Saturday, January 5, 2019

Dark Ages Archetypes and Equipment with my OSR Survival Horror Rules

I'm adapting my Survival Horror Rules found HERE to a Dark Ages setting. I've also got traditional classes ready as well but for this run I decided on a more Cthulhu Dark Ages feel with the more fragile but characters with better defined real world skill sets. Less fantastic and more low-magic grittiness which is my preferred flavor or RPG these days.
An experiment. I tinker.


First up the changes to the Base Survival Horror Rules is simply a small revision of skills for Dark Age characters.

The revised skills:
Ability/Skill points are still 10 at first HD. +2 per each HD after.

Skill Points add a bonus to Attribute checks.
The maximum of points put into a skill is 8 points for a +8 bonus.

Strength
  • Climb:* Bonuses can be given fot equipment.
  • Intimidate*: Using forceful presence to get what you want through physical intimidation.
  • Jump:* The DM can set difficult based on distance.
  • Swim:* Difficult set by water conditions. 
Dexterity
  • Acrobatics: Tightrope walking, tumbling, breaking short falls for half or no damage, etc.
  • Art (choose)*: Drawing, painting, sculpture, etc. Using your abilities to physically create something.
  • Boat: Rowboats, sailboats, etc. Not navigating. 
  • Drive: Carts, wagons, etc.
  • Entertainment (choose): drums, flute, lute, lyre, poetry, singing, etc. 
  • Riding*: Horses, camels, other animals. 
  • Sleight : Picking locks, picking pockets, palming small objects, etc. 
  • Sneak*: The ability to move quietly and hide. This is either a straight roll or an opposed roll with the Notice skill.
Constitution
  • Stamina: Extended activity such as long distance running, swimming, trying to stay awake, etc.
Intelligence
  • Accounting: Maintaining and understanding financial logs and finding unusual information within.
  • Appraise: With a successful roll an item's value is estimated within 10%. If failed the estimation is incorrect by 50% of the value. 
  • Business: The skill of running and successfully maintaining a business. A management skill.
  • City Knowledge (choose): Major landmarks, important locations, etc of a chosen location and not getting lost while on the way.
  • Craft (choose): Baking, brewing, candlemaking, glassblowig, leatherworking, pottery, stone-cutting, weaving, etc.)
  • Folklore: Myths, legends, and lore from various cultures. Monsters, magic, vampires, ghosts, etc.
  • Forgery: This is not simply drawing a copy of a document. This includes knowledge of proper paper, ink, marks, machinery used, etc.
  • Herbalism: Drugs. Identification, proper dosage, etc.
  • History: Basic and obscure facts in history. 
  • Law: Knowledge of laws of the user's homeland and surrounding areas. 
  • Medicine: Diagnosis and treatment. Rolls to diagnose illness, injuries, identify parts of anatomy, etc. Also used in Binding Wounds (see below.)
  • Navigate: Proper usage of maps, stars, etc to find direction, etc.
  • Psychology: Reading someone's mental state. May allow detection of lies, psychopatic tendencies, etc. 
  • Religion: Knowledge or beliefs and practices of various reigions with ephasis on the user's own personal religious background.
  • Repair: Fixing physical objects. Includes carpentry, stonework, etc.
  • Research: Finding information from libraries, archives, word of mouth, and other sources. Represents four hours of work.
  • Sail: Working rigging, rowing, fishing, and knowledge of the physical needs of keeping a vessel afloat and moving. Navigation and Repair are covered under separate skills. 
  • Science: The early studies of astronomy, geometry, mathematics, music, and philosophy. Gives the user of this skill a solid background in the subjects the average person would not know. With a successful roll the player can gain a +1 bonus to a related subject such as using astronomy for navigation. The bonus is a +2 if the roll is successful by 10 or more. 
  • Survival: Finding water, shelter, food; making fire, etc in the wilderness.
  • Track: Following footprints, broken branches, etc. 
Wisdom
  • Notice*: A base roll to notice things with difficulty modified by cover, lighting, etc. Also used to opposed Sneak (with modifiers to both rolls where appropriate) when someone is attempting to move silently or hide. 
Charisma
  • Act*: Not just stage entertainment, it can be used to fool people as well. Deceit, lies, etc. 
  • Intimidate*: Using forceful presence to get what you want. People with this are sinister and scary.
  • Persuade*: Manipulating someone to see your point of view or calm down. Includes bribing, appealing to logic or good nature, etc.  
Archetypes/ Skill Packages
2 HD, 12 points

Beggar
Starting deniers (pennies): 1d10x10
Yearly income: 300d
  • Act +2
  • City Knowledge (Choose) +2
  • Notice +2
  • Persuade +2
  • Psychology +1
  • Sleight +1
  • Sneak +2
Clergy
Starting dinars (pennies): Cleric/Priest- 1d8x50, Friar/Monk/Nun- 1d4x50 
Yearly income: Cleric/Priest- 1200d, Friar/Monk/Nun- 600d
Clerics, friars, monks, priests, scribes.
  • Language (Latin)  
  • Notice +2
  • Religion +2
Choose 7 points from the following:
  • Accounting  
  • Business 
  • Drive
  • Farm
  • Language (Choose)
  • Medicine 
  • Repair 
  • Research 
  • Science  
Craftsman
Starting dinars (pennies): 1d6x50
Yearly income: 900d
Bakers, bowyers, brewers, carpenters, glassblowers, potters, stonecutters, weavers, etc.  .
  • Accounting +1
  • Act +1
  • Appraise +1
  • Business +1
  • Craft (choose) +4
  • Notice +1
  • Persuade +2
  • Psychology +1
Entertainer
Starting dinars (pennies): 1d6x50
Yearly income: 900d
Actor, bard, jester, juggler, musician, poet, singer, etc. 
  • Act +2
  • Notice +2
  • Persuade +2
  • Sleight +1
  • Choose 5 points from the following:
  • Acrobatics
  • Art (choose)
  • Folklore 
  • Music (choose)
Farmer
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Growing crops on land granted by the local lord.  
  • Drive +1
  • Farm +4
  • Notice +2
  • Repair +2
  • Stamina +1
  • 2 spare points
Healer
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Apothecarists, herbalists, physicians, wise-men or women.
  • Folklore +1
  • Herbalism +2
  • History +1
  • Medicine +2
  • Notice +2
  • Persuade +2
  • Psychology +2
Laborer
Starting dinars (pennies): 25
Yearly income: 450d
Bricklayers, ditchdiggers, farm workers, gravediggers, etc.  .
  • +1 to hit bonus
  • Climb +2
  • Drive +1
  • Farm +2
  • Notice +1
  • Stamina +2
  • Repair +2
Sailor
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Professional sailors, fishermen, etc. 
  • +1 to hit bonus
  • Climb +2
  • Navigate +2
  • Notice +2
  • Repair +1
  • Sail +2
  • Swim +1
Scholar
Starting dinars (pennies): 1d4x50
Yearly income: 600d
Astrologers, geometrists, mathemeticians, philosophers, etc.
  • Language (Latin)
  • Language (Greek)
  • Notice +2
  • Research +2
Choose 6 points from the following:
  • Folklore  
  • History  
  • Law  
  • Science  
Warrior
Starting dinars (pennies): Knight- 1d10x50, Free Warrior/Mercenary- 1d6x50, Guard- 1d3x50
Yearly income: Knight- 1500d, Free Warrior/Mercenary- 900d, Guard- 450d
Guards, knights, mercenaries, etc.
  • +1 to hit bonus
  • +1 AC bonus
  • Intimidate +2
  • Notice +2
  • Repair +1
  • 4 spare points
Woodsman
Starting dinars (pennies): 1d3x50
Yearly income: 450d
Charcoal burners, hunters, foresters, wood cutters, etc. 
  • +1 to hit bonus
  • Notice +2
  • Navigate +2
  • Survival +3
  • Track +2
  • Sneak +1
Equipment
Armor and weaponry. For more go buy or obtain Cthulhu Dark Ages, worth the money and very good lists. Other options are Vampire the Dark Ages, Ars Magica, Gurps Middle Ages I, online searches, etc. Or just use the D&D books and assume that pennies equal copper pieces for a fast and dirty gear list. 

