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DalkonCledwin
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Elanor Fett / The MCs / Mand'alor the Serene

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Elanor Fett - PL 11
Age: 21 / Height: 5' 9" / Weight: 142 lbs
Hair Color: Crimson / Eye Color: Green
Species: Human

Strength 1, Stamina 3, Agility 3, Dexterity 2, Fighting 6, Intellect 2, Awareness 3, Presence 2

Advantages
Ace Pilot, All-out Attack, Animal Empathy, Artificer, Assessment, Attractive 2, Beloved: (Bo-Katan Kryze), Benefit, Alternate Identity: (Elanor Lillian Potter), Benefit, Galactic Credits 2 (rich), Combat Pilot, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll, Equipment 16, Fascinate (Persuasion), Fast Grab, Fearless, Great Endurance, Guidance, Improved Critical 4: Blaster Rifles, Improved Critical 4: Unarmed, Improved Hold, Improved Initiative, Improvised Weapon, Inspire 2, Interpose, Languages 4, Leadership, Power Attack, Ranged Attack 6, Second Chance: (Resisting Mental Control), Set-up, Startle, Tactical Training, Takedown 2, Team Code, Teamwork, Well-equipped 2, Well-informed

Skills
Acrobatics 4 (+7), Athletics 6 (+7), Close Combat: Blades 6 (+12), Close Combat: Martial Arts 4 (+10), Deception 4 (+6), Expertise (AWE): Tactics 10 (+13), Expertise: Astrogation 6 (+8), Expertise: Military 10 (+12), Expertise: The Force 8 (+10), Insight 6 (+9), Intimidation 8 (+10), Investigation 4 (+6), Perception 6 (+9), Persuasion 6 (+8), Ranged Combat: Blasters 6 (+8), Stealth 4 (+7), Technology 6 (+8), Treatment 4 (+6), Vehicles 6 (+8)

Powers
Shocktrooper Armor (Removable)
. . Comm System: Radio Cosmic Communication 1 (armor; Subtle: encrypted, Notes: Continental Range)
. . Durasteel Plating: Protection 6 (armor, +6 Toughness; Impervious)
. . Force Shield: Enhanced Trait 6 (armor, Dodge +3 (+12), Parry +3 (+12))
. . Sealed System: Immunity 8 (armor, Disease, Environmental Conditions (All), Suffocation (All))
. . T-Shaped Visor: Senses 20 (armor, Accurate (Type): Auditory Senses, Analytical (Type): Visual Senses, Analytical (Type): Auditory Senses, Danger Sense: Vision, Extended: Hearing 2: x100, Extended: Vision 2: x100, Infravision, Radio, Rapid: Vision 1, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Weapon Emplacements: Array
. . . . BlasTech Dur-24 Wrist Laser: Damage 5 (light, DC 20; Accurate: +2, Increased Range: ranged)
. . . . Czerka ZX Miniature Flame Projector : Line Area Damage 6 (fire, DC 21; Line Area: 5 feet wide by 30 feet long, DC 16, Secondary Effect; Fades)
. . . . MM9 Rocket System: Damage 8 (ballistic, DC 23; Homing 2: 2 extra attempts, Increased Range: ranged, Linked: T-Shaped Visor: Senses 20)
. . . . Retractable Blades: Strength-based Damage 2 (slashing, DC 18)
. . Z-6 Jetpack: Leaping 5 (armor, Leap 250 feet at 60 miles/hour, Notes: This Jetpack model has a maximum burn time of one minute, not really enough for the sort of flying Elanor would like to be doing)
Shocktrooper Arsenal: Array
. . LNR-137 Burning Phoenix: Damage 5 (Easily Removable, blaster pistol, force, DC 20; Feature: Summonable via Electromagnetic Devices in her Armor's Gloves, Increased Range: ranged, Penetrating 5)
. . Thermal Detonators: Burst Area Damage 11 (Removable, heat, DC 26; Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged; Diminished Range 3, Unreliable (5 uses))
. . ZTR-486 Aggressive Drama: Damage 8 (Easily Removable, blaster rifle, force, DC 23; Feature: Summonable via Electromagnetic Devices in her Armor's Gloves, Increased Range: ranged, Multiattack)
The Force Prodigy
. . Force Sensitivity: Senses 4 (racial, Acute: Force Awareness, Awareness: The Living Force [Mental], Extended: Force Awareness 1: x10, Radius: Force Awareness)
. . Occlumens: Impervious Will 14 (universal force; Sustained)
Use the Force: Array
. . Expecto Patronum: Concentration Cumulative Burst Area Affliction 11 (light force, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 21; Burst Area 3: 120 feet radius sphere, DC 21, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: Dark-sided Characters & Creatures, Limited: Compelled to Cower or Flee, Limited Degree, Tiring)
. . Expelliarmus: Damage 14 (universal force, DC 29; Disarming, Increased Range: ranged)
. . Inanimatus Conjurus: Create 11 (universal force, Volume: 2000 cft., DC 21; Precise, Subtle: look natural)
. . Stupefy: Cumulative Affliction 9 (universal force, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged)
. . Vera Verto: Transform 5 (universal force, Affects: Anything, Transforms: 25 lbs., DC 15; Increased Duration: continuous; Limited: to Nonmagical Objects)

Equipment
Solar Blossom, Toolkit (Basic)

Offense
Initiative +7
BlasTech Dur-24 Wrist Laser: Damage 5, +16 (DC 20)
Czerka ZX Miniature Flame Projector : Line Area Damage 6 (DC 21)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 11 (DC Will 21)
Expelliarmus: Damage 14, +8 (DC 29)
Grab, +10 (DC Spec 11)
LNR-137 Burning Phoenix: Damage 5, +14 (DC 20)
MM9 Rocket System: Damage 8, +8 (DC 23)
Retractable Blades: Strength-based Damage 2, +12 (DC 18)
Stupefy: Cumulative Affliction 9, +8 (DC Fort 19)
Thermal Detonators: Burst Area Damage 11 (DC 26)
Throw, +8 (DC 16)
Unarmed, +10 (DC 16)
Vera Verto: Transform 5, +6 (DC Dog 15)
ZTR-486 Aggressive Drama: Damage 8, +14 (DC 23)

Complications
- Amnesia: While Elanor hasn't lost any of the abilities she learned while living life on Earth, she regularly has a hard time remembering the details of her life on that world due to the trauma she suffered in the process of arriving in whatever Galaxy it is she now calls home.
- Hatred: Elanor absolutely despises the Sith and all that they stand for because of what they have done to the people of Mandalore over the course of history. For instance, she has long wanted to find a time machine so she could go back in time and throw a Thermal Detonator at Darth Revan and his annoying Droid!
- Honor: Elanor lives her life according to the Canons of Honor, the Resol'nare and the Supercommando Codex. Any single one of these would be sufficient reason to claim that she's an honorable person.
- Military Politics: Elanor is in the process of reviving the True Mandalorians, a process which is akin to herding cats. This is largely due to the fact that Mandalorians are very independently minded, and Elanor isn't actually an exception to that general rule.
- Motivation: Protector: Elanor is highly motivated to use her abilities to protect others. She willingly puts herself at risk to defend innocents and those she cares about.
- Relationship: Elanor is the surrogate older sister and primary caretaker for Boba Fett now that their mutual father figure has been killed in action. She is also in a romantic relationship with Bo-Katan Kryze, the younger sister of Satine Kryze, the so-called Duchess of the Mandalorian people.
- Temper: Some Jedi just rub Elanor the wrong way. Take for instance, Anakin Skywalker. He reminds her soooo much of some blonde bloke from Earth who she can't quite remember the name of, yet knows she absolutely loathed!

