Character's for "The Genesis Plague"<br/><br/>The following characters are created using a grossly simplified version of those found in WotC's<em>Revised Core Rulebook</em>for the Star Wars game (d20 version).<br/><br/>The game will have a maximum of 6 characters from 10 archetypes.   Preferably one of each archetype.  Each archetype is roughly equal to a 10th - 12th level character, but they are<span class="bbc_u"><strong>not</strong></span>meant to be balanced or equal.<br/><br/><strong>Crew of the <em>Bacchante</em>:</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">6. Scout - Darion Markav {summoner2183}</div><div class="spoiler_body"><br/><span class="bbc_u"><strong>Attributes:</strong></span> <br/><strong>STR:</strong> 12, <strong>DEX:</strong> 20, <strong>CON:</strong> 10, <strong>INT:</strong> 10, <strong>WIS:</strong> 7, <strong>CHA:</strong> 11<br/><br/><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/480px-Devaronian-PoV.jpg)</div><strong><span class="bbc_u">Skills:</span></strong> <br/>Computer Use +3, Disguise +6, Hand Weapons (Simple) +11, Hide +11, Knowledge (Alien Species) +3, Knowledge (Galactic History) +3, Long Arms +14, Move Silently +11, Pilot +6, Pistols +18, Profession (Scout) +9, Read Language (Basic) +3, Repair +3, Ride +6, Search +2, Sense Motive +0, Survival +12<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> <em>Covert Movement, Evasion, Extreme Effort,</em> Sneak Attack (+2d6 damage), Trailblazing (p.48), Uncanny Dodge (Dex bonus when flat-footed) and Uncanny Hide (REF check to hide when surprised), Sharp-Eyed and Skill Emphasis (Survival)<br/><br/><strong><span class="bbc_u">Saving Throws:</span></strong> FORT +6, REF: +13, WILL +4   <br/><br/><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 5<br/><br/><strong><span class="bbc_u">Defence:</span></strong> 19 (Blast Helmet &amp; Vest decreases Defence by -1 and grants Damage Reduction 1, Dex attribute add +5)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 2, Dark Side Points: 0<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> “Chameleon” Blast Vest &amp; Helmet, Blaster Rifle, Blaster Pistol, Knife, Multichannel Encrypted Comlink, Datapad, Field Kit, Medpac, 2x Stun Grenades, Electrobinoculars, Modified Renraku KZR-13 Speederbike, 1d4 x 100 credits.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">3. Elite Soldier - Col. Stromm Husk {PhantomPistoleer}</div><div class="spoiler_body"><br/><span class="bbc_u"><strong>Attributes:</strong></span> <br/><strong>STR:</strong> 16, <strong>DEX:</strong> 14, <strong>CON:</strong> 14, <strong>INT:</strong> 10, <strong>WIS:</strong> 10, <strong>CHA:</strong> 8<br/><br/><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Stromm.jpg)</div><strong><span class="bbc_u">Skills:</span></strong> Construction (blaster rifles &amp; pistols) +6, Demolitions +10, Drive +12, Hand-to-Hand +6, Hand Weapons (Simple) +5, Hand Weapons (Vibro) +5, Hide +5, Gunnery +11, Intimidate +5, Knowledge (Tactics) +3, Long Arms +24,  Pistols +15, Repair +6, Treat Injury +3<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Armour Proficiency [Light, Medium, Heavy], Uncanny Dodge (Dex bonus when flat-footed), Precise Shot (-1 penalty to shoot into melee [normally -4), Point Blank Shot (+1 to hit targets up to 15m away), Weapon Focus (+1 to hit w/ Long Arms), Weapon Specialisation (Increase Wound Category by 1)<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +12, REF: +7, WILL +5<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + 2<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 13 (Medium Battle Armour reduces Defence by -4 but grants Damage Reduction 3, Dex attribute adds +2)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 2<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Medium Battle Armour, Light Repeating Blaster, Heavy Blaster Pistol, Vibro Knife, Field Kit, Medpac, Multichannel Encrypted Comlink, Datapad, Electrobinoculars, 1d4 x 200 credits</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">2. Bounty Hunter - Eufaula {Ember Star}</div><div class="spoiler_body"><br/><span class="bbc_u"><strong>Attributes:</strong></span> <br/><strong>STR:</strong> 10, <strong>DEX:</strong> 13, <strong>CON:</strong> 11, <strong>INT:</strong> 10, <strong>WIS:</strong> 