Monthly Archives: May 2015

New Robot Variants for White Stars and Strange Stars

Here are some new robot variants for the awesome White Stars.

Infosophont: Infosophonts are AI beings that exist free of a permanent body.  Their “bodies” are data storage boxes that are protected (and often times hidden) by security measures, firewalls, and even automated weaponry.  Infosophonts have the ability to put their consciousness into various chassis (being the other robot types listed below and in White Star pg 27).  The infosophont must have purchased a new chassis (or hacked into one that has not been programmed with its own personality and abilities).  The infosophont gains all the abilities of that chassis and can stay in that body indefinitely.  A chassis costs 1,000 credits.  An infosophont has two versions of hit points.  They have the hit points of their level and hard points, which is how much damage their AI data storage box can take.  When a chassis is destroyed the Infosophont suffers 3d6 hard point damage and its consciousness is immediately transported back its data storage location.  The Infosophont can then place its consciousness in a new chassis (if it has one available).  Doing so takes 3d6 rounds to boot the new chassis up and upload the AIs consciousness.  Hard Points are repaired very slowly, at a rate of 1 per day as the Infosophont has to repair and rewrite damaged code and programs.  An Infosophonts Hard Points are equal to their Constitution score.  Should an Infosophont be reduced to zero Hard Points, their program shorts out and is damaged beyond repair.  Infosophonts are from Strange Stars.   Here is more on Infosophonts from Trey.

 

Assassin Droid

Assassin Droid: Assassin models are extremely sleek models that look nearly human (if not a perfect replica).   Change an Assassin Droid’s Dexterity to 15 if the character rolled anything less.  Assassin Droid’s also have the skill Stealth, are able to use the Scout Ability Deadly Aim (see below) and also if the Assassin Droid does a successful sneak attack, they do an additional 1d6 damage to the target.  Assassin droids have a holdout laser pistol in one arm and a holdout mono-dagger in the other.  Assassin droids are proficient in laser pistol, daggers, mono-daggers, and laser rifles.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage. 

Medical Droid

Medical: Medical robots are highly appreciated for their expertise and quick ability to patch up patients.  Under the care of a medical droid a target recovers double the hit points back per full day of uninterrupted rest.  A medical droid is able to shut down for 8 hours to synthesis needed medical supplies.  During this time the robot cannot run self-repair and being in this state does not count as the robot shutting down to recharge, however the medical robot is immobile and out of the action during this time.  At the end of the 8 hours the robot has generated 1d3 med kits and 1 anti-poison pill, these go inert if not used within 24 hours.  Once per week the medical robot is able to fabricate an Adrenaline Booster (WS, pg 97).  The Adrenaline Booster goes inert if not used within the week.  Medical robots have a stun gun and a laser pistol attached to their chassis.  A target hit with the stun gun must succeed a Saving Throw or be stunned for 1d4 rounds.

 Scout Droid

Scout: A Scout Robot does not have legs, but instead hover jets that give the robot a movement of 12 feet and allows the robot to hover up to 15 feet off of the ground.  Scouts are have the skill Tracking.  Scout robots can survive even in the harshest environments and do not suffer any environmental damage from heat or cold.  Scout robots have the ability to record video and audio for up to 150 hours and transmit their recordings to another receiver.  Scout robots have a with a laser pistol and laser rifle built onto their chassis.  The scout robot has either stealth armor or a personal cloaking device installed (WS, pages 95 and 98).  Player’s choice.

Pleasure Droid

Pleasure Model: This model of robot looks like an extremely attractive humanoid.  These models are popular in many seedy dens of debauchery and sin as they don’t need as much rest as true humanoids, do not need food or water, and are able to tailor themselves to the needs and desires of their customers.  Change a Pleasure Model robot’s Charisma to 16 if the character rolled anything less.  Pleasure Model’s have the skill Persuasion.  Pleasure Model’s also make great manipulators and are able to wrap a mark around their finger.  A Pleasure Model is able to use the Silver-Tongue ability (Aristocrat, pg 17) with any target that they are “engaged with.”  Pleasure models are proficient with daggers, mono-daggers, and laser pistols.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

 

Other White Star Posts

Psionic Rules

Scout Class

Scoundrel Class

Tech Specialist Class


Quick and Easy Psionic Abilities for White Star

I’ve seen people comment that they would like to see some simple rules for psionics for White Star…  Figured I’d write that up this AM.

