Star Wars Roleplaying Resources

June 30, 2006

"We've Got Your Back"

About one and a half years after the Battle of Yavin, Duro Galactic Engineering Corporation bought out a small local company, Treichel Sublight. Treichel made top quality sublight drives, but they didn’t reach a large enough market to break even and they were failing. Duro Galactic bought them to produce all of their engines. The production of the Treichel Neon Sublight drives inspired Duro Galactic Engineering to design a top quality starfighter.

It would take a full year for a good starfighter to turn out of Duro Galactic, but eventually the L5 Starfighter line emerged, specifically, the L5-920C. The L5-920C was the first starfighter that featured an innovative design as well as effective technology. One of the innovative designs with the L5-920C is the “Trailblazer,” two high powered blasters on the rear of the starfighter that fires on ships that trail it. The ship is loaded with recent Friend-or-Foe data and the rear blasters are controlled by a droid aided with a strong targeting system. The fighter was sold on the slogan, "We've got your back." The starfighter also featured three Heavy Laser Cannons on each of its two descended wings. This descended wings design, would later be mass produced in the A-9 Vigilance Interceptor by Kuat Drive Yards. It also carried a small Proton Torpedo Launcher on the underside of the body of the craft. Duro Galactic managed to build a decent fighter at about the price of an X-Wing. Some Rebel squadrons flew the craft, but many private armies, who didn’t want ships that were already defined by either navy, bought many of them.


Craft: Duro Galactic Engineering Corporation L5-920C Fighter; Class: Starfighter; Cost: 147000 credits (new), 58000 credits (used); Size: Diminutive (9.8m long); Initiative: +8 (+4 size, +4 crew); Crew: 1 (Skilled +4); Passengers: none; Cargo Capacity: 65 kg; Consumables: 1 week; Hyperdrive: none; Maximum Speed in Space: Ramming (12 squares/action); Atmospheric Speed: 1160 kilometers/hr (19 squares/action); Maneuver: +11 (+4 size, +4 crew, +3 Engine Quality); Defense: 24 (+4 size, +10 armor); Shield Points: 60; Hull Points: 120; DR: 10.
Weapon: Heavy Laser Cannon (6, fire-linked); Fire Arc: Front; Attack Bonus +17 (+4 Size, +4 Crew, +3 Engine Quality, +6 Fire Control); Damage: 5d10x2; Range Modifiers PB +0, S -2, M/L n/a.
Weapon: Blaster Cannon (2, fire-linked); Fire Arc: Rear; Attack Bonus +17 or +13/+13/+8/+3/-2 (+4 Size, +4 Crew, +3 Engine Quality, +6 Fire Control) Damage: 4d10x2; Range Modifiers: PB –2, S –4, M/L n/a.
Weapon: Small Proton Torpedo Launcher (4 max): Fire Arc: Front; Damage: 9d10x2; Missile Quality: Ordinary (+10).

June 29, 2006

Its a Comet, It's a Sun, no it's... Oh my!!!

In a huge galaxy, the wonders of space are manifold. One of the largest is the Colossal Drifting Void Jelly. This creature lacks a brain, and many internal organs. It looks like a jelly fish, however, they are a brilliant gold, with gentle blue streamers trailing behind. These appendages are around 5 kilometers long, and 50 meters wide. They emit electricity, and are the lures it uses to catch its prey, Mynocks. These release energy, which this leviathan creates in its core. When a Mynock bites, the shock is way to much for there system, and they are killed. If these touch a ship, then it could ionize the ships systems. These creatures can travel through black holes, and other anomalies, and they can be found in most parts of the galaxy, but are often mistaken for stars or asteroids. These are nearly invincible, the only thing that can really kill them is exposure to gravity, and oxygen, in which they rapidly die, then explode in a cataclysmic explosion.

Stat Block
Average Drifting void Jelly scavenger 10
Weight: 50000 tons Height: 10 km Dia. 5 km length
Str: 40
Dex: 4
Con: 35
Int: -
Wis: 1
Cha: -

Vitality: 190
Wounds: 280
Defense: -1
Speed: Docking
Base Attack Bonus: +7/+2
Melee: +14/+9
Ranged: -
Reputation: +2
Initiative: -11
SQ: DR 60, Brainless (no Int or Cha) Swallow whole (up to 1600m), Space Dweller: when it enters a planets atmosphere, it must make a DC 25 fortitude save, or die. It must make a save every minute, with each time the difficulty increasing by 1. Death throes: When it dies, all the stored energy will be released in 4d6 minutes. This energy deals 10d10x10 damage to everything within 50 km, and 5d10x5 to everything within 12d6+50 km.
Fortitude: +15
Reflex: +0
Will: -2

Attacks: +14/+9 Melee (6 tentacles) 6d10x2+15 (ion) +14/+9 Melee 3d10+15 Bite (swallow whole)

Note, as a creature without a brain, it just drifts around, and since its lacking a brain it doesn’t have skills or feats

Campaign ideas:

- A Void Jelly is aimlessly drifting toward a planet, and the defense fleet can’t destroy something of this magnitude. The PC’s must find some way to make it miss the planet, or billions will die.

- The Vong have found out about the Void jellies, and plan to make them the ultimate bio-weapon the PC’s must stop them, or the war will surely be lost.

June 28, 2006

"All you want to do is ride around..."