Languages
Basic (English) [Native], Huttese, Mando'a, Military Sign, Old Sith (Parseltongue), Ryl

Defense
Dodge 12/9, Parry 12/9, Fortitude 7, Toughness 10/9 (Imp. 6), Will 14 (Imp. 14)

Power Points
Abilities 44 + Powers 130 + Advantages 75 + Skills 57 (114 ranks) + Defenses 24 = 330

--------------------
Solar Blossom - PL 11

Strength 14, Defense 4, Toughness 14, Size Gargantuan

Features:
Communications 1, Hidden Compartments 1, Holding Cells, Infirmary, Living Space, Navigation System 1, Remote Control

Powers
Drive Systems: Array
. . Hyper Drive: Movement 2 (technological, Space Travel 2: other solar systems; Quirk: Expertise: Astrogation check required to determine how long voyage takes)
. . Repulsor Drive: Flight 14 (technological, Speed: 32000 miles/hour, 60 miles/round)
Weapons Systems: Array
. . Concussion Missile Launcher: Damage 9 (ballistic, DC 24; Homing 2: 2 extra attempts, Increased Range: ranged)
. . Heavy Laser Cannons: Damage 10 (force, DC 25; Increased Range: ranged)

Offense
Concussion Missile Launcher: Damage 9, +8 (DC 24)
Heavy Laser Cannons: Damage 10, +8 (DC 25)

Power Points
Abilities 5 + Powers 50 + Advantages 0 + Features 7 + Skills 0 (0 ranks) + Defenses 13 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 75
--------------------
Build Comments: I opted not to go the metamorphmagus route for once.
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DalkonCledwin
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Bo-Katan / The MCs / Mand'alor the Serene

Post by DalkonCledwin »

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Art by Mauricio-Morali on DeviantArt

Bo-Katan Kryze - PL 10
Age: 22 / Height: 5' 11" / Weight: 135 lbs
Hair Color: Ginger / Eye Color: Green
Species: Human (Mandalorian)

Strength 1, Stamina 2, Agility 3, Dexterity 2, Fighting 4, Intellect 2, Awareness 3, Presence 3

Advantages
Agile Feint, All-out Attack, Animal Empathy, Assessment, Attractive, Beginner's Luck, Beloved: (Elanor Fett), Benefit, Galactic Credits (well-off), Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll, Diehard, Expert Gunner, Fascinate (Intimidation), Fearless, Great Endurance, Interpose, Languages 3, Leadership, Luck 3, Power Attack, Ranged Attack 5, Set-up, Tactical Training, Takedown 2, Team Code, Teamwork, Top Gun, Tracking, Well-equipped 2, Well-informed

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Close Combat: Blades 4 (+8), Close Combat: Martial Arts 6 (+10), Deception 4 (+7), Expertise (AWE): Tactics 8 (+11), Expertise: Astrogation 4 (+6), Expertise: Military 8 (+10), Insight 6 (+9), Intimidation 8 (+11), Investigation 4 (+6), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat: Blasters 6 (+8), Ranged Combat: Darts 4 (+6), Stealth 4 (+7), Technology 4 (+6), Treatment 4 (+6), Vehicles 4 (+6)

Powers
Beskar'gam Armor (Removable)
. . Beskar Plating: Protection 6 (armor, +6 Toughness; Impervious)
. . Comm System: Radio Cosmic Communication 1 (armor; Subtle: encrypted, Notes: Continental Range)
. . Iron Skin: Immunity 2 (armor, Uncommon Descriptor: Lightsaber Blades; Limited - Half Effect)
. . Sealed System: Immunity 8 (armor, Disease, Environmental Conditions (All), Suffocation (All))
. . T-Shaped Visor: Senses 20 (armor, Accurate (Type): Auditory Senses, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Danger Sense: Vision, Extended: Hearing 2: x100, Extended: Vision 2: x100, Infravision, Radio, Rapid: Vision 1, Tracking: Infravision 2: full speed, Ultra-hearing, Ultravision)
. . Weapon Emplacements: Array
. . . . BlasTech Dur-24 Wrist Lasers: Damage 5 (light, DC 20; Accurate: +2, Increased Range: ranged, Split: 2 targets)
. . . . Retractable Blades: Strength-based Damage 2 (slashing, DC 18)
. . . . Stealth-2VX Palm Shooter: Affliction 3 (ballistic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Increased Range: ranged, Multiattack; Resistible: Toughness)
. . Z-6 Jetpack: Leaping 5 (armor, Leap 250 feet at 60 miles/hour)
ZTN-932 Twin Storm (Easily Removable)
. . Blaster Bolt: Damage 5 (blaster pistol, force, DC 20; Increased Range: ranged, Multiattack, Split: 2 targets)

Offense
Initiative +3
BlasTech Dur-24 Wrist Lasers: Damage 5, +15 (DC 20)
Blaster Bolt: Damage 5, +13 (DC 20)
Grab, +10 (DC Spec 11)
Retractable Blades: Strength-based Damage 2, +8 (DC 18)
Stealth-2VX Palm Shooter: Affliction 3, +11 (DC Fort/Tou )
Throw, +7 (DC 16)
Unarmed, +10 (DC 16)

Complications
- Extreme Dislike: Bo doesn't really like either the Jedi or the Sith, as she considers them both to be completely out of their gaurd for worshiping a weapon; even if it is a weapon that lacks anything resembling a physical form.
- Honor: Bo lives her life according to the Canons of Honor, the Resol'nare and the Supercommando Codex. Any single one of these would be sufficient reason to claim that she's an honorable person.
- Motivation: Responsibility: Bo is responsible for making sure that Elanor is aware of what Death Watch is up to, as well as for minimizing the damage that the organization causes whenever she can without blowing her cover.
- One of Us: Death Watch will very likely try to kill Bo the instant they discover she is spying on them for one of their enemies. They also don't exactly give her much in the way of free time that she can use to continue her romance with Elanor either.
- Relationship: Bo is in a romantic relationship with Elanor Fett, which only came about after Elanor made it more than abundantly clear that she doesn't worship the Force the way the Jedi and Sith do. She is also the black sheep in Duchess Satine Kryze's family.

