Wednesday, July 19, 2017

Star Wars Shiz: Death Star Mega Dungeon! - Occupations

You read that right! While running a session of my Star Wars DCC thing, one of the players casually suggested the idea. It immediately piqued my interest. I have been struggling with funnel ideas for this setting/system, and knew right away this would solve my problem.

The general idea is the characters, 0 level, manage to escape the destruction moments before the catastrophic explosion destroys the Death Star II. Their pods crash on Endor, and they're tasked with scouting out the wreckage that pelts the forest moon, recovering any important/sensitive information, and reporting back to their deck commander.

I decided to go with a procedural generation method for a lot of the details in this funnel, so that it could be played with the possibility of different outcomes, outside of/in addition to player agency. I also wanted it to be quick, and easy. So if your players are generating characters at the table, you could roll up the scene while you wait. If you're looking for a way to get players more involved with the setting, having them roll the results is a great option too.

At this time, there are 4 main bits you need to generate before play can start
1: The section of the Death Star that your players will be exploring. You could roll up several, and introduce some hex crawling between destinations, too.
2: The condition of the section that fell, perhaps it's mostly intact, and surprisingly stable, or the complete opposite.
3: The orientation in which the section landed, miraculously the section landed right side up, or maybe the hallways become vertical tunnels since the section landed on its side.
4: Finally, you need to determine how far away the survivor's escape pod/shuttle landed from the wreckage.

First things, first! Your players need some characters. Character generation is mostly the same as DCC - 3d6 in order abilities, d4 health, etc. [consult your GM, or pg. 16 of the rule tome for additional details]. The main differences being race/occupation, and starting equipment..obviously.
A YUGE shout out to the folks who answered my call to aid on G+ with suggestions a few weeks back.
- N. Phillip Cole (NPC)
- Jon Hammersley
- Jonathan N.
- Gary Soldati
- Grand DM
- Nathan Roberts
- Gordon Cranford
- Nathan Henrique
- Craig Steinhoff
- Will Tijerina
- Jon Sprague
- Jon Marr (Purple Sorcerer)
- Dan Morgan
- Jake Jorgensen
- Claytonian JP
- Jarrett Crader
- Dylan CB
- Simon Gray
- F. Andrés Domene Cáliz
- Gwendolyn Harper
- Jason Hobbs
- James Walls
- Rick Hull
- Marc Plourde
- Danny Prescott
- EN429
- Rogue Mathematician
Couldn't have done it without you guys. Much appreciated

Deathstar Occupations

 

1d100

Occupation

Weapon

Trade Good

1

Academy Trainer

Whip (1d4, grapple)

Datapad w/training documents*

2-5

Accountant

Datapad Stylus (1d3 dmg)

Imperial account info

6

Animal Breeder

Herd prod (as force pike)

Creature egg **

7-10

Astromech Droid***

Tazer (as stun baton)

Concealed item for someone else (randomly determined)

11

Bacta Tank Window Washer

Sludge Scraper (as knife)

Bacta [single use], activation codes

12-15

Cafeteria Server

Plastic Tray (as club)

Imperial rations [1d6+1]

16

Captive Political Terrorist

Shiv (as knife)   

List of accomplices

17

Captive Primitive Species

Bite (1d6)

Small pouch of colored rocks [1d14]

18-20

Captive Rebel Scum

Shiv (as knife)

You barely escaped with your life!

21-23

Career Counselor

Laser pointer

Datapad loaded with thousands of résumés

24-27

Chef

Knife

5lbs. meat **

28

Club Bouncer

Fists (1d5)

Sleek black suit, ear piece

29-30

Communications Repair Technician

Electro-Driver (as knife)

Small pack of various patch cables, carbon scorching cleaner

31-35

Construction Worker

Hammer (as baton)

Tool kit

36

Cryptologic Linguist

Hold-out Blaster

Translator [loaded with 3 languages]

37-40

Damage Controlman

Fire extinguisher (as club)

Flame retardant suit (+3 vs fire)

41

Darth Vader Stunt Double

Fake Lightsaber (as stun baton)

Vader suit, and an impeccable ability to do impressions

42-43

Decal Maintenance Technician

Laser cutter (as stun blaser)