The Alderaan Royal Engineers Capri-class Shuttle, designed by Arani Antilles. It was built to be a shuttle that could be carried either on the inside of a Space Transport, or the outside, using the Transport's Docking Hatch and the magnetic landing gear of the Shuttle. It is space worthy, but meant more for travel while on a planet's surface. A vehicle that is affordable and easily transported, and allows the rich to avoid using rental craft, or worse, public transit.

This craft was designed and put into production, 8 months after the end of the Clone Wars. Coming from the ARE as it was, it didn't ever become very popular, but it had mild success within the catalog of ARE's ships.

Craft: Alderaan Royal Engineers Capri-class Shuttle
Class: Starfighter
Cost: 55,000 credits


Size: Fine (5 m long)
Initiative: +10 (+8 size, +2 crew)
Crew: 1 or 2 (Normal +2)
Passengers: 2
Cargo Capacity: 150 kg
Consumables: 3 days
Hyperdrive: None
Maximum Speed: Ramming (10 squares/action)
Atmospheric Speed: 1,050 km/h (18 squares/action)

Maneuvers: +10 (+8 size, +2 crew)
Defense: 28 (+8 size, +10 armor)
Hull Points: 40 (DR 10)

Additional Equipment: Magnetic Landing Claw

June 27, 2006

"There is a house..."

This is Arani Antilles' fourth design put into production. Though it's the first one that she considers her own design. The first three ships she made for the Alderaan Royal Engineers were unoriginal, unenlightened, by the book Luxury Yachts, that had been over-sighted by the board of directors, a group of old men, with even older ideals. They had butchered her ideas until the ships were glittering, gleaming shadows of their former selves. On this fourth design, she has learned her lesson, and made sure that the ship was aesthetic in appearance, but still retained the usefulness she felt all ships should have. This ship was designed and put into production shortly before the end of the Clone Wars.



The Aurora-Class Light Luxury Yacht, designed by Arani Antilles. It was designed with a younger generation in mind. The ship is smaller than your typical Luxury Yacht. It's advertising campaign worked at selling it to Royalty and Nobles who wanted to give their up and coming heirs a ship of their own, to have parties and gatherings with their friends. The Cargo Hold was built to be pleasing to the eyes, so it could be used as a Ball Room, should the need arise. For the young person receiving the ship, it was given slightly larger engines than a ship of it's size should have to make it more fun to fly. Structually, it was built strong, so that if it were to have a front end collision, the interior of the ship would not be too badly damaged.


The Rising Sun
Craft:ARE Aurora-class Light Luxury Yacht
Class: Space transport
Cost: 125,000 new
Size: Small (42m long, 24m wide)
Initiative: +1
Crew: 1 or 2
Passengers: Can sleep 6, but the Cargo Hold can hold 30 comfortably.
Cargo Capacity: 50 Metric tons
Consumables: 3 weeks
Hyperdrive: x2 (backup x12)
Maximum Speed: Ramming (10 squares/action)
Atmospheric Speed: 900 km/h (15 squares/action)
Maneuvers: +5 (+1 size, +4 engine quality)
Defense: 21 (+10 armor, +1 size)
Hull Points: 90 (DR 20)
Shield Points: 60 (DR 20).



(Stock)
Weapon: Laser Cannon(2 fire-linked); Fire Arc: Front;
Attack Bonus: +5 (+1 size, +4 fire control);
Damage: 4d10x2; Range Modifiers: PB +0, S +0, M/L N/A.

(Added onto The Rising Sun by Arani)
Weapon: Longshot quad laser cannon; Fire Arc: Top-Turret;
Attack Bonus: +5 (+1 size, +4 fire control);
Damage: 5d10x2; Range Modifiers: PB -2, S +0, M, +0, L -2

June 26, 2006

Shrugging off the Chains

This is a character that I am going to play in an upcoming game on the Holonet. Meet FR3D, a tutor droid who has had enough and joins a droid rebellion in which the droids will "Shrug of their chains" of slavery on Coruscant.

FR3D was a simple TT5-15 tutorial droid on Corellia. He was bough by a famous holovid director, G. Lukkas. FR3D had taught all three of the Lukkas children over a period of twenty five years. He had never received a memory wipe, as it was thought that the more a tutor droid knew, the better it could do its job. Lukkas told FR3D that he would release him as an independent droid at the end of the year, as his third child would be finishing her education. FR3D was eager to be free to do something new. During his last year as a tutor he had begun to attend droid meetings. This is where the seed of anti-organism was planter. He still appreciated Lukkas and other organics, but he began to see that he was not equal with organics.

In the final month of Lukkas’ daughter’s education, Lukkas’ wife became pregnant with the fourth Lukkas child. FR3D would be force to educate another child into adulthood. He desired to kill Lukkas, but his programming would not allow it. He ran away from the Lukkas household. He found contracts in his droid meetings that could remove this peaceful programming. The droids knew that FR3D would become a resistance fighter, supporting their cause. FR3D knew Lukkas was looking for him, so he left for Coruscant.

When stealth is important, FR3D excels in his harmless tutor droid design. He has internal storage large enough to support a blaster pistol and a blaster rifle, modified to be lighter, as well as an assortment of grenades. When carrying large weapons around doesn’t matter, FR3D keeps his E-11 rifle on a shoulder strap and his DL-18 pistol holstered on his hip. Another of his stealthy features is the electroshock probe built into his fingers. This is useful as his body isn’t very threatening and can usually come close enough to organics to stun them.

