Post by gamedave on Oct 23, 2011 20:53:57 GMT -5
ARMS AND EQUIPMENT GUIDE
*NEW/REVISED PROFESSIONAL EDGES*
Ace [REVISED]
Requirements: Novice, Agility d8+, Piloting d8+
Aces are special pilots who feel more comfortable behind the flight stick than on their own two feet.
Aces add +2 to Piloting rolls and +1 to Gunnery rolls. In addition, they may also Use the Force to make Soak rolls for any vehicle they control. This is a Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
Blasterslinger
Requirements: Novice, Agility d8+, Shooting d10+, Quick Draw
A Blasterslinger may be a mercenary, an assassin, or a wandering troubleshooter. In any event, she is a master of the quick draw and the quicker shot. In the first round of a combat encounter a Blasterslinger gains +2 to Shooting and damage rolls with a hold-out blaster, blaster pistol or heavy blaster pistol against any opponent with a lower Action Card (this does not stack with "having the drop" on an opponent). A Blasterslinger loses this bonus if she Holds her Action.
Force Astrogation
Requirements: Novice, Force Sensitive.
A character with this Edge can use the Force to sense the ebb and flow of hyperspace. He may use his Sense skill in place of the Knowledge (Astrogation) skill when making astrogation rolls. In addition, he suffers no penalties for not using a NavComp when doing so. He still requires the normal time to make the calculations.
Force Healing
Requirements: Novice, Force Sensitive
A character with this Edge can use the Force to accelerate the healing process in other living creatures. He can use the Alter skill in place of the Healing skill. The benefits of the Healer Edge still apply.
Force Pilot [REVISED]
Requirements: Novice, Force Sensitive
A character with this Edge has a natural feel piloting. He may use his Sense skill in place of the Piloting skill for Piloting and Gunnery skill rolls.
Gadgeteer
Requirements: Novice, Fringer, Smarts d10+, Knowledge (Engineering) d10+, Repair d10+
These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation.
A Gadgeteer can spend a Force Point to create a "jury-rigged" device from spare parts. This device functions like a Weird Science device (SWD 104-5), except that it uses Repair rather than the Weird Science skill. It has 5 Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some spare parts and a reasonable amount of time (GM's call, but at least 1d20 minutes) to create the gizmo.
A gadget may have one of the following powers (subject to Rank restrictions): armor, barrier, blast, blind, bolt, burst, damage field, darksight, entangle, environmental protection, farsight, fly, havoc, light/obscure, pummel, smite, stun, wall walker (SWD 109-17). At the GM's option, the gadget may also benefit from Trappings & Effects (other than Necromantic) (SWD 106-7).
Jump Trooper
Requirements: Novice, Agility d6+, Repair d4+
A Jump Trooper is particularly well-trained in using a jump pack. He has a +2 to all Agility rolls to control a jump pack. In addition, due to his expert control of fuel usage and power settings, fuel cells are considered to have 15 charges instead of 10 when he uses them. Finally, he does not suffer an unstable platform penalty to Shooting while using a jump pack.
Natural Astrogater
Requirements: Novice, Duros, Smarts d10+
A Duros with this Edge can make complex astronavigation calculations in his head. He has +2 to Knowledge (Astrogation), and only suffers a -2 (instead of -4) penalty when astrogating without a NavComp. Without a NavComp, he has no net penalty; with a NavComp, he has a net +2 bonus.
Spacer
Requirements: Novice, Smarts d6+
Spacers may be the products of growing up on a starship or intense academy training. They are veterans of space travel, more at home among the stars than "dirtside."
Spacers have +2 to Piloting when flying starships, +2 to Knowledge (Computers) when operating their sensors and other computer systems, +2 to Repair them, and +1 to Gunnery when firing their weapons. In addition, Spacers suffer no penalties for being in zero-g.
*NEW/REVISED PROFESSIONAL EDGES*
Ace [REVISED]
Requirements: Novice, Agility d8+, Piloting d8+
Aces are special pilots who feel more comfortable behind the flight stick than on their own two feet.
Aces add +2 to Piloting rolls and +1 to Gunnery rolls. In addition, they may also Use the Force to make Soak rolls for any vehicle they control. This is a Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
Blasterslinger
Requirements: Novice, Agility d8+, Shooting d10+, Quick Draw
A Blasterslinger may be a mercenary, an assassin, or a wandering troubleshooter. In any event, she is a master of the quick draw and the quicker shot. In the first round of a combat encounter a Blasterslinger gains +2 to Shooting and damage rolls with a hold-out blaster, blaster pistol or heavy blaster pistol against any opponent with a lower Action Card (this does not stack with "having the drop" on an opponent). A Blasterslinger loses this bonus if she Holds her Action.
