Tuesday, November 29, 2016

Star Wars Shiz: The Pilot


Characteristics: Hot-shots, ace fighters, smugglers, traders, and even transporters. If they know one thing, it's how to fly a ship. They also make keen mechanics, forced to operate on their own in the vastness of space with only a battered hull and a life-support system between them and certain death.

Adventures: Pilots prowl the space lanes seeking wealth, fame, adventure, or something more. It’s easy for them to land a job, even an honest one. The galaxy is a vast place, with billions of planets, and there’s always demand for skilled pilots.

Game Stats

HP: Pilots gain 1d6 HP/Level

Saves: Pilots get +2 on all saves against explosions.

Skill: Pilots get +2 on all piloting checks (evasive maneuvers, docking/landing under extreme stress, such as being fired at, etc.).

Weapon/Armor Proficiencies: Almost all pilots have seen combat first hand, and are proficient in the use of all simple weapons, blaster pistols, and blaster rifles. In addition, they can wear light armor though tend to avoid the more restrictive sets.

Starting Credits: Pilots start play with 1d4 x 100 credits

Level
BHB
SV
SK
1
+0
15
14
2
+1
14
13
3
+2
13
12
4
+3
12
11
5
+4
11
10
6
+4
10
9
7
+5
9
8
8
+5
8
7
9
+6
7
6
10
+6
6
6


Class Features

Stick Jockey: Pilots add their level to vehicular combat initiative.

Space Hound: Pilots are immune to space sickness, and suffer no penalties when in low or zero gravity environments.

Reroute Power: At the beginning of each vehicular combat round the Pilot may add +1 to any of the vehicle’s systems (Targeting Computer, Shields, Armor Class, or Maneuvering). At 4th level they can add +1 to two systems. At 8th level +1 can be applied to three systems. This bonus can be changed only at the beginning of the round on the Pilot’s turn.
Note: This does not have a negative affect on the ships capacitor

Full Throttle: The Pilot can spend a full round to increase his vehicle’s movement speed by 5 times the normal amount. While moving this quickly, the Pilot must concentrate solely on piloting, taking part in no other actions.

Jury-Rig: They can jury-rig as a tech specialist, but only on their starships.

Sunday, November 27, 2016

Star Wars Shiz: The Brute

 

Characteristics: Big and Strong. Some fight for honor, others because their size gives them an advantage. Either way, it's best to give them a wide berth when they're on a rampage, unless you want your arms torn off.

 

Adventures: The Brute’s ultimate goal in traveling is to test their strength. They often go out of their way to find powerful foes to train with. They make excellent body guards due to their size and strength, and many find employment as such.  

 

Game Stats

 

HP: Brute’s gain 1d10 HP/Level

 

Saves: Brutes are hardy, and difficult to kill. They gain +2 on all saves to resist poisons, and death.

 

Skill: Brutes get +2 on all attempts to break things (doors, weapons, etc).

 

Weapon/Armor Proficiencies: Their favored weapon is their body, but they don’t hesitate picking up anything to help get the job done. They wear the thickest, heaviest armor they can afford.

 

Starting Credits: Brutes start with 1d3 x 100 credits.

 

Level

BHB

SV

SK

1

+1

14

15

2

+2

13

14

3

+3

12

13

4

+4

11

12

5

+5

10

11

6

+6

9

10

7

+7

8

9

8

+8

7

8

9

+9

6

7

10

+10

6

6

 

 

Class Features

Martial Arts: Brutes have trained to turn their bodies into weapons. Their unarmed attacks start at 1d5 damage. At 4th level the damage increases to 1d7. At 7th level the damage increases to 1d10.

Starting at 3rd level the damage die “explodes”. If the maximum number comes up on the damage roll (5 for a d5, for example) reroll the die, and add the second result to the total. You only add your strength bonus once on exploded die.

 

Rampage: The brute, when pushed, can fly into a bloody, carnage filled, rampage. It lasts for 1d6 + stamina modifier rounds. During the rampage the Brute’s attacks, damage, and saves are at +2. In addition their unarmed damage are increased by 1 die (d5 to d6, d7 to d8, etc.). They suffer a -2 to AC during the rampage. Once the rampage has ended the Brute becomes fatigued (-2 all rolls, -2 AC) for a number of rounds equal to how long the rampage lasted.