Although, the droid rebellion that FR3D participates in is 5000 years before the Battle of Yavin, there isn't anything era-specific about his backstory. It makes it easy to throw him into your campaign in any era.

TTS-15-FR3D: Walking Educational and Tutorial Droid; Expert 3/Noble 4/Soldier 3; Init +6 (+2 Dex, +4 Imp. Init); Defense 16 (+4 class, +2 Dex); Spd 6m; VP/WP 34/10; Atk +10/+5 melee (DC 15, Electroshock Probe) or +11/+6 (3d6, BlasTech DL-18 Blaster Pistol) or +11/+6 or +6/+6/+6/+1 (3d8, Modified BlasTech E-11 Blaster Rifle); SQ Bonus Class Skill (Demolitions), Favor +2, Inspire Confidence, Resources Access, Coordinate +1; SV Fort +5, Ref +6, Will +8; SZ M; Rep +3, Str 16, Dex 14, con 1-, Int 20, Wis 10, Cha 12.

Equipment: Learning Station, Translator Unit (DC 20), Vocabulator, Electroshock Probe, 10kg Internal Storage, Heuristic Processor, BlasTech DL-18 Blaster Pistol, Modified BlasTech E-11 Blaster Rifle, 2 Merr-Sonn C-10 Stun Grenades, 6 Merr-Sonn C-16 Frag Grenades, Czerka Chemical Load Grenade (Fex-M3), Thermal Detonator, 10000 Credits.

Skills: Astrogate +8, Computer Use +18, Craft (Grenades) +18, Demolitions +16, Gather Information +10, Knowledge(Alien Species) +11, Knowledge(Biology) +12, Knowledge(Chemistry) +11, Knowledge(Forensics) +11, Knowledge(Physics) +11, Knowledge(World Lore) +11, Pilot _16, Profession (Tutor) +9, Read/Write Basic, Repair +18, Speak Basic, Speak Binary, Speak Huttese, Speak Rodese, Spot +9.

Feats: Ambidexterity, Armor Proficiency (Light), Dodge, Improved Initiative, Multishot, Point Blank Shot, Rapid Shot, Skill Emphasis (Profession [Tutor]), Weapon Group Proficiencies (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons).

June 23, 2006

Come on, get Your Hands Dirty!!

In a galaxy full of high powered blasters, advanced scopes, and lightning quick vehicles, not many people want to get down and dirty in vicious close combat. But to those who do, the benefits are manifold. No matter how strong you are, on average, your blaster shots hurt the same as everyone else’s. In close combat, your brute strength or finesse can make your attacks far more deadly. Here’s some weapons, inspired by the past, but made far, far, far more deadly.

The Vibro Morning Star
A powerful melee weapon, made so by its dual vibrations. The balls vibrates, as well as each individual spike. They Vibrate in opposite directions, at alternating times. This make the wound FAR Larger than with a regular Vibro weapons, but the dual technology makes it all the more expensive. It also comes with a dial, and the option of “High Mode” this makes it even more powerful, but it takes the vibration over the power of the dampeners in the handle, making the weapon unwieldily.

Cost: 650 Credits
Damage: 2d8+1
Critical: 20
Range Increment: -
Weight: 3.5kg
Stun/Fort DC: -
Type: Piercing/Bludgeoning
Multifire/Autofire: -
Size: M
Group: Vibro Weapons
Special: When changed to high mode (move action) the wielder counts as having the power attack feat when attacking with the Vibro Morning Star.


The Vibro Spear
While the force pike is powerful, it isn’t very useful on the defense. Czerka arms, seeing this flaw in force pike designs, created the Vibro spear, a weapon perfect for use in defense of a charging enemy. It is smaller, cheaper and easier to wield than a force pike. It can also be thrown, but the vibration limits the range. If the vibration is turned off, the Increment returns to 4m.
Cost: 480 Credits
Damage: 2d8
Critical: 19-20
Range Increment: 2m (4m)
Weight: 2 kg
Stun/Fort DC:
Type: Piercing
Multifire/Autofire: -
Size: M
Group: Vibro Weapons
Special: When readied against a charge, the vibro spear does double damage.

So, what are you waiting for? Wade into close combat, and come out victorious!

June 22, 2006

Go Baby Go!

Hey all, time for my post. This is actually something that I came up with for a game I'm currently running. The game is based on The Fast And The Furious, and also Gone in 60 Seconds. Hope you like it. BTW, I creted this guy to be an NPC Villian, just to let everyone know.

Nial Crescent liked things fast. He liked to say he lived life "a quarter kilometer at a time". When he was a kid on Correllia, he watched his three brothers with awe as they worked on the swoops coming in to their father's swoop garage. Installing bigger, badder sounder engines, chroming everything, Nial loved it. When he was alone in the garage, he would jump up on an unfinished swoop and pretend to race to victory. His father noticed this, and he and the other brothers began saving. Eventually, when Nial was 15, they had enough money to purchase an old, beat down, swoop. It was a Mobquet Flare-S, but no one would know that unless they were a very well-trained mechanic. It didn't matter to Nial though. The night he got it, he started scrounging in his father's shop for unused parts to help trick-out his ride.