14, <strong>CHA:</strong> 14<br/><br/><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/EufaulaZamzee.jpg)</div><br/><strong><span class="bbc_u">Skills:</span></strong> Climb +3, Disguise +8, Gather Information +12, Hand-to-Hand +8, Hide +5, Intimidate +5, Jump +3, Knowledge (Natural Medicines) +10, Listen +7, Long Arms +5, Move Silently +8, Pistols +8, Profession (Bounty Hunter) +12, Search +3, Sense Motive +8, Spot +4, Survival +10. <br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Alertness, Barter (+5 to Diplomacy checks to buy/sell equipment), Jury-Rig (+4 to Repairs), Quick Draw (never caught flat-footed), Sneak Attack (+3 to Wound Category if target flat-footed), Survival (+2), Target Bonus (+3 to Bluff, Listen, Search, Sense Motive and Spot checks when tracking a specific target), Track (can use Survival skill to follow trails). <br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +8, REF: +7, WILL +7<br/>   <br/><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 1<br/><br/><strong><span class="bbc_u">Defence:</span></strong> 14 (Combat Jumpsuit reduces Defence by -2 but grants Damage Reduction 2)<br/><br/><strong><span class="bbc_u">Force Points:</span></strong> Light Side: 2, Dark Side Points: 4<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Combat Jumpsuit, Blaster Pistol, Vibro Knife, Field Kit, Multichannel Encrypted Comlink, Datapad, Universal Omnitech ZK-1800 Landspeeder, 1d8 x 100 credits</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">4. Scoundrel / Fixer - Vialiah Dor {RedEve}</div><div class="spoiler_body"><br/><strong><span class="bbc_u">Attributes:</span></strong> <br/><strong>STR:</strong> 10, <strong>DEX:</strong> 12, <strong>CON:</strong> 10, <strong>INT:</strong> 14, <strong>WIS:</strong> 10, <strong>CHA:</strong> 16<br/><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Vialiah2.jpg)</div><br/><strong><span class="bbc_u">Skills:</span></strong> Computer Use +21, Disable Device +5, Disguise +12, Escape Artist +7, Gather Information +8, Hand-to-Hand +19, Hand Weapons (Simple) +4, Pistols +23, Sleight-of-Hand +4, <br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Illicit Barter (+5 to Diplomacy checks when buying/selling illicit or illegal goods), Contact (x2 - to be determined later), Inspire Fear (-2 to any Gather Information rolls made against character), Improved Initiative (+4 to Initative), Lucky (2/day - can reroll a d20 check twice daily, 2nd roll must be taken even if worse than 1st), Minions (1d4 troops, personal servants, accomplices, trainees, acolytes - to be determined later), Precise Attack (+1 to either attack round or increasing wound catergory), Resource Access (CHA check to get funds, equipment, etc), Skill Emphasis (Gather Information).<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +4, REF: +9, WILL +7<br/>   <br/><strong><span class="bbc_u">Initiative:</span></strong> 1d20 + 5<br/><br/><span class="bbc_u"><strong>Defence: 19</strong></span> (No armour increases Defence by +3 and grants no Damage Reduction, DEX adds +1)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 2, Dark Side Points: 2<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Hold Out Blaster (in ankle holster), Blaster Pistol, Vibro Dagger, Field Kit, Medpac, 3x Multichannel Encrypted Comlinks, Datapad, Bogus CredSticks, Small-Sized Front Business, 1d6 Henchmen running 1d4 rackets, 1d6 x 300 credits</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">8. Engineer / Slicer - Sasha Lika {elfguy}</div><div class="spoiler_body"><br/><span class="bbc_u"><strong>Attributes:</strong></span> <br/><strong>STR:</strong> 14, <strong>DEX:</strong> 14, <strong>CON:</strong> 12, <strong>INT:</strong> 10, <strong>WIS:</strong> 10, <strong>CHA:</strong> 12<br/><div class="floatright">(http://i1206.photobucket.com/albums/bb457/Parlyguy/sasha.jpg)</div><br/><strong><span class="bbc_u">Skills:</span></strong> Bluff +6, Computer Use +18, Construction (Droids) +6, Disable Device +13, Forgery +3, Hand-to-Hand +13, Hand Weapons (Simple) +9, Knowledge (Engineering) +8, Pistols +6, Profession (Slicer) +3, Repair +8, Search +6, <br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Efficiency (+3), Expert (Knowledge [Engineering]), False Identity, Gearhead, Hutt Favour (a Hutt owes a favour or two), Low Profile (-2 to any check to discover any information), Personal Design (+4 to Computer Use &amp; Repair checks on personal items), Research (+6 to any Knowledge check based on databases), Skill Emphasis (Computer Use), <em>Slicer Specialisation (x2)</em>, Structural Analysis (+2 to Knowledge [Engineering] checks to detect weaknesses), Tech Specialty (Security Kit Mastercrafter).