Category Archives: Starrunner Kit

Four Sample Pages From the Upcoming Starunner Kit- Black Hole Edition

I wanted to post some pictures for the upcoming Starrunner Kit!  Enjoy!

Starrunner- Black Hack Edition Page 4

 

Starrunner- Black Hack Edition Page 3

 

Starrunner- Black Hack Edition Page 2

 

Starrunner- Black Hack Edition Page 1

 


Starrunner Kit: The Black Hole Edition Announcement and Alien Race Archetypes

Starrunner Kit- The Black Hole Edition Announcement

I am pleased to announce that a new edition of the Starrunner Kit will be released soon(ish)!  I really haven’t posted anything about it except a few classes that I have Black Hackified.

At first I was just using my Starrunner Kit and Black Hacking the classes for my players (my players and I really enjoy the Black Hack- it’s become our preferred system- well that and DCC).

Starrunner Kit is inspired by stuff like Star Wars, Mass Effect, Star Trek, Traveller, White Star, etc.

Starrunner Kit: The Black Hole Edition

It’s time to set a course through the stars! The Starrunner Kit- The Black Hole Edition uses the awesome Black Hack rules and is inspired by White Star and the original Starrunner Kit to provide rules and suggestions for sci-fi space adventure!

What’ll you find in this book?

Eleven space-faring classes including rules to generate a wealth of alien cultures.

A bunch of blasters, explosives, advanced technology, black market goods, and cyberware for your players to buy, sell, and use to blow stuff up!

Rules for the Black Hack for vehicles, Mechs, and Starships including rules to modify them to make the faster, stronger, and able to take a beating.

A chapter of thirty one new adversaries/enemies to pit against your group as well as a table to generate new alien culturs and strange and interesting creatures!

And finally twenty awesome charts and tables to help you generate adventures, planets, cargo, NPCs, merchants, etc. all on the fly!

The galaxy is your backyard; It’s time to adventure…

What is Different in This Book From the Original Starrunner Kit?

The GM charts and tables have been reworded to fit the current version and stripped of White Star references. There are also two new tables included.

The classes that were in the original book are included here and fit The Black Hack mechancis and feel.

As does the Advanced Technology and Cyberware included in the original book.

The original book was 78 pages, while the Black Hole Edition is 138 pages (including a character sheet).

Alien Archetypes

When I started writing the book, I didn’t want to create a bunch of alien races that wouldn’t fit the GM’s theme/vision.  Instead I created archetypes that can be pieced together to create a theme desired by the player or GM.

For example: if the player wants to play a Mon Calamari in Star Wars they would select the Aquatic Physical Attribute and the Smart Mental Attribute.

To play a Rodian, a player might choose Agile Physical Attribute and the Violent Mental Attribute.

Here are the pages from the book.

Starrunner for Black Hack- Alien Archetypes Page 1

Starrunner for Black Hack- Alien Archetypes Page 2


Star Wars- Black Hack’d: Adventures in the Phynol System- Session Two- Enter the Free Roamers, Part II

After more than a months since the last time we played, my players and I were finally able to get together to continue our adventures in our Star Wars game using the Black Hack rules.  Aside: For the classes I used a mix of ones from my Black Hack: Cyber-Hacked and I converted classes from my Starrunner Kit as well.

Part I here.

The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Omar- Bothan Mercenary

Not Present

Fletch Mon Calamari Scout

Nalgraph Processing Station

space-station-1

The crew of the Eye of the Storm arrived on the small and dilapidated space station after a six hour journey through the Phynol Sector. The station hallways were full of clutter, junk, and the smell of grease and sweat permeates the air.

Not desiring to linger much, the group made their way to The Cantina to obtain the recording.  The bar was a little rustbucket hole-in-the-wall with uncomfortable hard metal seats and tables, mismatched bar stools, and a bar made of fiberplast, corrugated metal, and pallet wood.  Ten humans, an aqualish, a devorian, and an ithorian were in the place,  all look worse for wear.  Most of the customers are blue collar spacers who risk their lives daily collecting the gases from the nebula or maintenance crews who service the station.