Languages
Basic (English), High Galactic (Latin), Mando'a [Native], Military Sign

Defense
Dodge 11, Parry 11, Fortitude 6, Toughness 9/8 (Imp. 6), Will 8

Power Points
Abilities 40 + Powers 62 + Advantages 43 + Skills 47 (94 ranks) + Defenses 24 = 216
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Riyo Chuchi / The MCs / Mand'alor the Serene

Post by DalkonCledwin »

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Riyo Chuchi - PL 8
Age: 15 / Height: 5' 5" / Weight: 128 lbs
Hair Color: Pink / Eye Color: Yellow
Species: Pantoran

Strength 0, Stamina 2, Agility 4, Dexterity 3, Fighting 1, Intellect 2, Awareness 2, Presence 11

General Advantages
Agile Feint, Attractive, Beautiful Voice, Benefit, Galactic Credits 3 (noble wealth), Benefit, Status: (Pantoran Senator), Connected, Deep Ties: (Age), Defensive Roll 3, Equipment 1, Great Endurance, Improved Initiative, Languages 3, Leadership, Luck 3, People Person, Quick Draw, Ranged Attack 4, Skill Mastery: Acrobatics, Taunt, Teamwork, Ultimate Effort: Expertise: Oratory checks

Enhanced Advantages
Conviction, Dazzling Performance (Expertise: Oratory), Fascinate (Expertise: Oratory), Fearless, Inspire 5

Skills
Acrobatics 6 (+10), Athletics 4 (+4), Deception 4 (+15), Expertise (PRE): Dancing 4 (+15), Expertise (PRE): Oratory 6 (+17), Expertise: Galactic Lore 6 (+8), Insight 6 (+8), Perception 6 (+8), Persuasion 6 (+17), Ranged Combat: Hold-Out Blasters 6 (+9), Stealth 4 (+8), Technology 4 (+6), Treatment 4 (+6), Vehicles 4 (+7)

Powers
Pantoran Physiology
. . Ice Walking: Movement 1 (racial, Environmental Adaptation: Arctic)
. . Invulnerabilities: Immunity 1 (racial, Environmental Condition: Cold; Limited - Half Effect)
Public Speaker: Talents
. . Has a Way with Words: Enhanced Presence 5 (talent, +5 PRE, Advantages: Conviction, Dazzling Performance (Expertise), Fascinate (Expertise), Fearless, Inspire 5; Feature: Interaction Effects act as Emotion Effects instead)
. . Master Linguist: Comprehend 3 (talent, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)
Public Speaking: Array
. . Enthralling Monologue: Concentration Cumulative Perception Area Affliction 8 (talent, 1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Perception Area: DC 18 - Auditory, Concentration, Cumulative, Extra Condition; Limited Degree 2)
. . The Power of Love: Healing 16 (talent; Energizing, Feature: Can be used to resist against Will effects instead of Poisons and Diseases, Innate, Restorative, Stabilize, Subtle 2: undetectable; Limited: to Others, Temporary, Uncontrolled)
UTX-982 Hardened Rosette (Easily Removable)
. . Blaster Bolt: Damage 3 (force, hold-out blaster, DC 18; Concealable, Increased Range: ranged; Unreliable (5 uses))

Equipment
Light Blast Armor

Offense
Initiative +8
Blaster Bolt: Damage 3, +13 (DC 18)
Enthralling Monologue: Concentration Cumulative Perception Area Affliction 8 (DC Will 18)
Grab, +1 (DC Spec 10)
Throw, +7 (DC 15)
Unarmed, +1 (DC 15)

Complications
- Age: Due to her youth, Riyo tends to behave in a submissive manner when in the presence of a member of the Pantoran Assembly, and is known to allow them to take control of situations that by all rights should be her responsibility as the Pantoran representative to the Galactic Senate.
- Enemy: Riyo isn't entirely aware of this fact, but there are those within the government of Pantora who do not consider her fit to be the Senator of their world, or else who feel that they should actually join the Confederation of Independent Systems, otherwise known as the Separatists. Both groups would be very happy if she were to start her "Next Great Adventure" really, really soon.
- Motivation: Doing Good: Riyo wishes to use her skills as a diplomat in order to make the Galaxy a better place.
- Pacifist: Riyo will always attempt to use diplomatic means to solve a conflict before resorting to violence, and isn't even really very good at using weapons, nor is she trained in any martial arts. In fact, the only weapon she's actually qualified to utilize are small Hold Out Blasters, and they are only good for about five shots before they need to be reloaded, which takes far too much time to be practical on an open battlefield. This is actually why she needs a bodyguard.
- Relationship: Riyo is great friends with Senator Padme Amidala and Duchess Satine Kryze. In fact, it was through Satine that she was able to reach Elanor and hire the girl as her personal bodyguard.
- Responsibility: As a member of the Galactic Senate, Riyo is required to attend an incredibly large number of meetings, both on Coruscant itself, and on her home planet of Pantora. She is also responsible for filling out various forms and documents and ensuring they reach the correct departments within the appropriate government facilities, and lastly, she is responsible for ensuring her bodyguard is well equipped, has fair pay and comfortable quarters that are in close proximity to her own. Of course, her bodyguard just so happens to be Elanor Fett.

Languages
Basic (English), High Galactic (Latin), Pantoran [Native], Ryl

Defense
Dodge 9, Parry 7, Fortitude 6, Toughness 7/2, Will 8

Power Points
Abilities 40 + Powers 55 + Advantages 32 + Skills 35 (70 ranks) + Defenses 19 = 181
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Force Adept

Post by DalkonCledwin »

Due to the closure of Ronin Army, I am copying as much as I can from the Atomic Think Tank Star Wars Thread as I can over to this site using the Way Back Machine functionality of the Internet, starting with the Force Adept Template:

THE FORCE ADEPT
Before I get around to writing up a Jedi (can you feel the tension building?), here's a Force Adept template. These are Force-users who have some skill with the Force, but who were never trained by the Jedi or Sith. I also included an example bystander with the template who has trained themselves in other ways to use the Force.

The powers listed are samples only, and the most commonly seen with Force-users who haven't been officially trained.

FORCE ADEPT TEMPLATE • 11 points
Powers
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 7 points points

Force Adept Bystander - PL 0
STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0
Powers: Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness); Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained, AP: Force Healing: Healing 3; AP: Farseeing: Senses 4 (Farseeing). Equipment: Comlink, Datapad. Advantages: Equipment 1. Skills: Expertise: The Force 4 (+4), Expertise: Current Events 2 (+2), Expertise: Pop Culture 2 (+2). Offense: Init +0, Unarmed +0 (Damage 0). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 0. Totals: Abilities 0 + Powers 13 + Advantages 1 + Skills 4 + Defenses 0 = 18 points

:arrow: UPDATE: Force Adepts get an update after nearly a full reworking of how the fundamentals of the Force mechanics function (especially Force-Sensitivity).
Last edited by DalkonCledwin on Sat May 30, 2020 9:16 pm, edited 1 time in total.
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Jedi Knight

Post by DalkonCledwin »

JEDI KNIGHT

Power Level: 6

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 0, Awareness 2, Presence 0

Powers
Force Boost: Enhanced Strength 1; Enhanced Stamina 1; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 2 (30 ft); Speed 2 (4 MPH) • 16 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points
The Force: Array (7 points)
Deflection: Deflect 8, Reflect, Reduced Range (Close), Quirk (Requires a lightsaber) • 7 points
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 1 point
• Mind Trick: Perception Ranged Affliction 5 (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to Two Degrees, Subtle • 1 point
• Telekinesis: Perception Ranged Move Object 4 (800 lbs), Check Required 5 (Expertise: The Force) • 1 point

Equipment
Jedi Robes: Immunity 2 (Heat and Cold), Partial; Protection 1 • 2 points
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Defensive Roll, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Lightsaber 1 (+6), Expertise: The Force 6 (+6), Insight 4 (+6), Investigation 4 (+4), Perception 3 (+5), Persuasion 4 (+4)

Offense
Initiative +7
Deflected Attacks +3, Ranged, Damage (DC of Attack)
Lightsaber +6, Close, Damage 6 (Penetrating 4)
Unarmed +5, Close, Damage 2

Defense
Dodge 8, Parry 8
Toughness 4/3*, Fortitude 4, Will 4
*Without Defensive Roll bonus.

