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F
Falleen
Home Planett: Falleen
H
A
Attribute Dicce: 13D
D
DEXTERITY 2
2D/4D
K
KNOWLEDGE E 2D/4D+2 Home
H Planet: Gand
M
MECHANICA AL 2D/4D e: 12D
Atttribute Dice
P
PERCEPTION N 2D+1/4D+
+2 DEXTERITY 1D+1/4D
1
S
STRENGTH 2
2D+1/4D+2 KNNOWLEDGE E 1D/4D
T
TECHNICAL 2D/4D MECHANICAL
M L 1D+1/4D
S
Special Abiliities: PE
ERCEPTION N 1D/4D+2
A
Attraction Phheromones: +1D to Pe ersuasion annd TRENGTH 2D/5D
ST
+
+1D for eacch hour of continuous
c p
preparation in TE
ECHNICAL 1D/4D+2
1
Special Abilities: Martial Arts: Some Gand are trained in a
Ammonia Breathers: Most Gands do not respire. specialized form of combat developed by a band of
However, there is a small number of Gands that findsman centuries ago. The tenets of the art are
are of older evolutionary stock and do respire in complex and misunderstood, but the few that have
the traditional sense. These Gands are ammonia been described. Two techniques are described
breathers and find other gases toxic to their below. There are believed to be many more.
respiratory system--including oxygen. “Piercing Touch” Description: The findsman can
Exoskeleton: The ceremonial chemical baths of use his chitinous fist to puncture highly durable
some findsmen initiations promote the growth of substances and materials. Difficulty: Very Difficult
pronounced knobby bits on a Gand’s exoskeleton. Effect: If the character rolls successfully (and is not
The bits on a Gand’s arms or legs can be used as parried or dodged), the strike does STR+2D
rough, serrated weapons in close-quarter combat damage and can penetrate bone, chitin, and
and will do Strength+1 damage when brawling. assorted armors. “Striking Mist” Description: The
Eye Shielding: Most Gands have a double layer of findsman can sneak close enough to an opponent
eye-shielding. The first layer is composed of a to prevent the victim from dodging or parrying the
transparent keratin-like substance: the Gand blow. Difficulty: Difficult Effect: If the character rolls
suffers no adverse effects from sandstorms or successfully, and rolls a successful sneak versus
conditions with other airborne debris. The Gands’ his opponent’s Perception, the findsman’s strike
second layer of eye protection is an exceptionally cannot be dodged or parried. The Gand must
durable chitin that can endure substantial declare whether they are striking to injure or
punishment. For calculating damage, this outer immobilize the victim prior to making the attempt.
layer has the same Strength as the character. Move: 10/12
Findsman Ceremonies: Gands use elaborate and Size: 1.6-1.9 meters
arcane rituals to find prey. Whenever a Gand uses Source: Alien Encounters (page 56), Ultimate Alien
a ritual (which takes at least three hours) he gains Anthology (pages 62-63), Alien Anthology (pages
a +2D to track a target. 75-76), Scum and Villainy (pages 8-9)
Mist Vision: Having evolved on a mist-enshrouded
world, Gands receive a +2D advantage to Houk
Perception and relevant skills in environments Home Planet: Lijuter
obscured by smoke, fog, or other gases. Attribute Dice: 12D
Natural Armor: Gands have limited clavicular DEXTERITY 1D/3D
armor about their shoulders and neck, which KNOWLEDGE 1D/3D
provides +2 physical protection to that region (they MECHANICAL 1D/3D
are immune to nerve or pressure point strikes to PERCEPTION 1D/3D+1
the neck or shoulders.) STRENGTH 2D+1/5D+2
Regeneration: Many Gands-particularly those who TECHNICAL 1D/3D
have remained on their homeworld or are of one Story Factors:
of the very traditional sects- can regenerate lost Belligerence: For most
limbs. Once a day, a Gand must make a Strength Houk, violence is
or stamina roll: a Very Difficult roll results in 20 often the only means to
percent regeneration; a Difficult roll will result in 10 achieving a desired end.
percent regeneration, a Moderate roll will not assist Most Houk are generally
a Gand’s accelerated healing process, and the regarded as brutes who cannot be trusted.
character must wait until the next day to roll. Imperial Experiment Subjects: Many Houk have
Reserve Sleep: Most Gands need only a fraction of disappeared after being taken custody by Imperial
the sleep most living beings require. They can science teams.
“store” sleep for times when being unconscious is Move: 8/10
not desirable. As such, the Gand need not make Size: 2.0-2.6 meters tall
stamina rolls with the same frequency as most Source: Galaxy Guide 12 – Aliens: Enemies and
characters for purposes of determining the effects Allies (pages 41-43), Ultimate Alien Anthology
of sleep-deprivation. Unless otherwise stated, this (page 73), Scum and Villainy (pages 155-156)
is an assumed trait in a Gand.
Ultraviolet Vision: Gand can see in the ultraviolet
color spectrum.
J
Jawa Sppecial Abilitties:
Home Planett: Tatooine
H Musical
M Beakk: The Ryn c can play the eir perforate ed
A
Attribute Dicce: 12D beeaks like mu usical instrumments. Some e Ryn becom me
D
DEXTERITY 1D/4D so
o adept that they can im mitate the ton nal language es
K
KNOWLEDGE E 1D/3D+1 off many droiids (R2 unitts, etc.). Th his requires a
M
MECHANICA AL 2D/4D+2 Moderate
M Peerception: M Musical instrruments sk kill
P
PERCEPTION N 1D/3D chheck, thou ugh a Ryn n will be unable to t
S
STRENGTH 1
1D/2D+2 coommunicate e unless he knows the droid’sd binary
T
TECHNICAL 2D/4D+2 la
anguage.
