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Character Data

Criminal Mastermind
Envoy
Greedy Engineer
Mercenary Leader
Ninja Assassin
Pirate Ace
Pirate Captain
Prophet of Dread
Psychotic Trooper
Vile Bounty Hunter

Note: All Dark Non-Force Sensitive Prestige Classes require GM approval.

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Criminal Mastermind

Requirements: In order to become a Criminal Mastermind, a character must fulfill the following criteria:
Total Attack Skills: 4D
Skills (ASV): Con (4), Investigation (4), Persuasion (4), Willpower (3)
Special: must have at least 3 Dark Side Points (DSP's)
Base Attribute: Perception 3D

Class Skills:
The skills available to a Criminal Mastermind to increase are:
Bargain, Command, Computer Programming/Repair, Con, Forgery, Gambling, Intimidation, Investigation, Languages, Streetwise, Persuasion, Scholar (any), Value, and Willpower.

Skill Number: 3
You must increase any combination of your Class Skills by a total of 3 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Contact
2 Resource Access
3 Inspire Fear -1D
4 Contact
5 Minions
6 Inspire Fear -2D
7 Contact
8 Exceptional Minions
9 Inspire Fear -3D, Contact
10 Unlimited Resources

Contact: Each time a Criminal Mastermind gains a contact, the GM should develop an NPC to represent him, with the Criminal Mastermind's player suggesting what sort of contact he would like to have. Though the contact will not accompany the Criminal Mastermind on adventures, he will provide information and expert skills; for the right price however, the contact might do the job for the Criminal Mastermind. The more powerful the contact, the less time he will have to spare the Criminal Mastermind. There is always a price to be paid for whatever services the contact provides. The more asked, the higher the price. If at anytime the contact is insulted, put in harms way, or generally anything that will make the contact dislike the Criminal Mastermind, the contact will cut-off communication with the Criminal Mastermind forever; there are some contacts that might just try and kill the Criminal Mastermind because of the bad blood.
Resource Access: Beginning at 2nd level, a Criminal Mastermind has access to a multitude of resources. Once per day, the Criminal Mastermind can make a Perception check to use these resources. The value of the resources gained equal the Criminal Mastermind's level x the total of his Perception rolls x 1,000. Thus, a 4th level Criminal Mastermind who rolls an 11 on his Perception check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take nearly any form the Criminal Mastermind chooses, within reason, and are his to do with as he wishes. Note that the chosen resources must be reasonably available (though not necessarily common) when and where he chooses to make the check. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication).
Note: The Resource does not provide the development of contacts or prototypes of any kind. Only standard gear and other tangible assets are allowed. Some credits can be provided. Items requested may or may not be available at the time of delivery.
Inspire Fear: Starting at 3rd level, a Criminal Mastermind's infamy and reputation reach such a point that anyone wishing to take direct action against him is subject to a skill penalty. This penalty is equal to -1D at 3rd level, -2D at 6th level, and -3D at 9th level. This penalty affects all skill and attribute rolls (including attack rolls) made against the Criminal Mastermind by other characters.
Minions: At 5th level, a Criminal Mastermind can attract minions. To do so, the Criminal Mastermind must make a Moderate Perception roll, adding his Criminal Mastermind level to his die roll as a bonus. The total number of minions attracted depends on the Criminal Mastermind's level, and the power level of the minions themselves. Using the number of points that the Criminal Mastermind's Perception roll exceeds the difficulty of the roll as a pool, these minions can be "purchased." Cost per minion is equal to the base attribute dice of the minion, minus 10D (with a minimum attribute dice total of 11D). For example, if a Criminal Mastermind's Perception roll exceeds the difficulty by 12 points, he can attract 12 minions who possess 11D in their attributes, 6 minions with 12D in their attributes, 2 minions with 16D in their attributes, or any other combination that he can afford. The number of attribute dice that an individual minion is built upon can not exceed 18D. These minions arrive over the course of a few weeks. If the roll fails, the Criminal Mastermind can not attempt to attract minions again until he advances one more level. These minions will expect to be paid, and if they don't they will leave. A minion that leaves in this fashion cannot be replaced with a roll, with the total number of minions being reduced by the number that leave in this fashion. But a minion that was injured or died does not count towards this negative.
Exceptional Minions: When he reaches 8th level, the Criminal Mastermind may add double his class level as a bonus to his Perception skill roll when attracting minions.
Unlimited Resources: This is similar to Resource Access from 2nd level, except the value of the resources gained equal the Criminal Mastermind's level x the total of his Perception rolls x 1,000,000, and can only be done once per adventure. These resources can take any form the Criminal Mastermind chooses (with the GM's permission) and are his to do with as he wishes. The resources gained will be deposited at a pre-arranged pick-up site within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources don't have to be reasonably available (this includes any black market, illegal or even shadow port resources) when and where he chooses to make the check.
Note: The Unlimited Resources do not provide the development of contacts. Prototypes, information and credits are valid requests. However, information and exceptional gear (New Items on the site), depending on what is requested, may or may not be available at the time the resources are delivered.
 