Various decals, sm. Putty knife

44-45

Detention Block Guard

DH-17 Blaster Pistol

Cool black helmet/uniform, Rank: Sergeant

46

Espionage Droid***

Stun blaster

Sensitive Information ^

47

Garbage Compactor Overseer

Garbage prod (as staff)

Baby Dianoga

48-50

General Maintenance Technician

Power Prybar (as club, +2 force door)

1 roll of silver reflective space tape

51

Gladiator

Shortsword (1d5)

Loin cloth

52

Holoanchor

Holomic (as club)

Nightly news script

53

Hyperdrive Engineer

Multitool (as knife)

Personal Hyperdrive prototype ^^

54-55

IT Helpdesk Technician

Autowrench (as club)

50’ Network cabling

56-57

Imperial Lawyer

Hvy. Leather Briefcase (as club)

Imperial “Legal” stamp, Ink pad

58

Imperial Officer

SE-14r Blaster Pistol

Officer Uniform (including shiny rank badge) Rank: Officer

59

Imperial Page

Knife

Rank: Cadet, Datapad

60

Intelligence Analysts

Imperial “swag” mug (1d3)

Datapad w/Signal Scanner attachment

61

Intern (Pressure Maint. Tech) [Ugnaught]

Hydrospanner (as club)

Type II Restraining bolt

62-65

Office worker

Red “strokedge” hyper stapler (Red, as club)     

Imperial paperweight

66-69

Janitor

Mop (as staff)

100% concentrated cleaning agent [1 ltr.]

70

Leadership “Coach”

Instant Motivation Device

Psychological profile/Performance Indicators for every DS employee

71

Massage Therapist

Massage Roller (as club)

Oil [1 vial]

72-73

Medic

Crutch (as staff)

Medpac [2]

74

Musician

Jizz (instrument, as club)

Pack of reeds (1d3), sheet music (jizz), tips (1d30 credits)

75

Ordnance Disposal Technician

Frag Grenade

Blast vest + gloves (lgt. Armor)

76

Postal Clerk

Letter opener (as knife)

Limited edition Imperial holiday stamps (1 book)

77

Project Overseer

Whip

Advanced Calculator, Project sheets

78-79

Quartermaster

Random Weapon

Random piece of equipment

80-82

Security officer

Telescopic Baton

Security armor (lgt. Armor + helmet)

83-90

Stormtrooper

E-11 Blaster Rifle

Stormtrooper Armor (Lgt. Armor) Rank: Private

91

Structural Maintenance Technician

Macrofuser (as hold out blaster)

Utility belt

92

TIE Launch Technician

Orange safety wand (as club)

Orange reflective vest

93-95

TIE Pilot

Hold-out blaster

Flight Suit (+1 AC, 1hr. oxygen), Rank: Flight Cadet

96

Uniform Launderer

Clothes Iron (as club)

Extra Uniform

97

Vending Machine Repair Technician

Massive electro-keyring (as club)

1d6 snacks!

98

Visiting Senator

Hold-out Blaser

100 credits+ 1 Favor ^^^

99-100

Weapon’s Maintenance Technician

Busted Blaster Rifle (repaired in 1 turn)

Tool Kit, thick glasses

 

* The training documents have a onetime use, and require at least 8 full hours of study before their effect takes place. The character studying these texts may either reroll a single ability (3d6) or add 1d3 to an existing ability.

 

** Determine type, 1d6 – Dewback, Krykna, Akk Dog, Tauntaun, Blurrg, Endorian Chicken

 

*** Consult [link] for droid info,

 

^ 50% rebel info/50% Imperial info

 

^^ Teleports within line of sight 1/day. 1 in 8 chance of random direction

 

^^^ As the Aristocrat/Noble class feature.




Up next: The procedural bits I mentioned earlier

Thursday, January 26, 2017

DCC Shiz: The Illithid [Mind Flayer]

In my games they are going to be space traveling psionic psychopaths. Say that 3 times fast

Without further ado...behold, the Illithid.

Couldn't decide on a single picture. So you get three this time. 