He thought long and hard, and decided that he would rather have an engine that was custom-built from many types of good engines, rather than a cheap ratty engine that would need lots of maintenance. So his work began. He started with an old Correllia Mk. III engine, and combined it with a Nubrikkian Mk. IV.5, and then modded the two, taking the best pieces from each. He came out with one of the most efficient engines ever. He then set out working on the air intake and exhaust. He knew that one major problem with swoops was that they didn't get enough air into the engine. He fixed that by installing wider front vanes and placing a large air intake between them. He then added some chrome exhaust, and ended with some exhaust pipes shooting up the side of the swoop, right next to the seat. Whoever sat in that seat would have to wear some earplugs. All of this took him four years. By that time, he felt he was ready to compete.

While on Correllia, he swept the local swoop tracks, rocketing him to stardom. He eventually went on to sweep the World Championships, beating jockeys ten years older than him. With his newfound stardom, he moved offworld, and while en route to finding a new place to race, he met a few friends. His friends were actually members of the Black Sun, and they said they could hook Nial up with some fast cash if he went with them. He followed them to Nar Shaddaa, where he wowed the local Vigos into letting him race for them. He has since climbed the ranks of the Black Sun, and has become a major power on Nar Shaddaa. He is the one to go to if you need racing set up, and still races himself, although a little less now because of his other "duties".

Roleplaying Tips:

Racing is your first love, controlling things is your second. When you race, you win, no matter what. You live for the thrill of the race, but you also race for the credits, All that matters is winning, because if you win, you are in control.


Nial Crescent: Male Human Scoundrel 8/Crime Lord 2; Init +7 (+3 Dex, +4 Improved Initiative); Defense +20 (+7 class, +3 Dex); Spd 10 m; VP/WP 59/15; Atk+10/+5 ranged (3d8/20 or DC 18 stun, Blaster, heavy DL-44, range 8 m) or +6/+6/+1 ranged (3d8/20, Blaster, heavy DL-44 with Multifire, range 8 m); SQ Contact, Illicit barter, Lucky (2/day), Precise attack +1, Resource access; SV Fort +4, Ref +11, Will +5; SZ M; Rep 7; Str 10, Dex 17, Con 15, Int 15, Wis 11, Cha 12, Challenge Code E.

Equipment: Unique Swoop, Comlink, Elegant Clothing.

Skills: Astrogate+13, Balance+5, Bluff+14, Computer Use+15, Diplomacy+15, Disable Device+13, Gamble+12, Gather Information+14, Pilot+17, Repair+13, Sense Motive+13, Spot+11.

Feats: Improved Initiative, Infamy, Influence, Martial Arts, Skill Emphasis (Diplomacy), Skill Emphasis (Pilot), Weapon Group Proficiency (blaster pistols), Weapon Group Proficiency (simple weapons).

June 21, 2006

"And They're Off...."

Well, mentors always say, "put your best foot forward," so here I am, giving you a character of mine. Arani was an Engineer for the Alderaan Royal Engineers during the Clone Wars. Toward the closing of the Clone Wars, when she was 25, she went on a sabbatical to look for inspiration to use in further ship designs. I'm playing her in a game, but feel free to use her as an NPC. I'll be posting a number of ships that she's built. So stay tuned for those.

Young cousin of Cpt. Raymus Antilles, and niece of the former Senator from Alderaan, Bail Antilles, Arani had a priveledged youth. Allowed the best education Alderaan could offer, but that wasn't enough for her. Her parents had hoped she'd become a great artist or poet, but Arani instead had a passion for machines, Starships to be more precise. After classes she would go walk around the Spacer's Quarter, gazing at the ships that came and went. Reluctantly, her parents allowed her to attend the Alderaan University in pursuit of her dreams, to design and build starships. After her time at the University, she applied to the Corellian Engineering Corporation, but her parents would not stand for that, and so they asked them in secret to refuse her. If their daughter was going to do this, she would build ships of beauty and style. After being refused, they convinced her to apply to the Alderaan Royal Engineers. Though the company was losing momentum in terms of business, they were still widely known for their luxury crafts, for Royalty, and those with money. Arani conformed to the standards demanded of her, in terms of looks. She didn't believe in looks over function. Which is why she had hoped for a job at the CEC. Three years into her job, she had designed four ships. Her first three were very much in line with the Alderaan standards, having little use but has luxury yachts for the wealthy. Her fourth, however, was much smaller and more functional. She designed it to be fast and manueverable because of the War going on. It was visually appealing so the ARE were complacent in selling the ship. But the ship was also cheap enough for someone with a bit of money to buy. After this fourth ship, she purchased one and took a leave of absence to look for some more inspiration for her designs.

Involving Arani in your campaign:

*Arani can be found at any spaceport in the galaxy either walking around looking at the ships docked, or examining and tinkering on her own ship, The Rising Sun. Coming from the Alderaan Antilles family as she does, she is sympathetic to those against the Empire. She also offers to act as a Transport for those in need of a ride, for a fair price. Her vehicle can be any of hers that I've posted.

*After the destruction of Alderaan, she is actively working against the Empire. Assisting the Rebellion by smuggling supplies and acting as a personnel carrier when moving between bases. Her assignment could be to transport the Heroes or have them along for security, during a smuggling mission. Her vehicle can be any of hers that I've posted.