Armor Bonus, Armor Type, Cost in Silver Dinars
+1: leather, padding 50  
+2: cuir bouilli 100   
+3: ringmail, scalemail 400    
+4: mail 1000   
+1 shield 60  
+1 open-face helm 20  
+1 close face helm 100  

Melee Weapon, Damage, Cost in Silver Dinars
Ax, 1d8, 100
Ax, Hand, 1d6,  80
Ax, Great,1d10, 100
Club, 1d4,   –
Dagger, 1d4, 15
Knife, Small, 1d3, 10
Knife, Seax, 1d5, 20
Lance, Footman's,1d8, 80
Mace,1d6,  60
Spear, Short,1d6,  40
Spear, Long,1d8, 50
Staff,1d6,  –
Sword, Broad,1d8, 210
Sword, Short,1d6, 150
Warhammer,1d6, 60

Ranged
Ax,1d6,  80
Bow,1d8, 60
Dagger, 1d4, 15
Dart , 1d4, 29
Knife, Small, 1d3, 10
Rock, 1d3, –
Sling, 1d4,  5
Spear, Short ,1d6, 40
Spear, Long,1d8, 50

24 arrows or 12 bolts . . . . . . . . . . . .12 deniers
Fine Scabbard . . . . . . . . . . . . . . . . . .48 deniers
Helm . . . . . . . . . . . . . . . . . . . . . . . .100 deniers

Options












Tuesday, January 1, 2019

Classic D&D Star Wars Revision: Droids, Modifications, and Playing Droids

A Note:
This is a re-hashing and streamlining of droid ideas and stats from both editions of d20, Saga, and even some D6 and probably some White Star influence. Not all of the words are mineI have kept some of the wording from d20 and Saga, and freely admit to doing so; no intention of plagiarism here. Many of the descriptions are from original sources although I have reworded quite a bit and all system mechanics such as equipment and skill mechanics as well as modifiers, ect are mine. It's generic enough you can pull a droid out of any d20/Saga book (and they are all over the place as pdf's) and quickly restat a droid. 

This whole thing is intended to be backwards compatible and have the classic D&D feel in the rules whether it be combat, social interaction, etc.
But enough rambling on to droids.

DROIDS
They are objects, or most commonly…property.  If one kills a Droid, it is not murder but vandalism.  So  one may think twice before killing a Human over a bad game of Sabacc, but they probably will not consider such things if it were a Droid.

Droids were typically treated as property. More advanced droids sometimes received proportionally more respect. Some protested the status of droids as slavery. This was a contentious issue, owing in part to the difficulty of assessing levels of artificial intelligence, and determining which droids if any could be considered properly sentient. Although emancipation of droids was a radical concept, some opposed memory wipes except for very simple droids.

During the Clone Wars, general dislike for droids was spoken of between clones and their generals, which would regular use such slang as "clankers" or "tinnies" to refer to them. The Naboo considered higher level droids equal as fellow sentient creatures. Under the Galactic Empire, no laws protected droids from abuse and those who showed them respect were looked upon as strange.

Droid Traits
All droids have the following traits:

  • +2 to AC
  • Droids use the attack bonuses of Monsters (+1 to hit per HD) modified by their Strength and Dexterity. If a droid gains a levels in a class it uses normal hit progression (as a Fighter) which is added to its previous hit bonus(es).  It takes the best Saving throw between its original HD or the class which ever is higher. The class Saving throw progresses as the droid gains level. If his original HD Save was higher it will switch to the class Save once it surpasses the HD Save.
  • Do not have a Constitution score. Any required Con rolls automatically pass.
  • Darkvision: can see in total darkness at a range of 20m.
  • They are ambidextrous and do not receive the extra -2 penalty for off-hand use.
  • +4 Save vs radiation
  • -2 Save vs energy attacks such as ion, electromagnetic, power couplings, etc
  • Not affected by poisons, diseases, vacuum of space, drowning, etc.
  • Do not eat, breathe, etc. No sense of smell, taste, or touch
  • Immune to non-physical force powers
  • They cannot heal and must be repaired. Droids can use a Parts Kit to repair themselves or can be repaired by others. For each half hour of work a Repair roll is required with all associated penalties and bonuses associated with Repair (-4 if untrained in the skill, -4 for droid complexity, bonus for high end parts kits, taking extra time, etc.) If successful the droid will gain 1d6 hit points.

In addition to trying Repair rolls a droid can choose to shut down for a maintenance cycle to run diagnostics, re-route power, run repair cycles, etc. If the cycle is uninterrupted the droid gains 1 hp per hit dice for each hour, up to eight hours.

Death
When a droid reaches 0 or less hit points it is incapacitated and shut down until it can be repaired to at least one hit point.  If it is damaged down to -10 hit points the processor shuts down and the droid is destroyed and cannot be repaired. It is now spare parts.

If the droid's programming was transferred to a computer system before permanent shutdown the programming may be placed in another droid brain and body with some difficulty.