Abilities 22 + Powers 36 + Advantages 5 + Skills 15 + Defenses 12 = 90

Complications
Code of Conduct: The Jedi live in strict adherence to their Jedi Code.
Enemy: The Sith constantly hound the Jedi throughout the ages.
Responsibility: Members of the Jedi Order carry the responsibility as peacekeepers throughout the Galactic Republic.

:arrow: This is meant to be a general Jedi concept, one for whom the trials of knighthood are still a recent memory. The movies don't speak about the various "classes" of Jedi (Guardians, Consulars, etc) and this was built with that in mind - a true generalist. In the future, I may touch on the other classes of Jedi.

:arrow: UPDATE I: While building the Sith Warrior I discovered some math issues here. Correct easily by allowing the Jedi Robes to have a bit of damage protection, but not as much as Jedi Armor (which is rarely worn during most eras).
Last edited by DalkonCledwin on Sat May 30, 2020 9:16 pm, edited 1 time in total.
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Jedi Master

Post by DalkonCledwin »

JEDI MASTER

Power Level: 8

Abilities
Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 3, Presence 2

Powers
Force Boost: Enhanced Strength 2; Enhanced Stamina 2; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 2 (30 ft); Speed 2 (4 MPH) • 20 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points
The Force: Array (10 points)
Deflection: Deflect 10, Reflect, Reduced Range (Close) • 10 points
• Force Rebuke: Nullify 5 (The Force), Broad (All Force Powers) • 1 point
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 1 point
• Mind Trick: Perception Ranged Affliction 6 (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to Two Degrees, Subtle • 1 point
• Telekinesis: Perception Ranged Move Object 5 (1,600 lbs), Check Required 5 (Expertise: The Force) • 1 point

Equipment
Jedi Robes: Immunity 2 (Heat and Cold), Partial; Protection 1 • 2 points
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Defensive Roll, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 4 (+8), Expertise: The Force 9 (+10), Insight 6 (+9), Investigation 4 (+5), Perception 4 (+7), Persuasion 7 (+9)

Offense
Initiative +7
Deflected Attacks +4, Ranged, Damage (DC of Attack)
Lightsaber +8, Close, Damage 8 (Penetrating 4)
Unarmed +8, Close, Damage 4

Defense
Dodge 8, Parry 10
Toughness 6/5*, Fortitude 4, Will 5
*Without Defensive Roll bonus.

Abilities 44 + Powers 44 + Advantages 5 + Skills 19 + Defenses 8 = 120

Complications
Code of Conduct: The Jedi live in strict adherence to their Jedi Code.
Enemy: The Sith constantly hound the Jedi throughout the ages.
Responsibility: Members of the Jedi Order carry the responsibility as peacekeepers throughout the Galactic Republic.

:arrow: This is a more martially inclined Jedi Master. For someone like Yoda (a consular, if you follow that concept), simply reduce the ranks in Strength, Stamina, Agility and Fighting (relying on Force Boost to supply the necessary fighting ability), add levels in Close Combat: Lightsaber to make up the difference, and throw all of the extra points into the Force array.

UPDATE: Jedi Master gets Force Rebuke to respond to the Sith Lord's Force Lightning (and because I made a mistake and realized I had an extra point :wink:).
Last edited by DalkonCledwin on Sat May 30, 2020 9:16 pm, edited 1 time in total.
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Jedi Padawan

Post by DalkonCledwin »

JEDI PADAWAN
PL: 5

Abilities
Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 3, Intellect 0, Awareness 1, Presence 0

Powers
Force Boost: Enhanced Strength 1; Enhanced Stamina 1; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 1 (15 ft); Speed 1 (4 MPH) • 14 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
The Force: Array (7 points)
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 7 points
• Deflection: Deflect 8, Reduced Range (Close), Quirk (Requires a lightsaber) • 1 point
• Telekinesis: Perception Ranged Move Object 1 (100 lbs), Check Required 5 (Expertise: The Force) • 1 point
Training Lightsaber: Strength-Based Damage 4, Easily Removable (-0 points) • 4 points

Equipment
Padawan Robes: Immunity 2 (Heat and Cold), Partial • 1 point
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Defensive Roll, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+6), Athletics 4 (+5), Close Combat: Lightsaber 2 (+5), Expertise: The Force 4 (+4), Insight 3 (+4), Investigation 2 (+2), Perception 3 (+4), Persuasion 2 (+2)

Offense
Initiative +6
Lightsaber +5, Close, Damage 5
Unarmed +3, Close, Damage 1

Defense
Dodge 5, Parry 5
Toughness 2/1*, Fortitude 2, Will 2
*Without Defensive Roll bonus.

Abilities 8 + Powers 31 + Advantages 5 + Skills 12 + Defenses 5 = 61

Complications
Code: Padawans are expected to follow, and remember, the tenets of the Jedi Code.
Curiosity: The most dangerous time for a padawan is during their initial training, where their willingness to learn everything about the Force can lead them down the path of the dark side.
Responsibility: Padawans must follow their masters orders, regardless of how oppressive they might seem to be.

:arrow: The Jedi Padawan is appropriate for an early initiate, possibly even a youngling, whom hasn't mastered the Force. Obi-Wan in Ep. 1 and Anakin in Ep. 2 were so close to graduating that they would use be considered full Jedi mechanically.

:arrow: A bit of side trivia, the padawan who was gunned down by clone troopers in Ep. 3 (picture above) was George Lucas' son, Jett Lucas.

:arrow: UPDATE I: The Padawan gets an update with the new Force rules. This build is much easier to work with now.
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Sith Lord

Post by DalkonCledwin »

SITH LORD

Power Level: 8

Abilities
Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 2, Presence 2

Powers
Force Boost: Enhanced Strength 2; Enhanced Stamina 2; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 2 (30 ft); Speed 2 (4 MPH) • 20 points
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points
The Force: Array (10 points)
Deflection: Deflect 10, Reflect, Reduced Range (Close) • 10 points
• Force Lightning: Ranged Damage 6, Diminished Range 2 (5/10/25) • 1 point
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force]), Ranged Detect Force), Sustained • 1 point
• Mind Trick: Perception Ranged Affliction 6 (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to Two Degrees, Subtle • 1 point
• Telekinesis: Perception Ranged Move Object 5 (1,600 lbs), Check Required 5 (Expertise: The Force) • 1 point

Equipment
Sith Armor: Protection 2, Immunity 2 (Heat and Cold), Partial • 3 points
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 4 (+8), Expertise: The Force 9 (+10), Insight 4 (+6), Intimidate 7 (+9), Investigation 4 (+5), Perception 4 (+6), Ranged Combat: Force Lightning 6 (+10)