The group approached the bar, taking in the gruff-looking human with his cybernetic left eye and a nasty scar from cheek to forehead.

zin

Zin, the bartender contact

John walked up to the bar and ordered an Overdone Squid.  After the code was given, Zin punched in a code on the bartop and opened a hidden compartment, which was completely empty.  Zin let out a curse in Huttese and pulled out his communicator, “Rags!  Come in Rags!  You little Space Vermin, I know you took my stuff from the safe!  It’s not for you!  Come in!”

A young voice came over the com, “Forget it Zin!  I’m tired of being your flunky on this dead end space station!  I’m outta here!  I can get a fair price for this piece!”  A loud hiss, a squeal, and a noise of pain issues over the comm.  “I’m- uhh- already gone!  Don’t try to find me!”  The comm goes dead.

mouse

Rags, the little space vermin

Zin gritted his teeth and wiped his brow, “That idiot!  He must have a buy lined up.  Listen, it’s gonna be bad news for all involved if those plans fall into anyone else’s hands than my buyer’s.  Judging by the noises we heard, he’s down in the processing core.  His communicator is station issue, so that’s its range!  You gotta get down there and get those plans before he sells them”  Here’s the elevator key that will get you down to the processing core.  You’ll recognize Rags by his stupid green bandanna he wears!  It was his mothers and he’s worn it since she died.”

The group took the lift down to the processing core and walked out in to the humid environment.  Huge machines lined both sides of the grated walkway, whirring and humming and occasionally releasing a huge blast of steam.

The group made their way down the walkway, single file, carefully checking out the alcoves in between machines to make sure they were clear of anyone.  Eventually they can hear voices.  There is a gravely voice and a scared young voice.

The group moved up closer and could see the back of the youth, Rags.  He was facing a ragged-looking man with grey hair and a handlebar mustache.  Rags was protesting, “This isn’t the price that was promised!  I was offered more than this!”  The man with the mustache replied in a gravely voice, “it’s better than a blaster to the face, but take your pick, kid.”

The group started quietly attempting to hatch a plan.  However, before the group could launch into action the sound of a blaster discharge and a squeal filled their ears.  The group stared at one another surprised (actually all the player’s faces were surprised when I announced that Rags had been shot, was quite entertaining).  The group turned around to see Rags face down on the ground, “Captain Mustache” standing over him, rifling through the youth’s pockets, “Oh well.  It’s easier this way, kid.”

“Captain Mustache” looked up and saw Omar.  He let out a cry of surprise and pointed his blaster at his new opponent.

Aside: While the group was deciding how to handle the situation with Rags and “Captain Mustache”, I decided to time it and add a fuse to the situation.  I gave Rags’ life a d6 Usage Die (Usage Die rules are in Black Hack).  Every 30 seconds, I would roll the die.  At 30 seconds, I rolled the d6 and got a 2, thus Rags time was running out and the d6 now became a d4.  At 1 minute, I rolled the d4 and got a 1… bye bye Rags.

The fight took a while due to Disadvantage rolls for fighting single file and attempting to get around the big machinery.  There were two other thugs hiding in the shadows.  One was dropped by John, and Gene dropped “Captain Mustache”.  The third thug then surrendered quickly.

The group debated what to do with their hostage, but ultimately let him live after he offered to go on a run as a hired gun for them in the future, free of charge.

John took the record stick off “Captain Mustache” and then took the ragged bandanna and found a picture of a young boy and an attractive woman from his pocket.

The group made their way back to The Cantina and broke the news to Zin with John handing him the youth’s bandanna and picture. Zin sighed, “stupid boy…” Zin thumbed open his hidden compartment and place the items within. “Never had an ounce of sense.  These belong in here now.”  He collected himself, “that not important at the moment.  Did you get the record stick.”  Once that was confirmed by the group, he thanked them for their troubles and waved them away.

 

The group made their way back to the Eye while Ty’ven radioed his contact for the designated drop location.  Once back on board the group were told they were to meet a light transport ship, called “The Spacer”, in orbit around Phynol Prime.

After another six hour flight, the crew found themselves standing in a space tube latched together between the two ships.  Facing them was a humanoid in a set of heavy armor and a combat helmet with a blast shield.  When the individual spoke, his voice was disguised by a modulator.  “Thanks for retrieving this.  Hopefully there is something interesting on it.”  He then handed a credstick over to Ty’ven as payment.

The group asked him a few more questions, but he didn’t really answer, instead he handed Liam a small storage tube, “We may have need of skills like yours.  We’ll be in touch.”  Without another word, the humanoid turned and walked back into “The Spacer.”