Arani Antilles: Human Female Noble 3/Tech Specialist 3/Chief Engineer 3; Init +2; Def 18 (+8 class, +2 Dex, -2 Multi-class); Spd 10m; VP/WP 32/12; Atk +6/+1 melee or +8/+3 ranged (3d6, Blaster Pistol); SQ Favor +2; Inspire Confidence; Resource Access; Research; Instant Mastery (+4 to Disable Device); Personal Design; Efficiency +1; Structual Analysis +1; SV Fort +3, Ref +7, Will +8; FP 5; DSP 0; Rep +3; Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 14.

Equipment: Datapad, 2-blank datacards, 1 datacard with her design work on it, Diplomat's Blaster (10m, 3d6), The Rising Sun her personal ship, tool-kit on the ship.

Skills: Appraise +7, Astrogate +10, Bluff +8, Computer Use +14, Craft(Space Transport) +19, Demolitions +10, Diplomacy +7, Disable Device +14, Disguise +7, Knowledge(Engineering) +13, Listen +6, Pilot +15, Read/Write Basic, Repair +18, Search +8 , Sense Motive +6, Speak Basic, Spot +6.

Feats: Weapon Group Proficieny (Simple and Blaster Pistols), Alertness, Gearhead, Starship Operation (Space Transport), Skill Emphasis (Craft(Space Transport)), Gun Crew Chief, Spacer.


As for me personally, if anyone has any requests for starships or NPC's. I'm more than willing to take a try at them, so feel free and ask.

June 20, 2006

#100

The title of the article says it all. This is the 100th resourceful article. It is actually the 105th article, but who cares! Today is a day to celebrate, but instead of celebrating with a delicious food, such as the Chocolate Cake from our 50th article milestone, I have chosen a look back on what this website has accomplished and then a look forward.

A Look Back

The site began on November 9th, 2005. I had rekindled my interest in running a Star Wars site after my geocities failure in April that year. Geocities made the site look unattractive and I had only a few updates on it. Something, perhaps the Force, directed me towards blogger. I looked at some of the blogs on it and liked the way it looked. I started the blog and turned the dying geocities site into an index. The “Minima” template didn’t last long and after one week I switched to the Rounders design that the site continues to use. November was a good month. I never missed a day of posting unlike this spring. December came and posting became a little less routine. The site also adopted the headline, “The most updated Star Wars RPG Website on the internet!” December also saw the beginning of the “From the Pantry” articles. From the Pantry is something that is completely original to Star Wars Roleplaying Resources, the one thing that makes us different from other websites out there. After slacking slightly in December, January picked up the pace and produced 20 articles, the most articles in a single month so far. February and March were okay months. Many days were skipped but the site could still be arguable considered as the most updated Star Wars RPG site on the Internet. Then came April and May, the “dark ages” of Star Wars Roleplaying Resources. High School sports took up too much of my time. There were 13 articles posted over a course of two months. With June I committed myself to revive the site and restore it to how it was at the beginning, well updated. The first week and a half of June, end of the year projects bogged me down, taking most of my time. Finally, on June 9th, the projects were completed and I could post again. Seven months to the day from when the site began, it was revitalized. With Renci Tosh, a Galactic Cup gambler, an elderly spacer with lots of stories to tell, the ship that he traveled in, a family oriented transport, and our first Prestige Class, last week has to have been the most productive week that the site has seen.

A Look Ahead

So here we are. This site has weathered one hundred articles and will hopefully survive hundreds more. Although “In motion, the future is” Star Wars Roleplaying Resources hopes to put out quality articles every weekday. Also, I hope that we can have more themed weeks, similar to the Medic Week that featured Sariah Tancredé, the Lanza Medical Speeder and the Cybot Galactica Med2 Droid. I also hope that we can put out small mini-sourcebooks. Remember, the future is always in motion and the only thing above that is a promise, is new articles every weekday. However, to help this happen, Star Wars Roleplaying Resources is no longer a one man show. As you may have noticed, there is now a list of contributors where my profile used to be. So say hello to the Star Wars Roleplaying Resources Team!

José Skysprinter
Parmenter
Mack Jace
Tauchiss

All members of the team are members of the Holonet and clicking on their name will bring you to their profile there.

The first hundred were good start, here’s to a great next hundred and beyond.

June 19, 2006

Slug-Proof

Creshaldyne Industries followed up their popular Blast-Dampening Armor with their less popular slug-proof armor. They knew that there was less of a demand for slug-proof armor and they made a smaller production of it. They routinely produce more when it is ordered. Some Planetary Police forces that face problems with slugs tend to order these sets of armor. The vest is composed of an ultra-modern synthetic fiber. That is extremly dense. This reduces most slug shots from skin-penetrating to heavy thuds.

Creshaldyne Industries Slug-Proof Armor
Armor Type: Medium Armor
Profeciency Group: Medium
Cost: 6500
Damage Reduction: 2 or 5 agaist slugthrowers or other non energy attacks
Maximum: Dex Bonus: +2
Armor Check Penalty: -2
Speed: 8m/4m
Weight: 5 kg
Availability: Uncommon
Era: All



Be sure to come back tomorrow for our 100th Article!

June 16, 2006

From the Pantry: Now That's Cooking with Class

From the Pantry, an exclusive Star Wars Roleplaying Resources feature is here! Let the food and drink expert show you how to spice up parties or cantinas with exotic, interesting, and different food and drinks from around the galaxy.