A new chassis and droid brain must be located. The original droid's programming is then transferred to the new brain. This takes a half hour and  requires a Repair check with the following modifiers:
Same Model: -8
Different Model, Same Degree: -12
Different Degree: -16

With each failure the droid must make an Intelligence check or it  costs the droid a -1d6 to Intelligence. The damage is permanent and cannot be repaired. Each failure also removes 2 skill points.

With a success the droid's programming takes to the new brain and body.
It retains it's Intelligence, Wisdom, and Charisma. It uses the new chassis' Strength and Dexterity.
It's skills also transfer with it.

Power
Droids have a battery pack containing a 100 hour charge. It only takes an hour to completely recharge one pack and the droid must shut down during this. They can be upgraded with secondary pack that doubles their battery life.

Shut Down
A droid that is shut down can take no actions and is effectively unconscious. Shutting down a willing droid is a standard action. Shutting down an unwilling droid is more difficult, requiring that you grab the droid and then make a Repair check as a standard action while it's grabbed.

Shutting down a droid with locked access takes more work; the droid can be grappled and restrainied allowing a Computer check if the lock is coded or  a Repair check if a mechanical lock. The penalty for both is -8.

Degree/Model
Each Droids is designed to serve a specific purpose and function. This is known as its model also known as its degree. Several models are listed.

NOTE
I messed up the movement rates. 
Where I have 30m it should read 10m and 40m should be12m. 

Special:
A Droideka's rolling speed is 25m and its walking speed is 4m.

First Degree
Utilitarian stream-lining and with little programmed personality these droids are programmed for physical, medical, and mathematical sciences. They are often teamed with organics.






Second Degree
Meant for function and not aesthetics most of these droids have very little personality programming. They are programmed for environmental, engineering, and other technical duties.  













Third Degree
Designed and programmed with social sciences they are specialized in protocol, translation, teaching, diplomacy, etc. They are built to be  in regular contact with organics  thus they are designed to appear humanoid and with non-threatening features. 



























Fourth Degree
Illegal in most systems fourth degree droids are designed for military, security, and even assassination. Despite their illegality they are often used by the Empire, the Hutts, and other nefarious organizations.

These droids are designed to be menacing and often bristle with weapons and armor. They have little personality and tend to be less intelligent than many other models.














































Fifth Degree
Primitive when compared to other humanoid droids in both form and programming.
These droids are programmed for menial duties such as simple lifting, mining, salvage, transportation, sanitation and waste  control.  Fifth  degree  droids  generally  perform  tasks deemed unfit or impossible for organic life. This class of droid is seldom equipped with any advanced knowledge processors, save for those that are required to perform an intended task. 
















Programming/ Reprogramming
The droids basic programming is in its processor (droid brain.) Unless it has a heuristic processor (capable of learning) a droid is programmed to use natural skills (except Charisma) and whatever class skills are part of its programs. With the basic processor it cannot attempt unprogrammed class skills, even with the -4 penalty.   It cannot gain levels and is stuck at it's base hit dice.

All droids can understand Basic and Binary when starting out. In addition higher Int droids will have their bonus slots programmed with languages native to their creators or users.

 Droids will, unless programmed otherwise, only fight in self-defense and not to kill.

Memory Wipe
Sometimes droids will develop personality quirks which may be undesirable. Sometimes they are memory wiped for other reasons. To do so the droid must be shut down and a Repair roll with a -8 penalty is required. Once successful the droid loses one character level per minute of the memory wipe. If wiped long enough the droid will go back to the base model reset and remember nothing of its experiences.

Specific memories can be removed and others can be implanted. This is a delicate operation and requires a half hour and a Repair check with a -8 penalty per attempt. If failed it can be attempted again. If failed with a natural 20 on the roll something has gone seriously wrong. The programmer must make another Repair check with a -12 penalty then compare any failure to the chart below.

Fail by:

  • 1-5, Glitch, -2 to all actions. Processor and systems must be gone over carefully and re-calibrated. This takes 1d6 hours and requires a Repair check with a -4 penalty. 
  • 6-10, Major glitch, -4 to all actions. As above but it takes x2 hours and a -8 penalty to the check.
  • 11-15, Total memory wipe. Cannot be fixed. 
  • 16+, Total brain shutdown and death. Cannot be fixed.

Reprogramming
A droid can be reprogrammed, removing or adding skills and class skills to the droid's processor. The procedure requires the droid to be shut down and takes five minutes per skill point moved in the procedure. The Repair check to do so is at a -8 penalty. Once successful the reprogramming begins. The base cost for this is 50 credits per skill point involved.

The number of skill points available for reprogramming depends on the droids Model Degree.

  • First: 10 points
  • Second: 10 points
  • Third: 8 points
  • Fourth: 4 points 
  • Fifth: 4 points

These numbers are for the base model. Droids with a heuristic processor who has gained levels can have more skill points based their class skill bonuses received at those levels.

DROID MODIFICATION
Modification 
As mechanical beings droids can be modified. Many modifications are simply equipment that is attached to the droid's chassis and wiring into the droids power and processor. Other modifications are to replace or up-grade systems which are now damaged or out-dated.

Replacement/Attachment
Replacing or attaching a new part or system is a Repair or Computer check with the following modifiers:

The Repair or Computer check is at a -4 penalty if it involves parts not meant for that model of droid, for example a vocabulator on a Droideka. 

Locomotion: -8 penalty to Repair. Takes one week of work.
Processor: -4 penalty. Requires both a Repair check and a Computer check with penalty. Takes one hour.
Appendage: -4 penalty to Repair. Takes one hour of work.
Droid Accessory: -2 penalty to Repair. Takes one hour of work.
Tool or Instrument Mounted on Appendage: -2 penalty to Repair. 10 minutes of work. You take a -4 penalty on your Repair check when installing a weapon on a 1st, 2nd, 3rd, or 5th Degree Droid.

Self-Modification
Droids can try to replace or attach parts or systems itself. It takes an additional -4 penalty on the Repair check. It cannot replace or install a Processor.

Modification Weight
New equipment adds on weight as well. The droid will suffer encumbrance if too many things are added to it. Load is based on the droid's strength. This load is not the same as lifting which uses the droid's Str as well but is far less. The load is spread out across the droid's body allowing it to carry more than it could lift/press.
  • Multiply the Str score by 4 kilograms. This is the medium load of the droid. 
  • Multiplied by 8 is the heavy load in kilograms.
Going over the medium load gives a droid a -1 penalty to all rolls and drops its movement by 10 meters.

Going over the heavy load gives the droid a -2 penalty to all rolls and drops its movement by 20 meters.

If the droid goes over 10 times his Strength score in kg it cannot move.

Example:
A droid with an 8 Str and 30m movement has a med load of 32kg/ heavy load of 64kg.
It gets modified with enough goodies to bring the mod weight to 36kg. He is now penalized for a medium load: -1 to rolls, 20m movement.