PSIONICS

Psionic 1

For some unknown reason, maybe cosmic radiation, maybe alien experiments, or simply part of human evolution, but over the past several decades, many humans have begun displaying strange mental powers that are close to what many alien mystics are capable of utilizing.  Scientists and scholars have been calling these strange powers “psionics.”  During character creation, a human character with a high enough intelligence, wisdom, and/or charisma gets to roll to see if they possess the ability to use psionics. Consult the table below:

The percentages from each attribute are cumulative.

Int, Wis, Chr Score- %

15– 1%; 16– 2 %; 17– 3%; 18– 4%

A Psionicist can use any of the 10 powers they choose, however only up to a limited

number of times per day safely.

Level- x/day

1st-2nd– 1; 3rd-4th– 2; 5th-6th– 3; 7th-8th– 4; 9th+– 5

 

PSIONIC POWERS:

Detect Thoughts: The psionicist is able to use the Star Knight meditation Detect Thoughts (WS, pg 63).

Clairvoyance: The psionicist is able to see another location up to 300 feet away for up to 1 hour.

Confusion: The psionicist is able to use the Star Knight meditation Confusion (WS, pg 65).

Mental Blast: This attack of pure mental energy causes 1d6/3 lvls damage. Other creatures that posses psionic powers can make Saving Throw to avoid the damage.

Mind Control: This functions like Charm Person (SW, pg 60), except the psionicist must concentrate for duration.  Interruption allows for a new saving throw.

Shield: The psionicist is able to produce a shield of pure force as a reaction and negates the damage of one attack.

Telekinesis: The psionicist is able to use the Star Knight meditation Telekinesis (WS, pg 67).

Telepathy: The psionicist is able to use direct mind-to-mind communication with another target, regardless of language.  The psionicist is able to speak to a number of targets equal to 1 every three levels.

Binding: The psionicist is able to use the Alien Mystic gift Hold Person (WS, pg 69).

Precognition: The psionicist is able to see an event that will affect them in the near future (no more than 24 hours) and are able to alter the event.  Mechanically this means what when a psionicist fails a Saving Throw, they can declare this is the one they “knew” about and automatically succeed.


White Star Tech Specialist Class Redone With New Skillset

The other day I created the Tech Specialist for White Star using the Lamentations of the Flame Princess Specialist class rules.  I think it works fine, but also thought that the skills were a bit limiting.  Later I started writing notes on my Scoundrel and Scout classes and realized that the skill rules for Beyond the Wall would work PERFECT for White Star, so thus went to incorporate those into the two new classes… People have really seemed to like this approach, so I decided to go back and change the Tech Specialist to fit in as well…  So here it is.

Here’s the PDF version- Tech Specialist- New Skill Layout

Tech Specialist

Tech Specialist 1

Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely.  Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it.  Tech Specialists are always needed on a starship, space station, or ground bound in a factory.  They etch out their living fixing what others mess up and break.

 

Tech Specialist are not frontline fighters, but know how to take care of themselves.  Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.

 

 

Level XP HD BHB ST Skill Points
1 0 1 +0 15 4
2 1,250 2 +1 14 +2
3 2,500 3 +1 13 +2
4 5,000 3+1 +2 12 +2
5 10,000 4 +3 11 +2
6 20,000 5 +3 10 +2
7 40,000 6 +4 9 +2
8 80,000 6+1 +4 8 +2
9 160,000 7 +5 7 +2
10 320,000 8 +5 6 +2

Table: Tech Specialist Advancement

 

Tech Specialist Class Abilities

Weapon and Armor Restrictions:  Tech Specialists prefer to stay out of combat unless it is absolutely necessary.  However they know that sometimes they have to get into the thick of it.  A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.

 

Skills: Tech Specialists are highly trained and begin play with 4 skills.  They also gain an additional skill at every odd level (IE. 3rd, 5th, 7th, and 9th).

 

Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.

Tech Specialist 2

Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability):  Many of these items function like Advanced Equipment in White Star, pg 93.

  • Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
  • Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
  • Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
  • Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
  • Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
  • Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
  • Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
  • Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.
  • Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot.  After spending 1d4 rounds working on the robot regains 1d4 HP.

 

Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are.  The Tech must succeed a Saving Throw (adding in their Charisma bonus).  If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand.  This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help.  If the Tech Specialist fails their saving throw they are unable to find help for the current situation.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


The Scout Class for White Star (And Strange Stars) RPG

Continuing on the White Stars class posts- here is another one.

Here’s the Tech Specialist and Scoundrel

The Scout

Here’s the PDF- Scout

Scout 1

 

Scout

 

While comfortable in space and on a ship, it is planetside where a Scout feels most comfortable.  Scouts are advanced troops sent to survey the area and send back as much data as possible before the main force lands.

