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New Heroic Classes

Holovid Superstar

The Holovid superstar just loves to be the center of everyone's' attention.  Keen to entertain and amuse the masses.  Usually the would-be Holovid Superstar starts out on their homeworld.  A musician may play in local cantinas, an actor may travel with a small amateur dramatics society, and sports star may play for a small local team.  Once they hit the spotlight though fame, and possibly fortune, is theirs.  Their image is broadcast across the galaxy via the holonet (though this is much restricted during the Empires reign) and they soon become a household name, ready for the media to tear down with lies and made-up stories such as 'Lucy Starflair once dated Luke Skywalker shock!'  For a Holovid Superstar working for the Rebel Alliance things would become very tricky if they didn't go to great lengths to hide their identity.  As their career progresses the superstar eventually branches out into another line of work.  A model may become a singer, or an actor.  Likewise, a sports entertainer may go into acting.  Be it rain or shine, for the Holovid Superstar 'The Show must go on.'

Class Skills: Balance, Diplomacy, Entertain, Knowledge, Listen, Profession, Spot.

Starting feats: Weapon Proficiency (Blaster Pistols), Weapon Proficiency (Simple Weapons)

Vitality: D6 + Con     Skill Points: 6 + INT

Superstar  At 2nd, 8th and 14th levels the character chooses a Superstar Profession from Actor, Clown, Musician, Model or Sports Entertainer.  Each time the superstar class feature is gained the character gains the bonus class skills relating to that profession.  Additionally they gain a bonus onto all Entertain and Profession skill checks, +2 at 2nd level, +4 at 8th and +6 at 14th.  Additionally they gain a +1 bonus onto one of their newly acquired class skills.

Actor - You are a thespian.  One of the great arts, that of story-telling in the form of physically portraying characters.  Be it on a small stage or in a vast holovid theatre, the show must go on.  Gain class skills - Bluff, Disguise, Entertain (acting), Intimidate, Profession (actor), sense motive, tumble.

Clown/Jester/Comedian - You can make people laugh through mime, tomfoolery or through jokes.  You can world in fairgrounds or on the stage doing stand-up gags.  Gain class skill: Bluff, Entertain (Comedian), Jump, Move silently, Profession (comedian), Sleight of Hand, Tumble.

Singer/Musician - You have great vocal and musical talent.  You could be an opera singer in Tapani, a cool Jizz Band musician playing the Mid Rim or even a bard from a primitive such as Gar.  Gain class skills: Entertain (singer/musician), Listen, Profession (singer/musician).

Model - simply put, you look good.  You can get along in life on your good looks alone.  Your choice of modelling could be for flash fashion designers on Coruscant, or for sleazy pictures in Hutt space.  Either way you need nothing but a smile to make money.  Gain class skills: Disguise, Profession (model), Pilot, Ride.

Sports Entertainment - What make you a Superstar is you physical prowess.  You can turn your hand to most sports, be it Pod-Racing on Tatooine or Wrestling on Elrood.  Most Sports Entertainers are dexterous and have a high constitution.  Gain class skills: Climb, Jump, Profession (Sports Entertainment), Ride, Pilot, Swim, Tumble.

Megastar - at 12th level you become a Megastar.  Any money made by use of the Profession skill is multiplied by x2.  At 20th level the character becomes an even bigger Megastar and multiplies all money made through the use of the Profession skill by x4.

Feats - when the character gains a feat as a special bonus they choose a feat from the following list according to their Superstar career choice.

Actor bonus feats - Acrobatic, Alertness, Ambidexterity, Cautious, Cosmopolitan, Dodge, Mobility, Fame, Frightful Presence, Headstrong, Impersonator, Influence, Martial Arts, Mimic, Persuasive, Perfect Memory, Skill Emphasis, Sharp-eyed, Trick, Weapon Finesse.

Comedian bonus feats - Acrobatic, Alertness, Ambidexterity, Animal Empathy, Athletic, Combat Reflexes, Dodge, Mobility, Fame, Influence, Iron Will, Mimic, Perfect Memory, Skill Emphasis, Trick.

