Introduction |
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1) LEGAL: This project is meant to provide a 4th Edition Dungeons & Dragons™ based STAR WARS™ role-playing game, since no such system has yet been developed and is not likely to be developed in the forseeable future. This is a private project and we have no intention to use it at a commercial capacity, and claim no affiliation with Wizards of the Coast LLC™, Lucasfilm Ltd.™, or any of their affiliates or subsidiaries. 2) GAME RULES: This project, as intended, contains many simliarities and some direct quotations from LucasArts™ and/or Wizards of the Coast™ content. Where rules are missing from this system, Dunegons & Dragons 4th Edition™ rules are to be assumed (except in cases where omissions are intended, such as things having to do with magic or arcana which of course do not exist in STAR WARS™) - however, the GAME MASTER, as always, is in full control of the rules at all times and may introduce any number of "variant rules" and run the game as they see fit. 3) GAME ENVIRONMENT: STAR WARS RPG - 4th Edition Variant can be easily adapted for any STAR WARS™ era by interchanging "Kolto" and "Bacta" and omitting some irrelavent races and worlds. Keep in mind that each campaign is assumed to be in an alternate reality, and while the initial campaign may be based on a particular era of STAR WARS™ that you are familiar with, events may not play out in the way that you expect. Basing decisions on events you know as a player will happen, which your character would not, is called "meta-gaming" and is not usually tolerated. 4) STAR WARS CANON: Unless otherwise specified by the GAME MASTER, all data regarded as STAR WARS canon is also accepted as canon in STAR WARS RPG - 4th Edition Variant. 5) DISCLAIMER: The contents of this work HAVE NOT BEEN and probably WILL NOT BE reviewed and approved by Lucasfilm Ltd.™ - please do not use this work as a reference for anything other than the function for which it is intended (playing an RPG game). While a great deal of research has gone into producing this resource, there may be some things that conflict with STAR WARS canon and the last thing we want to do is confuse anyone. If you find anything in conflict with STAR WARS canon, please notify the author. |
Stats |
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| Your character's ability scores all start at 8. You have 25 points to spend to increase these scores, using the costs shown below. After you select your scores, apply any species modifiers. |
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Levelling Up |
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| Use the following table as a guide for levelling up. |
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† Some races receive one or more additional feats at 1st level. Some classes may also offer bonus feats at certain levels. |
Races |
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| Language Rules: Many races lack the mouthparts to properly speak Galactic Basic. For the sake of simplicity, all player characters can understand spoken and written Basic, even if they are unable to speak it. Keep in mind however that not all non-player characters can understand Galactic Basic. Also for the sake of simplicity, members of the player party can understand eachother in all circumstances, even if your character does not speak the language of another player's character. This only works for other friendly players. |
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Classes |
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| Star Wars RPG - 4th Edition Variant has six base player classes, each with two specializations. Classes in SWRPG-4EV are simple compared to Dungeons & Dragons 4th Edition - encouraging faster-paced battles and allowing players to focus more on their character's equipment and traits/personality. |
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Brawler |
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![]() Role: Striker, Defender The Brawler is at-home in all areas of the galaxy. By their nature, Brawlers are very resilient, having a strong tolerance for pain. Even those at range should be weary of Brawlers - most are great athletes and can close distance much faster than anyone would expect. Key Abilities: Strength, Constitution, Dexterity Armor Proficiencies: Light Weapon Proficiencies: Simple Melee, Military Melee Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 16 + Constitution Score Hit Points per Level Gained: 7 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Athletics. From the class skills below, choose two more trained skills at 1st level. Class Skills: Acrobatics (Dex), Endurance (Con), Heal (Wis), Persuasion (Cha), Streetwise (Cha) Build Options: Weapon Master - This type of Brawler specializes in the use of hand-to-hand weaponry, usually swords. They focus on high damage output. Teras-Kasi Artist - The Teras-Kasi Artist has spent their life training to endure damage. Teras-Kasi Artists rarely use weapons, and when they do, usually only in a defensive manner. Class Features: Taunt - As a minor action, the Brawler may Mark any enemy they can see. The Mark lasts until the end of the Brawler's next turn. Warcry - When a target is marked, the Brawler may add 1d6 sonic to any damage dealt to that target. If the attack was a critical, this ability does max damage. This ability may only be used once per round. Always on Your Toes - Obtained at 6th level. When the Brawler would be knocked prone, they may roll a save to remain standing. Controlled Breathing - Obtained at 11th level. The Brawler may use Second Wind as a minor action instead of a standard.