Offense
Initiative +8
Deflected Attacks +4, Ranged, Damage (DC of Attack)
Lightsaber +8, Close, Damage 8 (Penetrating 4)
Unarmed +8, Close, Damage 4

Defense
Dodge 8, Parry 10
Toughness 6, Fortitude 5, Will 4

Abilities 42 + Powers 44 + Advantages 4 + Skills 21 + Defenses 9 = 120

Complications
Code of Conduct: Sith warriors follow the tenets of the Sith Code, with is a direct antithesis of the Jedi Code.
Enemies: Throughout their constant war with the Jedi, the Sith Lords must also watch their back from their would-be allies, as all Sith seek to violently usurp control from those in power.
Patriotism: The Sith Empire.
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Sith Warrior

Post by DalkonCledwin »

SITH WARRIOR

Power Level: 6

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 0, Awareness 1, Presence 1

Powers
Force Boost: Enhanced Strength 1; Enhanced Stamina 1; Enhanced Agility 1; Enhanced Dexterity 1; Enhanced Fighting 2; Leaping 2 (30 ft); Speed 2 (4 MPH) • 16 points
Force Choke: Enhanced Advantages 1 (Chokehold) • 1 point
Force-Sensitivity: Enhanced Advantages 3 (Improved Initiative, Luck, Uncanny Dodge); Senses 1 (Force Awareness) • 4 points
Lightsaber: Strength-Based Damage 4, Penetrating, Easily Removable (-2 points) • 6 points
The Force: Array (7 points)
Deflection: Deflect 8, Reflect, Reduced Range (Close), Quirk (Requires a lightsaber) • 7 points
• Force Sense: Enhanced Advantages 1 (Force Assessment [Expertise: The Force]); Senses 6 (Precognition [Expertise: The Force], Ranged Detect Force), Sustained • 1 point
• Mind Trick: Perception Ranged Affliction 5 (Resisted by Will; Entranced, Compelled), Check Required 4 (Expertise: The Force), Limited to Two Degrees • 1 point
• Telekinesis: Perception Ranged Move Object 4 (800 lbs), Check Required 5 (Expertise: The Force) • 1 point

Equipment
Sith Armor: Protection 2, Immunity 2 (Heat and Cold), Partial • 3 points
Utility Belt: Ration Capsules, Comlink, Grappling Hook, Holoprojector, Holomap, Aquata Breather • 6 points

Advantages
Connected, Equipment 2, Improved Initiative, Luck, Trance, Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Lightsaber 1 (+6), Expertise: The Force 6 (+6), Insight 4 (+5), Intimidate 4 (+5), Investigation 4 (+4), Perception 3 (+4)

Offense
Initiative +7
Deflected Attacks +3, Ranged, Damage (DC of Attack)
Lightsaber +6, Close, Damage 6 (Penetrating 4)
Unarmed +5, Close, Damage 2

Defense
Dodge 8, Parry 8
Toughness 4/2*, Fortitude 4, Will 3
*Without Defensive Roll bonus.

Abilities 22 + Powers 37 + Advantages 4 + Skills 15 + Defenses 12 = 90

Complications
Code of Conduct: Sith warriors follow the tenets of the Sith Code, with is a direct antithesis of the Jedi Code.
Enemy: The Jedi are the hated enemies of the Sith.
Patriotism: The Sith Empire.

:arrow: As expected, this build turned out very similar to the Jedi Knight. The main differences are in the skills and the lack of Defensive Roll. Sith don't really care who they intimidate, thus they are ok with wearing armor all the time (mechanically cheaper, as well), which allowed me to purchase Force Choke.
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Bounty Hunter

Post by DalkonCledwin »

BOUNTY HUNTER

Power Level: 6

Abilities
Strength 3, Stamina 3, Agility 1, Dexterity 2, Fighting 5, Intellect 2, Awareness 2, Presence 1

Equipment
Arsenal: Array (10 points)
Customized Blaster Pistol: Ranged Damage 4, Laser Sight, Targeting Scope • 10 points
• Flamethrower: Cone Area Damage 6, Fades, Quirk (Reduced Area - 30ft. Cone) • 1 point
• Wrist-Mounted Missile Launcher: Ranged Damage 6, Burst Area 2, Unreliable (5 uses) • 1 point
Combat Jumpsuit: Protection 3; Immunity 2 (Heat and Cold), Limited to Half-Effect; Features 1 (Perception Package [+2 to Perception Checks]); Senses 1 (Low-Light Vision) • 6 points
Jet-Pack: Flight 2 (120ft), Unreliable (5 uses) • 2 points
Used Patrol Craft - PL 10
Size: Gargantuan Strength: 12 Flight Speed: 9 (1,000 MPH) Defense: 4 Toughness: 12 Features: Communications, Computer, Holding Cells, Navicomputer Powers: Hyperdrive: Movement 2 (Space Travel 2, Check Required 2 [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Laser Cannons: Ranged Damage 8 (Accurate) AP: Concussion Missile Launchers: Ranged Damage 10 (Burst Area 8, Unreliable [6 uses]) • Cost: 50ep/100,000 Credits (25,000 used); Restriction: Licensed
Complications: Scrambled Sensors (Radar has the Unreliable flaw)


Advantages
Combat Pilot, Contacts, Equipment 14, Improved Initiative, Ranged Attack 4, Startle, Tracking

Skills
Athletics 4 (+7), Expertise: Astrogation 2 (+4), Expertise: Streetwise 4 (+6), Expertise: Tactics 4 (+6), Insight 4 (+6), Intimidation 4 (+5), Investigation 6 (+8), Perception 4 (+8), Stealth 4 (+5), Technology 2 (+4), Vehicles 4 (+6)

Offense
Initiative +5
Customized Blaster Pistol +8, Ranged, Damage 4
Flamethrower, Cone Area (30ft), Damage 6
Wrist-Mounted Missile Launcher +6, Ranged, Damage 6 (Burst Area Damage 2)
Unarmed +5, Close, Damage 3

Defense
Dodge 6, Parry 5
Toughness 6, Fortitude 5, Will 3

Abilities 38 + Powers 0 + Advantages 23 + Skills 21 + Defenses 8 = 90

:arrow: This is an advanced bounty hunter that would typically work in a group. They are very good at finding their contracts and are crack shots with their pistols. An advanced bounty hunter (like Jango Fett) would be around PL8, and a PC bounty hunter would be anywhere between PL6 and PL9.
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Elite Republic Trooper

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ELITE REPUBLIC TROOPER

Power Level: 6

Abilities
Strength 4, Stamina 4, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 0, Presence 1

Equipment
Arsenal: Array (20 points)
Blaster Rifle, Repeating: Ranged Damage 7, Multiattack, Quirk (Inaccurate at close range) • 20 points
• Blaster Pistol: Ranged Damage 4 • 1 point
• Grenade, Frag: Ranged Burst Area Damage 6 • 1 point
• Vibro-Knife: Strength-Based Damage 1, Enhanced Advantages 2 (Improved Critical 2) • 1 point
Republic Combat Jumpsuit: 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) • 7 points