 

Scouts may have not received military training (or even serve in a militia or government branch).  They may just be people who have learned to survive in harsh and rugged conditions, bravely exploring various worlds for knowledge, or simply because they want to be left alone.

 

 

Level XP HD BHB ST
1 0 1 +0 15
2 1,500 2 +1 14
3 3,000 3 +1 13
4 6,000 3+1 +2 12
5 12,000 4 +3 11
6 24,000 5 +3 10
7 48,000 6 +4 9
8 96,000 6+1 +4 8
9 192,000 7 +5 7
10 384,000 8 +6 6

Table: Scout Advancement

 

Scout Class Abilities

Weapon and Armor Restrictions:  Scouts like to move quickly and lightly, covering as much ground as possible, but know that good armor protects from the dangers that await planetside.  A Scout can wear light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, firearms, laser pistols, and laser rifles.

 

Skills: A Scout starts with two skills of their choice.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage.

 

Rugged Survivalist: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled.  The Scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a giant spider) are doable for the Scout.

Scout 2

Keen Observer: When a creature attempts to surprise a scout their threat range is reduced by half (IE. A giant flee (WS, pg 85) surprises foes on a 1-4 normally will only can surprise a Scout if they roll a 1-2).

 

Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A Scout’s movement is unimpeded when moving in any of these type of terrains.

 

Saving Throw: Scouts receive a +2 bonus on Saving Throws against poisons and environmental hazards.

 

Wisdom XP: A Scout with a high Wisdom (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Scout Master (5th): When a Scout reaches 5th level they have established a company of fellow scouts that are exploring or infiltrating other worlds.  These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM).  The scouts can also give information to the PC about a world the characters are traveling to, giving the Scout +2 to one knowledge/survival type roll while on that planet.  The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


The Scoundrel Class for White Star (And Strange Stars) RPG

With the release of the awesome OSR White Stars RPG, I’ve decided NOT to go the Savage Worlds route with Strange Stars, but use White Stars instead (because it’s THAT awesome).

The other day I created a Tech Specialist class that peeps really seem to be digging (yay me)… and have a few ideas for more.

Today I was tossing ideas back and forth with Chuck Thorin from They Might be Gazebos! and he had a really cool idea for a scoundrel class and it inspired me to do my own.  I tweaked some of the cool shit he came up with .

Here it is in PDF format- Scoundrel White Star Class

The Scoundrel

Scoundrel 1

Scoundrel

 

Masters of deception and lies, Scoundrels lead lives of debauchery, shady deals, and seeking a healthy profit margin.  While the Aristocrat is the silver-tongued devil and impresses people with their words and flashy clothes, the Scoundrel is down in the muck, loading illegal cargo into a ships hold in the dead of night or in a seedy bar negotiating deals on the latest and greatest pirated sim-hologram vids.  They are concerned more with profit than loyalty, knowing that a few extra credits is all it takes to sway a person’s allegiances to do what the Scoundrel desires.

 

Scoundrels are not front line fighters, preferring to slink in the shadows and attack targets unawares.

 

 

Level XP HD BHB ST
1 0 1 +0 15
2 2,000 2 +1 14
3 4,000 3 +1 13
4 8,000 3+1 +2 12
5 16,000 4 +3 11
6 32,000 5 +3 10
7 64,000 6 +4 9
8 128,000 6+1 +4 8
9 256,000 7 +5 7
10 512,000 8 +5 6

Table: Scoundrel Advancement

Scoundrel Class Abilities

Weapon and Armor Restrictions:  Scoundrels prefer to strike quickly and fight dirty.  A Scoundrel can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, and laser pistols.

 

Skills: A Scoundrel starts with five skills of their choice.  See skills below

Scoundrel 2

I Shot First: Right before combat begins the Scoundrel rolls 1d6- if the result is a 5 or 6, the Scoundrel gets to take a free shot at a target before initiative is rolled.

 

I Call it Luck: Once per session a Scoundrel can test their luck.  When a Scoundrel is required to make a d20 roll, they roll 2d20s and take the better of the two.

 

Untrustworthy: If a Scoundrel succeeds on a sneak attack, they do an additional 1d6 damage to the target.

 

Saving Throw: Scoundrels receive a +1 bonus on Saving Throws against explosions and traps and +1 to Saving Throws against attempts to influence them or cloud their mind.