The group filed back onto the Eye and headed to the bridge.  Once on the bridge Elliana (human pilot and daughter of Ty’ven) was reading her data panel.  “Dad… I’m reading a report of a large temporal disturbance off our starboard side.”  A few seconds later a Star Destroyer dropped out of hyperspace.

star-destroyer_ab6b94bb

The Star Destroyer “Ravager” appears in the Phynol Sector

The massive starship filled their few screen.  The crew stared sadly at this behemoth with the realization that the first true strong presence of the Empire had just arrived.

Liam looked down at the small storage tube in his hands and opened it, finding a tightly rolled piece of paper inside.  Pulling it out, he unrolled it and peered at the imprinted picture.

storm-trooper-propaganda-with-paper

 

This was a great session and really helped to solidify the groups sense of the Phynol Sector.  We are excited to continue playing and I’m looking forward to seeing their next decisions.

At the end of the session I asked them what type of mission they’d like to do next time: transport, smuggling, bounty hunting, or treasure hunting.  After a vote, the group decided on some bounty hunting.

I used one of my charts and tables to create four possible targets (see below) for the group to chase after.  I’m waiting to hear back from everyone on which they’ll start chasing.  I decided to make it fun, and did a little layout to make it look like an actual communication from Ty’ven rather than just an email from me.

bounties-for-star-wars-page-1

bounties-for-star-wars-page-2

 


Star Wars- Black Hack’d: Adventures in the Phynol System- Session Two- Enter the Free Roamers, Part I

After more than a months since the last time we played, my players and I were finally able to get together to continue our adventures in our Star Wars game using the Black Hack rules.  Aside: For the classes I used a mix of ones from my Black Hack: Cyber-Hacked and I converted classes from my Starrunner Kit as well.

The Players

John- Rodian Assassin 

Liam- Twi’lek Bionic Soldier

Gene- Human Scoundrel

Nate- Human Tech Specialist

Omar- Bothan Mercenary

Not Present

Fletch Mon Calamari Scout

A Little Down Time

We kicked off the session with the group getting a little R&R in their favorite watering hole, the Fried Mon Cal, which lies in Undertown and getting their share of the bounty job they completed last session.

Omar and Liam decided to stay at the bar with their captain, Ty’ven (human), and their Fencer and owner of the Fried Mon Cal, Gr’ack Vin (Mon Calamari) while John, Gene, and Nate went to explore a little of Undertown.  John took a beating last session, so he needed some new Medstims.

Undertown is in a near constant state of twilight, built in the ancient ruins of the capital city of Phynol Prime, Phynol.  During the day, sunlight only comes in through gas vents, sewage grates, and areas where the duracrete ceiling has been damage to allow more light to pour in.

The capital city was constructed around the capital spire in a circular pattern.  Much of the under area is occupied by rubble, ruins, machinery and public works systems, and, of course, Undertown.

phynol-prime

Farpoint Station from ST:TNG was the inspiration for Phynol Prime

 

 

The group walked across the way to Dotty’s Healing and found Dotty and “Doc” hanging out in the front area, taking inventory of a newly acquired shipment of goods and medicines.  After some quick banter, John obtained 1 medstim at discount (and promising he would help Dotty with a favor in the future).  As they were leaving, “Doc” turned to John, “John- do not die.  It is not a desirable condition for humanoids.”

John: Ummm.  Yeah- thanks “Doc”.

 

The group made it to the bazaar in Undertown and took in the sights and smells when a scream rang out nearby.  A man staggered out from between two kiosks, a vibroblade in his stomach, and fell face down into the dirt, dead.

The group took a quick scan of the area, but didn’t see anything out of the ordinary.  Nate patted down the man, found an ident card for a “Beeboo Morganson” of Courscant, a credstick with 40 credits, and an encoded message stick.  Nate and Gene deliberated what to do with the body while John took another look around the area.  Peering from where the man came, John saw a young woman clutching ripped clothing hiding in the darkness of an alley.  When she noticed John watching her, she turned and fled deeper into the twilight.  John let her go.  Eventually Undertown inhabitants got tired of the group milling around the body and made their way over and began taking anything left of value from the body.