HD: 6, AC: 16
Atks: Tentacles +4, Powers
Move: 30'

Special
Tentacles*

The Illithid makes an attack roll (no roll needed against unconscious opponents) to ensnare its prey.
Ensnared creatures cannot take a move action, but may attempt to break free [contested d20 rolls, or however you settle such matters at your table]. If they are unable to break free, the following round the Illithid cracks open their skull with its powerful beak and begins slurping out the target's brain.

Damage rolls at this point would be silly. The target is killed, slowly and painfully, but they are dead.
It takes a full round for the brain to be ingested, after which the Illithid is healed a number of points equal to the target's HD.

*Technically, what you usually see on Illithids aren't tentacles, but arms. However, face-arms sounds weird, so I'll be calling them tentacles. For all those Cephalopod anatomy elitists out there, sincerely, I apologize. 

Love the facial expressions on this one. 
Powers
The Illithid, at will, may manifest the below powers.

Disintegrate
Disintegrates mundane objects (armor, weapons, books, clothing, etc).
Items must be seen by the Illithid to be affected.

Project Force
The Illithid forces an opponent back from a distance.
A single target within 100' is forcefully shoved back 20', taking 4d6 damage in the process.
DC15 will save to half damage, and distance.

Mind Blast
This power affects all living creatures within 30' of the Illitid.
Consult the below table to determine the effect

Target's Intelligence - Effect 
3-9 - Target(s) slum to the ground, unconscious for an entire day. No save permitted.
10-12 -  Targets(s) temporarily loose 2d6 intelligence, and fall unconscious for 1d6 turns. No save permitted.
13-17 - Target(s) temporarily loose 1d6 intelligence, and are stunned for 1d6 rounds. DC18 will save to resist.
18+ - Target(s) temporarily loose 1d3 intelligence, and are dazed for 1 round. DC16 will save to resist.

Brain Party!

Friday, December 30, 2016

Personal Shiz: New Years Resolutions

I resolve to
 - Run the Star Wars game I've been working on weekly
 - Run outside [goal weight 170lbs., 60 to lose]
 - More writing [perhaps publish???]
 - Learn to art [draw, paint, etc]
 - Read more MF books
 - Drink only water [so long, Whiskey. How I will miss you]
 - Stat the below monster [stats below, already knocked this one out!]


Guardian

HD: 5, AC: 1 [18]
Atks: Phantom Blades +3 1d8, Beam +1 1d10
Move: 30'

Special

Phantom Blades - If so desired, the Guardian may bypass armor [but not dexterity] bonuses when attacking. May attack twice/round if no move is made.

Beam - Can be fired once every 3 rounds. Range 100', can strike multiple opponents if they are in a line.

Size - Large, takes up a 10x10 space

Sturdy - Cannot be easily tipped over or tripped due to its 4 legs. [+4 vs attempts]


Tuesday, December 20, 2016

Star Wars Shiz: Star Ship Overview


Statistics

AC: Reflection of the ship's size, maneuverability, or its reinforced hull.

HP: When a ship's HP reaches 0 it is destroyed. All occupants are either killed, sucked into the vacuum of space, or both.

Shields: Many star ships have small energy fields surrounding them to serve as a limited protection from space, and weapons. Whenever a vehicle with shields takes damage, that damage is reduced a number (if only a single die) or a die (if multiple dice are rolled) equal to its current shield strength. When the shields take damage in this manner, their strength is reduced by 1 point. When they reach 0 dissipate, and need to recharge. Shields recharge after 5 rounds of no attacks, and recharge at a rate of 1 point per round.

Ex. A light transport has 2 shield points. It's attacked by a star destroyer fires at it for 4d10 damage, the shields would reduce the damage by 2 dice (since there are multiple dice rolled for this attack). This would reduce the shields to 1 point. The next attack from the same star destroyer would do 3d10, and reduce the shields to 0, at which point the ship would take a full 4d10 on the following attack. If the transport managed to dodge attacks, for 5 rounds the shields would start to regenerate.

Movement: Movement is only tracked/used while in combat situations. It's compared to other ship's movement when attempting to overrun, outrun, etc.

Targeting: Represents computerized targeting systems present on your vessel. Grants bonuses to attack rolls

Attack: Weapons. Unless their auto-firing, they require a person to use.

Modifications: many ships have extra features that don't come stock.