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Envoy

Requirements: In order to become an Envoy, a character must fulfill the following criteria:
Total Attack Skills: 2D
Skills (ASV): Command (3), Persuasion (3), Bureaucracy (3), Planetary Systems (3), Politics (3), Willpower (3)
Special: Must belong to an organization with a military or paramilitary division. Examples include the Trade Federation, and the Galactic Empire; must have at least 1 DSP.
Base Attribute: Knowledge 3D

Class Skills:
The skills available to a Envoy to increase are:
Bargain, Command, Persuasion, Alien Species, Business, Business Administration, Bureaucracy, Cultures, Intimidation, Languages, Law Enforcement, Market Analysis, Planetary Systems, Politics, Scholar, and Willpower.

Skill Number: 2
You must increase any combination of your Class Skills by a total of 2 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Contact
2 Resource Access
3 Contact
4 Exceptional Resources
5 Assistants, Contact
6 Transport
7 Contact
8 Exceptional Assistants
9 Contact
10 Unlimited Resources

Contact: Each time an Envoy gains a contact, the GM should develop an NPC to represent him, with the Envoy's player suggesting what sort of contact he would like to have. Though the contact will not accompany the Envoy on adventures, he will provide information and expert skills. The more powerful the contact, the less time he will have to spare the Envoy. There is always a price to be paid for whatever services the contact provides. The more asked, the higher the price. If at any time the contact is insulted, put in harm's way, or generally anything that will make the contact dislike the Envoy, the contact will cut-off communication with the Envoy forever.
Resource Access: Beginning at 2nd level, an Envoy has access to a multitude of resources. Once per day, the Envoy can make a Perception check to use these resources. The value of the resources gained equal the Envoy's level x the total of his Perception rolls x 50. Thus, a 4th level Envoy who rolls an 11 on his Perception check would gain 2,200 credits' worth of resources (4 x 11 x 50 = 2,200). These resources can take nearly any form the Envoy chooses, within reason, and are his to do with as he wishes. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources must be reasonably available (though not necessarily common) when and where he chooses to make the check.
Note: The Resource does not provide the development of contacts or prototypes of any kind. Only standard gear and other tangible assets are allowed. Some credits can be provided. Items requested may or may not be available at the time of delivery.
Exceptional Resources: This is similar to Resource Access from 2nd level, except the value of the resources gained equal the Envoy's level x the total of his Perception rolls x 1,000. These resources can take any form the Envoy chooses (with the GM's permission) and are his to do with as he wishes. The Envoy uses a contact and the resources gained arrive within 1D hours (barring his/her ability to send/receive communication).
Note: The Exceptional Resources provides some information, but not the development of contacts or prototypes of any kind. All the gear listed on the site (stnd and New Items) and other tangible assets are allowed. A fair amount of credits can be provided as a portion of the assets. Some items may or may not be available at the time of delivery.
Assistants: At 5th level, an Envoy can attract assistants. To do so, the Envoy must make a Moderate Perception roll, adding his Envoy level to his die roll as a bonus. The total number of assistants attracted depends on the Envoy's level, and the power level of the assistants themselves. Using the number of points that the Envoy's Perception roll exceeds the difficulty of the roll as a pool, these assistants can be "purchased." Cost per assistant is equal to the base attribute dice of the assistant, minus 10D (with a minimum attribute dice total of 11D). For example, if a Envoy's Perception roll exceeds the difficulty by 12 points, he can attract 12 assistants who possess 11D in their attributes, 6 assistants with 12D in their attributes, 2 assistants with 16D in their attributes, or any other combination that he can afford. The number of attribute dice that an individual assistant is built upon can not exceed 18D. These assistants arrive over the course of a few weeks. If the roll fails, the Envoy can not attempt to attract assistants again until he advances one more level. These assistants will expect to be paid, and if they don't they will leave. An assistant that leaves in this fashion cannot be replaced with a roll, with the total number of assistants being reduced by the number that leave in this fashion. But an assistant that was injured or died does not count towards this negative.
Transport: At 6th level the Envoy receives a transport for free from his employer. It is a new and moderate vessel allowing him to better perform his function. If the Envoy chooses not to take this transport at this time and waits until 10th level his option is much larger. For this to happen, the Envoy will only pay a quarter of the price to his most powerful contact and must make an unlimited resource roll. The resulting vessel is at that time completely open (with GM's permission of course). If done in that fashion…well, let's just say a smart player will want to check the ownership papers just to be safe.
Exceptional Assistants: When he reaches 8th level, the Envoy may add double his class level as a bonus to his Perception skill roll when attracting assistants.
Unlimited Resources: This is similar to Resource Access from 2nd level, except the value of the resources gained equal the Envoy's level x the total of his Perception rolls x 100,000. These resources can take any form the Envoy chooses (with the GM's permission) and are his to do with as he wishes. The Envoy uses a contact and the resources gained will be deposited at a pre-arranged pick-up site within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources don't have to be reasonably available (this includes any black market, illegal or even shadow port resources) when and where he chooses to make the check.
Note: The Unlimited Resources do not provide the development of contacts. Prototypes, information and credits are valid requests. However, information and exceptional gear, depending on what is requested, may or may not be available at the time the resources are delivered.
 