S
Special Abiliities: Musical
M ude: Ryn havve a talent fo
Aptitu or music, an nd
T
Technical Apttitude: ga
ain a +2 pip p bonus to a any skill rollls that involvve
A the time off
At music
m (singingg, playing insstruments, etc.).
e
c
character creeation only, Jawa chara acters receiive Prrehensile Tail: A Ryn can n use its long
g, strong tail to
t
2 for everry 1D they place in repair-orient
2D r ed grrip items orr individualss with both Strength an nd
T
Technical skills. Dexterity attriibutes equa al to the Ryyn’s own -1D D.
S
Story Factorss: Suupporting he eavy weightss with their tails
t is painfu
ul,
T
Trade Langu uage: Jawass have deve eloped a ve ery annd requires a Moderate stamina roll each roun nd
fllexible trad de langua age which is virtua ally paast the first when
w they aare supportin ng the weigh ht
u
unintelligible to other speecies - whenn Jawas want it off themselvess or another b being.
too be unintellligible. Sttory Factorss:
M
Move: 8/10 Baad Reputattion: Ryn are almosst universallly
S
Size: 0.8-1.2 meters
m tall deespised as thhieves and con-men.
S
Source: Alienn Encounterss (page 74), The Star Wa ars Odor:
O Ryn ha ave superstiitions regard ding person nal
S
Sourcebook (pages 75-77), Ultimate Alien hyygiene, wh hich leads them to possess a
A
Anthology (pages 80-81), Secrets of Tatooine chharacteristic odor that otthers find unpleasant.
(pages 11-12)), Gamer Ma agazine Issue 3 (pages 32-
3 Move:
M 10/12
3 Scum an
35), nd Villainy (p pages 9-10) Siize: Unlistedd (Medium)
Soource: Ultim mate Alien An nthology (pa ages 133-134 4),
R
Ryn Sccum and Villlainy (pages 10-11)
To
oydarian
Home Plan
H net: Unkno own (belie
eved to be
Home
H Planet: Toydaria
somewhere in i the Core)
e: 12D
Atttribute Dice
A
Attribute Dicce: 12D
DEXTERITY 2D+1/5D
2
D
DEXTERITY 1D+2/4D
KNNOWLEDGE E 1D+1/4D
K
KNOWLEDGE E 1D+1/4D
MECHANICAL
M L 1D+2/4D+ +1
M
MECHANICA AL 1D/4D
PE
ERCEPTION N 1D/3D+2
P
PERCEPTION N 2D/4D
TRENGTH 1D/3D
ST
S
STRENGTH 1
1D/4D
TE
ECHNICAL 1D+1/4D
1
T
TECHNICAL 1D/4D
Sp
pecial Abilitties:
Force Resistance: Toydarians are resistant to Force Yrak Pootzck
powers that utilize the Sense skill, and receive a Home Planet: Uba IV
+3D bonus to any Perception or Control rolls made Attribute Dice: 12D
to resist these powers. Any Sense powers used DEXTERITY 2D/4D
against a Toydarian that do not grant a resistance KNOWLEDGE 1D+1/3D+2
roll have their Sense difficulty increased by +10. MECHANICAL 1D/3D
Move: 6/8 (Ground), 18/20 (Flight) PERCEPTION 1D+2/4D
Size: 0.9 to 1.5 meters tall STRENGTH 1D+2/3D+1
Source: Ultimate Alien Anthology (pages 164-165), TECHNICAL 1D+1/4D
Alien Anthology (pages 107-108), Scum and Villainy Special Abilities:
(pages 11-12) Increased Stamina: Due to the relatively low
oxygen content of the atmosphere of their
Ubese homeworld, yrak pootzck Ubese add +1D to their
staminawhen on worlds with Type I (breathable)
atmospheres.
Move: 8/12
Size: 1.75-2.25 meters tall
Source: Alien Encounters (page 162), Shadows of
the Empire Sourcebook (pages 99-100), Ultimate
Alien Anthology (pages 172-174), Alien Anthology
(pages 108-110), Scum and Villainy (pages 12-13)
Wroonian
Home Planet: Wroona
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D+2
PERCEPTION 2D/4D+2
STRENGTH 2D/3D+2
“True” TECHNICAL 2D/3D+2
Home Planet: Uba IV Story Factors:
Attribute Dice: 12D Capricious: Wroonians
DEXTERITY 2D/4D+2 are rather spontaneous
KNOWLEDGE 1D/3D and carefree. They
MECHANICAL 1D/2D+2 sometimes do things
PERCEPTION 2D/4D+2 because they look like
STRENGTH 1D/3D fun, or seem
TECHNICAL 2D/4D challenging. Wroonians are infamous for taking up
Special Abilities: dares or wagers based on their spontaneous
Type II Atmosphere Breathing: “True Ubese” actions.
require adjusted breath masks to filter and breath Pursuit of Wealth: Wroonians are always
Type I atmospheres. Without the masks, Ubese concerned with their personal wealth and
suffer a -1D penalty to all skills and attributes. belongings. The more portable wealth they own,
Technical Aptitude: At the time of character the better. While they’re not overtly greedy, almost
creation only, “true Ubese” characters receive 2D everything they do centers around acquiring
for every 1D they place in Technicalskills. wealth and the prestige that accompanies it.