Star Ship Components

Movement Systems: Combat Thrusters, Hyperdrives, Maneuvering Jets, Navicomputer, Sub-Light Drive
Defense Systems: Armor, Jammers, Shields, Reinforced Bulkheads
Weapon Systems: Blaster Cannons, Missiles, Tractor beam
Accessories: Cargo Jettison System, Cargo Pods, Cloaking Device, Cryogenic Chambers, Docking Clamp, Escape Pods, Sensor Enhancements, Smuggler's Compartments



Combat Thrusters: Essential to any ship that participates in dog fighting -- Whether small fighters or smuggler's freighters, these tiny thrusters allow vessels to make complex maneuvers required to stay alive in the skies.

Hyperdrive: Widely considered the most important piece of technology in the modern age. Without them travel around the galaxy, even between planets could take an entire lifetime. The hyperdrive's power and capabilities are measured in numbers. The lower the number, the higher the performance. The best hyperdrive, ever recorded, was the .5 drive. However, due to its instability, and reliability (which is incredibly poor!) they have been made illegal in almost every situation. Military and government vessels use .75 drives. These are typically too expensive for the average galactic citizen to afford. Most low to mid-range ships are equipped with class 5 or 6 drives.
Depending on the drive, regular maintenance could be required on a weekly or even daily basis -- Consult your owner’s manual for further details.

Maneuvering Jets: Standard on pretty much all vehicles, regardless of function. These small jets allow fine control of the vessel while in orbit or while docking.

Sub-Light Drive: This is what makes your ship "go". Without it, the vessel wouldn't be able to move. Commonly available upgrades are available to allow the engine to draw from systems that aren't in use for additional power.

Armor: Additional heavy alloy plates, such as durasteel or duraplate, can be added to vessels to provide additional protection in firefights. Typically, these plates are bulky and obvious.

Jammers: Sensor arrays designed to block signals. Experienced techs can jam signals with a regular comm, however these don't last very long, or cover a wide range. More expensive systems can be installed to jam entire planets, even.

Shields: Shields protect the hull from damage, whether from attacks such as laser or torpedoes to asteroids and other collisions. An invaluable resource to those who plan on getting into trouble.

Reinforced Bulkheads: Similar to Armor, though mostly internal. These reinforcements can take up precious cargo space, but provide a lower external profile. Popular with smugglers who need to "fly casually".

Blaster Cannons: The most common weapon seen on star ships. Hundreds of varieties exist with an almost infinite modifications to go along with them. Commonly seen mods include additional barrels, ion capacitors, turret bases, point defense blasters, and docking guns.

Missiles: Like blaster cannons, missiles come in a variety as well. Such as, proton torpedoes, ion bombs, and shield busting units.

Tractor Beams: Simple mining vessels use these do move ores and other cargo about space. Expensive Military versions have been developed to rip ships out of hyperspace.

Cargo Jettison Systems: An "override" switch that when activated opens the cargo doors while sealing the rest of the vessel to release cargo into the void of space -- Don't be a litter bug.

Cargo Pods: Added to the exterior of a ship to provide additional cargo space. To many of these bulky, heavy pods can considerably slow a vessel down.

Cloaking Devices: Exclusively restricted to military vessels -- that doesn't stop the smugglers from trying to get their hands on them. "Cheap" models only block sensor scans, while the high-end ones actually bend the light around the ship causing it to be invisible.

Cryogenic Chambers: Invented before the hyperdrive to carry sentient beings in stasis over long periods of time, now mostly used for transporting livestock.

Docking Clamp: Allows vessels to dock to other vessels. Most passenger transports come equipped with these.

Escape Pods: By law, the base line models must have at least a short range comm system and a basic life support unit. More advanced models include maneuvering jets.

Sensor Enhancements: These include ways to prevent/mitigate jams, send encrypted messages, block transponder codes, etc.


Smugglers Compartments: Simply hidden compartments built into bulkheads, floors, or even ventilation shafts used to hide illicit goods.