<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +5, REF: +8, WILL +6<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + 2 <br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 16 (Customised Armour decreases Defence by -1 and grants Damage Reduction 1)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 0<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Customised Torso Armour, Blaster Pistol, Secured Computer (DC30 check to access), Multichannel Encrypted Comlink, Datapads, Tool Kit, Security Kit, Field Kit, 1d8 x 300 Credits</div></div><br/><br/><br/><strong>Character Archetypes available:</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1. Starship Captain</div><div class="spoiler_body"><strong>Starship Captain</strong><br/><br/><strong><span class="bbc_u">Attributes:</span> </strong> Begin at 6.  Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)  <br/><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br/><br/>Attributes can add a positive or negative modifier to a skill check.<br/><br/><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Pilot” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br/><br/>Astrogate, Bluff, Computer Use, Construction*, Demolitions, Drive, Gather Information, Gunnery, Hand-to-Hand, Hand Weapons (Simple), Hand Weapons (Vibro), Instruction, Intimidate, Knowledge (any other)*, Knowledge (World Lore), Long Arms, Pilot, Pistols, Profession (Trader and/or Smuggler), Read / Write Language*, Repair, Sense Motive, Speak Language*, Spot, Treat Injury<br/><br/><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br/><br/><strong>NB:</strong> This archetype has a +3 bonus to Pistols and Long Arms skills replacing begining Feats.<br/><br/><strong><span class="bbc_u">Class/Level Benefits:</span></strong> Leadership, Skill Emphasis, Starship Defence (+4), Starship Familiarity (+3), Starship Evasion.<br/> <br/><strong><span class="bbc_u">Bonus Special Abilities:</span></strong> Choose 5 abilities from the following list - Armour Proficiency [Light], Fame, Frightful Presence, Improved Initiative, Influence, Mimic, Persuasive, Point Blank Shot, Precise Shot, Sharp-Eyed, Skill Emphasis, Spacer, Trustworthy, Weapon Focus<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +6, REF: +8, WILL +6<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 14 (Padded Flight Suit reduces Defence by -1 but grants Damage Reduction 1)<br/><br/><span class="bbc_u"><strong>Force Points: </strong></span> Light Side: 2, Dark Side Points: 0<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Padded Flight Suit, Blaster Pistol, Field Kit, Multichannel Encrypted Comlink, Datapad, Ghtroc 720 Light Freighter, 1d12 x 100 credits</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">5. Noble / Negotiator</div><div class="spoiler_body"><strong>Noble / Negotiator</strong> <br/><br/><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br/><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br/><br/>Attributes can add a positive or negative modifier to a skill check.<br/><br/><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Sense Motive” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br/><br/>Appraise, Bluff, Computer Use, Construction, Diplomacy, Disguise, Drive, Forgery, Gamble, Gather Information, Hand-to-Hand, Hand Weapons (Simple), Hide, Intimidate, Knowledge*, Pilot, Pistols, Performance*, Profession (Diplomat or Negotiator), Read / Write Language, Ride*, Sense Motive, Speak Language*, Survival, Swim.<br/><br/><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br/><br/><strong>NB:</strong> This archetype has a +3 bonus to the Pistols and Hand Weapons (Simple) skills.<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Coordinate (+1), Favour (+2), Inspire Confidence, Resource Access.