Survival: “True Ubese” get a +2D bonus to their Move: 10
survivalskill due to the harsh conditions they are Size: 1.7-2.2 meters tall
forced to endure on their homeworld. Source: Alien Encounters (page 107), Scum and
Move: 8/11 Villainy (page 156)
Size: 1.75-2.25 meters tall
S
Starships
s X-TIE
X Ugly
C
Clutch Ugly
y Fighter
G
Gymsnor-3 Light Freig
ghter
Y
YT-1250 Lig
ght Freightter
S
Spice Spide
er
Brrawling: bite
e 4D
Sp
pecial Abilitties:
Biite: STR+1 damage.
d
Type: Subterrranean pred
T dator Accid Spray: Onnce per day, a Nadir spider can spew w
P
Planet of Oriigin: Kessel a jet of highlly corrosive acid with a range of 10 1
D
DEXTERITY 1D meters.
m The victim
v sufferrs 3D acid damage
d every
P
PERCEPTION N 8D ound until it’s washed offf or treated (Easy first aiid
ro
S
Search 9D with
w a medpa ac).
S
STRENGTH 4
4D Move:
M 20 (waalking or clim
mbing)
B
Brawling: imp pale 5D , sta
amina 6D+2 eters wide
Siize: 1.6-3 me
S
Special Abiliities: ource: Scum
So m and Villainyy (page 184))
mpaling: The spice spid
Im der can impa ale its prey on
o
o
one of its hundreds
h o dagger-lik
of ke legs. Ea ach Comet Myno
ock
im
mpalement causes ST TR+1D dam mage, plus an Ty ype: Parasitte
a
additional + damage per turn frrom addtion
+2 nal DEXTERITY 3D 3
jo
ostling. A character
c m
must make an opposed PE ERCEPTION N 1D
S
Strength roll to
t break freee. STTRENGTH 1D
D
Drain Energyy: The spice e spider feed
ds by draining Sppecial Abilitties:
e
energy from living beingss. Each impa aled charactter Ennergy Drain n: survive b by draining energy from m
ta
akes 1D dam mage per tu urn from havving his or her
h sttarships.
e
energy draine ed. Fllight: Mynock ks who drainn enough energy can fly.
M
Move: 15 Siilicon life forrms: Silicon--based life fo
orms and ca
an
S
Size: 2.4-6.8 meters
m wide e su
urvive in th he vacuum m of space, but unlik ke
S
Source: en Anthologyy (pages 45--46), The Je
Alie edi coommon Myynock are a also able to t survive in
A
Academy Soourcebook (p pages 123-124), Geonosis attmosphere.
a
and the Oute er Rim Worrlds (page 85),
8 Scum an nd Move:
M pace units pe
9, 1 (sp er turn)
V
Villainy (page e 184) Siize: 1.5 mete ers wide, 0.5 meters tall
Soource: Scum m and Villainyy (page 219))
N
Nadir Spide
er
Type: Asteroid predator
T
P
Planet 376
of Oriigin: Resh 93
D
DEXTERITY 4
4D
T
Thrown weap pons: acid sp
pray 4D+2
P
PERCEPTION N 3D
S
Search 6D, sn
neak 6D+1
S
STRENGTH 3
3D+1
Equipment Upgrading armor undergoes this change it simply becomes
bulkier, and increases the Dexterity penalty by 2
Beyond the modifications listed on pages 60-62 of
pips. Weapons that are increased in size incur a
the Star Wars Roleplaying Game Second Edition
+2 to the weapon’s difficulty. No piece of gear can
Revised and Expanded, as well as other
gain more than one upgrade slot by increasing size.
supplements, gear can be modified with various
upgrades. Any stock piece of equipment usually
has one standard upgrade slot left by the Universal Upgrades:
manufacturer. The following upgrades may be added to weapons,
armor, or any piece of gear such as datapads,
Gaining upgrade slots: glowrods, etc. (unless otherwise specified in the
To gain additional upgrade slots you may either upgrade’s description).
strip a piece of gear, or increase the size of its
housing. Cheater
Skill: computer programming/repair (to install)
Stripping gear: Difficulty: to install: Moderate
Stripping gear requires a eight hours, and Cost: 500
Moderate Technical roll or associated skill roll (i.e., Availability: 2, X
blaster repair, armor repair, computer Upgrade slot cost: 1
programming/repair, etc.). Also, there is a Game Notes: Cheaters are devices that aid in
materials cost of 50% of the original item cost. If games of chance, often installed in comlinks,
the skill roll fails, then the gear is not successfully credit chips, or sabbac cards. They add +2 to any
stripped, and it no longer functions properly. The gambling roll. However, each use of a cheater
character may make another attempt to restore the requires a hide roll versus an opponent’s
gear to working order and strip it requiring an Perception check. Further, anyone who beats the
additional one hour of work and an additional cost character’s gambling roll by 10 or more, realizes
with a Moderate difficulty. A successful attempt at that the character is cheating, though they may not
stripping the gear allows for a single upgrade slot. realize how. Such NPCs will likely demand to
search the character, or relieve the character of
Stripping weapons: their equipment, possessions, or breathing
Weapons can be stripped in one of five ways privileges.
