bothans may treat all knacks in the Spy skill as basic knacks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Cerean-2pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Wits</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Cereans start with Combat Reflexes for free</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Duros-3pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Finesse</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Duros receive the Starship Pilot skill for free, and a +3 to all basic knack rolls </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">for that skill.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Ewoks-6pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Finesse</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Ewoks receive the Small Advantage at no cost. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Primitive</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Start with either Hunter or Medicine Man for Free</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Gain one free raise for all uses of Hunter Basic Knacks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Gamorreans-7pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Brawn</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Gamorreans roll and keep one extra die on wound checks.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Primitive</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Gamorreans receive the unnerving countenance advantage for free.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Ithorians-3 pt</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Resolve</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Ithorians that purchase the medicine man skill gain two free rank in the basic knacks instead of just one, and may keep all dice rolled on checks involving those knacks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Ithorians must pay double cost on all attack knacks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Kel-Dor- 2pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Resolve</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Kel Dor receive a 5pt discount on the cost of the Jedi advantage</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Kel Dor must have specialized breathing apparatus and goggles or they will be </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">considered blind and will suffocate</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Mon Calamari- 6pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Wits</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Mon Calamari are amphibious, and as such immune to drowning. The also gain </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">a free raise to all swimming checks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Mon Calamari receive a free raise to all crafting checks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Quarren- 4pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1Brawn</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Quarren are amphibious, and as such immune to drowning. They also gain a free </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">raise to all swimming checks</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Rodian- 2pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Finesse</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Rodians gain the Tracking knack at rank one, even if they do not have the prerequisite skill. If they do purchase a skill that includes tracking as a knack, they gain one extra rank in it</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Rodians gain the keen senses advantage for free</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Sullustan – 3pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Finesse</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Sullustans can see up to 20 yards in complete darkness. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Trandoshan- 9pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +2 Brawn. A Trandoshan’s Brawn may be improved up to a 7.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Trandoshans have a natural scaly armor. The receive an extra 1k0 on wound</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">checks.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Trandoshans can see up to 20 yards in complete darkness.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Twi’leks- 0pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +1 Panache</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Wookiee- 13pts</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Racial Bonus +2 Brawn. A Wookiee’s Brawn may be improved up to a 7.