 

Frightful Presence: A number of times equal to their personality modifier (minimal 1) per day the Brute may use their imposing build to terrify an enemy. The target must make a save (10+Lvl+Personality modifier) or be shaken, -2 all rolls, for 1d3 + brute level rounds.

 

Pin/Crush: When making an unarmed attack, the Brute can choose to deal no damage and attempt to initiate a pin. If the attack hits, the target is pinned. Opposed Strength rolls (1d20+strength). If the defender wins, the pin is broken, otherwise the pin is maintained. If a pin is held for 3 rounds or longer, the brute can apply his unarmed damage automatically.

Star Wars Shiz: The Tech Specialist

 

Characteristics: They have the best all-around technical abilities. They might be a doctor, a xenobiologist, a starship mechanic, a weaponsmith, a computer programmer (or slicer), or even a droid engineer. As they gain experience their technical abilities grow, allowing them to become masters at their craft.  

 

Adventures: Most tech specialists start out in decidedly unheroic careers, training to reach the top of their field. They may get placed on a task for by the company they work for, or maybe they meet a group of adventures who needs a specialists touch. Most will only be comfortable if there is a lab aboard the vessel they’re traveling in, but will make do with the space they have.

 

Game Stats

 

HP: Tech Specialists gain 1d6 HP/Level

 

Saves: Tech specialists gain +2 on saves vs electrical effects (such as discharges from terminals, droids, etc. This also applies to any force effects).

 

Skills: Tech specialists gain +2 on all repair and crafting attempts.

 

Weapon/Armor Proficiencies: Some Tech Specialists have seen combat due to their chosen field of expertise. As such they can use blaster pistols, and all simple weapons. They are known to wear light armor, but avoid the more restrictive sets.

 

 

Starting Credits: 1d4 x 100 credits

 

Level

BHB

SV

SK

1

+0

15

14

2

+1

14

13

3

+1

13

12

4

+2

12

11

5

+2

11

10

6

+3

10

9

7

+3

9

8

8

+4

8

7

9

+4

7

6

10

+5

6

6

 

 

Class Features

 

Jury-Rig: In a pinch, Tech Specialists can temporarily fix damaged or broken items. If they have the necessary tools/parts the repairs are successful. It’s up to the GM the final effects, but the repairs should only be temporary. Use the below table as a guide.

Subject

Repaired

Duration

Weaponry

1d3+1/level attacks

End of encounter, or scene. Or until the number of attacks repaired expire.

Starship

2d6+2/Level HP OR 1 system (life support, thrusters, etc.)

1d6+1/Level rounds. At the end of this time, the ship takes the amount damaged repaired. If a system was repaired, it breaks at the end of the duration.

Droid

1d6/Level HP

1d6+1/Level rounds. At the end of this time, the droid takes the amount damaged repaired.

 

Once the duration is over, the subject breaks/falls apart/takes damage/etc. The Tech Specialists must take time to make lasting repairs (see below) before another jury-rig can be attempted. 

 

Repairs: If the tech specialist has the time, tools, and parts required they can fix almost anything. Making repairs in this sense can be expensive, and very time consuming. Again, it’s up to the GM on the particulars, but you can use this table as a guide.

 

Subject

Time to repair

Cost

Jammed Blaster, Corrupted Datapad, Malfunctioning Holoprojector, etc.

Up to 1 full day

Up to half the subject’s cost.

Droid processors, Turret AI, etc.

Up to 1d3 days

1/5 the entire subject’s cost.

Busted Hyperdrive, Breached/Cracked Hull, Damaged/Missing Maneuvering flaps, etc.

1 full week, minimum.

1/3 the entire subject’s cost. In the case of starship repairs, it would be for the entire starship, not just the repaired part.

 

While repairing items, the Tech Specialist cannot take part in other activities. The cost includes locating/buying the required parts. If the Tech Specialists has a stock pile of spare parts, which most tend to accumulate over the course of adventuring, the price could be lower. Prices vary per system as well.

 

Research: Tech Specialists add their level to any skill checks made to research technical information.

 

Specialty: At 1st, level the Tech Specialist chooses a specialty from the list below (feel free to create more if needed!).

 

Computer Scientists: The Tech Specialists can easily hack most computer systems.

