Star Wars RPG GAME Classes: Underworld

 

  • Smuggler: the Smuggler is a class focused on Luck and Single Blaster Combat as well as starship piloting. The smuggler will normally use stealth to assist in combat and charm to get themselves out of nasty situations, but failure to pay off debts makes them a target for bounty hunters.(Based on Han Solo)

    • Luck+10

    • Accuracy+20

    • Stealth+10

    • Piloting+30

    • Charisma+10

    • Start with DL-44 Blaster Pistol: when attacking flip a coin to see if you shoot first if you shoot first, +40 accuracy modifier, if not add Luck+20 modifier, while engage in combat.

    • Start with modifier: when traveling through space when rolling odd travel 2 spaces when rolling even travel four spaces

    • Starts with their own custom freighter class ship.(must be discussed with the Game Master)

  • Pirate: the pirate doesn’t follow any rules, their ambitions are based on credits and only credits, and sometimes spice. The Pirate, like the smuggler, utilizes Stealth, but the pirate has no morality making decisions based on greed over their hearts desires. The pirate will use cheap tricks and their connections to the black market to boost their credit count taking secret missions for their own ambitions while the rest of the party works to complete the group's task, the pirate only desires credits.(based on Hondo Ohnaka)

    • knowledge+3

    • Luck+30

    • Accuracy+5

    • Charisma+10

    • Piloting+20

    • Stealth+10

    • Starts with 500 credits

    • Starts with 10 spice crates in their inventory

    • One or two sidearm Of Choice (discussed with Game master)

  • Mercenary: the Mercenary is a tank amongst the underworld utilizing their strength and gear to complete their mission. The Merc will at the beginning of the game or upon meeting the group negotiate a fixed rate of credits by which they will get paid credits from the rest of the party for joining the party, as using their heavy armor, heavy weaponry, unique gear and skills to complete a job. 

    • Armor+20

    • Weapons+20

    • Strength+10

    • Accuracy+10

    • Health +20

    • Stamina Usage+30

    • Fighting stamina+10

    • Discipline+5

    • Starts with heavy armor:+20

    • Starts with heavy helmet+20

    • Starts with RT97C: must be have weapons skill 19 or higher to use, deals 10+ damage but drains 10+ stamina due to its size 

    • One or two side arms Of Choice (discussed with Game master)

    • One or two gear items Of Choice (discussed with Game master)

Crime Boss: a crime boss is a unique Class as it seeks to build its criminal enterprise by usage of NPC’s and interactions to make its way in the galaxy. The crime boss, has near unlimited funds gaining his funds through the black market. The crime boss can also use its skills to place bounties on enemies and when these bounties are collected buff the stats of their party as well as deliver credits to their party members, while not focused on combat their skills rely on their vast resources, interactions with characters and leadership to buff their parties missions, just don’t cross them or they will put a bounty on your head so large you won’t be able to enter a civilized system.(based on Jabba the Hutt)

  • Charisma+20

  • Luck +20

  • Knowledge+20

  • Leadership+10

  • Diplomacy+10

  • Security+10

  • Languages: Huttese, Galactic Basic, Rodian, Twi’lek

  • Must flip roll a dice when making purchases in game if odd the purchases costs half if even the purchase if free.

  • Starts with 

    • 200,000 credits every 100 turns from Criminal Operations

    • One main sidearm Of Choice (discussed with Game master)

    • 4 NPC guards (Developed and discussed with the Game Master)

  • Bounty Hunter: the bounty hunter is unique as it gains double the credits from collecting bounties, while the party travels the galaxy the bounty hunter will have their own alternate agenda, of hunting down targets ,collecting bounties and presenting the bounties to guild officials or crime bosses, throughout the galaxy. While having the same gear available to them as the Merc, the bounty hunter doesn’t get paid by the group for missions and instead gets paid by doing their side quests(bounty missions) instead.(Based on Boba Fett)

    • Armor+10

    • Weapons+20

    • Tech+5

    • Accuracy+10

    • Strength+5

    • Martial arts+2

    • Stealth +10

    • Sprint+10

    • Stamina Usage+10

    • Fighting stamina+10

    • Health+5

    • Tracking+20

    • Discipline+5

    • Starts with either:

      • an EE3 Carbine Rifle: +10 Damage, drains no stamina must be level 5 in weapons to carry.

      • Relby-V10 Mortar Gun: +5 damage+5 explosive damage if Trandoshan deal double damage.

      • DLT-19 heavy blaster: must have a weapons skill of 15 or higher to use, deals +10 damage, but the weapon recharges over the course of 1 turn due to overheating.