 

Dexterity XP: A Scoundrel with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Crime Lord (8th): When a Scoundrel reaches 8th level they are able to establish their own crime ring.  The crime lord attracts unsavory cohorts who will follow his lead and serve loyally (if the price and rewards are right) as shakedown artists, smugglers, confidence men, etc.  Each month of in game time, roll 3d6 x 10- this is the amount of credits the Scoundrel receives from their crime ring.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


New Beyond the Wall Cantrips, Spells, and Rituals Ported from Pathfinder

Btw Magic Book 2Recently I’ve been doing posts about Beyond the Wall.  It’s a great Neo-OSR style game.  I really dig its simplicity, its enchanted fairy tale approach, and I really enjoy the magic system that’s been created.

For my upcoming game I decided to go through the Pathfinder Core Rulebook and select spells I would like to convert to cantrips, spells, and rituals (because I apparently like punishing myself….)

So what’s new…?  How about 6 cantrips, 25 spells, and 23 rituals?!

I have NOT edited or proofed this document.  I was going cross-eyed just to get this thing done last night.

Oh well! Here is the PDF-Beyond the Wall Homebrew Spells

Hope you enjoy!  It was fun, but hard work!

Here is the houserules I’ve created for BtW

Here are the playbooks I’ve created

The Cursed

The Exiled Monk

The Pious Priest

The Foreign Diplomat


The Tech Specialist Class for White Star: White Box Sci-Fi RPG (totally inspired by Lamentations of the Flame Princess class)

Yesterday, in honor of May the Fourth, White Star was released.  I read through it yesterday, and it is a damned good game.  There are some small issues I have with it (and I’ll cover those in a review I’ll write over the weekend)…

One thing I thought was missing was a tech type class… As I was drifting off to sleep I thought it the LotFP Specialist class would be a perfect fit for this…  So I typed it up this AM.  Hope you enjoy.

PDF Version: Tech Specialist

Tech Specialist

 

Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely.  Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it.  Tech Specialists are always needed on a starship, space station, or ground bound in a factory.  They etch out their living fixing what others mess up and break.

 

Tech Specialist are not frontline fighters, but know how to take care of themselves.  Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.

 

 

Level XP HD BHB ST Skill Points
1 0 1 +0 15 4
2 1,250 2 +1 14 +2
3 2,500 3 +1 13 +2
4 5,000 3+1 +2 12 +2
5 10,000 4 +3 11 +2
6 20,000 5 +3 10 +2
7 40,000 6 +4 9 +2
8 80,000 6+1 +4 8 +2
9 160,000 7 +5 7 +2
10 320,000 8 +5 6 +2

Table: Tech Specialist Advancement

 

Tech Specialist Class Abilities

Tech Specialist 1

Weapon and Armor Restrictions:  Tech Specialists prefer to stay out of combat unless it is absolutely necessary.  However they know that sometimes they have to get into the thick of it.  A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.

 

Skills: A Tech Specialist has a deeper understanding of the technological universe than most others.  They delve into the circuitry of gadgets, starships, ground vehicles, and even robots, seeking a deeper understanding of what makes them tick.

 

The Tech Specialist begins with a “1 in 6” chance to accomplish any of these skills, but also has 4 points to allocate at level 1.  Each level gained grants an additional 2 points.

 

When using abilities, the player rolls a 1d6, if the result is equal to or less than the skill, the action is successful.  If a Tech Specialist has a 6 in a skill, they roll 2d6, and only if both dice come up a 6 does the action fail.

 

For Sneak Attack the bonus damage is increased by +1 for every point in the skill.  A sneak attack can be delivered by a melee or ranged attack so long as the target is unaware of the Tech Specialist (IE. Gymbo the Tech Specialist has made a successful sneak attack with a laser rife against a space pirate.  The Tech Specialist has a +2 in Sneak Attack, so the final damage would be 2d6+2).

 

Architecture (1 in 6)

Survival (1 in 6)

Climb (1 in 6)

Languages (1 in 6)

Open Door (1 in 6)

Search (1 in 6)

Sleight of Hand (1 in 6)

Sneak Attack (1 in 6)

Stealth (1 in 6)

Tinkering (1 in 6)

Tactics (1 in 6)

Tech (1 in 6)

 

Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.

Tech Specialist 2

Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability):  Many of these items function like Advanced Equipment in White Star, pg 93.

  • Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
  • Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
  • Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
  • Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
  • Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
  • Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
  • Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
  • Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.
  • Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot.  After spending 1d4 rounds working on the robot regains 1d4 HP.

 

Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are.  The Tech must succeed a Saving Throw (adding in their Charisma bonus).  If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand.  This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help.  If the Tech Specialist fails their saving throw they are unable to find help for the current situation.