Basic Security: 1 round

Moderate Security: 2d3 rounds

Advanced/Military Security: Up to 1 hour.

 

Master Crafter: The Tech Specialists can create items of exceptional quality. They items usually impart a bonus when used (attack, AC, skill, etc.).

 

Item

Crafting Time

Cost

Simple Weapons

1 full day

1.5x cost

Advanced Weapons

1d3 days

3x cost

Armor

1d3 days

2x cost

Starship Components

1 full week

1.5x cost

 

 

Mechanic: The Tech Specialist’s repairs last longer, and don’t take as long to make.

Jury-Rigs last twice as long, and repairs take half as long to make.

 

Medic: When the Tech Specialist uses a medpac to heal another organic lifeform, it restores 1d6 HP/level of the tech specialist.

 

Droid Engineer: When using a repair kit to “heal” a droid, they gain back 1d6 HP/Level of the tech specialist. 

Tuesday, November 22, 2016

Star Wars Shiz: The Soldier

 

Characteristics: Hired guns, noble champions, bounty hunters, or even body guards. They specialize in combat of all types. Some specialize with certain weapons, while others train to execute specific maneuvers. As they gain experience their combat capabilities, and style grows.

 

Adventures: Some travel seeking to defend the weak, while others are looking to make a living by using the skills they’ve acquired on the battlefield. Whatever their motivation, soldiers live for the thrill of combat, and the excitement of adventure.

 

Game Stats

 

HP: Soldiers gain 1d8 HP/Level

 

Saves: Soldiers gain +2 on all saves to dodge explosions.

 

Skills: Soldiers gain +2 to all “action hero” attempts (repelling down a building while firing on enemies below, leaping onto a tank to shove a grenade down the cannon, etc).

 

Weapon/Armor Proficiencies: Soldiers can use any weapon or armor they find in their travels. Though most have a “lucky” weapon, set of armor, etc that they tend to rely on.

 

Starting Credits: Soldiers start with 1d4 x 100 credits.

 

 

Level

BHB

SV

SK

1

+1d3

15

14

2

+1d4

14

13

3

+1d5

13

12

4

+1d6

12

11

5

+1d7

11

10

6

+1d8

10

9

7

+1d10

9

8

8

+1d12

8

7

9

+1d14

7

6

10

+1d16

6

6

 

 

Class Features

 

Favored Gear: Over time, Soldiers gain an almost intimate relationship with their gear. One time only, at any level the soldier may select a single piece of equipment, be it a weapon, or armor, or anything they have in their possession. They add their luck bonus on any use of the item (attack, and damage for weapons, increased AC for armor, etc). This bonus is static, despite whatever changes occur to the soldiers luck score. Once chosen, the selected item cannot be changed.

 

Deeds: Soldiers prove themselves on the battlefield. Often they pull of deeds that would seem impossible to others. They add their BHB die to all attack and damage rolls. Below are some example deeds. These are by no means the only deeds your soldier can perform. Be creative, and come up with some that fit your character.

 

Powerful Blow: An all-out attack that sacrifices accuracy for extra damage.

Roll your deed die before your attack roll. You subtract the number rolled from your attack roll, but if you hit you double the deed die damage.
For example; Horox (An 2nd level Anx Soldier) declares his powerful blow, and rolls a 2 on his deed die. The then rolls his attack roll, with a -2 penalty. If his attack lands he would deal the weapon’s damage + 4 (double his deed die). This can only be used for melee attacks

 

Rapid Fire: You fire a barrage of blaster bolts at your enemies.

You gain a number of extra attacks equal to the number shown on your deed die roll. You can target a number of enemies equal to your level.

 

Combat Expertise: You use your combat skills to bolster your defenses.

Roll your deed die. Add the number that comes up to your defense until the start of your next turn. When using this deed, you can’t take any actions outside of movement. At 1st level you can only apply this bonus to yourself. Starting at 2nd level you can apply it to yourself and 1 adjacent ally. At 3rd level 2 adjacent allies, etc.

 

Precise Shot:  If your deed die comes up as a 3 or higher, you can fire into melee without penalty. Otherwise you suffer the normal risks/penalties.

 

Don’t forget to check the DCC core book for more deed ideas!