The groups communicators went off.  Answering they heard Ty’ven’s voice, “I just got a message from my contact.  We have a job.  Get your asses back to the Fried Mon Cal.”

With nothing left to do, the group headed back.

A Mysterious Message

phylon-sector-map

Here is the Phynol Sector space map I created

When everyone was back at the Fried Mon Cal, Ty’ven explained just he received a hail from an old contact on Hyssia.  “My contact just told me that a ship was lost in the nebula while farming the gasses.  Got in too far and took heavy damage from those damned lightning storms.  Apparently, they radioed something right before their ship was destroyed, something of interest.  Their signal didn’t go too far, only to the Nalgraph Processing Station near the nebula, and not many people know about it.  My contact has offered us a bit of money (and he’s calling in a favor I owe him) to retrieve the communication from the station.  Our point of contact there is the bartender of the cleverly named drinking hole, ‘The Cantina’, by the name of Zin.  We are to an Overdone Squid, so we’ll know its us and give us the recording.   After that, I’ll radio my contact and we’ll get delivery coordinates.  Simple snatch and deliver.”

Nate: I’m totally all about this!  This is one of those missions that NOTHING will go wrong!  Let’s do it!

The group started discussing plans and deciding if they needed any supplies before heading to the spaceport.  As the group are talking, the bartender Gr’ack Vin, who was mindlessly watching the holovid, points at the screen, “guys… Look.”  He unmutes the holovid, and the sound of a female voice is heard.

Playing on the screen was the wreckage of an AT-ST on its side, laying on a single story metallic building.  Smoke issuing from the head and one of its legs blown off.  “This just in.  Terrorist attacks against the Imperial Garrison.  Explosions detonated on an Imperial All Terrain Scout Transport.  The vehicle was badly damage and landed atop the Imperial Garrison.  Both pilots were killed and several Imperial officers inside the garrison were injured.  These vehicles are used in defense against enemies of the Empire and to protect its citizens.  Again- a terrorist attack against the Empire—“

The group all looked at another, processing the news of actions against the Empire, when a commotion erupted outside.  The group rushed out of the Fried Mon Cal and saw several hover droids carrying small rectangular containers whizzing high high overhead.  The containers burst open and leaflets flutter to the ground.  The leaflet shows a burnt and dinged up Storm Trooper helmet.  The words, “Roam Free” written in red spray paint.

storm-trooper-propaganda-with-paper


The Diplomat and Pilot- Sci-Fi (or Star Wars) Classes for Black Hack

I’m continuing to post the classes I’m using for my Star Wars game that uses the Black Hack rules.  The classes I’m using are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  Thus far, I’ve posted the Bionic Soldier, Mercenary, and Scoundrel, Assassin and Scout classes, and the Tech Specialist.

Today I’m putting up the Diplomat and Pilot classes.

DIPLOMAT

lando

While Guns-for-Hire use blaster rifles and explosives to argue their point, it is with quick wit and a sharp tongue that a Diplomat uses to beat his foe into submission.  Diplomats come from different walks of life, but all have answered the call of politics.  While some Diplomats enter the political theater to amass power and prestige, others believe that what they do helps the peoples of the galaxy.  Regardless of the motivation, a Diplomat is keenly aware their words (and their vote) can help a world’s economy to soar, or it can help topple it, bringing the world to ruin.

Starting HP: 1d6 + 4HP

Per Level/Resting: 1d6

Weapons & Armor: Light armor, knives, blade, electro-knives, electro-blades, blaster, pistol, and carbine.

Attack Damage: 1d6/1d4 Unarmed or Improvising

SPECIAL FEATURES

CHARISMATIC: Diplomats know how to use their words to influence conversations.  A Diplomat makes all CHR tests to influence, charm, schmooze people, or for deception with disguises with Advantage

IRON WILL:  Survival in the political theater takes a keen and cool mind.  Diplomats are not ones to falter under pressures.  Diplomats make all tests against effects to influence them or cloud their minds with Advantage.

RALLY: The Diplomat uses their natural leadership and charisma to bolster their allies (and troops).  Once per hour a Diplomat can deliver an impassioned speech, give a good slap across the face of a target, etc.  All allies in a 15’ radius that are under a mind-altering effect such as fear, being charmed, etc. can make a second test.  Likewise, all hirelings that have failed their morale test are able to make a second roll.