MODIFICATIONS
The modifications below include the price in credits and weight in kilograms.

Armor
Droids of humanoid form can wear armor. They can also have armor plated onto their bodies. 
If they wear common armor while plated they take a 4 penalty to actions as they are bulky and clumsy in the layered armor. 
+3 to AC, 1500cr, 8kg
+5 to AC, 6000cr, 16kg
+7 to AC, 12,000cr, 35kg

Backup Processor, 100cr, nil
A Droid with a Remote Receiver can also have a Backup Processor that allows the Droid to function even if it loses contact with it's Remote Processor. The Droid will continue executing it's last received orders until contact is reestablished.

Comlink, 250cr, 0.1 kg
Integrated comlink, 50k range.

Communications Countermeasures, 1000cr, 3 kg
One of the first things enemy forces do after discovering a Droid is prevent the Droid from establishing communications to request rescue or call for help from its allies. A Communications Countermeasure system prevents jamming of a Droid's communications. The system broadcasts signals on multiple frequencies to counteract interference. A Droid with a Communications Countermeasures gains a +4 bonus to Computer checks made to overcome Communications Jamming.

Communications Jammer, 5000cr, 5k
Allows the droid to jam any type of com signal within 1 kilometer of the droid's position.
The droid must make a Computer check with a -8 penalty to interfere with incoming and outgoing signals by attuning the jammer's multi-channel frequencies to the target signals.

A slicer can attempt to counter-jam the droid's signal. They must make opposed Computer checks and the droid receives a +4 bonus to these checks. If the slicer is successful the droid's signal is counter-jammed. It must start over and try to re-jam with the -8 penalty.

Once jamming commences the droid automatically continues to do so until it stops broadcasting, is counter-jammed, or destroyed.

Diagnostic Package250cr, 4kg
+4 to Repair checks on droid.

Droid Caller, 10cr, 0.2 kg
A hand-held unit with a signal that summons droids with restraining bolts. Callers are designed with thee basic commands: Come, Stop, and Orders. Droids are compelled to come towards the caller and obey orders given. Independent droids fitted with a restraining bolt can attempt a Saving throw to resist.

Electroshock Probe, 400cr, 1kg
Can short out a single computer terminal or security lock. Deals 2d6 melee to mechanical beings. Acts as stun weapon on organics. 

Extra Appendages 
A droid can buy extra appendages. 
  • Limbs with probes and tools cost 10% of the droid's new value in credits plus the cost of the instrument or tool attached and each tool mount. These are simple limbs and up to four can be used simultaneously with no penalty unless they are used to melee attack. In that case there is a -2 penalty to all attacks that round.
  • Sturdy limbs can be added but are limited to two extra. The cost of each limb is 25% of the droid's new credit value plus any extra modifications to each including tool and weapon mounts. Each limb allows the droid to make an extra attack as an off handed attack (-2) to all attacks that round. 
  • The standard droid processors are not designed to handle extra limbs. To coordinate them an attachment must be put on the verbobrain. This attachment costs 500 credits and weights half a kg.  

Fire Extinguisher, 50c, 3kg
Hold enough fire retardant for 5 rounds of use. Each round it puts out  one 2m square of fire.  A full round blast also provides cover in combat (-4 to hit) and spreads 2m for each round it is blasted. The cloud dissipates in three rounds. Replacement cartridges cost 25cr and takes one round to load.

Flamethrower, 400cr, 7kg
3d6, 8m x 8m arc, 5 shots.
Range is firing arc. Attacking an AC 5+ Dex Bonus. Save for half damage. Damage is 3d6 the first round, 2d6 the second, and 1d6 the third. Can be extinguished with a chemical extinguisher or total immersion in sand or water. Replacement cartridge costs 100cr and takes one round to load.

Fusion Reactor, mini, 750cr, 15kg
Weight: 15 Kilograms
A small fusion reactor that is required to provide continuous power for heavy weapon and shield systems integrated into a droid.

Heuristic Processor, 2000cr, 5kg
Allows a droid to learn. Without a heuristic processor the droid cannot attempt class skills even at a penalty and cannot gain levels past the base model hit dice. 

Hidden Holster, 500cr, 0.5kg
Hidden in a droid's leg. Can hold a weapon up to the size of a sporting blaster in a small droid, a heavy blaster pistol in a medium droid, and a carbine in a large droid. This reduces fast draw initiative penalty by one point for the droid (-to 2 instead of -3) although the firing in the same round penalty of -2 still applies. 

Improved Sensor Package, 200cr 2.5kg
The droid gains a +2 bonus to Wis/Search checks.

Internal Storage   
This can be taken up to five times: two arms, two legs, and torso. It is not the same as a leg holster or a weapon integrated into a droid (see weapon mount) although it can be used to store weapons of the maximum weight or less.

Droid Size, Max Weight, Cost
Small, 0.5kg, 250cr
Medium-size, 1kg, 500
Large, 2kg, 1500

Locked Access, 50cr, 0.5kg
Shutdown switch is locked away or internal. Access by code or key.  Droid can be grappled and restrained allowing a Computer check if lock is coded or  a Repair check if a mechanical lock. The penalty for both is -8. 

Magnetic Feet, 80cr, 5kg
Ability to cling to a ship's hull even at high sublight speeds. Does not allow wall walking..

Recording Unit
Video, audio, or holo with playback. Up to five minutes of material. Droid can overwrite or erase portions as desired. A successful Computer check can be used to edit the material.

Audio, 100cr, 2kg
Video, 250cr, 5kg
Holo, 400cr, 5kg

Remote Processor
The droid's processor is located outside its body, the droid is a drone. The processor transmits to the droid body at a distance between 5km and 5000km based on price.

The drawback of this is that there is a delay in the droid's actions. It  has a -1 penalty to initiative and a -2 penalty to Dex rolls.. 

Processor Range, Cost, Weight
5-km Range. 1,000, 10 kg  
50-km Range. 10,000. 100 kg  
500-km Range. 100,000. 1,000 kg, Military
5,000-km Range. 1,000,000. 10,000 kg, Military

Remote Receiver, 50cr, 1kg
The implanted unit which allows a droid to receive from the remote processor. Only droid without internal processors can be fit with a receiver. 

Remote Receiver Jammer, 2000cr, 2kg
The portable Remote Receiver Jammer is developed during the Clone Wars to scramble Battle Droid Remote Processor links at short range, rendering the Droids useless. The jammer incorporates a backpack transmitter and a handheld computer controller. Remote Receiver Jammers have three significant weaknesses: They have an extremely short range; datalinks are notoriously difficult to disrupt; and many Droids have Backup Processors.