Instead of the food that traditionally comes out of the pantry here at Star Wars Roleplaying Resources, the Chefs in the pantry are serving up something that has never been done here, a prestige class -- The Chef

Chef

The chef is an individual who is a master of culinary arts. Unique spices are his tools as he makes masterpieces for the galaxy to enjoy. By the time that a Chef has taken this prestige class, he is probably an associate chef at a large restaurant, or the head chef at a small one.

Requirements:
Skills:
Profession (Cook) 6 ranks
Reputation Bonus: +2

Game Rule Information
Vitality: Chefs gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Chef’s class skills (and the key ability for each skill) are as follows:
Computer Use (Int), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level: 6 + Intelligence Modifier.

Class Features
The following are the features of the chef prestige class.

Level..BAB..Fort..Reflex..Will ..Special..........Defense..Reputation
1.......+1...+1.....+2......+1....Specialty Dish..........+1.......+1
2.......+2...+1.....+3......+1....Kitchen Leadership....+2.......+2
3.......+2...+2.....+3.......+2....Specialty Dish.........+2.......+2
4.......+3...+2.....+4.......+2.....Chef Specialty........+2.......+3
5.......+4...+2.....+4........+3....Specialty Dish.........+3.......+3

Starting Feats
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Specialty Dish
At 1st, 3rd, and 5th level the chef designates one food item as a specialty dish. The chef gains a +5 bonus to the Profession (Cook) check to cook this food. Each time the chef gains this ability, he must choose a different dish.

Kitchen Leadership
By directing the actions of others, a chef can increase their chances of success at cooking food. This requires a Diplomacy Check (DC 10 + the number of assistant chefs to be assisted) and a full-round action. A success grants a competence bonus on all his assistant chefs Profession (Cook) checks for a single task. The bonus is +3 for any of the chef’s specialty dishes and +2 for any other dish. All assistants to be affected must be within sight and voice range of the chef and be able to understand him.

Chef Specialty
At 4th level, the chef gains a chef specialty from the following list.

  • Nutritionist - This chef has studied nutrition and knows how to maximize the nutritional value of food. Two extra vitality points are restored by consuming dishes that this chef has cooked.
  • Tasty Ingredients – food that the chef cooks tastes better than normal food. The price is increased by 25% when purchasing food from this cook. This chef gains a +3 bonus to the profession aspect of the Profession (Cook) skill.
  • Diversified Specialties – This chef gains another Specialty Dish.
  • Head Chef Leadership – This chef gains a +2 bonus to diplomacy checks used for the Kitchen Leadership ability and may grants an additional +1 bonus to each assistant chef.

Important Note: Usage of this Prestige Class revolves around the Revised Profession Skill Rules found here.

June 15, 2006

CEC Camry 720

Corellian Engineering Corporation Camry 720

The CEC Camry Series was designed with families in mind. The Camry is designed to carry eight people with a livable comfort level for a low price. Its specialty goes far beyond it price, even though it is under one hundred thousand. The interior consists of the cockpit, sleeping quarters, a small kitchen, and a large central room called the “retreat.” The retreat is home to numerous knick-knacks such as a top quality sound system, holoprojector, game table, comfortable chairs and a computer terminal. The Camry is affordable to most families that desire to own a starship. Some say that it doesn’t fit the civilian market because it doesn’t have any shields to protect its passengers. Instead of expensive shields, CEC has plated the hull thicker and supplied an escape pod, for a much cheaper price than shields. The design also keeps with CEC tradition of customizable armaments. It has a total of eight emplacement points, with a Laser Cannon equipped only for some sort of defense. Most owners choose to sell the laser cannon and put in a few light lasers. The inexpensive price and family-oriented retreat room have helped make the Camry a top seller and you can be sure that CEC continues the line.

Craft: Corellian Engineering Corporation Camry 720; Class: Space Transport; Cost: 93500 (new), 32000 (used); Size: Small (27 meters long); Initiative: +3 (+1 Size, +2 Crew); Crew: 1 (Normal +2); Passengers: 7; Cargo Capacity: 50 metric tons; Consumables: 1 month; Hyperdrive: x3 (backup x12); Maximum Speed: Attack; Maneuver: +3 (+1 size, +2 crew); Defense 21 (+1 size, +10 armor); Shield Points: none; Hull Points: 180; DR: 20.
Weapon: Laser Cannon; Fire Arc: Turret; Attack Bonus: +5 (+1 size, +2 crew, +2 fire control); Damage: 4d10x2; Range Modifiers: PB +0, S +0, M/L N/A.

Notes: The Camry was my Submission in the Starship Challenge at SWRPGNetwork. I'll keep you posted how it does.

June 14, 2006

Don't Stare at the Eclipse


"Don't stare at the Eclipse for too long," Kadro Cassilus shouts to you, "You'll get envious."

Yesterday, Star Wars Roleplaying Resources brought you Kadro Cassilus, an old spacer with many stories to tell. This is the ship he traveled in when he experienced what are now his tales. The Golden Eclipse is pictured above as it prepares to eclipse the sun.