Singer/Musician bonus feats - Ambidexterity, Combat Reflexes, Dodge, Endurance, Fame, Frightful Presence, Headstrong, Improved Initiative, Influence, Lightening Reflexes, Mimic, Skill Emphasis, Sharp-eyed.

Model bonus feats - Acrobatic, Ambidexterity, Athletic, Cosmopolitan, Dodge, Fame, Headstrong, Impersonator, Influence, Persuasive, Skill Emphasis, Stamina, Trick, Trustworthy.

Sports Entertainer bonus feats - Acrobatic, Ambidexterity, Armour Proficiency (light), Athletic, Combat Expertise, Dodge, Mobility, Endurance, Fame, Frightful Presence, Great Fortitude, Infamy, Lightening Reflexes, Martial Arts (any), Nimble, Rugged, Run, skill emphasis, Starship Operation, Stamina, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Group Proficiency (Blaster Rifles), Weapon Group Proficiency (Vibro Weapons).

Level

Base Attack

FORT

REF

WILL

Special Defense Reputation

1

+0

+0

+2

+0

Starting Feats

+2

+0

2

+1 +0 +3 +0

Superstar +2

+2

+1

3

+2 +1 +3 +1 Bonus Feat +3 +1

4

+3 +1 +4 +1   +3 +1

5

+3 +1 +4 +1 Skill Emphasis +3 +2

6

+4 +2 +5 +2 Bonus Feat +4 +2

7

+5 +2 +5 +2 +4 +2

8

+6/+1 +2 +6 +2

Superstar +4

+5 +3

9

+6/+1 +3 +6 +3 Bonus Feat +5 +3

10

+7/+2 +3 +7 +3 Skill Emphasis +6 +4

11

+8/+3 +3 +7 +3 Bonus Feat +6 +4

12

+9/+4 +4 +8 +4 Megastar x2 +7 +5

13

+9/+4 +4 +8 +4 Bonus Feat +7 +5

14

+10/+5 +4 +9 +4 Superstar +6 +8 +5

15

+11/+6/+1 +5 +9 +5

Skill Emphasis

+8 +5

16

+12/+7/+2 +5 +10 +5 Bonus Feat +9 +6

17

+12/+7/+2 +5 +10 +5 +9 +6

18

+13/+8/+3 +6 +11 +6 Bonus Feat +10 +6

19

+14/+9/+4 +6 +11 +6 +10 +7

20

+15/+10/+5 +6 +12 +6

Megastar x4

+10 +7

 

 

Soldier of Gar

The Soldier of Gar is much like any other soldier, but coming from a more primitive world his skill base is different.  The Soldier of Gar would have no knowledge of computers, starships or heavy weapons.  Instead she is more proficient with simple and primitive weapons and mounted combat.  This is not to say such skills cannot be easily learnt, many Garbarians do leave Gar and travel the Galaxy.

Class features as Solider RCRB with the following exceptions;

Class Skills: Climb, Craft, Handle Animal, Intimidate, Knowledge, Profession, Ride, Spot, Treat Injury

Starting feats: Weapon Proficiency (Blaster Pistols), Weapon Proficiency (Simple Weapons), Weapon Proficiency (Primitive Weapons), Exotic Weapon Proficiency, Mounted Combat.

GM Note: The Soldier of Gar can be used for any soldier from a primitive culture, eg. Ewok.

 

 

Dark Side Heroic Class

Dark Jedi

Some people or creatures are just born evil without any influences.  Others are taught evil from an early age.  Such teachings are the ways of Dark Cults.  The Dark Jedi may follow the teachings of the Jedi, but he follows his own code on conduct.  A Dark Jedi sees the force as a means of gaining power.  Using the force to cheat, steal and kill is often acceptable, although even Dark Siders have their own morals.  Eventually the Dark Side takes hold of the Dark Jedi's heart and any final morals are vanquished.  The path of the Dark Side is not a pleasant one.  The Dark Jedi will start to pay the toll of the Dark Side with their mind or body, and eventually both.  Only few Dark Jedi are able to keep a grip on the Darkness that would destroy them.  These are the Dark Jedi of legend that command Dark Armies and bend the Dark Side to their will.