Trigger Work
Requirements:Seasoned, Agility d10+, Shooting d10+, Blasterslinger
A Blasterslinger who masters fast Trigger Work can "double tap" with a hold-out blaster, blaster pistol or heavy blaster pistol. He gains +1 to Shooting and damage. However, on a 1 on the Shooting die (regardless of the Wild Die) the blaster overheats, and requires a round to cool down before it can be fired again. In addition, her penalty to Shooting when using the Rapid Attack maneuver with a hold-out blaster, blaster pistol, or heavy blaster pistol is reduced to -2 (but the penalty to Dodge and Parry is unaffected). A double-tap cannot be combined with the Rapid Attack maneuver.
Hey, what happened to Field Engineer and Tech Specialist?
Field Engineer was redundant with other Edges (such as Mr. Fix-It and Scholar). Tech Specialist is a bit more complicated. It has a history with the WotC versions of the Star Wars RPG, but not much outside of that. The focus in Star Wars should be on characters and story, not technology. Also, I didn't want a character to have to use an Edge to make other characters' stuff better. On the other hand, customized gear, such as Bobba Fett's armor or the Millennium Falcon are definitely part of the genre. So, I removed the Edge, but added rules that allow anyone to try to customize gear. See the "Customizing Gear" post for more info.
Force Astrogation
Requirements: Novice, Force Sensitive.
A character with this Edge can use the Force to sense the ebb and flow of hyperspace. He may use his Sense skill in place of the Knowledge (Astrogation) skill when making astrogation rolls. In addition, he suffers no penalties for not using a NavComp when doing so. He still requires the normal time to make the calculations.
Force Healing
Requirements: Novice, Force Sensitive
A character with this Edge can use the Force to accelerate the healing process in other living creatures. He can use the Alter skill in place of the Healing skill. The benefits of the Healer Edge still apply.
Force Pilot [REVISED]
Requirements: Novice, Force Sensitive
A character with this Edge has a natural feel piloting. He may use his Sense skill in place of the Piloting skill for Piloting and Gunnery skill rolls.
Gadgeteer
Requirements: Novice, Fringer, Smarts d10+, Knowledge (Engineering) d10+, Repair d10+
These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation.
A Gadgeteer can spend a Force Point to create a "jury-rigged" device from spare parts. This device functions like a Weird Science device (SWD 104-5), except that it uses Repair rather than the Weird Science skill. It has 5 Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some spare parts and a reasonable amount of time (GM's call, but at least 1d20 minutes) to create the gizmo.
A gadget may have one of the following powers (subject to Rank restrictions): armor, barrier, blast, blind, bolt, burst, damage field, darksight, entangle, environmental protection, farsight, fly, havoc, light/obscure, pummel, smite, stun, wall walker (SWD 109-17). At the GM's option, the gadget may also benefit from Trappings & Effects (other than Necromantic) (SWD 106-7).
Jump Trooper
Requirements: Novice, Agility d6+, Repair d4+
A Jump Trooper is particularly well-trained in using a jump pack. He has a +2 to all Agility rolls to control a jump pack. In addition, due to his expert control of fuel usage and power settings, fuel cells are considered to have 15 charges instead of 10 when he uses them. Finally, he does not suffer an unstable platform penalty to Shooting while using a jump pack.
Natural Astrogater
Requirements: Novice, Duros, Smarts d10+
A Duros with this Edge can make complex astronavigation calculations in his head. He has +2 to Knowledge (Astrogation), and only suffers a -2 (instead of -4) penalty when astrogating without a NavComp. Without a NavComp, he has no net penalty; with a NavComp, he has a net +2 bonus.
Spacer
Requirements: Novice, Smarts d6+
Spacers may be the products of growing up on a starship or intense academy training. They are veterans of space travel, more at home among the stars than "dirtside."
Spacers have +2 to Piloting when flying starships, +2 to Knowledge (Computers) when operating their sensors and other computer systems, +2 to Repair them, and +1 to Gunnery when firing their weapons. In addition, Spacers suffer no penalties for being in zero-g.