Advantages
Chokehold, Close Attack 2, Diehard, Equipment 6, Expert Gunner, Fast Grab, Fearless, Great Endurance, Improved Aim, Improved Grab, Improved Initiative, Improved Trip, Ranged Attack 4, Startle, Takedown, Teamwork

Skills
Athletics 6 (+10), Expertise: Military 6 (+6), Expertise: Tactics 6 (+6), Expertise: Weaponry 4 (+4), Intimidation 8 (+9), Perception 6 (+8), Vehicles 6 (+7)

Offense
Initiative +5
Blaster Pistol +5, Ranged, Damage 4
Blaster Rifle, Repeating +5, Ranged, Damage 7 (Multiattack)
Grenade, Frag, Ranged Burst Area, Damage 6
Vibro-Knife +7, Close, Damage 5 (18-20 Crit)
Unarmed +7, Close, Damage 4

Defense
Dodge 5, Parry 5
Toughness 7, Fortitude 8, Will 4

Abilities 32 + Powers 0 + Advantages 25 + Skills 21 + Defenses 12 = 90

:arrow: This is the Elite Republic Trooper that was specially trained to deal with the Sith after the Jedi returned to Tython. They are monsters at range or up close, and even lightsabers have a tough time cutting them down quickly.

:arrow: These guys are mainly used as PC's, and since this conversion is designed for PC's at PL7-8, the Republic Trooper PC should be increased to that level as well - a soldier of epic tales he would be. If in a game with Jedi Masters (PC PL9-10) these guys should either have some type of cybernetic/genetic enhancements or a mess load of Advantages and Skills to denote experience. At higher levels, increase the level of armor that the Trooper wears rather than increasing Active Defenses (they are tougher than they are fast in most cases).
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Smuggler

Post by DalkonCledwin »

SMUGGLER

Power Level: 6


Abilities
Strength 1, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 1, Awareness 2, Presence 2

Equipment
Customized Blaster Pistol: Ranged Damage 4, Laser Sight • 9 points
Padded Clothing: Features 1 (Hidden Compartments); Protection 1 • 2 points
Used XS Freighter (Light Model) - PL10
Size: Gargantuan Strength: 12 Flight Speed: 10 (2,000 MPH) Defense: 5 Toughness: 11
Features: Cargo Hold, Communications, Computer, Hidden Compartments, Living Space, Navicomputer Powers: Hyperdrive: Movement 2 (Space Travel 2, Check Required 2 [Expertise: Astrogation]), Radar: Senses 4 (Extended, Radial and Ranged Detect Spacecraft) Weapons: Laser Cannons: Ranged Damage 8 (Accurate, Features 2 [2 Gunners]) • Cost: 53ep/100,000 Credits (25,000 used); Restriction: Licensed
Complications: Faulty Hyperdrive (Two degrees of success on the Expertise: Astrogation check are needed to activate the hyperdrive)

Advantages
Ace Pilot, Connected, Contacts, Defensive Roll 2, Equipment 13, Evasion, Improved Initiative, Luck, Quick Draw, Ranged Combat 2, Taunt

Skills
Athletics 4 (+5), Deception 6 (+8), Expertise: Astrogation 4 (+5), Expertise: Streetwise 4 (+5), Perception 3 (+5), Persuasion 4 (+6), Ranged Combat: Pistols 1 (+8), Ranged Combat: Transport Ships 5 (+10), Sleight of Hand 4 (+7), Stealth 4 (+7), Technology 4 (+5), Vehicles 7 (+10)


Offense
Initiative +7
Customized Blaster Pistol +8, Ranged, Damage 4
Unarmed +3, Close, Damage 1
XS Freighter Weapons +12, Ranged, Damage 8

Defense
Dodge 8, Parry 3
Toughness 4/2*, Fortitude 3, Will 3
*Without Defensive Roll bonus.

Abilities 32 + Powers 0 + Advantages 25 + Skills 25 + Defense 8 = 90

Complications
Bounty Declared!: The smuggler has a bounty on his head, which brings enemies of all kinds.
In-Debt: As a universal rule, smugglers are in-debt for ship fees, gambling losses or other frivolous expenses.

:arrow: This is the basic smuggler/scoundrel that sees air-time in nearly every Star Wars story. They are faster than the bounty hunter in both reaction timing and ship speed, but in a straight-up fight they have good reason to fear those who come to collect on their bounties.
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Droids

Post by DalkonCledwin »

DROIDS
What would Star Wars be without, arguably, its most intriguing characters: R2-D2 and C-3PO. Ok, not really, but still, droids are a big part of the SWU, and here’s how to construct them.

Droid Construction
Most players would get bored playing a droid, but if they really want to, and the GM permits it, then they can follow this guide and purchase everything as normal for building a character. Most droids, however, are purchased using the Minion advantage and credits (using the same rules as for purchasing equipment).

Most droids in the SWU are non-intelligent and non-sentient (lacking Intellect and Presence scores). However, they can, and often do, build personalities of their own by putting all of their experience points (which droids should get, too) into first Intellect and then Presence. Frequent memory wipes keep this from happening, and a good thing too, since some droids violently rebel against their masters. Any droid that chooses to purchase ranks in Intellect and Presence must also purchase ranks in Immunity 10 (Mental Effects).

A droid owner (and in some instances the droid themselves) can rewrite their programming with a DC 25 Technology check (allowing the droid’s skills to be reallocated).

Droid Types
There is a droid for every task imaginable (sentients are lazy like that, it seems). The most common types besides the basic labor droids are used for difficult tasks that are either dangerous or that require expert precision. There are 5 types: Medical/Scientific, Astromech/Technical, Protocol/Service, Combat/Security, Labor/Utility. Below are builds for each.

Astromech Droid - PL0
STR -1, STA -, AGL 0, DEX 1, FGT -2, INT 3, AWE 0, PRE -
Powers: Droid (Immunity 30 [Fortitude Effects]); Internal Storage: Features 1; Magnetic Feet: Movement 1 (Wall-Crawling), Limited to Metal Surfaces; Plating: Protection 1, Improved Sensor Package: Enhanced Skills 1 (Perception +2), Senses 1 (Darkvision). Equipment: Astrogation Buffer, Circular Saw, Electroshock Probe, Fire Extinguisher, Electric Arc Welder, Holorecorder, Holoprojector. Advantages: Equipment 2. Skills: Expertise: Astrogation 6 (+9), Technology 6 (+9), Vehicles 4 (+5). Offense: Init 0, Unarmed -4 (Damage -1). Defense: Dodge 0, Parry -2, Fort Immune, Tou 1, Will Immune. Totals: Abilities -18 + Powers 35 + Advantages 2 + Skills 8 + Defenses 0 = 27 points. Cost: Minion 2/4,500 Credits; Restriction: Licensed
Complications: Wheels: Speed reduced by 1 when not on smooth terrain.
Notes: Astrogation buffer allows the Astromech droid to make Expertise: Astrogation without a navicomputer, but it suffers a -5 penalty to do so.