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Commando |
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![]() Role: Striker, Controller The Commando is a Soldier well trained in the use of various types of explosives and heavy weapons. Their arsenal can include repeating blasters, flame throwers, missle launchers, grenades, detonators, heavy turrets, and more. Key Abilities: Strength, Constitution Armor Proficiencies: Light, Medium, Heavy Weapon Proficiencies: Simple Ranged, Simple Heavy Weapons, Military Heavy Weapons Bonus to Defense: +2 Fortitude Hit Points at 1st Level: 14 + Constitution Score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Demolitions. From the class skills below, choose two more trained skills at 1st level. Class Skills: Athletics (Con), Endurance (Con), Heal (Wis), Knowledge(Technology) (Int) Build Options: Demolitions Expert - This Commando prefers setting charges and detonating them at their leisure, or lobbing grenades into the fray of battle. While this type of battle can be dangerous, it does a great deal of damage in a wide-spread area, and the Commando may use well-placed explosives to turn the battlefield into an arena of his own design. Heavy Weapons Expert - Commandos that focus on Heavy Weapons are out to hurt the enemy as much as possible. Flame Throwers, ARC Rifles, and other damage-over-time weapons make this type of Commando extremely deadly. Siege Damage Commandos have multiple attacks which cause damage to vehicles and structures. This is referred to as Siege Damage. The following chart determines siege damage by keyword.
Class Features: Demolitions Training - Once per day on a failed Demolitions check, the Commando may attempt the check a second time. Additionally, a seriously failed Demolitions check will never cause an explosive to accidently trigger. Heavy Armor Training - Specially trained to move in Heavy Armor, the Commando suffers no movement penalties for wearing any type of armor. Heavy Weapons Training - Obtained at 6th level. Highly experienced with Heavy Weapons, the Commando receives a +2 power bonus to damage with Heavy Weapons. Artillery Training - Obtained at 11th level. The Commando gains Weapon Proficiency: Heavy Artillery as a bonus feat and receives a +5 power bonus to attack with all turrets and vehicles.
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Marksman |
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![]() Role: Striker The Marksman is unmatched in the use of standard ranged weapons like rifles, carbines, and pistols. Staying either hidden or on the move on the battlefield is the primary concern of the Marksman, since they are lightly armored and at a disadvantage in the open. Key Abilities: Dexterity, Intelligence Armor Proficiencies: Light, Medium Weapon Proficiencies: Simple Ranged, Military Ranged Bonus to Defense: +2 Reflex Hit Points at 1st Level: 12 + Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Perception. From the class skills below, choose three more trained skills at 1st level. Class Skills: Athletics (Con), Demolitions (Int), Endurance (Con), Knowledge(Nature) (Wis), Stealth (Dex) Build Options: Marine - Somewhat of a weapons expert, the Marine usually makes use of a medium-sized weapon like a carbine and risks their life weaving through the battle making use of light explosives, providing fire support and causing considerable damage to vulnerable foes. Sniper - Snipers prefer to use cover to gain an advantage over the enemy. They focus on finding well-fortified hiding spots and pick off enemies from relative safety. Snipers usually focus on long-range attacks. Class Features: Sniper Training - When unseen by their target, the Marksman recieves a +1 power bonus to attack. Additionally, the Marksman's missed attacks do not reveal thier location if hidden. Duck and Roll - Once per day, the Marksman may force an enemy to reroll an attack. The second roll is used, even if it's higher. Marine Training - Obtained at 6th level. Once per day as an immediate reaction to an enemy entering melee range, the Marksman may make a melee attack against the enemy with the butt of their weapon. This attack uses the Marksman's Dexterity modifier for attack rather than Strength, and does 1d4 damage for a Pistol, 1d6 for a Carbine, and 1d8 for a Rifle. Dead Eye - Obtained at 11th level. Once per encounter, the Marksman may reroll a missed attack and add a power bonus equal to their Intelligence modifier. The second roll is used, even if it's lower.
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Medic |
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![]() Role: Support The Medic's main role is keeping her party alive and healthy - but when she's not needed, she makes use of poisons and corrosive materials to hinder the enemy or help her party press the advantage. Key Abilities: Dexterity, Wisdom Armor Proficiencies: Light, Medium Weapon Proficiencies: Simple Ranged, Medic Cartridge Launcher Bonus to Defense: +2 Will Hit Points at 1st Level: 12 + Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Heal. From the class skills below, choose three more trained skills at 1st level. Class Skills: Computer Use (Int), Endurance (Con), Insight (Wis), Knowledge(Nature) (Wis), Streetwise (Cha) Build Options: Combat Medic - The Combat Medic makes heavy use of her special cartridge gun to lob acidic, flamable, or toxic gel grenades to effectively burn, poison, or disorient the enemy, while still keeping her healing abilities on reserve. Surgeon - A Surgeon focuses primarily on the well-being of her party. She makes heavy use of stimpacks and bacta for healing, as well as a cadre of steroids, hormones, and other biological enhancements to boost her party to near super-human. Class Features: Triage Training - The Medic receives a +5 power bonus to the Heal skill. In addition, the Medic may use Heal in battle without suffering -10 for being distracted. Advanced Stimpack Usage - When using on themselves, medics may use stimpacks as a free action instead of a minor. Additionally, the Medic may add their Wisdom modifier to the amount healed. They can still only use one stimpack per round. Chemical Tolerance - Obtained at 6th level. Experienced in the use of various caustic chemicals, the Medic recieves Resist 5 vs. poison and acid. Master Healer - Obtained at 11th level. Having travelled with their party for some time, the Medic has developed an intricate knowledge of the tolerances of each of her companions - effecting a +5 power bonus to all healing done by the Medic.