Damage: Reduce the damage by -1D. Source: Scum and Villainy (page 40)
Range: Reduce the range by 10%
Design: The design of the weapon can be Cloaked
modified so that it greatly varies from its original Skill: computer programming/repair (to install)
intended operation. The difficulty of the weapon Difficulty: to install: Moderate
would then increase by +5. Cost: 750
Stun Setting: A weapon with a stun setting may Availability: 2, F
have that function removed to gain an upgrade Upgrade slot cost: 1
slot. Game Notes: Cloaking a piece of equipment
installs sensor baffles to distort the equipments
Stripping armor: energy signatures. Also, the equipment itself is
Armor may be stripped in one of two ways modified to be more camouflaged, or allow it to be
Defensive materials: Armor can have sections of hidden in a more inconspicuous location on the
defensive padding and some rigid materials body. Anyone attempting to search a character
removed. Doing so will reduce the armor’s with a cloaked piece of equipment receives a -
physical damage resistance by -2, and its energy 1D+2 penalty to their search or sensors roll to
resistance by -1 detect the equipment. Note that even cloaked
Joint bracing: Armor generally makes use of equipment is obvious when it is in use. Armor
more fragile, but more flexible material to cover given a cloaked upgrade does not assist in sneak
the joints. Such joint materials can be removed rolls, but only provides a bonus to conceal the
and replaced with more rigid materials to house armor and make it less conspicuous or appear as
the upgrade components. The armor maintains its normal clothing.
defensive abilities by the Dexterity penalties Source: Scum and Villainy (page 40)
increase by 2 pips.
Droidification
Equipment size: Skill: droid repair (to install)
A piece of gear may receive an upgrade point by Difficulty: to install: Difficult
increasing its size. By changing the housing of the Cost: 2,000
datapad, blaster, etc., the equipment cost is now Availability: 3, F
doubled. However, increasing the size has no Upgrade slot cost: 2
bearing on the effectiveness of the equipment. If Game Notes: Droidification is a lengthy and
involved process of turning a normal piece of gear
into a functioning droid. The modified equipment
can either act as a droid with access to the Electrograpple Handle
equipment from which it was built, or it may Skill: computer programming/repair or blaster
conceal itself as a normal piece of equipment. repair (to install)
While being concealed as normal equipment, it Difficulty: to install: Moderate
requires a Difficult Perception or search check to Cost: 1,000
recognize that the equipment is unusual. Availability: 2, F
The droidefied equipment uses the following Upgrade slot cost: 1
statistics: Game Notes: An electrograpple handle is
DEXTERITY 1D+1 essentially a magnetized section of the equipment
KNOWLEDGE 1D that is designed to fly towards a specially attuned
MECHANICAL 1D grapple gauntlet (the cost of which is included in
PERCEPTION 1D the upgrade). A pice of equipment with an
Search 2D electrograpple handle can be retrieved by a
STRENGTH 1D character wearing the attuned grapple gauntlet as
TECHNICAL 1D an action, so long as the item is within 6 meters. If
Equipped With: the equipment is held or strapped down then the
-One photoreceptor gauntlet allows a Strength check of 3D to rip it free.
-One auditory receptors This type of upgrade is most often used on
Story Factors: weaponry, whereby a character may throw down a
Basic Programming: programmed only for the weapon to prove he is disarmed, and then retrieve
most menial or basic of tasks. Such his weapon.
programming is often out of place in other Source: Scum and Villainy (page 41)
settings where more specialized droids would
be used, such as starship engineering bays, Environmental Sealing
medical suites and battlefields. They can be Skill: computer programming/repair or blaster
upgraded with improved programming and repair (to install)
more attachments and equipments at an Difficulty: to install: Moderate
additional cost. Cost: 400
Restricted Vocabulary: The basic unit can only Availability: 2
reply with the words “affirmative” or Upgrade slot cost: 1
“negative”, despite any question asked or Game Notes: Environmental sealing places
situation encountered. gaskets, coatings, nonreactive materials, and seals
Move: 4 throughout a piece of equipment to ensure that it
Size: Varies does not fail because of certain environmental
The droidefied equipment may have an added conditions. The equipment may work normally
+1D to a single skill that is specifically associated after being placed in a vacuum, underwater, after
with its use. For example, a droidefied datapad being packed with sand, or in a snowstorm. It
may gain a +1D to computer programming/repair. does not take damage from corrosive or toxic
Only equipment can be droidefied. Armor, atmospheres, extreme temperatures, radiation, or
vehicles, and weapons may not be droidefied. most building fires (the equipment is not immune
Source: Scum and Villainy (page 40) to fire-based damage, explosions, or attack).
Source: Scum and Villainy (page 41)
Dual Gear
Skill: computer programming/repair or blaster Extra Power Source
repair (to install) Skill: computer programming/repair or blaster
Difficulty: to install: Moderate repair (to install)
Cost: 1,000 Difficulty: to install: Moderate
Availability: 1 Cost: 200
Upgrade slot cost: 1 Availability: 1
Game Notes: One piece of equipment can be hard Upgrade slot cost: 1
wired into another piece of equipment as an Game Notes: An extra power source will allow a
upgrade. However, it is impossible to place a device to function twice as long as it normally
larger piece of gear into a smaller piece (you may would. If it is a weapon that exclusively uses
not cram an E-Web blaster into a lightsaber). Dual power packs (and not blaster gas), then it may be
gear may function as either component piece fired twice as many times without a recharge. It is
without penalty. For example, a glowrod and possible to perform this modification more than
blaster may either shoot or illuminate. However, it once. Each time the cost of the additional upgrade
may not perform both functions simultaneously. is the same.