 A Remote Receiver Jammer can be activated as a full round action, and the jammer affects all Droids with Remote Receivers and no Backup Processors. When the jammer is activated, the Droid using the jammer makes a Computer check. At the start of any affected Droid's turn it can attempt to fight the Jammer with a Wisdom check vs the original Computer check. If the Jammer wins the affected droid can take no actions, cannot move, and loses any Dex bonus to AC. If the affected droid wins it . If it wins it can act normally. The Droid activating the Remote Receiver Jammer must activate it each turn, making a new Computer check each time.

Remote Receiver Signal Booster, 500cr, 2kg
Droids that rely on a Remote Receiver for instructions cannot stray too far from the Remote Processor without risking losing contact and becoming stranded. A Remote Receiver Signal Booster can prevent this loss of contact. The Remote Receiver Signal Booster increases the Remote Receiver's reception strength, extending the range of a Droid by 50%. A successful Computer check with a 15 penalty made by the Droid can further extend the range up to 100% for 1 hour.

Repulsorlift Unit
These units allow the droid to hover at a maximum height of 3m and a movement of 30m. Runs off of the droid's power cells and will last as long as the droid has power. 

Small, 4000k
Medium-size, 4000k  
Large, 4000k  
Huge, 8000k  

Restraining Bolt, 5cr, 0-1kg
Small cylinder when attached to the proper port on a droid limits its functions and compels it to obey commands. The droid is usually controlled via a droid caller. Installing a restraining bolt is a full round action and requires an Int/Repair check.  Droids fitted with these cannot gain levels. Independent droids can attempt to remove the bolt by first passing a Saving throw with an 8 penalty to the Save. If it fails it cannot attempt to break free again for 24 hours. Once it makes the Save it can remove the bolt with a simple Int/Repair check. 

Rust Inhibitor, 40cr, 
A coating of oils, lubricants, and sealants. This gives the droid a 2 bonus to Saving throws to resist  rust and grit effects.

Scomp Link, 100cr, 1kg
A Scomp Link is a universal data port mounted on an extendable arm, available for many types of Droids. Astromech Droids have them as standard equipment. Scomp Link ports are standard input/output links, found on computer systems and Starships throughout the galaxy. Using a Scomp Link gives a Droid a +2 bonus to Computer checks to access Information. 

Second Battery, 400cr, 4kg
A backup or redundant battery allowing the droid to remain operation for an extra 100 hours before needing to shut down and recharge.

Self Destruct, 500cr, 5kg
A powerful explosive device is buried with in the droid. The droid takes damage and those in the vicinity of the droid are in danger of shrapnel as collateral damage. Droids do not Save for half damage, those caught in th collateral damage blast do.

Droid Size, Damage/Collateral Damage, Radius
Tiny, 4d6/2d6, 3m
Small, 5d6/2d6, 3m
Medium. 6d6/2d6, 3m
Large. 8d6/2d6, 3m
Huge. 10d6/2d6, 3m

Sensors
Allows droids to perceive the world beyond normal human range.
Improved Sensor Package: +2 to Wisdom//Search checks. 200cr, 2.5kg
Infrared vision: see in dark up to 90m. 150cr, 1.5kg
Lowlight vision: Halves darkness penalties. 200cr, 2kg
Motion sensor: +2 to Wisdom/Search. 100cr, 1kg
Sonic sensors: +2 to Wisdom/Search(Listen) checks. 100cr, 1kg
Telescopic sensors: magnify up to 500m. 100cr, 1.5kg
360-degree vision: +2 bonus to Wisdom/Search (Sight). 200cr, 1kg

Sensor Booster, 200cr, 5kg
Probe Droids try to coax a little more range out of their sensor equipment to get that extra amount of information about the area they are scanning. A Sensor Booster extends the range of it's sensors to a maximum of 2 kilometers, if the Droid has an Improved Sensor Package installed.

Sensor Countermeasure Package, 1000cr, 2kg
Droids operating covertly must avoid drawing attention to themselves. The Sensor Countermeasure Package broadcasts signals that interfere with incoming sensor signals. A Droid equipped with the Sensor Countermeasure Package can make a Computer check to avoid being detected. If the Computer check beats an opposed Wisdom check made to detect the Droid through any form of non-visual sensor Equipment, the Droid remains undetected.

Shield Generator
Personal size shield generator which reduces damage from weapons. It requires the Mini Fusion Reactor above to supply sufficient power for the generator.
Shield points: the maximum number of shield points available. Damage reduction (DR): This number is removed from the attack before it damages the shield points. Once a shield is at zero points the droid begins to take normal hit point damage. 

As a full round action the droid may make an Repair check to re-route power to the generator. Each successful check adds 5 points back to the shield up to the maximum. DR remains the same if you have one shield point or maximum. As long as you have shield points you have DR.

Once depleted of shield points the shield will shut down for one round and then begin to regenerate.
The shield generator will regenerate at a rate of 5 points per minute.
For twice the cost and weight the generator can regenerate at a rate of 5 points per round. 

Shield (DR), Cost, Maxi Droid Size, Weight
10 (3), 5000cr, small, 10kg
15 (6), 10K, medium, 20kg
20 (9), 15K, large, 30kg

Telescopic Appendage, 25cr, 2kg
Extends 3m' from the droid

Tool Mount, 10cr, 0.2kg
One or more appendages end in a tool. The cost of the tool must be added onto the cost of the mount.
See the Toolkit in THIS post for tools.

Translator Unit
The Droid is equipped with a device that allows it to understand and convey information in a variety of languages, including nonverbal ones. When the Droid experiences a form of communication for the first time, it makes an Intelligence check to determine whether it can identify and understand the language. The check difficulty is based on the Translator Unit's database, with the better units having a lower difficulty or even a bonus.

Penalty/Bonus to check, Cost, Weight
- 8 pen, 200cr, 1kg
- 4 pen, 500, 2kg
Base Score, 1000, 4kg
+4 bonus, 2000, 8kg

Vocabulator, 50cr, 0.5kg
A speaker system allowing the droid to speak biological languages and not just binary beeps.

Weapon-Detection Package, 1500cr, 5kg
Droids use sophisticated Sensor Systems, which can easily be adjusted to offer additional security. A Weapon-Detector Package features a high-frequency receiver that can detect the hum of a deactivated Vibro weapon. It can also perform a chemical analysis to detect tibanna gas residue on blasters.

A Weapon-Detector Package allows a Droid to add a +4 bonus when rolling to spot hidden weapons.