Combat Droid - PL4
STR 2, STA -, AGL 0, DEX 1, FGT 2, INT -2, AWE 0, PRE -
Powers: Droid (Immunity 30 [Fortitude Effects]); Combat Plating: Protection 3. Equipment: Blaster Rifle. Advantages: Equipment 4, Ranged Attack. Skills: Expertise: Tactics 2 (+0), Perception 2 (+2). Offense: Init +0, Blaster Rifle +2 (Damage 6, Multiattack). Defense: Dodge 5, Parry 2, Fort Immune, Tou 3, Will Immune. Totals: Abilities -14 + Powers 33 + Advantages 5 + Skills 1 + Defenses 5 = 30. Cost: Minion 2/1,800 Credits; Restricted: Military
Notes: This is for a basic battle droid like those seen in Ep. 1-3, as well as KoToR assassin droids - highly upgraded, of course.

Labor Droid - PL2
STR 4, STA -, AGL 0, DEX 0, FGT 0, INT -4, AWE 0, PRE -
Powers: Droid (Immunity 30 [Fortitude Effects]); Durasteel Plating: Protection 4. Skills: Technology 4 (+0). Offense: Init +0, Unarmed +0 (Damage 4). Defenses: Dodge 0, Parry 0, Fort Immune, Tou 4, Will Immune. Totals: Abilities -20 + Powers 34 + Advantages 0 + Skills 1 + Defenses 0 = 15 points. Cost: Minion 1/1,000 Credits; Restriction: Licensed
Notes: These are cheaply bought and designed as “entry-level” droids for first-time buyers. Many owners of labor droids heavily modify them instead of replacing them. These are also the types of droids that most commonly rebel against their masters without frequent memory wipes.

Medical Droid - PL0
STR -1, STA -, AGL -1, DEX 1, FGT -4, INT 2, AWE 2, PRE -
Powers: Droid (Immunity 30 [Fortitude Effects]); Plating: Protection 1. Equipment: Medical Kit, 4 Medpacs. Advantages: Equipment. Skills: Expertise: Medical Science 4 (+6), Treatment 6 (+8). Offense: Init -1, Unarmed -4 (Damage -1). Defense: Dodge -1, Parry -4, Fort Immune, Tou 1, Will Immune. Total: Abilities -22 + Powers 31 + Advantages 1 + Skills 5 + Defenses 0 = 15 points. Cost: Minion 1/3,000 Credits; Restriction: Licensed

Protocol Droid - PL0
STR -1, STA -, AGL -2, DEX -1, FGT -4, INT 2, AWE 0, PRE -
Powers: 6 Million Forms of Communication: Comprehend 2 (All Languages), Droid (Immunity 30 [Fortitude Effects]); Plating: Protection 1; Sound Mimicry: Features 1. Skills: Expertise: Galactic Lore 4 (+6), Persuasion 14 (+9). Offense: Init -2, Unarmed -4 (Damage -1). Defenses: Dodge -2, Parry -4, Fort Immune, Tou 1, Will Immune. Totals: Abilities -30 + Powers 36 + Advantages 0 + Skills 9 + Defenses 0 = 15 points. Cost: Minion 1/3,000 Credits; Restriction: Licensed
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Mundane NPCs

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MUNDANE NPCS
The following is a list of general NPCs that players might run into in a Star Wars game. This is by no means a complete list. For racial specific NPCs, simply add traits where necessary. Refer here for appropriate racial traits.

Bystander - PL0
STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0
Equipment: Comlink, Datapad. Advantages: Equipment 1. Skills: Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2), Expertise: Pop Culture 2 (+2). Offense: Init +0, Unarmed +0 (Damage 0). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 0. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 + Defenses 0 = 6 points
The bystander represents the everyday beings that populate the galaxy. The sort of character a criminal might take hostage or otherwise endanger, or that a character might deal with in a mundane setting. Customize the bystander by choosing an expertise such as a profession or trade skill.
Most members of a naval force would also be considered bystanders; they'd replace the free Expertise skill for another that pertains to their occupational specialty.

Crime Lord - PL4
STR 0, STA 1, AGL 1, DEX 0, FGT 2, INT 3, AWE 2, PRE 4
Equipment: Combat Jumpsuit (Protection 3), Blaster Pistol, Comlink, Datapad. Advantages: Benefit 5 (Wealth: 5,000 Credits/Month, Status: Crime Lord), Connected, Equipment 3, Well-Informed. Skills: Expertise: Criminal 8 (+11), Expertise: Streetwise 6 (+9), Expertise: Current Events 2 (+5), Intimidation 6 (+10), Perception 2 (+4), Persuasion 4 (+8), Ranged Combat: Pistols 4 (+4). Offense: Init +1, Unarmed +2 (Damage 0), Blaster Pistol +4 (Ranged Damage 4). Defense: Dodge 3, Parry 3, Fort 3, Tou 4/1, Will 5. Totals: Abilities 26 + Powers 0 + Advantages 10 + Skills 16 + Defenses 8 = 60 points
Crime lords think of themselves as kings of the galaxy, and some of them are close, but most of them are just the big fish in their little pond. They'll trade their mother's soul (they already traded their own) to gain more power and influence.

Government or Corporate Researcher - PL1
STR 0, STA 0, AGL 0, DEX 1, FGT 0, INT 4, AWE 1, PRE 0
Equipment: Comlink, Datapad with Expertise: Science and Technology Datacards. Advantages: Equipment 1. Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (+6), Expertise: Science 6 (+10), Technology 6 (+10), Vehicles 2 (+3). Offense: Init +0, Unarmed +0 (Damage 0). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 1. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = 23 points
Planetary governments and corporations always try to stay on the cutting edge, and the researcher is their number one tool for doing so. It's a dangerous profession, since kidnapping a research is a top priority in many sabotage attempts.

Military Officer - PL4
STR 0, STA 0, AGL 0, DEX 1, FGT 1, INT 2, AWE 2, PRE 3
Equipment: Blaster Pistol. Advantages: Benefit (Security Clearance), Connected, Equipment 2. Skills: Expertise: Military 6 (+8), Expertise: Tactics 6 (+8), Insight 4 (+6), Intimidation 4 (+7), Perception 4 (+6), Ranged Combat: Pistols 3 (+4), Vehicles 3 (+4). Offense: Init +0, Blaster Pistol +4 (Damage 4), Unarmed 1 (Damage 0). Defense: Dodge 3, Parry 3, Tou 0, Will 4. Totals: Abilities 18 + Powers 0 + Advantages 4 + Skills 15 + Defenses 7 = 44 points
A general build for those placed in command of enlisted forces.

Planetary Security Forces - PL4
STR 2, STA 2, AGL 1, DEX 1, FGT 3, INT 0, AWE 1, PRE 1
Equipment: Combat Jumpsuit (Protection 3), Blaster Pistol (Ranged Damage 4), Baton (Damage 1), Comlink, Handcuffs. Advantages: Equipment 3. Skills: Athletics 3 (+5), Expertise: Current Events 2 (+2), Expertise: Streetwise 3 (+3), Expertise: Security Officer 4 (+4), Insight 4 (+5), Intimidation 2 (+3), Investigation 2 (+2), Perception 4 (+5), Ranged Combat: Pistols 4 (+5), Treatment 2 (+2), Vehicles 4 (+5). Offense: Init +1, Unarmed +3 (Damage 2), Stun-Baton +3 (Damage 3), Blaster Pistol +5 (Ranged Damage 3). Defense: Dodge 2, Parry 4, Fort 4, Tou 5/2, Will 2. Totals: Abilities 22 + Powers 0 + Advantages 3 + Skills 17 + Defenses 5 = 47 points
This is the average security force officer that would respond to trouble on a planet or space station.