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-Wookiees receive a free raise on all Climbing checks due to their claws. A</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">Wookiee’s claws are retractable, and are never used for attack.</span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px">-A Wookiee may spend a drama die to enter a Wookiee Rage. In this rage, the Wookiee ignores the effects of being crippled, and gain a free raise on all BrawnChecks (including wound checks). His Wits are reduced by half, and he must attack the next closest target. He may make a Wits Check (TN 5) to avoid attacking an ally. He also gains a fear rating equal to 1/3 his Panache. He must make a Resolve test (TN 10) to exit the rage. He will automatically exit the rage when all targets are invalid (gone or destroyed). Wookiee Jedi who enter the rage must make a Resolve Check (TN10) after exiting the Rage or gain a Dark Side point. </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"> </span></span></p><p><span style="font-size: 10px"><span style="font-size: 10px"></span> </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="otomodave, post: 5566082, member: 6667236"] Some other stuff [SIZE=2] Skills Modifications to Existing Skills/Knacks Hacking and Concealment are advanced knacks for Criminal. Concealment is also an advanced knack for Fence and Merchant [B]Technician [/B]Basic Knacks- Basic Repair, Mathematics, Research, Computer-use Adavanced Knacks- Electronics, Jury-rig, Repair (starship), Communication, Sensors, Gunnery, [B]Blasters [/B]Basic Knacks- Attack Blasters Advanced Knacks- Quick-draw (used as attack Knack when drawing and firing in same action) [B]Heavy ranged weapons [/B]Basic Knacks-Attack Heavy Ranged Advanced Knacks-Gunnery, Rockets, Repair [B]Pilot Starship [/B]Basic Knacks- Maneuver, Gunnery (vehicle), 0-gravity Advanced Knacks- Communications, Sensors, Repair (starship), Astronavigation, Customs Law, Gossip, Concealment [B]Pilot Planetary vehicle [/B]Basic Knacks- Maneuver, Planetary Navigation, Gunnery (vehicle) Advanced Knacks- Communications, Sensors, Repair, Gunnery, Walkers, Planetary Navigation [B]Computers [/B]Basic Knacks- Computer Use, Advanced Knacks- Electronics, Hacking, Programming [B]Scientist [/B]Basic Knacks- Research, Mathematics, Writing, Advanced Knacks-Physics, Biology, Astronomy, Chemistry, Poison, [B]Starship crew [/B]Basic Knacks- Gunnery (vehicle), Protocol, 0-gravity, Computer Use, Unobtrusive Advanced Knacks- Communications, Sensors, Gunnery, Electronics, Astronavigation, Repair (starship), Gossip [B]Starship captain [/B]Basic Knacks- Strategy, Tactics, Protocol Advanced Knacks- Bribery, Astronavigation, Diplomacy, Customs Law, Incitation, Logisitics, Leadership, Gunnery, Ambush [B]Explosives [/B]Basic Knacks- Chemistry, Stealth, Advanced Knacks- Architecture, Physics, Fuses [SIZE=2]Advantages 4pts Robot- You are a robot. You do not heal naturally, but must be repaired. You may repair yourself if physically possible. You cannot take any arcana. You are immune to effects that require biology (drowning, poison, etc). All droids are ambidextrous You must define yourself from the following list; Size 0pts-normal You are more or less humanoid sized. 6pts-large You gain 1k0 on damage, intimidation, and wound checks. 2pts-small You gain +5 to your TN to be hit. You must drop the highest damage die on your first damage roll in each round of combat. 4pts-miniscule You gain +10 to your TN to be hit. You gain +10 to Stealth and Shadowing Checks. Your damage dice cannot explode. Locomotion (you may take more than one, GM’s discretion) 0pts –walk You walk on two or more legs like a humanoid. No additional bonuses or penalties. 7pts- hover You hover on antigrav devices or similar technology. You cannot carry more than you normal lifting capacity or you crash to the ground, taking falling damage appropriate to the distance. +3pts-nimble hoverer You can zip about like a bug. You gain +5 to you TN to be hit and move fairly quickly. Costs +6 if you are large. -4pts-limited duration You may only maintain this flight for one round. You must wait 4 more rounds until you can hover again -4pts-Roller You move on rollers. Difficult terrain is going to be a challenge for you. +3pts-treads You move on treads. You can traverse rough terrain easily. Climbing is still impossible -10pts Immobile You aren’t meant to move. Hope you don’t get bored. 