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Greedy Engineer

Requirements: In order to become a Greedy Engineer, a character must fulfill the following criteria:
Total Attack Skills: 1D
Skills (ASV): Command (3), Search (3), Technology (3), Willpower (3), Capital Ship Repair (3), Space Transports Repair (3)
Special: must have at least 1 DSP
Base Attribute: Technical 3D

Class Skills:
The skills available to a Greedy Engineer to increase are:
Astrogation, Capital Ship Repair, Capital Ship Weapon Repair, Communications, Computer Programming/Repair, (A) Engineering (any), Search, Sensors, Space Transports, Space Transports Repair, Starfighter Repair, Starship Shields, Starship Weapon Repair, Technology, and Willpower.

Skill Number: 2
You must increase any combination of your Class Skills by a total of 2 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Miracle Worker
2 Skill Bonus
3 Resource Contact
4 Skill Bonus
5 Resource Contact
6 Skill Bonus
7 Resource Contact
8 Skill Bonus
9 Shadow Port Contact
10 Unlimited Resource Contact

Miracle Worker: Whenever a Greedy Engineer uses his repair skill (any), he can make a difficult (20) repair roll using the skill appropriate to the task. For every point above the difficulty number is the number of hours the Greedy Engineer can shave off of the job. Any and all other types of bonus can apply to this (combined action, etc…), but the very minimum the Greedy Engineer can reduce repair tasks down to be one hour. This can only be done once per day. The Greedy Engineer can charge an extra fee (1,000 x the number of hours saved) for this little extra service. Hopefully there are no extra parts left over.
Skill Bonus: At 2nd, 4th, 6th, and 8th levels, the Greedy Engineer gains a +1D skill bonus to any one of the following skills: Capital Ship Repair, Capital Ship Weapon Repair, Computer Programming/Repair, (A) Engineering (any), Search, Space Transports Repair, Starfighter Repair, Starship Weapon Repair, Technology, and Willpower. This skill bonus is permanent.
Resource Contact: Starting at 3rd level, a Greedy Engineer can requisition supplies or resources from a special contact; this can even be in the form of owing a favor or calling one in. The contact must be generated by the GM, with the Greedy Engineer's player suggesting what sort of contact he would like to have. The maximum value of supplies or resources available through this contact is equal to the Greedy Engineer's class level x the number of dice he has in his Perception score (dropping pips) x 100,000 credits. For example, a 3rd level Greedy Engineer with a Perception score of 3D+2 could have up to 900,000 credits worth of supplies or resources available (3 x 3 x 100,000) (barring his/her ability to send/receive communication). These supplies or resources can include weapons, vehicles, repair costs or any other equipment. This total is the maximum value of supplies available to the Greedy Engineer at any given time. Although no specific time limits are assigned, the Greedy Engineer should still attempt to return any and all equipment borrowed within a reasonable amount of time. If any amount of requisitioned equipment is lost or destroyed, its value is counted as a permanent penalty to the Greedy Engineer's maximum value; unless it is replaced. Though the contact will not accompany the Greedy Engineer on adventures, he will provide information, supplies or resources and expert skills. The more powerful the contact, the less time he will have to spare the Greedy Engineer. Of course this little service might wipe the slate clean, but then again if the service is extremely high the Greedy Engineer might owe the contact a favor; and the contact WILL collect.
Shadow Port Contact: This is similar to Resource Contact from 3rd level; except this contact is located in a Shadow Port and the Greedy Engineer must go there to utilize this contact. The resources gained are available within 1D hours. Of course this little service might wipe the slate clean, but then again if the service is extremely high the Greedy Engineer might owe the contact a favor; and the contact WILL collect.
Unlimited Resource Contact: This is similar to Resource Contact from 3rd level, except the value of the resources gained equal the Greedy Engineer's level x the number of dice he has in his Perception score (dropping pips) x 1,000,000. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources don't have to be reasonably available (this includes any black market, illegal or even shadow port resources) when and where he chooses to make the check. The Greedy Engineer had better expect the contact to ask for something in return for this little favor, before the resources are given.
Note: The Unlimited Resource Contact does not provide the development of contacts. Prototypes, information and credits are valid requests. However, information and exceptional gear (anything on the site), depending on what is requested, may or may not be available at the time the resources are delivered.
 