CONNECTED: Diplomats build a large web of contacts and connections that they use to obtain secrets, goods, and collect of favors.  A Diplomat start with an additional level 2 contact in addition to normal rules.

LEVELING UP

Roll to see if attributes increase, roll twice for INT and CHR.

STARTING EQUIPMENT

WEAPONS: Blaster pistol and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, official government documents, and Medstim (1 Hit Dice of HP restored).

 

PILOT

pilot

Nearly anyone can fly a starship and point it in the right direction, but its pilots who make it seem like second nature.  These hotshot flying aces are able to maneuvers their ships through some of the most dangerous situations and pull off evasive maneuvers so quickly it defies explanation.  A Pilot’s quick thinking and quick hands keep them out an enemy’s crosshairs and from getting spaced.

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: Light armor and their weapons are limited to clubs, knives, electro-knives, blaster pistols, and carbines.

Weapon Damage: 1d6/1d4 Unarmed or Improvised

SPECIAL FEATURES

SPACE ACE: While others may be able to fly a starship, it is second nature to a pilot.  All tests for performing tricky maneuvers in a starship (in or out of combat) are made with Advantage.  Aside: More on this later.

QUICK PLOTTING: A pilot is well versed in star charts, and the dangers throughout the galaxy.  When plotting a course to their destination, a Pilot reduces the time it takes to by half.

FINAGLE: A Pilot knows how to get more juice out of a starship. Once per combat (or situation) they can get more power out of a ship’s system. A Pilot chooses which of the following they are going to enhance: 1) Targeting; 2) Shields; 3) Movement; 4) Armor; 5) Weapon Damage; 6) Life Support.  When the decision is made the Pilot rolls 1d6, this is how much the system is increased for. This effect lasts for 2d3 rounds before returning to normal.  More on Starships on page XX.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or INT

STARTING EQUIPMENT

WEAPONS: Blaster pistol and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), breath mask, oxygen tank (1d6 Usage Die) and Medstim (1 Hit Dice of HP restored).

 

 


The Tech Specialist- Sci-Fi (or Star Wars) Classes for Black Hack

The other day I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog and my Assassin and Scout classes.

Today I’m putting up the Tech Specialist class.

TECH SPECIALIST

 tech-specialist-2

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: Light armor and their weapons are limited to clubs (or large wrenches), knives, firearms, grenades, electro-knives, electro-blades, blaster pistols, carbines, and blaster rifles.

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

HACKER: A Tech Specialist has Advantage on rolls when dealing with computers, navigating cyberspace, or hacking including when “jacked in” to cyberspace.  Also, once per hour, while in combat when “jacked in” to combat in cyberspace, a Tech Specialist can regain 1d6 lost HP.  Must have a Computer Brain Cyberware for this ability.

REPAIR: A Tech Specialist knows how to repair all sorts of technological devices, including mechs, land vehicles, and starships. The cost to repair such devices is reduced by half when overseen/performed by a Tech Specialist (i.e a starship costs 20 credits to repair 5 HP. This would cost 10 credits for a Tech Specialist).

PUNCH IT: Sometimes a system in a ship goes down, an android is severely damaged, or a computer shorts out.  Once per situation (or combat), a Tech Specialist can whack the malfunctioning hardware with a hammer and get it working again.  Mechanically this means the system regains 1d4 HP back and sputters along until it can be fixed properly.

TINKER: See info on page XX.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or INT

STARTING EQUIPMENT

WEAPONS: Blaster pistol, large wrench (as club), and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).

TINKER: Three times per session a Tech Specialist can use the items at hand to create one of the following listed below if they successfully pass an INT test (or the GM can simply rule that they always succeed).  Creating an item takes 3d6 minutes.

TINKERING DEVICES

Personal Shield: An energy field surrounds the wearer, absorbing 10 points of damage before shorting out and becoming useless.

Phase Shield: This device allows the wearer to pass through a single wall before being rendered useless.

Stealth Armor: The target takes on a chameleon-like appearance.  Stealth checks are made with Advantage while targets attempting to locate the wearer are made with Disadvantage.  This lasts for 1 hour before shorting out and becoming useless.

Field Meds: When a Medstim isn’t handy a Tech Specialist is able to create a simple one in a pinch, healing 1d6 HP.