2pts Magnetic feet. You have magnets in your feet that can be used to cling to metal surfaces. They can be used to support your weight. Arms and hands 0pts-Humanoid Your arms and hands are roughly humanoid and function just the same. +4pts Extra Appendages. You have extra arms. Pay separately for each arm after two. The tools advantage is bought for each extra appendage. Extra Humanoid-like arms give you a free raise per pair on grapple and climb checks. -3pts-Tools Your appendages end in tools (purchase separately) or maybe even weapons. They are pretty useless otherwise +2 grasping. You have rudimentary grasping devices. You can hold objects or people, but cannot perform any fine manipulation. -5pts-none You lack any appendages. Other stuff 0pts-Droid Processor. You may not make skill checks for skills you do not possess. Any new skills you buy with experience points or gain in any other way must be programmed (not by you) TN 5+5Xs the New Rank or GM’s discretion. 20pts-Specialty You may select one skill. All knacks in that skill are considered basic knacks. You may declare raises after you have already made the skill check. This can never be used on attack or parry knacks. 7pts-Protocol package You are familiar in over 6 million forms of communication and… You are familiar with most common languages. When encountering a language for the first time, you may make a raw wits check (GM will set the TN, usually 10, higher for obscure languages) to see if you speak that language. If you make one raise, you can read and write it as well. You keep one extra die on etiquette checks. 4pts-Built in tools. You come equipped with the tools you need. You must select the type (usually corresponding to a skill). You gain a free raise for skill checks using those tools. This is separate from the tools advantage in ARMS and HANDS 4pts-Droid Memory enhancement software You may make untrained skill checks just like any other character. Varies-Armored You come equipped with built in armor. The cost depends on how tough a nut you really are Points TN modifier Damage reduction Penalties 6 lightly) 0 free raise to wound check -1k0 athlete, stealth skill checks TR1 (except throwing, lifting)(open to GM interpretation), -1 to PD based on those knacks 8 (armored) 0 -1k0 TR1 -1k1 to same. -2 to same 15(heavy) +5 -1k1 TR2 -2k1, -5 20(super) +5 -2k1 TR2 -3k2, -10 30(ultra) +15 -2k2 TR3 -3k3, -10 2pts/basic knack4points/advanced knack -Specialist. You gain rank one in one knack. You need not have the skill. You gain a free raise when using this knack. You may buy additional ranks at normal cost. 4pts-enhanced sensors. You have enhanced sensory perception devices. You may add 1k1 to perception checks. +1pt Night vision. You ignore penalties due to poor or absent lighting. +1pt Extra senses You are able to detect something other than the basic 5 senses. You must decide what it is before you take this advantage and gain GM approval. The cost may be modified 2pts-Built in equipment You have extra equipment built in. You must buy it separately. 10pts-Shields. You have shields. When you buy this for the first time, you gain an extra trait, Shields, and one rank in it. You may buy additional ranks for 6 points each. When you take damage, make your wound check as normal, but substitute your Shields for Brawn. Any Dramatic wounds taken reduce your Shields by one and then are ignored. Once your Shields reaches 0, you take damage as normal. -4pts-Limited duration. You may only activate your shields for one round. You may spend 2 points to increase this to 2 rounds. You require 4 rounds to recharge the shields. You gain a 2 point discount on additional ranks (1pt if using extended life). 6pts-Mini-Rocket Launcher. You have a mini-rocket launcher. It has room for 2 rockets. You may increase the magazine by 1 for every 3 additional points. 3pts- Stun Gun You have a droid stun gun add-on. It works like the stun setting on blaster pistol. For 2 points it works like a rifle. It has an unlimited magazine 5pts-Flame thrower. It may be fired once, and then must be refilled. You may increase the amount of uses for 2pts every use. -2pts-He's Faulty, Malfunctioning. Add this to a modification. Whenever it is used roll a die. On a 1 or a 2 it malfunctions and must be repaired. For -8pts, this applies to all of a droid's systems. 