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Mercenary Leader

Requirements: In order to become a Mercenary Leader, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Command (3), Stamina (3)
Special: must have at least 3 DSP
Base Attribute: Dexterity 3D, Strength 3D

Class Skills:
The skills available to a Mercenary Leader to increase are:
Acrobatics, Blaster, Blind Fighting, Dodge, Melee Combat, Running, Thrown Weapons, Command, Persuasion, Search, Brawling Combat, Climbing/Jumping, Stamina, Intimidation, Languages, Tactics, First Aid, Technology, (A) Speed Drawing, (A) Martial Arts, and Willpower.

Skill Number: 4
You must increase any combination of your Class Skills by a total of 4 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Range Weapon Focus +1D
2 Melee Weapon Focus +1D
3 Skill Bonus, Inspire Fear -1D
4 Contact
5 Exceptional Resources
6 Skill Bonus, Inspire Fear -2D
7 Range Weapon Focus +2D
8 Melee Weapon Focus +2D
9 Skill Bonus, Inspire Fear -3D
10 Deadly Strike

Ranged Weapon Focus: Starting at 1st level, the Mercenary Leader may choose any single ranged weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 7th level, this bonus increases to +2D.
Melee Weapon Focus: Starting at 2nd level, the Mercenary Leader may choose any one melee weapon as their weapon focus. Whenever she uses this weapon in combat, she adds a +1D bonus to all attack rolls. At 8th level, this bonus increases to +2D.
Skill Bonus: At 3rd, 6th, and 9th levels, the Mercenary Leader gains a +1D skill bonus to any one of the following skills: Acrobatics, Blaster, Blind Fighting, Dodge, Melee Combat, Thrown Weapons, Search, Brawling Combat, Climbing/Jumping, Stamina, Intimidation, Tactics, (A) Martial Arts, and Willpower. This skill bonus is permanent.
Inspire Fear: Starting at 3rd level, a Mercenary Leader's reputation reaches such a point that anyone wishing to take direct action against him is subject to a skill penalty. This penalty is equal to -1D at 3rd level, -2D 6th level and -3D at 9th level. This penalty affects all skill and attribute rolls (including attack rolls) made against the Mercenary Leader by other characters.
Contact: Each time a Mercenary Leader gains a contact, the GM should develop an NPC to represent him, with the Mercenary Leader's player suggesting what sort of contact he would like to have. Though the contact will not accompany the Mercenary Leader on adventures, he will provide information, and expert skills. The more powerful the contact, the less time he will have to spare the Mercenary Leader. A Mercenary Leader cannot call upon the same contact more than once per adventure.
Exceptional Resources: A Mercenary Leader has access to a multitude of resources from all the duels he has won. Once per day, the Mercenary Leader can make a Knowledge check to use these resources. The value of the resources gained equal the Mercenary Leader's level x the total of his Knowledge rolls x 1,000. Thus, a 5th level Mercenary Leader who rolls an 11 on his Knowledge check would gain 55,000 credits' worth of resources (5 x 11 x 1,000 = 55,000). These resources can take any form the Mercenary Leader chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication).
Note: The Exceptional Resources provides some information, but not the development of contacts or prototypes of any kind. All the gear listed on the site (stnd and New Items) and other tangible assets are allowed. A fair amount of credits can be provided as a portion of the assets. Some items may or may not be available at the time of delivery.
Deadly Strike: At 10th level, the Mercenary Leader can attempt to execute a deadly strike with any weapon he wields. Making a deadly strike is the only action the Mercenary Leader is allowed to take in the round in which he attempts it (excluding defensive rolls). He rolls to hit as normal, but with a +1D+1 bonus to his attack roll. If the attack hits and is not avoided by the target, it inflicts maximum damage.
 