Up next: The Tech Specialist

Monday, November 21, 2016

Star Wars Shiz: The Scout

 

Characteristics: Rangers, outriders, hunters, explorers, guides, adventurous scholars, or vagabonds. They understand the lay of the land, and the orbit of the stars. They’re excellent trackers, and survivalists. They can easily recognize danger, and know how to handle themselves in areas where others would perish.

 

Adventures: They adventure to find ancient long-lost knowledge, to solve mysteries, or perhaps they’re researchers or scientists. No matter what they call themselves, they all share the same characteristic – A burning desire to see what’s over the next horizon, or what lies on the next planet. 

 

Game Stats

 

HP: Scouts gain 1d6 HP/Level

 

Saves: Scouts gain +2 on saves against traps, and any survival situations (surviving without food/water/shelter, exhaustion, etc).

 

Skills: Scouts get a +2 bonus on any tracking attempt. They also +2 on any jump, swim, or climbing checks.

 

Weapon/Armor Proficiencies: Scouts are proficient with all blaster pistols, rifles, and simple weapons. They may also wear light armor, thought they tend to avoid armors that restrict their movements.

 

Starting Credits: Scouts start play with 1d4 x 100 credits.

 

Level

BHB

SV

SK

1

+0

15

14

2

+1

14

13

3

+2

13

12

4

+3

12

11

5

+4

11

10

6

+5

10

9

7

+6

9

8

8

+6

8

7

9

+6

7

6

10

+6

6

6

 

 

Class Features

 

Trailblazing: If you make a successful skill roll, overland travel times are reduced by 25%. At 5th level this also affects space travel.

 

Heart: Scouts have a great confidence in themselves, and can draw on that confidence to preform amazing feats. Once per day the scout can add a bonus to any die roll (attacks, saves, damage, etc). This bonus is equal to their class level.

 

Reaction: Scouts have an acute danger sense. This helps them react before others would notice the threat. Scouts gain +1 on all initiative rolls. This bonus increases by 1 for every other level (+1 at 1st, +2 at 3rd, +3 at 5th, etc).


You can check out the last class I wrote up, The Scoundrel, Here.
Up Next: The Soldier

Sunday, November 20, 2016

Star Wars Shiz: The Scoundrel

 

Characteristics: The Scoundrel gets by with bravado, cunning, duplicity, and trickery. They have a knack for getting into and out of trouble. They live by their wits, lying, cheating, stealing, and even fighting when necessary. While they don’t usually fit into a single category, the general public sees them as smugglers, pirates, outlaws, gamblers, slicers, con artists, thieves, rogues, and spies.

 

Adventures: They may not start out seeking to defy authority, or break the law. They’re usually thrust into the profession as a means of rebellion, bad decisions, or simply poor luck. Others go adventuring to advance their illicit careers. They often change allegiances and attitudes as the political climate changes. That is until something larger than themselves sets them on a particular course throughout the galaxy.

 

Game Stats

 

HP: Scoundrels gain 1d6 HP/Level

 

Saves: Scoundrels have quick reflexes, and gain +2 on all saves that would test their reflexes (catching a thrown item, dodging a falling boulder, etc).

 

Skill: Scoundrels have keen eyes, and quiet feet. As such, they gain +2 on search checks, and any attempts at stealth.  

 

Weapon/Armor Proficiencies: Scoundrels are familiar with combat, through light skirmishes or pub brawls. They can use blaster pistols and simple melee weapons. They can also comfortably wear light armors, though they avoid armors that would restrict their movements.
They can also start play with their choice of either a chance cube, a Pazaak deck, or a Sabacc deck.

 

Staring Credits: Most scoundrels have had some minor success in their lives, weather from theft, or luck at the sabacc tables, or both. As such, they start play with 1d4 x 100 credits.

 

Level

BHB

SV

SK

1

+0

15

13

2

+1

14

12

3

+1

13

11

4

+2

12

10

5

+3

11

9

6

+4

10

8

7

+4

9

7

8

+5

8

6

9

+5

7

6

10

+6

6

6

 

 

 

Class Features

 

Lucky: When a scoundrel burns luck he rolls one luck die per point spent. This starts as a 1d3 at 1st level. For every level the scoundrel advances, the die goes up one die in the chain i.e. 1d3 at 1st level, 1d4 at 2nd level, 1d5 at 3rd level, etc. (I am using the DCC dice chain). Additionally, the scoundrel regains luck at a rate of 1 point per level each day. They cannot gain luck past their natural maximum this way.