<br/><br/><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> x2 (Diplomatic Immunity, Fame, Frightful Presence, Influence, Mimic, Persuasive, Political Pull, Shady Merchant, Sharp-Eyed, Trustworthy, Underworld Connections). <br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +5, REF: +6, WILL +8   <br/><br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 18 (No armour increases Defence by +3 and Force bracers grants Damage Reduction 1)<br/><br/><strong><span class="bbc_u">Force Points:</span></strong> Light Side: 3, Dark Side Points: 0<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Force bracers, Blaster Pistol, Moderate-sized Estate, 1d6 servants, several multichannel encrypted Comlinks, datapads, tres chic clothing, exclusive access to the hottest clubs or most notorious underground fighting rings, 1d10 x 500 credits, bag of Kessel Spice (for personal use of course…)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">7. Force Adept</div><div class="spoiler_body"><strong>Force Adept</strong><br/><br/><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br/><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br/><br/>Attributes can add a positive or negative modifier to a skill check.<br/><br/><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Listen” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br/><br/>Climb, Handle Animal, Hand-to-Hand, Hand Weapons*, Hide, Jump, Knowledge*, Listen, Sense Motive, Speak Language*, Spot, Survival, Swim, Treat Injury,<br/><br/><span class="bbc_u"><strong>Force Skills:</strong></span><br/><br/>Affect Mind, Battlemind, Drain Energy, Empathy, Enhance Ability, Enhance Senses, Farseeing, Fear, Force Defence, Force Grip, Force Lighting, Force Stealth, Force Strike, Friendship, Heal Another, Heal Self, Illusion, Move Object, See Force, Telepathy <br/><br/><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br/><br/><strong>NB:</strong> This archetype has a +3 bonus to the Hand Weapons (Primitive) and Hand Weapons (Simple) skills.<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Force Sensitive, Force Training (x3), Force Weapon (+1), Skill Emphasis.<br/><br/><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> Choose 1 from the following list - Alertness, Animal Affinity, Endurance, Force Spirit, Frightful Presence, Link, Mind Trick, Mimic, Stealthy, Spider Walk, Track. <br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +8, REF: +8, WILL +13<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 14 (Oiled Lizardskin tunic decreases Defence by -1 and grants Damage Reduction 1)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 3, Dark Side Points: 2<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Oiled Lizardskin tunic, Dark cloak, Force imbued Spear, Nexu animal companion, “Maleling” Slave (assumes female character), Multichannel Encrypted Comlink, 1d4 x 50 hard Credits.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">9. Healer / Medic</div><div class="spoiler_body"><strong>Healer / Medic</strong><br/><br/><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 36 points on a 1-for-1 basis (Maximum 18, Minimum 8)<br/><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> 6, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> 6<br/><br/>Attributes can add a positive or negative modifier to a skill check.<br/><br/><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Treat Injury” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br/><br/>Balance, Bluff, Computer Use, Construction (Medpac), Diplomacy, Drive, Gather Information, Hand-to-Hand, Hand Weapons (Simple), Instruction, Knowledge*, Listen, Pistols, Profession (Doctor, Medic or Healer)*, Read / Write Languages*, Repair, Search, Sense Motive, Speak Languages*, Special Equipment, Spot, Treat Injury<br/><br/><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br/><br/><strong>NB:</strong> This archetype has a +3 bonus to the Pistols and Hand Weapons (Simple) skills.