      • One main Weapon Of Choice (discussed with Game master)

    • Starts with Either

      • 1 DL-44 Blaster Pistol: when attacking flip a coin to see if you shoot first if you shoot first, +20 accuracy modifier, if not add Luck+20 modifier, while engage in combat.

      • 2 Westar 44 Blaster Pistol: +5 damage if mandalorian deal 15 extra damage by rolling 1D20

      • 2 LL-30 Blaster Pistols: +5 damage. If a bounty hunter deal an extra 15 damage

      • One to two sidearms Of Choice (discussed with Game master)

    • Starts with either

      • Jet Pack:+10 stealth, +5 stamina usage,when in use players can choose to land within 10 spaces of their launch space and cannot be attacked unless by sniper rifle from a distance

      • Jet Boots:+10 stealth, +5 stamina usage,when in use players can choose to land within 5 spaces of their launch space and cannot be attacked unless by sniper rifle from a distance

      • Electro staff: +3 damage and stuns for 2 turns

      • Vibroknife:+5 damage +5 martial arts +acrobatics

      • Electro-knuckles:+5 damage and stuns for 3 turns

      • One extra gear or melee weapon Of Choice (discussed with Game master)

    • Starts either with:

      • Flame thrower:+25 damage(unless target is fireproof),inflicts burn damage for 10 turns, roll 1d20 is Odd stun the target for that amount of turns if even do  not stun.

      • Whipcord: Stun target for 1D20(weaponry)roll amount of turns, opponent must roll 1d20(strength(force sensitivity)) for a number equal to or greater than the whip chords user to escape the whip chord, neither the user of the whip chord or the opposition can move while in use. For every turn the opponent is in the whip chord do 5 damage for each turn.

      • Toxic Darts: take 20 turns to refresh deals 100 damage to their chosen target. Target may choose to deflect or dodge using Luck(intuition) if value is greater than the 100 the player dodges the dart. 

      • Whistling birds: take 20 turns to refresh deals 20 damage each to surrounding opponents in a 5X5 grid around the player using the darts position

      • Wrist Rocket:takes 50 turns to refresh, deals 200 damage(accuracy) to target, if target is shielded, deals 200 damage(accuracy) to the target's shield.

      • Personal shield: 500 hit points to the players character, shields can only be broken by damage dealt equal to its Hit points, if not shields exhaust after 5 turns and then must recharge for 2 turns before it can be used again

      • One extra gear item Of Choice (discussed with Game master)

  • Assassin: the assassin is a sniper, focused on Martial arts, and agility. The assassin can collect bounties similar to the bounty hunter but rather than having a choice of delivering a bounty alive, they must deliver the bounty dead to their guildmates. The assassin gains renown from taking out targets form afar, or using poisons and sabotage to complete their tasks. The assassin however unlike the bounty hunter  can take bribes, these bribes can allow them to look the other way on bounties and earn them a bounty themselves.(based on Fennec Shand)

    • Acrobatics+10

    • Athletics+10

    • Parkour+10

    • Accuracy+30

    • Tech+2

    • Martial arts+20

    • Stealth+30

    • Weaponry+30

    • Charisma+5

    • Luck+20

    • Parkour+10

    • Start with either:

      • MK Sniper Rifle: damage is calculated by Accuracy(distance)/Luck=damage to target.

      • Adventurer Slug Thrower: takes 10 turns to reload, damage is calculated by Accuracy(distance)/Luck=damage to target(10).

      • Cycler Rifle:takes 20 turns to reload, damage is calculated by Accuracy(distance)/Luck=damage to target(20).

      • Kisteer 1284 Projectile Rifle:takes 5 turns to reload, damage is calculated by Accuracy(distance)/Luck=damage to target(5)

      • One main Weapon Of Choice (discussed with Game master

    • Start with either 

      • 2 DX-13 Blaster Pistol: +4 accuracy

      • 1 Blurg Blaster Pistol with Explosive Ammo: +4 accuracy explosive damage

      • One side arm Of Choice (discussed with Game master)

    • Start with either 

      • Toxic Darts: take 20 turns to refresh deals 100 damage to their chosen target. Target may choose to deflect or dodge using Luck(intuition) if value is greater than the 100 the player dodges the dart. 

      • Electro staff: +3 damage and stuns for 2 turns

      • Vibroknife:+5 damage +5 martial arts +acrobatics

      • One Extra weapon of choice (discussed with Game Master)

    • Start with either

      • 200 credits

      • 1 assassin contract

      • +10 parkour skills

      • +10 Stealth

      • 1 starship(discussed with the Game Master) and a piloting skill +5.

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