Weapon Mount, 30c, 1kg
The droid has a weapon mounted on its chassis. The cost of the weapon is added to the mount cost.
The weapons are fully integrated into the droid's systems and can be activated with no trigger. The droid takes no penalty for drawing these weapons as they are already at the ready.

If the droid has a Mini Fusion Reactor installed the weapon has unlimited ammunition, no reloading power packs through reload ports at the integrated weapon site. .

Common mounts are forearms and shoulders and are often converted to full auto at an extra 25% of the weapon costs. (As per the weapon modifications rules.)
Two are some-times crammed together and fire-linked. 

The size of weapon is based on droid size. 
Small droids can mount: Heavy Blaster pistols or lighter.
Medium droids can mount: Blaster rifles or lighter.
Large droids can mount: Heavy repeating blaster rifles or lighter.

Integrating a Weapon into the Droid's Chassis
For an extra 500cr the weapon can be integrated into a droids body. 
They can be modified to full auto, as above. The difficulty to a Wis/Search check to spot a hidden weapon slot is a -15 penalty.

The penalty for pulling a weapon is reduced by 1 (for a -2 initiative) as is firing a weapon in the same round (for a -1 hit.) The integrated weapons are fast but have to still be activated and targeted by the droid.

Arms and Legs have one slot each for instillation: 
Small droids: up to a hold out blaster.
Medium droids: up to blaster pistol or lighter. 
Large droids: up to heavy blaster pistol.

Torso, two slots, one on each side of torso or chest:. They can be auto blasters, as above.
Small droids: can have up to a blaster pistol.
Medium droids: up to a heavy blaster pistol.
Large droids: can have up to a carbine.

Welder/Cutter, 300cr, 1.5kg
Gives a +2 bonus to Repair checks where such a tool would be useful.
If used as a weapon: 1d6 fire melee damage.

OTHER
This is large and expensive equipment not installed on or in a droid.

Droid Recharge Station, 4000cr, 5000kg
Droid Recharge Stations are found anywhere Droids are commonly used: Starships, residences, starports, industrial facilities, and similar locations. Public Droid Recharge Stations are available for a fee of 20 credits per recharge. Droids typically require 1 hour to recharge. The station is not self-powered, and must be linked to an outside power source. Droids also use Droid Recharge Stations while waiting until their services are called upon. Droid Recharge Stations provide basic droid diagnostics with a Computer check, revealing the Droid's current Hit Points and the operational status of all Droid Systems, Appendages, and Tools. Aboard Starships, Droids parked in a Droid Recharge Station are secured for travel. A Droid Recharge Station can be universal for all Droids up to a certain size- typically Small, Medium, or Large- or designed for a specific Droid Degree or Droid Model.

Droid Socket, 10,000cr, 1000kg
Designed exclusively for Astromech Droids, the Droid Socket serves as a station combining Copilot, Systems Monitoring, Astrogation, and damage-control operations for minimally crewed craft.

Droid Sockets are featured on many snub fighters, the occasional shuttle, and a few airspeeders. They generally must be designed and installed as original equipment, although savvy techs can build their own or transplant one onto a ship that does not normally carry a Droid Socket.

Standard Droid Sockets allow an Astromech Droid to perform the following tasks:
Pilot or Copilot the ship or Vehicle with the Pilot's permission; if the Pilot is unconscious, permission is not required.
Act as a System Operator to raise, lower, or recharge shields.
Act as an Engineer to reroute power.
Make limited Repair checks to repair a ship's systems as determined by the Gamemaster.
Make Computer checks through the ship's system and built-in Scomp Link.
Operate the communications system and sensors.
Input hyperspace jump coordinates from an astrogation buffer and control the hyperdrive with Pilot/Nav, if the ship has a hyperdrive.
Operate Pilot and Droid ejection system- with the Pilot's express permission. The Droid ejection system fires the Droid out of the Droid Socket and away from the ship at a Speed of 12.

Standard prohibited actions and systems (Can be overridden by the Pilot):
Weapons activation and firing.
Jumping to hyperspace without approval.

Optional systems that might not be found on every ship include:
Astromech self-loading system, such as on the Naboo Royal N-1 Starfighter.

PLAYING A DROID HERO
PC Droids can be played as property of another PC or played as freed, independent of a master. 
If it possesses a heuristic processor and is not memory wiped between games the droid will gain levels just as biological PC's do. The levels gained can be learned via observation of  biologics around it as well as study of a profession via computers, data discs, or other resources.  

Using Existing Droid Models
At 1st level the player selects one model and all normal droid traits, as well as the statistics associated with that model. The PC droid can be modified by its master or, if independent, has 1d4x500 credits for modifications and gear. 

Under droid traits take special note of AC bonus, to hit bonus, Saving throw bonus and penalties, as well as other droid abilities. Don't forget these.

The droid must gain 2000 exp to gain its first class level. Once it does that it gains a 1st level class. It's exp resets to zero then it begins to level normally as it adventures. 

Don't forget: droids, unlike  biologics, can multi-class in up to three classes.

Other models can be easily converted from d20, Saga, and other sources.
Roll with it. 

Building from Scratch
If permitted by the GM a PC can build their own unique droid models. Droids are assumed to be of humanoid shape (two ams, two legs, torso, head.) Extra limbs, non-walking locomotion, etc will be addressed below. 

Roll for stats normally then figure out what Degree you wish to play.
This will affect your stats, you're beginning Saving throw, and skill points along with suggested skills for that Degree.

First Degree
+2 Int, -2 Str and Cha
Saving throw progression: 15 at 1st HD
Skill bonuses: 10, usually Diagnose, First Aid, Stabilize, Search

Second Degree
+2 Dex and Int, -2 Str
Saving throw progression: 15 at 1st HD
Skill bonuses: 10, usually Computers, Pilot/Nav, Repair

Third Degree
+2 Cha, -2 to Str and Wis
Saving throw progression: 15 at 1st HD
Skill bonuses: 8, usually Computers, Int/Knowledge, Cha/Diplomacy

Fourth Degree
+2 Dex, -2 Int and Cha
Saving throw progression: 17 at 1st HD
Skill bonuses: 4, usually Wis/Listen, Wis/Search
Begins with 2 HD (B1's are a pathetic exception.)

Fifth Degree
+2 Str,-2 Wis and Cha
Saving throw progression: 15 at 1st HD
Skill bonuses: 4, usually Computers or Repair

Size
The player can choose from small, medium, or large.

Small
These droids are much smaller than even astromechs. The following modifiers apply:
-2 Str, +2 Dex
Movement:  10m slower than base locomotion.
+1 to AC vs large creatures (larger than wookies) .

Medium
Base size for droids. No modifiers or extras. 