You must pay full price for both pieces of gear that Source: Scum and Villainy (page 41)
you are combining into a single piece of dual gear.
Source: Scum and Villainy (page 41)
Memory Upgrade Remote Activation
Skill: computer programming/repair (to install) Skill: computer programming/repair or blaster
Difficulty: to install: Moderate repair (to install)
Cost: 4,000 Difficulty: to install: Easy
Availability: 2 Cost: 500
Upgrade slot cost: 1 Availability: 1
Game Notes: Any piece of gear that has databanks Upgrade slot cost: 0
can increase its storage capacity. The basic Game Notes: This upgrade allows a piece of
memory can be doubled by this upgrade. An equipment to be activated with a signal from a
advanced upgrade is also available that quadruples comlink or similar device. Though this is usually
the storage space. The advanced memory associated with explosives or security systems, a
upgrade doubles the number of upgrade points, remote activator can be used to activate a droid, a
requires is Very Difficult to install, and costs 16,000. fusion lantern, or other such devices. It can also
This upgrade may not be used on droids, as they set a computer to start running a certain program,
have different upgrade guidelines available in or start a holoprojector to start playing a particular
Cynabar’s Fantastic Technology. recording. Activating the remote is one action
Source: Scum and Villainy (page 41) (which includes entering the activation command
code) per piece of gear activated. The range of the
Miniaturized activation is determined by the comlink or other
Skill: computer programming/repair or appropriate communication device used. Any comlink can be
weapon repair skill (to install) used to activate the equipment, sending a signal
Difficulty: to install: Moderate with a specific doe along al specific frequency. A
Cost: 500 character who is aware of the remote activation
Availability: 2 can attempt to find the frequency with a Very
Upgrade slot cost: 1 Difficult security roll.
Game Notes: Equipment with the miniaturized Source: Scum and Villainy (page 41)
upgrade weighs half as much. A melee weapon
that is miniaturized has its damage reduced by 1D. Secret Compartment
Source: Scum and Villainy (page 41) Skill: computer programming/repair (to install)
Difficulty: to install: Moderate
Miniaturized Cost: 600
Skill: computer programming/repair or blaster Availability: 2
repair (to install) Upgrade slot cost: 1
Difficulty: to install: Moderate Game Notes: Like storage capacity (see below),
Cost: 500 this upgrade allows a piece of equipment to carry a
Availability: 2 smaller piece of gear within it. However, the gear
Upgrade slot cost: 1 carried within the compartment is concealed. It
Game Notes: Equipment with the miniaturized takes a Very Difficult Perception or search roll to
upgrade weighs half as much. A melee weapon notice the compartment.
that is miniaturized has its damage reduced by 1D. Source: Scum and Villainy (pages 41-42)
Source: Scum and Villainy (page 41)
Silverplate
Recognition System Skill: computer programming/repair, melee
Skill: computer programming/repair or blaster weapons repair, armor repair, or blaster repair
repair (to install) Difficulty: to install: Moderate
Difficulty: to install: Moderate Cost: 2,500
Cost: 200 Availability: 2
Availability: 2 Upgrade slot cost: 1
Upgrade slot cost: 1 Game Notes: Silverplate is a tough chroming
Game Notes: Equipment with a recognition system process that adds a layer of material (usually a
can identify its owner and will not function for dallorian alloy) over the surface of a piece of
anyone else. Fooling a recognition system takes equipment. In addition to giving the gear a stylish
one minute and a Very Difficult computer look, it also adds a +1D to the body strength of the
programming/repair roll. The owner of the item. The silverplate may be applied to weapons,
equipment with this upgrade can deactivate it as general equipment, and armor. Any silverplate
an action before passing it to an ally. Optionally, applied to armor does not grant any additional
the recognition system can have a code phrase armor bonus to the wearer, but only preserves the
that allows anyone to deactivate it. functionality of the armor when taking damage.
Source: Scum and Villainy (page 41) Likewise, it protects against damage that is
targeting the armor itself, and not the wearer (such
as when the armor may have been removed).
Source: Scum and Villainy (page 42)
Spring Loaded again after the move. If the bipod is used for one
Skill: computer programming/repair or blaster round of aiming, the character receives and
repair (to install) additional +1D to blaster.
Difficulty: to install: Moderate Source: Scum and Villainy (page 43)
Cost: 300
Availability: 2 Double Trigger
Upgrade slot cost: 1 Skill: blaster repair (to install)
Game Notes: Any equipment that is designed to be Difficulty: to install: Easy
held in a single hand can be spring-loaded. Cost: 800
Readying a spring-loaded piece of equipment Availability: 2
Source: Scum and Villainy (page 42) Upgrade slot cost: 0
Game Notes: A weapon with a double trigger may
Storage Capacity treat one trigger as a safety, with the second trigger
Skill: computer programming/repair or blaster being a hair-trigger that fires with the minutest
repair (to install) pressure. Weapons with a double trigger gain an
Difficulty: to install: Easy additional +2 when aimed.
Cost: 100 Source: Scum and Villainy (page 43)
Availability: 1
Upgrade slot cost: 0 Ion Charger
Game Notes: The upgrade allows gear to carry Skill: melee weapon repair (to install)
smaller items of gear within or on it. However, this Difficulty: to install: Moderate
is an obvious compartment and offers no Cost: 3,000
concealment. Equipment with the storage Availability: 2, F
capacity upgrade can hold multiple items that are Upgrade slot cost: 1
reasonably smaller than the piece of gear, insofar Game Notes: An ion charger encases a melee
as the total weight is less than the equipment with weapon with an ion field that flares in strength
the storage capacity. when the weapon strikes a target. This causes the
Source: Scum and Villainy (page 42) weapon to deal 3D of ion damage in addition to its
physical damage.