Monday, December 12, 2016

Star Wars Shiz: Equipment

Weapons

Melee
Weapon
Cost
Damage
Atlatl
10
1d4
Cesta
15
1d4
Club/Baton
10
1d4
Combat Gloves
25
+2
Force Pike
100
1d8
Gaderffi
20
1d6
Knife
7
1d4
Longsword
25
1d7
Mace
15
1d6
Staff
12
1d5
Ryyk Blade
100
1d6+1
Stun Baton
70
1d4+Stun
Spear
20
1d7
Lightsaber
-
1d8
Vibro-Ax
500
2d5
Vibroblade
250
2d4
Vibrodagger
125
2d3
Vibroknuckles
100
+1d

Ranged
Weapon
Cost
Damage
Range
ROF
Capacity
Availability
Blaster Pistol
50
1d8
100’
2
20
Common
Blaster, Hvy.
75
1d12
50’
2
10
Common
Blaster, Hold-Out
40
1d6
10’
1
3
Illegal
Blaster Carbine
100
1d12
150’
2
15
Licensed
Blaster Rifle
120
1d12
200’
2
15
Military
Blaster, Lt. Repeating
150
1d12
150’
4
20
Military
Booma
50
2d6+1
10’
1
-
Common
Bow
65
1d8
70’
1
-
Common
Bowcaster
150
1d12+1d3*
100’
1
1
Rare
Flechette Launcher
200
1d14*
40’
1
4
Military
Grenade
50
2d6+2/2d6+3
30’
1
-
Military
Ion Pistol
50
1d8
50’
2
20
Common
Ion Rifle
100
1d12
70’
2
10
Common
Sling
10
1d6
40’
1
1
Common
Thermal Detonator
1000
3d6
20’
1
-
Illegal

Heavy
Weapon
Cost
Damage
Range
ROF
Capacity
Availability
Blaster, Cannon
300
1d14
100’
1
6
Military
Blaster, Hvy. Repeating
500
2d10
150’
4
20
Military
Blaster, E-Web
1000
2d12
150’
6
500
Military




Atlatl: A Gungan weapon. Adds speed and power as an extension to the throwing arm, allowing Boomas to be thrown further than with an unassisted throw.
Boomas thrown with the Atlatl can be hurled 30’. They can be used in melee like a club.

Cesta: A Gungan weapon. Similar to the Atlatl, the Cesta adds great range to the Booma throw. The Booma can be hurled 50’.
It can be used like a staff in Melee.

Club/Baton: A simple weapon commonly used by enforcement agencies. Some feature a telescopic design.

Combat Gloves: These gloves are reinforced with padding, and a hard material like Durafiber or Plasteel.
These add +2 damage to an unarmed attack.

Force Pike: A 3’ pole topped with a powered tip. The staffs are designed to bend, not break. Their electrified, vibro-tips can deliver an electrical shock. They have two settings – lethal or stun. The force pike has no affiliation with the Jedi or any known Force using tradition.
It requires two energy cells to operate.

Gaderffi: Sometimes called gaffi sticks. These are the traditional weapons of the Tusken Raiders, and are built from scraps found in the desert.
A combination of a spear and an axe, these weapons hold ceremonial value to the Raiders of Tatooine.

Knife: While many weapons rely on highly advanced technologies, the knife still sees wide spread use in the galaxy.
Cheap to manufacture, and easy to conceal these weapons are completely silent. Can be thrown 10’.

Longsword: An exotic weapon, only because it doesn’t see much use, some nobles pass them down as family heirlooms.
They function well enough in combat to be used, if needed.

Mace: Found commonly in the hands of thugs and gangsters. These weapons are valued for their brutal efficiencies, and simply design.

Staff: Made of wood or metal, both ends of the weapon can be used to take full advantage of an opponent’s openings.

Ryyk Blade: Ceremonial weapons from the Wookies of Kashyyyk. Off-worlders wielding these powerful blades better understand Shyriiwook, and have a good reason for using them, less they feel the wrath of a raging Wookie.

Stun Baton: Functions like a simple club, but produces an energy field that can stun most sentient beings. Often used in crowd control situations. Requires an energy cell to operate.

Spear: Used by hunters and warriors alike. Made from wood or metal, these weapons can be thrown 20’.