Large
+2 Str, -2 Dex
-1 to AC, -4 to Sneak attempts
Movement. 10m greater than base locomotion.

Appendages
The droid will need arms and appendages to mount tools, weapons, manipulate items, etc.
The player will simply pick one or two for his droid. Both 'hands' do not have to be the same. 

A probe is little more than a metal stick. It can also include such items as syringes and small surgical tools. It can be used to push items, if they aren't too heavy.  

A tool includes repair tools at the end of the droid's arm(s). It must make a Dex check with a -4 penalty to manipulate or move objects unless the tool was designed to clamp on or move the object. Weapons mounted on wrists act as a tool appendage for penalties and melee damage.

A claw is more or less a clamp. To do delicate things such as firing a blaster or working the controls on a starship the weapon or ship controls must be modified for the claw hands.

A hand is a normal humanoid hand with fingers from three to more than fiv with at least one opposable thumb. 

The appendage can be used in melee combat with damage depending on the size of the droid and nature of the appendage.

Size,  Probe, Tool, Claw, Hand melee damage
Small: none, 1d2, 1d3, 1d2
Medium: 1, 1d3,1d6, 1d3
Large: 1d2,  1d6, 1d8, 1d6

Locomotion
A droid's base movement is based on its method of locomotion. Choose one and remember modifiers for size.
  • Walking 30m
  • Wheeled 40m flat/ 10m offroad, no stairs/climb
  • Tracked 30m, -4 climb
  • Hover 30m, max height of 3m
Credits
Finally the new droid needs to roll for beginning credits to buy Modifications, Re-Programming, etc to finish it's build. He rolls 1d4x500 credits x2. Left over credits can be used to buy normal weaponry and gear. 






Monday, December 31, 2018

Star Wars Classic D&D/OSR. Basic Equipment

Equipment.
Everyone needs it.



All-temperature cloak, 100
This wrap-around cloak protects its wearer from the elements. +2 Saves and checks vs severe weather.

Aquata Breather, 350
Two hours of breathable air.

Bacta tank, 100k
This large specialized tank is filled with the powerful healing agent Bacta which promotes rapid healing.

A Bacta Tank and a supply of Bacta is expensive, so much medical equipment is usually found only in hospitals, aboard Capital Ships, and within major military bases. Each hour of treatment consumes one liter of Bacta, which costs 100 credits. A typical Bacta Tank holds up to 300 liters of Bacta, and the Bacta Tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time. The bacta initially heals 1d8 hit points and then 1 hp per hour of immersion.
Bacta, 1 liter, 100

Breath mask, 200
Protect fully against toxins (chem and biological) and provides breathable atmosphere for one hour. Filter and atmosphere canister must be replaced after one hour.
Atmosphere canister/filter, 25

Binder cuffs, 50
Binder Cuffs are Durasteel restraints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use the Binder Cuffs to hook a prisoner to a tree. The cuffs have a Damage Reduction score of 10 and 20 hit points.  Breaking them requires a Strength check with a 16 penalty. If the penalty brings the Str score to 0 or less there is no chance.

Removing them without the seven-digit release code requires a Repair check with a 12 penalty. The Binder Cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.

Code cylinder, 500
Accesses secure data as a key.  Each cylinder features the user's personal security clearance data.

Comlink, 25 

Standard handheld model with a range of 50k/low orbit.

Comlink, long range, 250
Range of 200 kilometers or high orbit. The unit is a backpack-sized Comset. For double the cost, a Long-Range Comlink can be miniaturized to a wrist-sized unit.

Encryption: A Comlink can have hardwired encryption routines (Adding +4 penalty to Computer checks made to intercept your transmission) for ten times the base cost.
Video Capability: A Comlink can have Video capability (Two-dimensional images in addition to Audio) for twice the base cost.
Holo Capability: A Comlink can have Holo capability (Three-dimensional images in addition to Audio) for five times the base cost.

Credit chip, 100
The Credit Chip is a small, flat card that features a security codeout and credit algorithm memory stripes. The chip can hold a specified number of credits appropriate to the government that issued it, or it can draw from a specific account held by the user. Credit Chips not only allow quick and easy transfers of funds, but also protect users from theft.

Modifying a Credit Chip so that government and bank computers think that it draws on a different account or that it has a different value stored is almost impossible. The bank systems are fortresses. To do so involves a Computer check with a 20 penalty.  Even worse, you won't know if your check succeeded until after you attempt to use the modified Credit Chip. If you fail, the government or bank computer orders the chip's Self-Destruct programming to activate, ruining the chip. If you fail by 5 or more, the chip's Self-Destruct programming activates, and the government or bank computer traces your location, dispatching security personnel to apprehend you.

Datapad, 1000
These handheld personal computers serve as notebooks, day planners, calculators, and sketchpads. In addition to performing basic computer functions, Datapads can interface with larger computer networks directly or via Comlink.
Datacard, blank (10), 10

Data card, 1 program, 300
The datacard is programmed with specific information giving the user a +2 on checks relevant to the information.

Electrobinoculars, 1000 

This device magnifies distant objects in most lighting conditions out to 10 kilometers. An internal display provides data on range, relative and true azimuths, and elevation. Viewing options include zoom and wide-vision observation. Electrobinoculars also feature radiation sensors and a nightvision mode.

Energy cell, 10
A small flat battery that provides power to most devices an a few small weapons.

Field kit, 1000
Essentially a backpack full of Survival Gear, the typical Field Kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of Ration Packs, two Glow Rods, two Breath Masks, 24 Filters, 12 Atmosphere Canisters, and an All-Temperature Cloak.

Fire extinguisher, 50
If used for its intended purpose, the extinguisher can put out a fire of up to 10 squares in size, at a rate of two squares per round before it is depleted. A full round blast also provides cover in combat (-4 to hit) and spreads one square for each round it is blasted. The cloud disappates in three rounds. Replacement cartridges cost 25cr and takes one round to load.

Flight suit, 250
The Flight Suit is a one-piece coverall that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. A Flight Suit and helmet provide up to 10 hours of life support. As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled Poison hazard. The suit also grants a +1 to AC.

Fusion lantern, 25
A hand-held light source larger than a Glow Rod, the Fusion Lantern produces light and heat. The light spreads out from the lantern, producing illumination in a 9m radius.

Glow rod, 10
A Glow Rod is a portable illumination device that projects a beam of light up to 10m.

Holoproject, personal, 1000
A handheld, personal hologram transmitter can be used to view real-time or recorded three-dimensional images or to pass the information through a Comlink connection. This storage device has enough memory to store about 1 hour of a Holo recording, or 1000 Holo images.

Holorecorder, 3000
Handheld. Can store up to 200 hours of images and has ports for recording rod input for expanded memory.