Source: Scum and Villainy (page 43)
Weapon Upgrades
Ion Charger
Bayonet Ring Skill: melee weapon repair (to install)
Skill: appropriate weapon repair roll (to install) Difficulty: to install: Moderate
Difficulty: to install: Easy Cost: 3,000
Cost: 100% of weapon cost Availability: 2, F
Availability: 1 Upgrade slot cost: 1
Upgrade slot cost: 0 Game Notes: An ion charger encases a melee
Game Notes: A bayonet ring is a simple ring weapon with an ion field that flares in strength
attached to a small melee weapon (such as a when the weapon strikes a target. This causes the
vibrodagger or knife). The weapon cannot have a weapon to deal 3D of ion damage in addition to its
bipod or required to have any sort of mount while physical damage.
in use. The most common combination is to use a Source: Scum and Villainy (page 43)
vibrodagger on a balster rifle, however it is possible
to have combinations such as s stun baton on a Missile Load
grenade launcher. The melee weapon’s damage Skill: demolitions (to install)
increases by +2 when used as a bayonet. Difficulty: to install: Moderate
Mounting or removing the melee weapon counts Cost: 3,000
as an action. Availability: 2, X
Source: Scum and Villainy (page 42) Upgrade slot cost: 1
Game Notes: A missile load involves dismantling a
Bipod standard thrown grenade and converting it into an
Skill: blaster repair (to install) explosive that can be launched from a missile
Difficulty: to install: Easy launcher. This allows the grenade to keep its
Cost: 100 normal blast radius, but increases its damage by
Availability: 2 50%. A converted grenade may not be thrown after
Upgrade slot cost: 0 this modification.
Game Notes: A bipod is a two-legged attachment Source: Scum and Villainy (page 43)
that allows the barrel to be steadied while firing.
Preparing the bipod for use counts as an action. Neutronium Reinforcement
Should a character move once the bipod has been Skill: melee weapon repair (to install)
readied, then the bipod must be readied for use Difficulty: to install: Moderate
Cost: 250 a target at medium range has a standard difficulty
Availability: 2, F of Easy, and all targets at long range have a
Upgrade slot cost: 1 difficulty of Moderate when the weapon is aimed
Game Notes: Neutronium is a heavy alloy that is for one round.
most often used to make armor and to reinforce Source: Scum and Villainy (page 43)
starship hulls. However, it can be used to harden a
cutting surface of a melee weapon. Any melee Rapid Recycler
weapon that receives a neutronium reinforcement Skill: blaster repair (to install)
gains an additional +2 damage as well as +1D to Difficulty: to install: Moderate
its body strength. Cost: 500
Source: Scum and Villainy (page 43) Availability: 2, F
Upgrade slot cost: 1
Overload Switch Game Notes: A blaster with a rapid recycler allows
Skill: blaster repair (to install) the blaster to fire a three-shot burst with each
Difficulty: to install: Moderate trigger squeeze. For each successful blaster roll,
Cost: 3,000 instead of rolling damage once, the rapid recycler
Availability: 2, X allows a character to make three damage rolls.
Upgrade slot cost: 1 The initial damage follows the weapon’s standard
Game Notes: An overload switch allows an energy damage roll. The additional two damage rolls have
weapon to build a feedback loop that causes it to a standard damage of 3D+2.
explode. When activated (as an action), the Source: Scum and Villainy (page 44)
weapon becomes an improvised grenade.
Calculate the damage of the blast based on the Retractable Stock
damage code of the weapon. (Let X represent the Skill: blaster repair (to install)
damage of the weapon, and calculate from that as Difficulty: to install: Easy
a base.) Cost: 500
Damage: X+1D/X/X-1D/X-2D Availability: 2
Blast Radius: 02/4/6/10 Upgrade slot cost: 0
Example: If a character puts an overload switch on Game Notes: When a retractable stock is in use,
a heavy blaster pistol with a damage of 5D, then the character gains a +1D bonus to his or her
the damage would be 6D/5D/4D/3D. blaster roll when aiming for one round. (If the
Source: Scum and Villainy (page 43) retractable stock is used to upgrade a blaster pistol,
the pistol then requires 1 upgrade slot and is
Pulse Charger Moderate to install.)
Skill: blaster repair (to install) Source: Scum and Villainy (page 44)
Difficulty: to install: Moderate
Cost: 2,000 Slinker
Availability: 3, X Skill: firearm repair (to install)
Upgrade slot cost: 1 Difficulty: to install: Moderate
Game Notes: A pulse charger forces more blaster Cost: 1000
gas and power through a blaster’s blast chamber Availability: 2, F
on any given shot. When a blaster has this upgrade Upgrade slot cost: 1
it gains a +1 for every D the blaster has in its Game Notes: Slinkers may only be installed on a
damage code. Example: a blaster with 5D damage slugthrower or other projectile weapon. Once a
would then roll 5D damage, and then add +5 to weapon has a slinker installed, it no longer fires
the roll. The additional damage comes at a cost. normal ammunition, and slinker ammunition
First, the blaster is no longer as accurate, and doubles the ammo cost. Slinkers are equipped
incurs a -1 penalty to the character’s blaster roll for with simple sensors and targeting computers.
every 2D of damage, rounded up (i.e., a 5D blaster Sliniker ammunition is programmed to fly around
would incur a -3 penalty). Second, the blaster uses obstacles to strike targets. In game terms, any
its ammunition twice as fast as before. target that has cover does not receive a bonus for
Source: Scum and Villainy (page 43) being under cover to avoid an attack. However,
this does not apply to targets that have total cover.