Class Skills: As Jedi Guardian (RCR page 62)

Starting feats: As Jedi Guardian (RCR page 62)

Vitality: D8 + Con     Skill Points: 4 + INT

As Jedi Guardian (RCR page 62) with the following additions.

Dark Side Rage - At 4th level, and every 4 levels thereafter, the Dark Jedi gains Dark Side Rage once per day.  For a single attack action the Dark Jedi may add his Dark Side Point total to either his attack or Damage.  The Dark Side Rage bonus can be split between attack and damage on the same action.  The Dark Jedi automatically gains a Dark Side point for using Dark Side Rage.

Demands of the Dark Side - at 5th level, and every five levels thereafter, the Dark Jedi receives an additional Dark Side Point.

 

 

Demands of the Dark Side

At first the Dark Side is easier.  Quicker.  More seductive.  Once you give yourself over to evil it then starts to take it's toll.  Promises of reward are met with terrible consequences.  A Dark Side character may age much quicker than normal, develop phobias and even change their personality altogether.

When a character reaches 20 Dark Side Points the Dark Side starts to take its toll on them.

Roll 1D20 and consult the table below.

From then on they gain another affliction for every 10 Dark Side Points. So roll at 20, 30, 40 etc.

A PC can choose to lose a Dark Side Point at any time at the expense of a Force Point provided it is not their only force point.

 

Understanding the Demands of the Dark Side Table

Immediate effect - Once the affliction has been determined the change listed in this column is immediately made the players character sheet.  This effect is permanent.

 Saving throw  - Some afflictions cause ongoing effects that can be overcome with a successful saving throw.  Depending on the affliction the Saving throw could be made once a day (in the case of Dementia) or simply when the situation arises (such as Claustrophobia).

Ongoing effects - Should a situation arise where the effects of the Dark side Demands could affect the PC they must make the relevant saving throw.  eg. A Dark Jedi suffering from Claustrophobia must make a Willpower saving throw DC 20 if he tries to ender a small space such as a turbolift.  Some effects have continuous effects eg. Dementia.  How often they must make their Saving throws is GM discretion.

Failed Save - This is the effects if a saving throw was failed.

 

1D20 Affliction Explanation Immediate effect Ongoing effects Failed Save
1 Agoraphobia fear of open spaces Willpower: 20 Can not use FP, Control Force skill & lose DEX bonus to defense
2 Alcoholism Constantly consumes alcohol   Willpower: 20 Can not turn down a drink
3 Amnesia * Loss of memories INTELLIGENCE -1 Willpower: 20 Do not add ranks onto INT skills checks
4 Animosity Hatred against a group eg. a race or a faction   Willpower: 20 Can not turn away from conflict
5 Anorexia * Fear of food CONSTITUTION -1 Fortitude: 20 Constitution temporary -2
6 Catatonic * PC becomes withdrawn CHARISMA -1 Willpower: 20 Do not add ranks onto any CHA skill checks
7 Claustrophobia Fear of small spaces Willpower: 20 Can not use FP, Control Force skill & lose DEX bonus to defense
8 Dementia * Incoherent mumbling WISDOM -1 Willpower: 20 Do not add ranks onto any WIS skill checks
9 Depression * Pessimist and gloomy Willpower: 20 Can not use FP or Force skills & will not help the party
10 Spice Addiction Addicted to Spice CONSTITUTION -1 Fortitude: 25  -1 to all Attributes (Spice cost 50 credits per day)
11 Scotophobia Fear of Darkness Willpower: 20 Can not use FP, or Control Force skill & lose DEX bonus to defense
12 Frenzy Lunatic in combat   Willpower: 20 Will fight to the extreme using FP & maximum Power Attack every round.
13 Fearless Ignores all danger Willpower: 20 Will not run from combat.  Does not Dodge or wear armour.  Lose DEX bonus to defense.  Immune to Fear or Terror checks
14 Megalomania * Inflated ego CHARISMA +2 Willpower: 20 Will refuse to obey anothers orders, including Sith Masters!
15 Pathological Liar dishonest & a liar Bluff -4 ranks
16-20 Advanced Aging   Age by 1D6 years (human)    

* these effects are continuous