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Ninja Assassin

Requirements: In order to become a Ninja Assassin, a character must fulfill the following criteria:
Total Attack Skills: 5D
Skills (ASV): Acrobatics (3), Blind Fighting (3), Brawling Combat (@5D+), Willpower (3)
Special: must have (A) Martial Arts 2D (base skill or any two specialties equaling 2D); must have at least 3 DSP.
Base Attribute: Dexterity 3D, Strength 3D, Knowledge 3D

Class Skills:
The skills available to a Ninja Assassin to increase are:
Acrobatics, Blind Fighting, Contortion, Dodge, Melee Combat, Pick Pocket, Running, Thrown Weapons, Hide, Persuasion, Sneak, Brawling Combat, Climbing/Jumping, Stamina, Cultures, Intimidation, Languages, Scholar, Tactics, First Aid, Technology, (A) Martial Arts, (As) Martial Arts: Hapan, (As) Martial Arts: Classic Echani [requires background explanation] or (As) Martial Arts: IRG Echani [requires background explanation and practitioner must be a former Imperial Royal Guard], (As) Martial Arts: Jala'ishi, (As) Martial Arts: K'tara, (As) Martial Arts: K'thri, (As) Martial Arts: Republic Senate Guard, (As) Martial Arts: Dajitte, and Willpower.

Skill Number: 4
You must increase any combination of your Class Skills by a total of 4 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Exceptional Resources
2 Skill Bonus
3 Skill Bonus
4 Skill Bonus
5 Skill Bonus
6 Skill Bonus
7 Skill Bonus
8 Skill Bonus
9 Skill Bonus
10 The Touch of Death

Exceptional Resources: A Ninja Assassin has access to a multitude of resources. Once per day, the Ninja Assassin can make a Knowledge check to use these resources. The value of the resources gained equal the Ninja Assassin's level x the total of his Knowledge rolls x 1,000. Thus, a 4th level Ninja Assassin who rolls an 11 on his Knowledge check would gain 44,000 credits' worth of resources (4 x 11 x 1,000 = 44,000). These resources can take any form the Ninja Assassin chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication).
Note: The Exceptional Resources provides some information, but not the development of contacts or prototypes of any kind. All the gear listed on the site (stnd and New Items) and other tangible assets are allowed. A fair amount of credits can be provided as a portion of the assets. Some items may or may not be available at the time of delivery.
Skill Bonus: At 2nd through 9th levels, the Ninja Assassin gains a +1D skill bonus to any one of the following skills (due to his intense studies and physical training): Acrobatics, Blind Fighting, Contortion, Dodge, Melee Combat, Pick Pocket, Running, Thrown Weapons, Hide, Persuasion, Sneak, Brawling Combat, Climbing/Jumping, Stamina, Cultures, Intimidation, Languages, Scholar, Tactics, First Aid, Technology, (A) Martial Arts, (AS) Martial Arts: Hapan, (AS) Martial Arts: Echani, (AS) Martial Arts: Jala'ishi, (AS) Martial Arts: K'tara, (AS) Martial Arts: K'thri, (AS) Martial Arts: Republic Senate Guard, (AS) Martial Arts: Dajitte, and Willpower. This skill bonus is permanent.
The Touch of Death: This is called very effectively exactly what it is. Once per adventure, the Ninja Assassin can make this extremely lethal attack against any opponent within brawling or melee range. The Ninja Assassin must declare this action, to what target it's against and make a normal attack with a +20 to the difficulty number (in other words the target gets +20 to his defense). If the attack succeeds, then the target is at -3D mortally wounded and must make an immediate Heroic Stamina check or fall to -4D and be dead. This attack must be lethal and normal rules for dark side points are in effect.
 