Soldier - PL5
STR 2, STA 2, AGL 1, DEX 1, FGT 5, INT 0, AWE 0, PRE 0
Equipment: Blaster Rifle, Combat Jumpsuit (Protection 3), 19 points in other equipment relevant to the mission. Advantages: Equipment 7, Ranged Attack 3. Skills: Athletics 4 (+5), Expertise: Military 4 (+4), Expertise: Tactics 4 (+4), Intimidation 2 (+2), Perception 2 (+2), Vehicles 2 (+3). Offense: Init +1, Unarmed +5 (Damage 2), Blaster Rifle +4 (Ranged Damage 6, Multiattack). Defense: Dodge 5, Parry 5, Fort 5, Tou 5/2, Will 1. Totals: Abilities 22 + Powers 0 + Advantages 10 + Skills 9 + Defenses 8 = 49 points
This is the typical military combatant. It includes mercenaries, planetary defense forces, Republic troopers and Stormtroopers.
Note: Stormtroopers add: 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) to their armor.

Starfighter Pilot - PL4
STR 1, STA 2, AGL 1, DEX 3, FGT 3, INT 1, AWE 1, PRE 0
Equipment: Blaster Pistol, Field Kit, Padded Flight Suit. Advantages: Equipment 5, Expert Pilot, Ranged Attack. Skills: Expertise: Astrogation 4 (+5), Expertise: Military 4 (+5), Expertise: Survival 4 (+5), Perception 2 (+3), Ranged Combat: Starfighter 4 (+8), Technology 4 (+5), Vehicles 4 (+7). Offense: Init +1, Blaster Pistol +4 (Damage 4), Unarmed +3 (Damage +1). Defense: Dodge 5, Parry 3, Fort 2, Tou 3, Will 1. Totals: Abilities 24 + Powers 0 + Advantages 8 + Skills 13 + Defenses 3 = 48 points
This the the basic starfighter pilot found in most military organizations. They are trained to handle themselves in a starfighter and, to a lesser degree, in evasive battles on the ground (where they're usually employing evasion tactics after their ship has crashed.
They don't purchase their starfighter because it's issued to them by the force they serve and are highly regulated.

Thug - PL3
STR 2, STA 2, AGL 1, DEX 1, FGT 2, INT 0, AWE 0, PRE -1
Equipment: Leather Padding (Protection 1), Hold-Out Blaster, Comlink. Advantages: Equipment 2. Skills: Athletics 4 (+6), Expertise: Choose One 4 (+4), Expertise: Criminal 2 (+2), Expertise: Streetwise 4 (+4), Expertise: Current Events 2 (+2), Intimidation 4 (+3), Stealth 2 (+3), Vehicles 4 (+5). Offense: Init +1, Unarmed +2 (Damage 2), Hold-Out Blaster +1 (Ranged Damage 3). Defense: Dodge 1, Parry 2, Fort 4, Tou 3/2, Will 0. Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 13 + Defenses 2 = 31 points
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DalkonCledwin
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Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Sentient Species

Post by DalkonCledwin »

SENTIENT SPECIES
This isn't meant to be an exhaustive resource, merely the most commonly seen races in the movies/comics. Most racial traits found in other source materials were created solely for use with that RPG system. Given M&Ms open ended mechanics, many of those traits are moot points. In the comics/movies/animations most races are given the exact same abilities as humans. It varies in some areas, but very few. To represent that, nearly all aliens here are considered "near-human" and only those with actual powers are given their own listing.

All racial traits must be bought with the character's normal power points. Some races are more powerful, and power must be bought.

Cathar
The Cathar are known for being strong, effective fighters, and are considered unique for their feline features and personality attributes.
Racial Stats: Languages (Basic; base: Cathar); Claws: Enhanced Advantages 1 (Improved Critical [Unarmed]), Low-Light Vision: Senses 1 (Low-Light Vision)

Humans/Near-Humans
Since Humans and Near-Humans are the most common sentient species, they are often considered to be a standard or average to which the biology, psychology, and culture of other species are compared. Notable species of Near-Humans are the Kiffar, Mirialan, Rattattaki and Zabrak.
Racial Stats: Languages (Basic; base: <Native Language>)
Note: Baseline humans use Basic as their base language.

Kel Dor
The Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas unique to that world. They are quick a wise with a compassion that rivals their vigilantism sense of justice.
Racial Stats: Languages 1 (Basic; base: Kel Dor); Immunity 2 (Suffocation), Low-Light Vision: Senses 1 (Low-Light Vision); Complications - Gas Breather: Kel Dor must wear a gas breather when off their home world or they will begin to suffocate.

Miraluka
Miraluka are remarkably similar to humans, except for two important and distinctive differences, Miraluka have no eyes, but they have a natural ability to “see” by using the Force.
Racial Stats: Languages 1 (Basic; base: Miralukese); Force Sight: Senses 9 (Accurate, Acute, Concealment Penetrating, Radial and Ranged Mental Sense)

Nautolan
The Nautolans were one of two races that evolved on Glee Anselm. They are an amphibious race, which prefers to live underwater. Nautolans tend to reflect the moods of those around them.
Racial Stats: Languages 1 (Basic; base: Nautila), Second Chance (Insight - Evaluate); Amphibious: Immunity 1 (Drowning), Movement 1 (Environmental Adaptation - Aquatic), Senses 1 (Low-Light Vision)

Rodian
Rodians are widely distrusted by other species, who consider the Rodians to be generally greedy, immoral, and violent. Much of this reputation stems from Rodian culture: Rodian culture romanticizes death and the hunt, and the species reveres bounty hunters.
Racial Stats: Languages 1 (Basic; base: Rodese), Senses 2 (Acute Scent, Infravision)

Togruta
Togrutas are a peaceful, quiet people who are fierce in combat. Loyal to a cause and happy in larger groups, they work well with others and easily fit into teams of mixed cultures.
Racial Stats: Languages (Basic; base: Togruti), Second Chance (Stealth - Hiding), Teamwork; Echolocation: Senses 2 (Accurate Hearing)

:arrow: UPDATE I: I removed the negative modifiers to abilities. Seems that in a game this open ended a player can modify stats as they see fit. Besides, most species only have negative modifiers because of previous RPGs, such hindrances are not seen in the characters in their comic book, movie or animated appearances. I'm considering further simplifying things by making all races use a standard build like the humans/near-humans and only note the ones with actual complications or powers.

:arrow: UPDATE II: I removed most racial traits and folded some more aliens into the "Human/Near-Human" listing since we rarely see a difference in the official source materials.

:arrow: UPDATE III: Added Penetrates Concealment to the Miraluka's Force Sight ability to better mirror the Force power of the same name. When using Miraluka as a Force-user, this power shouldn't be a part of an array as it would blind them when they switch powers.

:arrow: UPDATE IV: Added Rodians per player request.
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