Communicator: The Tech Specialist can cobble together a makeshift communicator that allows them to get a quick message out to a target within a 1 mile radius before shorting out.  The communicator is not sophisticated or secure.  Anyone can pick up on the transmission if they are tuned to the right channel.

Flashbang: The Tech Specialist creates a dirty grenade that explodes, releasing a blinding flash of bright light.  Targets are blinded for 1d3 rounds and all actions are made with Disadvantage.

Enhance Laser Weapon: The Tech Specialist can enhance a laser weapon, doubling its damage. After each attack, make a Luck roll, if the result does not favor the shooter, the weapon shorts out and is useless and must be repaired.

Makeshift Blaster Pistol: The Tech Specialist can piece together a makeshift laser weapon from pieces lying around. The weapon functions like a blaster pistol and has a d4 Usage Die.  Once the Usage Die is consumed, the energy is drained from the battery pack and the item is useless.

Taser: The Tech Specialist can piece together a makeshift weapon that gives off an electrical discharge. The target hit by this is stunned for 1d3 rounds. Once this is used the device is ruined.

Android Repair Kit: The Tech Specialist can piece together the items necessary to repair the damage to an android. After spending 1d4 rounds working on the robot regains 1d6 HP.

Jitters: The Tech Specialist creates a concoction of chemicals (none of them good for a body).  When consumed, the target gains an extra full action per round for 10 rounds.  Afterwards the target must succeed a CON save.  If the target fails, they fall unconscious for 2d3 hours.  A successful target makes all rolls with Disadvantage until they rest for 1d3 hours.

EMP Pulse: The Tech Specialist can create an electronic device that gives of a single strong EMP blast that shorts out all electronics and computers (including androids) in a Nearby radius.  The GM may rule that advanced computers or androids have hardware that protect them from such an attack and are immune.

Cutting Torch: The Tech Specialist can create a torch that can cut through metal up to 1ft thick.  The flame lasts for 10 minutes before becoming useless.

 

Coming up next: The Diplomat and Pilot


Assassin and Scout Sci-Fi (or Star Wars) Classes for Black Hack

The other day I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog.

Today I’m putting up the Assassin and Scout classes.

Assassin

assassin-1 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: light armor and all weapon

Weapon Damage: 1d8/1d6 Improvised

 

SPECIAL FEATURES

DEADLY AIM: If the Assassin has a sniper rifle (laser or ballistic) and does nothing but aim at a target for three rounds, their shot is deadly accurate. If the Assassin attack lands, the target is killed instantly.  If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.

 

DEADLY STRIKE: If the Assassin has a small blade (either a dagger or mono-dagger), studies a target for three rounds, and successfully sneaks up on a target their attack is deadly accurate. If the Assassin attack lands, the target is killed instantly.  If the attack misses, the Assassin’s attack is still considered a success and deals 2d6+the Assassin’s level damage.

 

HAND-TO-HAND COMBAT: Assassins are highly trained in hand-to-hand combat and deal weapon damage with their fists.

 

STEALTH: Assassins live in the shadows. Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.

 

Network (4th): The Assassin is part of a complex network of Spies, Informants, and Fences. Once per session an Assassin can contact a person for a piece of information, attempt to find supplies, find a job (or kill contract), etc. The GM will determine the availability of such things.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or WIS

 

STARTING EQUIPMENT

Weapons: Blaster pistol, Blaster rifle, and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).

 

Scout

 scout-1

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, vibro-knives, vibro-swords, firearms, blaster pistols, carbines, and blaster rifles.

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

DEADLY AIM: If the Scout has a laser rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is extremely accurate. The Scout automatically hits and deals 2d6+the Scout’s level 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 most natural poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled, which will be made with Advantage.  When finding food a Scout can find it in half the time a normal individual would take.

 

KEEN OBSERVER:  Scouts roll WIS tests with Advantage when attempting to spot a creature in hiding or on saves to discover a creature/enemy attempting to sneak up on them.

 

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.

 

SCOUT MASTER (4th): When a Scout reaches 4th 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 them intimate knowledge about the place. The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.

 

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or WIS

 

STARTING EQUIPMENT

Weapons: Blaster pistol, Blaster rifle, and knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol and blaster rifle, communicator, bandoleer, tent, sleeping bag, headlamp, breath mask, and Medstim (1 Hit Dice of HP restored).