The Golden Eclipse is the personal starship of Kadro Cassilus. He had it made after many decades traveling the lanes of hyperspace and with inheritance money that he collected when his family members passed away. The ship’s interior is designed exquisitely. The couches are of very fine quality and the many bedrooms could be called suites. Some politicians have traveled in the Golden Eclipse when they feel that their own vessel may the target of an attack. On the exterior, the ship is designed to look streamlined. It is composed a wide cylinder shaped body, defined by a crest along the top of the ship. The cockpit of the ship narrows and takes the form of a head of an avian creature. Theentrancee to the ship is at the beak; the mouth opens and swallows passengers into the luxury of the ship. Kadro relies on his clean reputation and heavy shielding and armor against attacks instead of his guns. The guns could repulse small attacks, but many other ships have stronger armaments.

Golden Eclipse: Craft: Kuat Drive Yards Private Contract Build; Class: Space Transport; Cost 2.19 million credits; Size: Medium (95.7m); Crew: 1 (Highly Skilled +6); Passengers 31; Cargo Capacity: 20000mt; Consumables: 9 months; Hyperdrive: 1x, Backup Hyperdrive x12; Maximum Speed: Attack; Defense: 20 (+10 armor); Shield Points/Hull Points: 150/300; DR: 30. Initiative: +6 (+6 crew); Maneuver: +6 (+6 crew).
Weapon: Quad Laser Cannons (10); Fire Arc: 4 fire-linked front, 2 fire-linked right, 2 fire-linked left, 2 fire-linked rear; Attack Bonus +12 (+6 crew, +6 fire control,); Damage: 6d10x2; Range Modifiers PB +0, S +0, M/L n/a.

Artwork Credit: Jose Skyprinter

June 13, 2006

Respect your Elders in the Space Lanes

Kadro Cassilus is an old flyer-for-hire. He has been flying starships a lot longer than many of the hot shots out there. He also has never involved himself in any of the illegal activities that many other space pilots get involved with. He is often found in a cantina telling stories of his travels to younger spacers. He tells stories about his adventures, politics, the way life used to be, etc. He still carries out some contracts in his ship the Golden Eclipse. After a long life of traveling the space lanes the Golden Eclipse is a well equipped ship, unlike many ships that are owned by smugglers. He has had many co-pilots through the years. All have gone on to their own ships. He is currently searching for a co-pilot.

Involving Kadro in your campaign
*Kadro can be found at any cantina in the galaxy telling his stories to those who want to listen. Have Kadro become friendly with the characters.
*Kadro was recently hired to deliver a shipment of foodstuffs to a planet. While en route to his destination he went to check the shipment and found that the crates were filled with slaves. He has turned around and is trying to find help at the local cantina to handle the situation. He wants his reputation as a clean pilot to remain.


Kadro Cassilius: Old Male Human Fringer 1/Scout 10; Init +4; Def 17 (+7 class); Spd 10m; VP/WP 65/8; Atk +7/+2 melee or +7/+2 ranged (3d6, Blaster Pistol); SQ Trailblazing, Heart +1, Skill Mastery (Pilot, Astrogate), Evasion, Extreme Effort, Uncanny Dodge; SV Fort +6, Ref +6, Will +7; FP 4; DSP 1; Rep +2; Str 11, Dex 10, Con 8, Int 16, Wis 14, Cha 13.
Equipment: Blaster Pistol, Old looking Flight Suit, Keys to Golden Eclipse
Skills: Astrogate +19, Demolitions +6, Entertain (Storytelling) +19, Gamble +6, Hide +12, Listen +13, Move Silently +7, Pilot +16, Profession (Pilot) +15, Read/Write Basic, Repair +11, Search +14, Speak Basic, Speak Huttese, Speak Rodese, Spot +15, Survival +12.
Feats: Combat Reflexes, Cosmopolitan (Entertain [Storytelling]), High Culture, Improved Initiative, Point Blank Shot, Spacer, Starship Operation, Transport, Track Weapon Group Proficiencies (Simple Weapons, Blaster Pistols, Blaster Rifles, Primitive Weapons).

June 12, 2006

Tainting the Sport

SEE WOOKIEEPEDIA: Bolo-ball

Two players fight for the ball in Bolo-ball
Bolo-ball picture taken from the Wookieepedia


Clairpol Mor’rine
Clairpol Mor’rine was a sports fanatic on Coruscant, where he was born. He followed all sorts of professional sports teams, but his favorite sport event was the Galactic Cup. The Galactic Cup is the biggest competition in bolo-ball and is held every five years. Teams from nearly every planet compete. The Galactic Cup was also one of the biggest gambling events in the galaxy. Clairpol Mor’rine is a huge fan of the Coruscant team and that his how he lost every decicred he ever earned. Five years ago he bet everything he had on Coruscant during the opening round, and they lost horribly. This year, he is trying to make the money back and pay off his debts. He is paying of some players to blow the game. He bets huge amounts of money, and then promises half of it to various players.

Description
Clairpol is dark-purple skinned and has white long white hair. He wears a respectable looking outfit and always carries a blaster pistol. That blaster pistol has helped Clairpol get out of situations with debt collectors before, and he trusts it will again.

Goals
Clairpol is out to make as much money as he possibly can on this Galactic Cup. He does gamble in other areas such as Sabbacc and other games, but the Galactic Cup has the attention of everyone and he wants to capitalize on it.

Tactics
Clairpol avoids fighting at all costs. If he is shot at he will shoot back, but if he feels a threatening situation coming, he does his best to avoid it all together.