Lightsaber: A simple design yet difficult to wield and master. The hilt produces a blade of pure energy, which is produced by a special energy cell (known as an emitter matrix), and focused through a crystal then magnified by a lens. The blade can cut through most materials, making it especially deadly.  The traditional weapon of the Jedi, the lightsaber stand as a symbol of their skill, dedication, and authority.
To represent the lightsabers lethality, they use ‘exploding’ die. If the maximum number is rolled on their damage die, reroll and add it to the total damage. The ‘exploding’ can be rolled more than once per attack.

Vibro-Weapons: Powered by energy cells, these weapons have blade edges that vibrate when activated. These rapid, micro-vibrations make short work of unprotected flesh, making them illegal on most systems.

Blaster Pistol: A common weapon for those who need decent firepower in a small package.

Blaster, Hvy: A variation on the blaster pistol, this weapon crams the power of a rifle in the body of a pistol at the expense of range.

Hold-Out Blaster: These weapons are often carried by spies or undercover agents in areas where blasters wouldn’t typically be allowed.
Easy to conceal due to their size, but with a respectable amount of power at short range.

Blaster Carbine: This weapon has a shorter barrel than a standard blaster rifle.
Commonly seen in the hands of those who need to defend their homes or families, but who need more power than a simple blaster has to offer.

Blaster Rifle: A staple in the many galactic militaries. They offer great power at even the longest of ranges.

Blaster, Lt. Repeating: This weapon allows the user to fire multiple shots, at the expense of accuracy.

Booma: A weapon of Gungan design. These energy balls are created using the energized plasma from Naboo’s core.
These count as ion weapons when used against droids.

Bow: A simple weapon used by primitive cultures, hunters, or those that wish for a silent assault.

Bowcaster: This weapons, created by the Wookies, fires explosive energy quarrels at high speeds, much like the archaic rail guns.
They must be cocked and loaded between each shot. Doing so requires 1 action. The extra damage is only achieved at short range.   

Flechette Launcher: This weapon fires tiny bits of superheated shrapnel in a wide spread.
 At short range this weapon has a 10’ spread and deals its full damage. For every 10’ past short range the damage is reduced by 1 die.

Grenade: Comes in 2 varieties – Concussion and Frag. Concussion grenades do 3d6+2 damage within 5 feet radius, while
Fragmentation grenades do 2d6+2 damage within 50 feet radius.

Ion Pistol/Rife: These are identical, statically, to their energy counterparts only they deal ion damage instead.

Sling: A primitive weapon designed to launch stones.
Modern designs feature sturdy textile construction, such as synthcloth, and use metal projectiles.

Thermal Detonator: Incredibly lethal, and incredibly illegal in most systems. These explosives deal 3d6 damage to all in a 10’ radius.

Blaster Cannon: Shoulder mounted weapons designed to take down armored vehicles. They fire large energy bolts.

Blaster, Hvy. Repeating: Offers more firepower than its light counterpart.

Blaster, E-Web: Requires a team of 3 trained people to operate. Must be connected to a power generator to function, and needs to cool down for 1 turn after 500 shots have been fired.


Armor
Type
Cost
AC
Movement
Light
25
+2
- 40’
Medium
40
+4
- 20’
Heavy
75
+6
- 15’
Energy Shields
100
10 DR
N/A

Light: Blast vests, padded flight suits, etc. These armors offer some protection against shrapnel and blasters

Medium: Armored flight suits, battle armors, etc. These armors provide good protection against a variety of weapons, but they slow the wearer down.

Heavy: Durasteel plated armors, space suits, etc. These armors offer the best protection, at the expense of movement.

Energy Shields: These shields when activated absorb the first 10 points of damage from a single attack. Once activated they last for 3 rounds.
After 10 points of damage are absorbed, they shut down to recharge.

Equipment

Equipment
Cost
Backpack
5
Comlink
20
Pocket Scrambler
200
Code Cylinder
15
Datacards, Blank (10)
10
Datapad
30
Holoprojector
50
Electrobinoculars
65
Glow Rod
5
Recording Unit (audio/video/holo)
20/45/100
Sensor Pack
100
Aquata Breather
95
Breath Mask
95
Flight Suit
50
Medical/Surgery Kit
50
Medpac
35
Survival Kit
100
All-Temperature Cloak
10
Field Kit
25
Jet Pack
350
Liquid Cable Dispenser 15’
15
Ration Pack (6)
3
Synthrope 50’
15
Bindercuffs
5
Energy Cell
3
Mesh Tape
5
Power Generator
75
Security Kit
25
Tool Kit
25
Utility Belt
10
Bandolier
10
Helmet Package
150
Holster, Concealed
15
Targeting Scope, Standard/Enhanced
75/100

Comlink: A small communications device.
Standard range is 5 miles. More expensive models exist to transmit data to ships in orbit.