Jet pack, 300
Move 100m per round. A fuel cell holds 20 rounds of fuel. It can be used for short bursts or sustained flight. If it runs out of fuel mid-flight the user falls on his initiative the next round. A flame projecting weapon can be hooked to the fuel cell. For every burst of fire from the flame weapon subtract a half round of fuel. If a user is down to a half round of fuel he may move up to 50m and try to get somewhere safe before he falls the next round. can lift up to 180 kg while flying. Replacement fuel cells cost 100 credits.

Jet Pack, Mandalorian 5000
A Mandalorian Jet Pack functions identically to a standard Jet Pack, but has an integrated Missile Launcher (Treated as an Inaccurate weapon), and a magnetic grappling hook (Which functions as a Liquid Cable Dispenser). A Mandalorian Jet Pack is considered to be both Military, and Rare.

Liquid cable dispenser, 15m, 25
Cable Dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable attached to a grappling dart. The dispenser contains enough liquid for 15m of cable, and is refillable at authorized outlets. can safely support up to 560 kg

Macrobinoculars, 600
View out to 1k. Basic info such as distance and elevation. More powerful models could view longer distances, even into low orbit.

Medical kit, 600
This backpack-sized Medical Kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and Radiation poisoning, burn treatments, defibrillators, respirators, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (Capable of hovering with 160 kg load), and even limited surgical tools. In addition, a Medical Kit has six external pouches for carrying expendable medical supplies, such as Medpacs.

Gives a +4 bonus to medical checks.

Medpac, 100
Medpacs are compact packages designed to both equip and trained medic for work in the field and allow untrained individuals to apply first aid in emergencies. A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly. Heals 1d6 hit points. A maximum of 3 can be used on one person per day.

Once you use a Medpac, its contents are expended.

Power generator, 750
A Power Generator is a small fusion reactor that provides continuous power for Heavy Weapons, Vehicles, structures, and machinery. It can power anything up to a Gargantuan Vehicle or structure indefinitely, a Colossal Vehicle or structure for 1 day, and a Vehicle or structure of Colossal (Frigate) size for 1 hour. After that, it is Disabled and must be replaced.

If a Power Generator is destroyed while in use, its fusion reactor overloads and explodes, venting plasma into the surrounding area. When a fusion reactor explodes every target within 6m must make a Saving throw or suffer 8d6 points of energy damage. If the Save is made the target takes half damage.

Powerpack, 25
A Power Pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it. A Power Pack can be recharged with a Power Recharger.

Power Recharger , 100
A Power Recharger is used to recharge a Power Pack or Energy Cell. The recharge process takes 4 hours, and only one Power Pack or Energy Cell may be recharged at a time. A Power Recharger holds enough power to recharge 100 Power Packs or Energy Cells, but is normally connected to a ship's or building's power supply, allowing it unlimited recharge capacity.

Ration pack, 5
Ration Packs are compact meals that take up little room (You can fit six in a pouch designed to carry a Datapad), but have all the requirements to nourish a person for one day. Each Ration Pack is geared for a range of Species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition.

Recording rod, 500
Long, clear cylindrical tubes that recorded and played audio and visual images. The data was stored in chips or storage crystals and the recording material played in two-dimensions on the exterior of the rod. The controls were located on the ends of the rod.

Sensor pack, 1500 

A portable scanning device, the Sensor Pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and hazards within 1 kilometer. Operating a Sensor Pack requires a full round and grants a +8 to Wisdom/Search until the end of your next round.

Security kit, 750
A Security Kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a Security Kit is illegal for anyone who doesn't have the proper permits, such as members of law enforcement agencies and professional security experts.

A Security Kit is required to bypass traps or security systems using the Computer skill. A Security Kit contains a Comlink that monitors frequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.

Space suit, 2000
This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.

As long as you have life support remaining, you are immune to any atmosphere or inhaled Poison hazard. The suit also grants a +2 to AC.

Surgery kit, 1000
This small kit contains the instruments a character needs to perform surgery on a wounded character.

Syntherope, 45m, 20
Although not as compact and convenient as a Liquid Cable Dispenser, Syntherope is stronger and more durable. A coil contains 45 meters of Syntherope, and unlike liquid cable it is meant to be reused. can safely support up to 720 kg

Tool kit, 250 

You need a Tool Kit to reprogram a Droid, or to Repair a damaged Droid or Vehicle. A Tool Kit also makes repairing devices much simpler.

The standard Tool Kit represents a broad collection of tools designed to take apart, analyze, modify, and rebuild almost any technological device. Most technicians personalize their Tool Kits over the course of years, but almost all contain the tools in the below table.

Many of these tools can be used as makeshift weapons. Since they aren't designed for combat, they impose a -2 penalty on attack rolls. (Droids with such Tools on Tool Mounts don't suffer these penalties, since they don't have to deal with the oddly shaped handle.)

Tool Kit Contents
Electroshock Probe: Short out electronic components, Solder wires, 1d8 (Ion)
Fusion Cutter: Cut apart durasteel or similar materials, 2d6 (Energy)
Hydrospanner: Tighten or loosen screws or fasteners -
Laser Welder: Connecting things, 1d6 (Energy)
Power Calibrator: Analyze circuitry
Emergency power cell -
Power Prybar : Force things open, 1d8 (Bludgeoning)
Probe Sensors -
Sonic Welder:  Connect things when you can't afford a fire, 1d8 (Energy)
Various Circuits and Wires - -
Vibrocutters: For things that don't call for a Fusion cutter -
Welding Goggles: Don't burn your eyes out -

Utility belt, 500 

A Utility Belt has 10 pouches containing a standard array of items. Each pouch can carry 0.5 kg.
Utility Belt (Standard), 4kg, 500cr
Utility Belt (Empty), 0.3 kg, 55

The standard Utility Belt has the following items:

  • Ration Pack (x3), 0.3 kg, 15cr
  • Medpac, 1 kg, 100cr
  • Tool Kit, 1 kg,  250
  • Power Pack 0.1 kg, 25
  • Energy Cell, -,  10 
  • Glow Rod, 1 kg, 10, 25
  • Comlink (Short-Range), 0.1 kg,Liquid Cable Dispenser (w/ Small Grappling Hook), 0.2 kg, 10

Vox box. 200
A Vox-Box is a simple audio playback unit with 12 reprogrammed phrases in Basic ("Yes." "No." "Go Away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry." etc), each with its own button. These devices are useful to races that understand Basic but can't speak it (Such as Gamorreans and Wookiees). Devices that speak these phrases in other Languages also exist.

Altering one or more of the Vox-Box's pre-programmed phrases requires a Computer check. with a -4 penalty.