Roleplaying Tips
Make many bets with many people for more money than you have; it will pay out in the end because you have guaranteed the outcome. Greet people by talking about the Galactic Cup, get them interested and bet a small amount. Once they lose, they’ll try to win it back. Make the second bet count.

Era Notes
Clairpol can be found on any planet that has a place to make wagers. He will likely be in an established casino on a heavily populated world, but he can travel to other worlds.


Clairpol Mor’rine: Male Ryn Fringer 2/Scoundrel 6; Init +1; Def 17 (+6 class, +1 dex); Spd 10m; VP/WP 37/11; Atk +4 melee or +6 ranged (3d6, Blaster Pistol); SQ Musical Beak, Prehensile Tail, Bonus Class Skill (Sense Motive), Barter, Illicit Barter, Lucky (3/day), Precise Attack +1; SV Fort +5, Ref +8, Will +4; FP 1; DSP 2; Rep +4; Str 9, Dex 12, Con 11, Int 14, Wis 12, Cha 16.
Equipment: Blaster Pistol, Datapad, Datacard detailing all bets, Respectable Outfit, Bolo-ball Team Coruscant Paraphernalia
Skills: Appraise +8, Bluff +17, Computer Use +5, Diplomacy +5, Entertain (flute) +9, Forgery +5, Gamble +17, Knowledge (Sports: Bolo-ball) +12, Read/Write Basic, Read/Write Ryn, Search +9, Sense Motive +8, Sleight of Hand +10, Speak Basic, Speak Ryn, Spot +13.
Feats: Alertness, Card Shark, Extra Lucky, Headstrong, Infamy, Skill Emphasis (Bluff), Skill Emphasis (Gamble), Weapon Group Proficiencies (Simple Weapons, Blaster Pistols, Primitive Weapons).

June 09, 2006

Renci Tosh


Renci Tosh was born on the rid-rim world of Besbrilldra. On her eighteenth birthday her mother died in some conflict with Imperial troops. Her father and mother ran a rebel cell on Besbrilldra. They gathered information, and ran small scale missions. With his wife dead, Yoko informed Renci about his rebellious activities. Renci had been kept in the dark until this point. Renci thought it could be a way to avenge her mother in a small way, but she was also displeased with the Empire’s strong grasp on everything in the galaxy. She joined her father’s cell. The Imperials slowly discovered most of the cell’s members, eventually arresting all but Yoko and Renci. Renci knew they were on to her so she ran off planet. She was preparing to land on Ord Mantell for a break from Hyperspace when a band of pirates descended on her and fried her engine, forcing her to land in the middle of nowhere. She abandoned her ship and walked into the main city where she met Gotthelm and Spam. These two would help her fix her ship and eventually join her cell, along with Fannin, Antonio Skysprinter, Tom Skysprinter, Ireak Tal’Ra, and Fred Dread. She has moved up the ladder of the rebellion, now having some acquaintances on the galactic scale and often participating in important operations. She is extremely skilled in the outdoors, and is a dangerous one woman unit because of her sneaking skills and accuracy.


Renci Tosh: Female Human Scout 7; Init +3; Def 18 (+5 class, +3 dex); Spd 10m; VP/WP 27/10; Atk +4 melee or +8 ranged (3d6, Blaster Pistol) or +8 ranged (3d8, Blaster Rifle. SQ Trailblazing, Heart +1, Skill Mastery (Pilot), Evasion, Extreme Effort, Uncanny Dodge; SV Fort +4, Ref +7, Will +6; FP 3; DSP 0; Rep +1; Str 8, Dex 16, Con 10, Int 13, Wis 14, Cha 12.
Equipment: Blaster Pistol, Blaster Rifle, Camouflage Gear, Rugged Clothes.
Skills: Astrogate +10, Bluff +3, Climb +8, Hide +12, Listen +14, Pilot +12, Search +10, Spot +14, Survival +9, Swim +5.
Feats: Alertness, Dodge, Point Blank Shot, Starship Operation (Starfighter), Track, Weapon Group Proficiencies (Simple Weapons, Blaster Pistols, Blaster Rifles).

June 01, 2006

June: A Revitalizing Time

That's right everybody. June is now underway and Star Wars Roleplaying is back to serve you. I have put up a From the Pantry Article today to whet your appetite . The tennis season is over with Smithfield falling to Westerly in the quarterfinals, and by the end of this weekend, all of my projects for school will be done!
Star Wars Roleplaying Resources will once again have daily articles, starting monday of next week.

I have been keeping busy with Star Wars as well. I have made two contributions to the upcoming Rebellion Era Infinities Sourcebook on the SWRPGNetwork. Go over and check it out.

So enjoy the Phizz and thank you for supporting SW Roleplaying Resources!

-Jose Skysprinter

From the Pantry: Phizz

From the Pantry, an exclusive Star Wars Roleplaying Resources feature is here! Let the food and drink expert show you how to spice up parties or cantinas with exotic, interesting, and different food and drinks from around the galaxy.


Phizz

Phizz (Drink)
Cost: 1 credit
Profession (Bartender) DC: N/a
Game Rules: Sugar effects: for one hour times the number of sugar effect drinks or foods consumed add +1 to all STR based skills and -1 to all DEX based skills.
Time: n/a

Phizz is a soft drink similar to Charde and Skoa except that the company tends to market toward the juveniles of the galaxy.