 

Fence: Scoundrels know where and how to get their hands on items or good that are considered illegal. On major planets or ports, the scoundrel wouldn’t have an issue finding a fence to move (buy or sell) these “special” goods as long as they're being cautious. If a skill check is required to locate a fence or move the goods, the Scoundrel would get bonus equal to 2 + their level.

For instance; Jan a 3rd level scoundrel is delivering smuggled goods to Coruscant’s upper (well policed) levels. She would get +5 to the skill roll to avoid detection while moving the goods.

 

Intuition: Part of the Scoundrel’s survivability comes from their gut instincts. Scoundrels add their level to all initiative rolls. Additionally, they can’t be surprised by anyone that’s a lower level than they are.


Up Next: The Scout!
You can find the first class I wrote up, The Noble, Here

Star Wars Shiz: The Aristocrat/Noble


Characteristics: Where other characters would shoot first, the Noble would start out by asking questions or negotiating a deal. They believe their words to be more effective than violence, though some will draw a blaster if push comes to shove. They’re excellent orators, and can often negotiate or bluff their way out of any situation.

Adventures: Why would a noble ever leave the comfort or safety of their homes? Most nobles wind up in dangerous situations because of something they believe in, or perhaps their job calls for it. Whatever their initial motivation, Nobles tend to stick to their cause and goals even through the roughest missions. Adventuring Nobles might be a senator’s aide, an ambassador, a free trader, or even a highborn prince or princess.

Game Stats

HP: Nobles gain 1d5 HP/Level

Saves: Nobles gain +2 on saves against attempts to influence them, and against any force powers that affect the mind (clouding, persuasion, etc).

Skill: Nobles gain add +2 on any skill roll that involves persuasion, intimidation, or otherwise using their golden tongues to get their way. This also applies to any attempt to call in a favor or access a resource.

Weapon/Armor Proficiencies: Nobles have minimal combat training/experience. They can use a blaster pistol if needed, but would rely on their body guards or other party members for protection. They aren’t typically trained in the use of armor.

 Starting Credits: Nobles/Aristocrats come from wealthy families. As such, they start play with 1d7+1 x 100 credits.


Level
BHB
SV
SK
1
+0
15
14
2
+0
14
13
3
+1
13
12
4
+1
12
11
5
+2
11
10
6
+2
10
9
7
+3
9
8
8
+3
8
7
9
+4
7
6
10
+4
6
6


Class Features
Favor/Resource Access: Aristocrats and Nobles have powerful allies throughout the galaxy. They may call upon these allies for favors during the course of their adventures. All Nobles/Aristocrats start play with 1 contact. This could be a rich uncle, an influential friend, a knowledgeable informant, etc.
To call in a favor or access resources, the Noble would roll 1d20 + CHA modifiers (if any), + their skill bonus.
In addition, starting at 2nd level, and every other level after that (2nd, 4th, 6th, etc.) they add a +1 bonus to this check. The target number is determined by the GM, but typically getting or beating your skill is enough to be successful. The target could be higher (asking for illegal goods) or lower (for simple information).
There isn’t a limit to how many times a Noble can make these requests, or how many contacts they can gain.
Keep in mind that most contacts will ask for something in return for their favors. Also, the galaxy is an ever moving place. Just because you have a contact doesn’t mean they’ll stay forever. Asking certain things (usually illegal) could either offend, or scare off a contact.
Be careful with who you trust as well.

Inspire: Nobles are master orators, and can inspire greatness in their allies. The noble spends 1 round giving a rousing speech, or to hearten fearful friends. At the end of this round all allies that can hear the Noble gain +1 to all rolls. This effect lasts for 1 hour. Starting at 3rd level, and every other level after (3rd, 5th, etc) this bonus increases by +1.

Entourage: Beginning at 5th level the noble draws the service of a bodyguard (typically a 1st or 2nd level Soldier or Brute), and a group (1d6+1) of regular folks who act as advisers, servants, or however the Noble sees fit.
I'll be working on all the classes over the coming week, and hope to have them all finished by at least Wednesday. After the classes are done, I'll be working on the equipment lists and force system. I've got a bare-bones idea of how it will work, just need to flesh it out a little.
Up next: The Scoundrel!