<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Iron Will, Skill Emphasis (Knowledge [Medicine]), Skill Emphasis (Treat Injury), Skill Emphasis (Profession [Doctor]), Surgery<br/><br/><span class="bbc_u"><strong>Bonus Special Abilities:</strong></span> Choose 2 from the following list - Alertness, Ambidexterity, Dodge, Endurance, Headstrong, Lighting Reflexes, Sharp-Eyed, Trustworthy<br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +4, REF: +5, WILL +15<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 15 (Energy Weave Clothing does not affect Defence and grants Damage Reduction 1 against energy attacks)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: 1, Dark Side Points: 0<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Energy Weave Clothing/Uniform, 2x Medpacs, Diagnostic tools, multichannel Encrypted Comlink, Datapads, 1d12 x 250 Credits, Surgery Kit, Hold-out Blaster, multiple StimPatches.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">10. Independent Droid</div><div class="spoiler_body"><strong>Independent Droid</strong><br/><br/><span class="bbc_u"><strong>Attributes:</strong></span> Begin at 6. Spend 42 points on a 1-for-1 basis (Maximum 18, Minimum 6).  Droids do not have a Constitution or Charisma score.<br/><strong>STR:</strong> 6, <strong>DEX:</strong> 6, <strong>CON:</strong> -, <strong>INT:</strong> 6, <strong>WIS:</strong> 6, <strong>CHA:</strong> -<br/><br/>Attributes can add a positive or negative modifier to a skill check.<br/><br/><strong><span class="bbc_u">Skills:</span></strong> Each skill has a set check modifier, which is applied to a d20 roll.  Characters choose 3 Primary skills (+10), 5 Secondary skills (+6) and 7 Tertiary skills (+3) skills from the following list (individual skills can be chosen multiple times, i.e. “Treat Injury” as a primary, secondary and tertiary skill would give a skill modifier of +19):<br/><br/><em>Choose all skills – these are hard wired into your character and can only be changed with a memory wipe.  Skill selection should have a degree of continuity based on original purpose, i.e. Protocol, Labour, Medical, Pleasure, Assassination, Battle, Security, etc.  Some variation will be allowed of course.</em><br/><br/>Appraise, Artillery, Astrogate, Balance, Bluff, Climb, Computer Use, Construction*, Demolitions, Diplomacy, Disable Device, Disguise, Drive, Escape Artist, Forgery, Gamble, Gather Information, Gunnery<br/>Hand-to-Hand, Hand Weapons*, Handle Animal, Hide, Instruction, Intimidate, Jump, Long Arms, Knowledge*, Listen, Move Silently, Performance*, Pilot, Pistols, Profession*, Read / Write Languages*, Repair, Ride, Search, Sense Motive, Sleight of Hand, Speak Language*, Special Equipment*, Special Vehicle*, Spot, Support Weapons, Survival, Swim, Treat Injury, Tumble.<br/><br/><strong>NB:</strong> Skills marked with * have multiple cascades which must be taken as separate skills, i.e. Knowledge (Alien Species), Knowledge (History), Knowledge (Galactic Senate) and so on.<br/><br/><strong>NB:</strong> This archetype has a +3 bonus to the Hand Weapons (Simple) skill replacing beginning Feats.<br/><br/><span class="bbc_u"><strong>Class/Level Benefits:</strong></span> Ambidexterity<br/><br/><strong><span class="bbc_u">Bonus Special Abilities:</span></strong> Choose 3 from the following list - Acrobatic, Alertness, Armour Proficiency*, Cautious, Frightful Presence, Gearhead, Low Profile, Mimic, Skill Emphasis, Sharp-Eyed, Trick, Trustworthy, Weapon Focus, Zero-G Training. <br/><br/><span class="bbc_u"><strong>Saving Throws:</strong></span> FORT +10, REF: +4, WILL +3<br/>   <br/><span class="bbc_u"><strong>Initiative:</strong></span> 1d20 + DEX + Special<br/><br/><span class="bbc_u"><strong>Defence:</strong></span> 18 (No armour increases Defence by +3 but grants no Damage Reduction)<br/><br/><span class="bbc_u"><strong>Force Points:</strong></span> Light Side: -, Dark Side Points: -<br/><br/><span class="bbc_u"><strong>Equipment:</strong></span> Heuristic Processor &amp; Vocabulator.  1d4 x 500 credits.<br/><br/><strong><span class="bbc_u">Optional Equipment*:</span></strong> Armour, Integrated Comlink, Diagnostics Package, Electroshock Probe, Environmental Compensator, Fire Extinguisher, Flamethrower, Internal Storage, Locked Access, Magnetic Feet, RealSkin, Recording Unit, Repulsorlift Unit, Rust Inhibitor, Secondary Battery, Self-Destruct System, Sensors, Shield Generator, Telescopic Appendage, Tool Mount, Translator Unit, Weapon Mount, Welding Laser/Cutting Torch.<br/><br/><em>*- the exact optional extras will be dependent largely on the original purpose of the droid model.  All options should be discussed with the GM.</em></div></div>