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Pirate Ace

Requirements: In order to become a Pirate Ace, a character must fulfill the following criteria:
Total Attack Skills: 4D
Skills (ASV): Starship Pilot (3), Repulsorlift Ops. (3)
Special: must have at least 1 DSP.
Base Attribute: Mechanical 3D

Class Skills:
The skills available to a Pirate Ace to increase are:
Astrogation, Communications, Repulsorlift Ops., Tactics, Search, Sensors, Starfighter Piloting, Starfighter Repair, Starship Shields, and Starship Gunnery.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Starfighter Defense
2 Starship Focus
3 Familiarity +1D
4 Starfighter Evasion
5 One in a Million, Familiarity +2D

Starfighter Defense: Starting at 1st level, Pirate Ace gains a bonus equal to her Starfighter ace level in pips to all Starfighter Piloting skill rolls made to dodge incoming attacks.
Starship Focus: At 2nd level, a Pirate Ace gains a bonus on all Starfighter Piloting skill rolls. This bonus equals +1 pip for each level she has in the Starfighter ace prestige class.
Familiarity: At 3rd level, a Pirate Ace gains a +1D bonus to all Starfighter Piloting and Starfighter Repair skill checks when used on a starfighter type that she designates as familiar. This same bonus is applied to the Pirate Ace's Starship Gunnery skill rolls when piloting the specified fighter craft. At 5th level, this bonus increases to +2D. The Pirate Ace must have operated the specified starfighter for at least 3 months, and she can only be familiar with one ship at a time, even if she has levels in another prestige class that grants this ability.
Starfighter Evasion: At 4th level, a Pirate Ace may attempt a Starfighter Piloting skill roll to lessen the damage dealt by a successful hit against the starfighter-class vehicle she is piloting. The difficulty of her Starfighter Piloting skill roll is equal to the total of the attack roll that hit her ship. If successful, the damage from that attack is reduced by half before it is applied against her ship's Hull rating. A Pirate Ace can attempt a single Starfighter Evasion check once per round.
One in a Million: Once per day, a 5th level Pirate Ace may re-roll any failed attack roll make with her starship's weapons with an additional +2D. The second result must be used, regardless of the effect.
 

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Pirate Captain

Requirements: In order to become a Pirate Captain, a character must fulfill the following criteria:
Total Attack Skills: 4D
Skills (ASV): Command (3), Space Transports (3), Repulsorlift Ops. (3)
Special: must have at least 1 DSP
Base Attribute: Mechanical 3D

Class Skills:
The skills available to a Pirate Captain to increase are:
Astrogation, Command, Communications, Repulsorlift Ops., Planetary Systems, Search, Sensors, Space Transports, Space Transports Repair, Starship Shields, Starship Gunnery, and Willpower.

Skill Number: 8
You must increase any combination of your Class Skills by a total of 8 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Space Transport Defense
2 Starship Focus
3 Familiarity +1D
4 Space Transport Evasion
5 One in a Million, Familiarity +2D

Space Transport Defense: Starting at 1st level, Pirate Captain gains a bonus equal to her Pirate Captain level in pips to all Space Transports skill rolls made to dodge incoming attacks.
Starship Focus: At 2nd level, a Pirate Captain gains a bonus on all Space Transports skill rolls. This bonus equals +1 pip for each level she has in the Pirate Captain Prestige class.
Familiarity: At 3rd level, a Pirate Captain gains a +1D bonus to all Space Transports and Space Transports Repair skill checks when used on a Space Transports type that she designates as familiar. This same bonus is applied to the Pirate Captain's Starship Gunnery skill rolls when piloting the specified transport craft. At 5th level, this bonus increases to +2D. The Pirate Captain must have operated the specified space transports for at least 3 months, and she can only be familiar with one ship at a time, even if she has levels in another prestige class that grants this ability.
Space Transport Evasion: At 4th level, a Pirate Captain may attempt a Space Transports skill roll to lessen the damage dealt by a successful hit against the Starfighter-scale vehicle she is piloting. The difficulty of her Space Transports skill roll is equal to the total of the attack roll that hit her ship. If successful, the damage from that attack is reduced by half before it is applied against her ship's Hull rating. A Pirate Captain can attempt a single Starfighter Evasion check once per round.
One in a Million: Once per day, a 5th level Pirate Captain may re-roll any failed attack roll make with her starship's weapons with an additional +2D. The second result must be used, regardless of the effect.
 