Rangefinder Source: Scum and Villainy (page 44)
Skill: blaster repair (to install)
Difficulty: to install: Moderate Targeting Scope
Cost: 200 Skill: blaster repair (to install)
Availability: 2, F Difficulty: to install: Easy
Upgrade slot cost: 1 Cost: 100
Game Notes: All ranged weapons with a Availability: 1
rangefinder installed may decrease the difficulty of Upgrade slot cost: 0
firing at medium and long range. All shots made at
Game Notes: A character receives a +1D bonus for Diagnostics System
aiming for a full round when using a targeting Skill: armor repair (to install)
scope. Difficulty: to install: Moderate
Source: Scum and Villainy (page 44) Cost: 500
Availability: 1
Low Light Targeting Scope Upgrade slot cost: 1
Skill: blaster repair (to install) Game Notes: The diagnostics system is a set of
Difficulty: to install: Easy sensor packages that allows the user to monitor
Cost: 1000 any damage done to the armor. As a result of the
Availability: 2 information in the damage report, the character
Upgrade slot cost: 0 receives a +2 bonus to any armor repair rolls to
Game Notes: A character receives a +1D bonus for repair the damaged armor. Further, this bonus will
aiming for a full round when using a targeting also apply to any first aid rolls to any damage the
scope. A low light scope ignores all penalties from character has taken while wearing the armor.
darkness. Source: Scum and Villainy (page 45)
Source: Scum and Villainy (page 44)
Environmental Systems
Skill: armor repair (to install)
Armor upgrades Difficulty: to install: Moderate
Cost: 600
Aquatic Adaptation Availability: 2
Skill: armor repair (to install) Upgrade slot cost: 1
Difficulty: to install: Moderate Game Notes: The internal survival systems provide
Cost: 500 either hot-weather resistance or cold-weather
Availability: 2 resistance. In order to receive protection against
Upgrade slot cost: 1 both hot and cold weather, the wearer would need
Game Notes: These are gaskets and pressure to install both as separate upgrades. The
adaptations that allow the armor to function at protection systems can provide the ability to avoid
deep sea depths. Also, the aquatic adaptation all ill effects from temperature extremes from as
allows for breathable air to be separated from the low as -30ºC to as high as 100º C.
components of water. Further, armor is adapted Source: Scum and Villainy (page 45)
with small maneuvering jets that provide a +1D
bonus to all swimming rolls. Gyros
Source: Scum and Villainy (page 45) Skill: armor repair (to install)
Difficulty: to install: Moderate
Armorplast Cost: 250
Skill: armor repair (to install) Availability: 2
Difficulty: to install: Easy Upgrade slot cost: 1
Cost: 900 Game Notes: The gyros provide a stabilizing
Availability: 3 element for anyone utilizing this upgrade. The
Upgrade slot cost: 0 gyros provide a +1D+2 bonus to avoid falling or
Game Notes: The armorplast adaptation replaces being knocked prone.
the normal protective plates. The armorplast is Source: Scum and Villainy (page 46)
lightweight and much less encumbering. An armor
receiving the armorplast upgrade, reduces its Helmet Package
Dexterity penalty by two pips. This cannot reduce Skill: armor repair (to install)
the Dexterity penalty lower than 0. Difficulty: to install: Easy
Source: Scum and Villainy (page 45) Cost: 4000
Availability: 2
Climbing Claws Upgrade slot cost: 0
Skill: armor repair (to install) Game Notes: When a helmet is equipped with a
Difficulty: to install: Moderate helmet sensor package, it provides two
Cost: 200 advantages. First, it provides a +2D bonus to all
Availability: 2 Perception checks in low light environments.
Upgrade slot cost: 1 Second, it provides a hands-free internal comlink.
Game Notes: These retractable claws are mounted Source: Scum and Villainy (page 46)
on the arms and legs, and enhances the climbing
skill by +1D. Additionally, these claws may be Holoshroud
used as impromptu weapons. When a character Skill: armor repair (to install)
makes a successful brawling attack with the Difficulty: to install: Moderate
climbing claws, they do STR+1D damage. Cost: 5000
Source: Scum and Villainy (page 45) Availability: X, R
Upgrade slot cost: 1 Internal Generator
Game Notes: A holoshroud package contains a Skill: armor repair (to install)
series of holographic projectors at key points of the Difficulty: to install: Moderate
armor. The projectors create a holographic image Cost: 1000
that moves as the armor moves, making the Availability: 2
illusion difficult to penetrate. The holographic Upgrade slot cost: 1
image must be the same approximate size and Game Notes: An internal generator allows
shape of the armor. Though the holoshroud can integrated equipment or other upgrades to have a
only store one image at a time, the image can be near continuous reserve of power from a
changed with a Moderate computer miniaturized portable fusion generator. However,
programming/repair roll and an hour of work. the largest drawback to this upgrade is its
Though the holoshroud may aid in hiding objects unmistakable power signature. Anyone making a
underneath the image (a +2D to all hide rolls), it sensors roll, or using any hand-held or vehicle
will not withstand scrutiny. If anyone studies the scanners will gain a +2D to detect a character with
image for an entire round, they may make a this upgrade.