Pocket Scrambler: Sold in pairs, these attach to Comlinks to encrypt data being transmitted.

Code Cylinder: Used to carry encrypted messages. Can be used with a droid’s scomp port.

Datacard: Used with computers or data pads to store data.

Holoprojector: Similar to a comlink, but emits a hologram image of the speaker.

Electrobinoculars: Displays distance, elevation, etc. Low-light, and night vision.

Glow Rod: 30’ illumination

Recording Unit: Records up to 6 hours of data.

Sensor Pack: A bulky device that displays general details for comm systems, life forms, and hazards within a 3 mile radius.

Aquata Breather: Contains 2 hours of breathable air. Can be used underwater.

Breath Mask: Fits over the nose and mouth. A hose connects the mask to the portable life support system.
After 1 hour the filter must be changed. Filters cost 25 credits. Doesn’t provide protection against extreme temperatures, or strong vaccums, however it will protect against inhailed poisons. Can be built into armors.

Flight Suit: a once piece suit, plus a helmet. Provides up to 10 hours of life support, and protects the wearer from the adverse effects of high velocity flight. As long as there is life support left in the suit, the wearer is immune to the effects of the vaccum of space, etc. Cannot be worn under armor.

Medical/Surgery Kit: Contains 1 dose of antivenom, 1 dose of radiation sickness medicine, and 1 medpac.
It can carry up to 6 medpacs (not included). It also contains surgical tools for field surgery operations.

Medpac: Contains bandages, small bacta doses, synthetic flesh, coagulants, etc. Heals 1d6+1 HP.

Survival Kit: Contains a ration pack, synthrope, an all-temperature cloak, and a single personal weather tent.

All-Temperature Cloak: Protects against extreme temperature. +1 on saves in such environments.

Field Kit: contains 1 energy cell, a ration pack, and 1 medpac. Most military personal carry them when on deployment.

Jetpack: Allows flight for 30’ per round. A full pack has enough fuel for 10 rounds of continuous flight.

Liquid Cable Dispenser: A small device that contains an electrospool that spins cable from the sensitive liquid inside.
The cable is as strong as standard synthrope. Can be attached to a utility belt.

Ration Pack: A small pack that contains 6 compact rations. While they don’t taste great, they provide the “necessary” nutrients for survival.

Synthrope: Can support up to 1500 lbs at a time.

Bindercuffs: Crafted from Durasteel. Strength +4 check to break from them.

Energy Cell: Standard energy cell, or power pack used in powering a multitude of devices from blasters to datapads.

Meshtape: Its use is limited only by the player’s imagination. Can support 200 lbs indefinitely, and 400lbs for 1d5 rounds.

Power Generator: A bulky device that provides independent power. Lasts for 48 hours before it needs a recharge.

Security Kit: Contains computer spikes, sensor modules, etc. They’re considered illegal in most systems.
Grants +2 on skill checks made to slice a computer system.

Tool Kit: Contains mostly everything needed to make repairs on mechanical devices (droids, ships, etc.). Grants +2 on skill checks to do so.

Utility Belt: A belt with many pouches and slots. It can hold up to 1 energy cell, 1 medpac, and 1 ration.
Can also hold a liquid cable dispenser.

Bandolier: Holds up to 10 energy cells

Helmet Package: Upgrades a helmet to include a range finder, thermal scope, and a target HUD. Grants +1 on attacks made while wearing the helmet.

Concealed Holster: +2 on skill checks made to conceal a blaster while in this holster.

Targeting Scope: The standard scope allows targets at medium range to be fired at as if they were in close range. Firing in this manner required a full round action to aim then shoot. The enhanced package functions as above, but adds +1 to the attacks.