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Officer |
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![]() Role: Support, Controller It's the Officer's job to keep their party in check - ensuring they are where they need to be on the battlefield. While not required for a party to function, any group would benefit from the tactical instruction from an Officer. In addition, they usually keep some healing implements on hand for when things get rough. Key Abilities: Intelligence, Charisma Armor Proficiencies: Light, Medium Weapon Proficiencies: Simple Ranged, Military Ranged Bonus to Defense: +2 Will Hit Points at 1st Level: 12 + Constitution Score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Persuasion. From the class skills below, choose three more trained skills at 1st level. Class Skills: Computer Use (Int), Demolitions (Int), Heal (Wis), Insight (Wis), Knowledge(History) (Wis), Knowledge(Technology) (Int), Perception (Wis), Security (Int), Streetwise (Cha) Build Options: Field Commander - The Field Commander has taken special training in Leadership and Tactics, and use their knowledge to turn the tide of battle to their side by manipulating the positions of friend and foe alike. Provisions Expert - An Officer trained in Provisions always has what others in their party need. They may toss a skilled companion a thermal detonator to lob into the fray, or inspire a medic to fire off a healing cartridge quicker than they usually would. Class Features: Inspirational Reinforcement - Once per day as an immediate reaction to an ally failing an attack roll or save, the Officer may allow the ally to reroll with a power bonus equal to the Officer's intelligence modifier. The second result is used, even if it's lower. Commanding Authority - No one says no to an Officer. Once per day, a failed Persuasion check by the Officer may be rerolled with a power bonus equal to his intelligence modifier. The second result is used, even if it's lower. Aura of Confidence - Obtained at 6th level. Simply having a good Officer in the party inspires everyone to do better and make an example. Party members within 40 squares of the Officer recieve a +1 power bonus to attacks, damage, and defenses. Tactical Superiority - Obtained at 11th level. Having fought as a unit for some time, the Officer and his squadron are ready for anything. Party members within 40 squares of the Officer recieve +5 to Initiative at all times.
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Scoundrel |
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![]() Role: Striker While Scoundrels are present in even the smallest societies, they are rarely seen but at the unscruplous fringes of space. Scoundrels use their guile and reflexes to survive, and while not all are malicious, compassion is seen as a costly weakness by most Scoundrels. Key Abilities: Dexterity, Intelligence Armor Proficiencies: Light Weapon Proficiencies: Simple Ranged, Military Ranged, Simple Melee, Military Melee Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 14 + Constitution Score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Security and Stealth. From the class skills below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Computer Use (Int), Demolitions (Int), Insight (Wis), Knowledge(Technology) (Int), Perception (Wis), Persuasion (Cha), Streetwise (Cha), Thievery (Dex) Build Options: Bounty Hunter - Usually having no compassion for other beings, the Bounty Hunter specializes in tracking down and incapacitating beings and delivering them for a bounty. On the battlefield, Bounty Hunters prefer to stay mobile and exhaust or disorient their foes, only confronting them directly when at their weakest. Assassin - Assassins make use of stealth and subtlety to achieve their goals. While not all Assassins specialize in killing, their overall skillset always makes others think as such. Assassins avoid open battle, and when caught in the fray usually contribute with distracting fire from a hidden location. Class Features: Sneak Attack - Twice per encounter, if the Scoundrel is hidden from their target, if their attack hits, it is automatically a critical. Scoundrel's Gambit - Once per day as an immediate interrupt to an attack landing on the Scoundrel, he may deflect the attack to one willing ally within 5 squares. Shadow Proficiency - Obtained at 6th level. Whenever you use an ability which allows you to roll a new stealth check, that roll recieves a +2 power bonus. Assassin's Cruelty - Obtained at 11th level. Once per encounter as an immediate interrupt to one of your attacks causing an enemy to become bloodied, you may make an additional basic attack against that opponent.
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Skills |
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| Training in a skill means that you have some combination of formal instruction, practical experience, and natural aptitude using that skill. When you select a skill to be trained in, you gain a permanent +5 bonus to that skill. You can’t gain training in a skill more than once. The entry for your class tells you how many skills you’re trained in and what skills you can choose at 1st level. For example, if you’re a 1st-level Scoundrel, you can pick four skills from a list of eight. You can take the Skill Training feat to gain training in a skill even if it’s not on your class skill list. Some multiclass feats also give skill training. The table below shows the skills available in the game, the ability modifier you use when you make that kind of skill check, and which classes have that skill as a class skill. Classes listed in bold automatically have that skill trained at 1st level. |
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Feats |
Equipment |
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Most of the following items are generic and may be found at almost any type of shop in the galaxy. Some, however, are quite rare or even unique and may only be awarded to you by the GAME MASTER. When you visit a shop in-game, the GAME MASTER will determine the item selection of that particular shop. |
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Crafting |
Starships |
Using the Force |