2pts or 4pts -Cybernetics-You have one or more cybernetic parts. The 2pt version means that you have some slight cybernetic additions, such as a hand or arm. At least parts of you look normal. The 4pt version signifies that you are more machine than man. What was once biological in you is buried under plastisteel plates and wiring You are almost completely cybernetic. You Gain the Life Support Systems modification for 2pts less, and if you purchase it may gain the Environmental Protection for only 1pt. You may purchase advantages from the robot list. +3pts- Life Support Systems. This is a basic life support system that provides respiration and circulation. You gain 1k1 to resist toxic gases and other breath effects. You can hold your breath for twice the normal length of your species. +2pts- Environmental Protection. You gain the effects of wearing an environmental suit, including pressurization. 7pts-Strong Mind You gain two free raises to resist mind-altering effects 7pts-Lightsaber trained Though you are not a Jedi, you have somehow been trained in the use of lightsabers. You may not, however, deflect blaster bolts or throw your lightsaber. You may purchase lightsaber forms, but remember that you do not have force points, and may not take Ataru or Vapaad. 8pts-Lightsaber I don't know how (and don't want to know) you got it, but you own a lightsaber. Kudos. Jedi automatically receive a lightsaber when they buy the school, although if they want a second one they may take this advantage (or use lightsaber lore to make one). Traits: Primitive-You must pay two extra character points to purchase the following skills, and one extra character point to increase the knacks: Technician, Blasters, Heavy Ranged Weapons, Pilot Starship, Pilot Planetary Vehicles, Computers, Scientist, Starship Crew, Starship Captain, Explosives, Criminal, Arson, Scholar, Streetwise You may not take the Cybernetics advantage. Human- 0pts -Racial Bonus +1 to any Bothan-6pts -Racial Bonus +1 Wits -Bothans may treat all knacks in the Spy skill as basic knacks Cerean-2pts -Racial Bonus +1 Wits -Cereans start with Combat Reflexes for free Duros-3pts -Racial Bonus +1 Finesse -Duros receive the Starship Pilot skill for free, and a +3 to all basic knack rolls for that skill. Ewoks-6pts -Racial Bonus +1 Finesse -Ewoks receive the Small Advantage at no cost. -Primitive -Start with either Hunter or Medicine Man for Free -Gain one free raise for all uses of Hunter Basic Knacks Gamorreans-7pts -Racial Bonus +1 Brawn -Gamorreans roll and keep one extra die on wound checks. -Primitive -Gamorreans receive the unnerving countenance advantage for free. Ithorians-3 pt -Racial Bonus +1 Resolve -Ithorians that purchase the medicine man skill gain two free rank in the basic knacks instead of just one, and may keep all dice rolled on checks involving those knacks -Ithorians must pay double cost on all attack knacks Kel-Dor- 2pts -Racial Bonus +1 Resolve -Kel Dor receive a 5pt discount on the cost of the Jedi advantage -Kel Dor must have specialized breathing apparatus and goggles or they will be considered blind and will suffocate Mon Calamari- 6pts -Racial Bonus +1 Wits -Mon Calamari are amphibious, and as such immune to drowning. The also gain a free raise to all swimming checks -Mon Calamari receive a free raise to all crafting checks Quarren- 4pts -Racial Bonus +1Brawn -Quarren are amphibious, and as such immune to drowning. They also gain a free raise to all swimming checks Rodian- 2pts -Racial Bonus +1 Finesse -Rodians gain the Tracking knack at rank one, even if they do not have the prerequisite skill. If they do purchase a skill that includes tracking as a knack, they gain one extra rank in it -Rodians gain the keen senses advantage for free Sullustan – 3pts -Racial Bonus +1 Finesse -Sullustans can see up to 20 yards in complete darkness. Trandoshan- 9pts -Racial Bonus +2 Brawn. A Trandoshan’s Brawn may be improved up to a 7. -Trandoshans have a natural scaly armor. The receive an extra 1k0 on wound checks. -Trandoshans can see up to 20 yards in complete darkness. Twi’leks- 0pts -Racial Bonus +1 Panache Wookiee- 13pts -Racial Bonus +2 Brawn. A Wookiee’s Brawn may be improved up to a 7. -Wookiees receive a free raise on all Climbing checks due to their claws. A Wookiee’s claws are retractable, and are never used for attack. -A Wookiee may spend a drama die to enter a Wookiee Rage. In this rage, the Wookiee ignores the effects of being crippled, and gain a free raise on all BrawnChecks (including wound checks). His Wits are reduced by half, and he must attack the next closest target. He may make a Wits Check (TN 5) to avoid attacking an ally. He also gains a fear rating equal to 1/3 his Panache. He must make a Resolve test (TN 10) to exit the rage. He will automatically exit the rage when all targets are invalid (gone or destroyed). Wookiee Jedi who enter the rage must make a Resolve Check (TN10) after exiting the Rage or gain a Dark Side point. [/SIZE] [/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Star Wars and Fantasy 7th Sea
Top