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Prophet of Dread

Requirements: In order to become a Prophet of Dread, a character must fulfill the following criteria:
Total Attack Skills: 1D
Skills (ASV): Command (6), Con (6), Persuasion (6), Bureaucracy (3), Planetary Systems (3), Willpower (6)
Special: must have at least 2 DSP
Base Attribute: Knowledge 3D

Class Skills:
The skills available to a Prophet of Dread to increase are:
Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Market Analysis, Planetary Systems, Persuasion, Politics, Scholar, Value, and Willpower

Skill Number: 2
You must increase any combination of your Class Skills by a total of 2 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Contact
2 Resource Access, Contact
3 Contact
4 Followers, Contact
5 Transport, Contact
6 Contact
7 Exceptional Followers, Contact
8 Fanatics, Contact
9 Contact
10 Unlimited Resources, Contact

Contact: Each time a Prophet of Dread gains a contact, the GM should develop an NPC to represent him, with the Prophet of Dread's player suggesting what sort of contact he would like to have. Though the contact will accompany the Prophet of Dread on adventures, he will also provide information and expert skills. The more powerful the contact, the less time he will have to spare the Prophet of Dread. There is always a price to be paid for whatever services the contact provides. The more asked, the higher the price. If at any time the contact is insulted, put in harm's way, or generally anything that will make the contact dislike the Prophet of Dread, the contact will cut-off communication with the Prophet of Dread forever.
Resource Access: Beginning at 2nd level, a Prophet of Dread has access to a multitude of resources. Once per day, the Prophet of Dread can make a Perception check to use these resources. The value of the resources gained equal the Prophet of Dread's level x the total of his Perception rolls x 100,000. Thus, a 4th level Prophet of Dread who rolls an 11 on his Perception check would gain 4,400,000 credits' worth of resources (4 x 11 x 100,000 = 4,400,000). These resources can take any form the Prophet of Dread chooses (with the GM's permission) and are his to do with as he wishes. The resources gained arrive within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources must be reasonably available (though not necessarily common) when and where he chooses to make the check.
Note: The Resource does not provide the development of contacts or prototypes of any kind. Only standard gear and other tangible assets are allowed. Some credits can be provided. Items requested may or may not be available at the time of delivery.
Followers: At 4th level, a Prophet of Dread can attract followers. To do so, the Prophet of Dread must make a Moderate Perception roll, adding his Diplomat level to his die roll as a bonus. The total number of followers attracted depends on the Prophet of Dread's level, and the power level of the followers themselves. Using the number of points that the Prophet of Dread's Perception roll exceeds the difficulty of the roll as a pool, these followers can be "purchased." Cost per follower is equal to the base attribute dice of the follower, minus 5D (with a minimum attribute dice total of 11D). For example, if a Prophet of Dread's Perception roll exceeds the difficulty by 12 points, he can attract 12 followers who possess 11D in their attributes, 6 followers with 12D in their attributes, 2 followers with 16D in their attributes, or any other combination that he can afford. The number of attribute dice that an individual follower is built upon can not exceed 18D. These followers arrive over the course of a few weeks. If the roll fails, the Prophet of Dread can not attempt to attract followers again until he advances one more level. These followers are not stupid, just miss-guided, and as such will do whatever the Prophet of Dread asks them to do (without question). But because they are not stupid, they remember everything that the Prophet of Dread says and if the Prophet of Dread ever breaks his word to his followers they will leave; and the Prophet of Dread cannot ever get anymore followers. However, if the followers of a Prophet of Dread were to commit a mass suicide or something similar, then the Prophet of Dread can attract more followers.
Transport: At 5th level the Prophet of Dread receives a transport for free from a very wealthy believer. It is a new and moderate vessel (usually a corvette class) allowing him to better spread his word. If the Prophet of Dread chooses not to take this transport at this time and waits until 10th level his option is much larger. For this to happen, the Prophet of Dread will PERMANENTLY loose his most powerful contacts (as they are on their death bed, and they spend the rest of their fortune on this transport) and must make an unlimited resource roll. The resulting vessel is at that time completely open and should be very large, with extra features such as a remote studio for broadcasting his word to his believers and non-believers alike (with GM's permission of course)..
Exceptional Followers: When he reaches 7th level, the Prophet of Dread may add double his class level as a bonus to his Perception skill roll when attracting followers.
Fanatics: This is similar to Exceptional Followers, except that these are fully trained military personnel; they come fully equipped, do whatever the Prophet of Dread wants them to do, live for his every word, answer only to the Prophet of Dread and are very tough; not to mention totally insane.
Unlimited Resources: This is similar to Resource Access from 2nd level, except the value of the resources gained equal the Prophet of Dread's level x the total of his Perception roll x 1,000,000, and can only be done once per adventure. These resources can take any form the Prophet of Dread chooses (with the GM's permission) and are his to do with as he wishes. The Prophet of Dread uses a contact, and the resources gained will be deposited at a pre-arranged pick-up site within 1D hours (barring his/her ability to send/receive communication). Note that the chosen resources don't have to be reasonably available (this includes any black market, illegal or even shadow port resources) when and where he chooses to make the check.
Note: The Unlimited Resources do not provide the development of contacts. Prototypes, information and credits are valid requests. However, information and exceptional gear (anything on the site), depending on what is requested, may or may not be available at the time the resources are delivered.
 