Moderate Perception or search roll to detect that Source: Scum and Villainy (page 46)
the image is a deception. Further, the holoshroud
has no substance and cannot provide any tactile, Jump Servos
auditory, or olfactory sensations. The holoshroud Skill: armor repair (to install)
contains enough power for an entire hour of Difficulty: to install: Moderate
concealment. However, this may be extended by Cost: 100
upgrading the armor further with an additional Availability: 1
power pack. Upgrade slot cost: 1
Source: Scum and Villainy (page 46) Game Notes: Servos installed into key areas of the
armor allows for a slight advantage in making
Integrated Equipment jumps. A character whose armor has this upgrade
Skill: armor repair (to install) receives an added +2 to all jumping rolls.
Difficulty: to install: Moderate Source: Scum and Villainy (page 46)
Cost: 200 for 1 piece of equipment, 500 for 2, 1,000
for 5 Powered Exoskeleton
Availability: 2 Skill: armor repair (to install)
Upgrade slot cost: 1 Difficulty: to install: Difficult
Game Notes: Integrated equipment attaches Cost: 4,000
another piece of equipment to the armor. The Availability: 2, F
equipment must be significantly smaller than the Upgrade slot cost: 2
armor itself (i.e, one could attach a datapad or Game Notes: This upgrade modifies the nature of
macrobinoculars, though not a refresher booth). the armor, and converts it into a powersuit, which
Some weapons such as small blasters or vibro will then require the powersuit operation skill. The
knives may be integrated into the armor. The conversion adds +2 to all Strength based skill rolls.
equipment is constantly ready for use and need not Source: Scum and Villainy (page 46)
be drawn or prepared before being used. Once
the suit has been outfitted for integrated Radiation Shielding
equipment, it becomes easier to add additional Skill: armor repair (to install)
pieces of equipment. (The price for up to five Difficulty: to install: Moderate
pieces of equipment has be listed.) It is Cost: 400
particularly easy to swap out pieces of equipment Availability: 2
that have been attached to the armor, and only Upgrade slot cost: 1
requires 20 minutes and an Easy armor repair roll. Game Notes: The radiation shielding treats the
Source: Scum and Villainy (page 46) armor with a radiation reflective coating, which
insulates the wearer against moderate radiation
Integrated equipment zones. If in a heavy radiation zone, or if the wearer
Skill: armor repair (to install) takes damage from any radiation attack, the
Difficulty: to install: Difficult wearer may add +1D to his Strength roll to resist
Cost: 2000 for 10 pieces of equipment. the radiation damage.
Availability: 2 Source: Scum and Villainy (page 46-47)
Upgrade slot cost: 2
Game Notes: This upgrade package is exactly the Rangefinder
same as one to five pieces of equipment, but the Skill: armor repair (to install)
additional slots and difficulty to install allow the Difficulty: to install: Moderate
wearer to integrate 10 pieces of equipment. Cost: 500
Source: Scum and Villainy (page 46) Availability: 2, F
Upgrade slot cost: 1
Game Notes: The rangefinder armor upgrade prohibitive cost. Though, the upgrade gives the
works in the same way as for the weapon wearer a +10 bonus to his sneak skill.
rangefinder upgrade (see above), but only for Source: Scum and Villainy (page 47)
weapons integrated into the armor itself (see
below). Shield Generator
Source: Scum and Villainy (page 47) Skill: armor repair (to install)
Difficulty: to install: Difficult
Ready Harness Cost: 5000
Skill: armor repair (to install) Availability: 2, F
Difficulty: to install: Moderate Upgrade slot cost: 2
Cost: 500 Game Notes: Small shield generators can be
Availability: 1 installed on heavy armor. For the standard shield
Upgrade slot cost: 1 upgrade, it adds an additional +2 to the armor’s
Game Notes: The ready harness is a series of clips, strength, providing protection against physical and
straps, and hooks distributed about the armor to energy damage. A shield generator is able to
accommodate weapons and equipment. They provide the protective field for 10 rounds. If the
make equipment easily accessible and distribute wearer takes any damage, then the shields are
the weight of the equipment to easily suit the blown, and can only be reactivated after a
comfort of the wearer, allowing the wearer to carry Moderate armor repair roll.
more equipment than ordinarily possible. Source: Scum and Villainy (page 47)
Source: Scum and Villainy (page 47)
Heavy Shield Generator
Repulsorlift Skill: armor repair (to install)
Skill: armor repair (to install) Difficulty: to install: Very Difficult
Difficulty: to install: Moderate Cost: 10,000
Cost: 1000 Availability: 2, X
Availability: 2 Upgrade slot cost: 3
Upgrade slot cost: 1 Game Notes: Small shield generators can be
Game Notes: Similar to repulsorlifts on vehicles, installed on heavy armor. For the standard shield
the repulsorlift upgrade allows a wearer of the upgrade, it adds an additional 1D+2 to the armor’s
upgraded armor to hover, fly, and maneuver one strength, providing protection against physical and
meter above the ground. When employing the energy damage. A shield generator is able to
repulsorlifts, the character must use repulsorlift provide the protective field for 10 rounds. If the
operations to maneuver. This may be used as a wearer takes any damage, then the shields are
reaction skill. The repulsorlift may be used for 10 blown, and can only be reactivated after a
rounds without recharging. Moderate armor repair roll.
Source: Scum and Villainy (page 47) Source: Scum and Villainy (page 47)