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Psychotic Trooper

Requirements: In order to become an Psychotic Trooper, a character must fulfill the following criteria:
Total Attack Skills: 6D
Skills (ASV): Command (3), Stamina (3)
Special: must belong to an organization with a military or paramilitary division. Examples include the Trade Federation, and the Galactic Empire; must have at least 2 DSP.
Base Attribute: Strength 3D

Class Skills:
The skills available to a Psychotic Trooper to increase are:
Armor Weapons, Blaster, Brawling Combat, Climbing/Jumping, Computer Programming/Repair, Demolitions, Dodge, First Aid, Grenade, Hide, Intimidation, Melee Combat, Planetary Systems, Powersuit Operations, Search, Sneak, (A) Sniper, (A) Speed Drawing, Tactics, and Willpower.

Skill Number: 4
You must increase any combination of your Class Skills by a total of 4 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Ranged Weapon Focus +2D
2 Melee Weapon Focus +2D
3 Uncanny Dodge
4 Awe of Death
5 Weapon Specialization
6 Ranged Weapon Focus +3D
7 Melee Weapon Focus +3D
8 Uncanny Dodge +1D
9 Deadly Strike
10 The Sole Survivor

Ranged Weapon Focus: Starting at 1st level, the Psychotic trooper may choose any one ranged weapon as their weapon focus. Whenever he or she uses this weapon in combat, he or she adds a +2D bonus to all attack rolls. At 6th level, this bonus increases to +3D.
Melee Weapon Focus: Starting at 2nd level, the Psychotic trooper may choose any one melee weapon as their weapon focus. Whenever he or she uses this weapon in combat, he or she adds a +2D bonus to all attack rolls. At 7th level, this bonus increases to +3D.
Uncanny Dodge: Starting at 3rd level, the Psychotic trooper gains the ability to react to danger before he or she would normally be aware of it. This allows him or her to make Dodge skill rolls to avoid unseen attacks and ambushes. At 8th level, the Psychotic trooper gains a +1D bonus to all Dodge skill rolls.
Awe of Death: In the heat of battle, the Psychotic Trooper can make a Perception roll (DC 15) to "foresee" the final outcome of a battle. If the roll succeeds, the Psychotic Trooper can temporarily "lose" his mind and gain +2D to all of his combat skills and STR to resist damage. When this is done in full view of his fellow soldiers, all of his fellow soldiers who stare at the Psychotic Trooper for one round gain this same bonus; except they have -2D to STR to resist damage. Needless to say, that not many fellow soldiers survive a battle where the Psychotic Trooper "loses" his mind. The Psychotic Trooper must roll a Heroic (DC 30) Stamina roll at the end of every round after the first, while using this or fall unconscious from exhaustion.
Weapon Specialization: At 5th level, a Psychotic trooper may choose a specific weapon. Any time the elite trooper makes a successful attack with her weapon focus, she adds +2D to her damage rolls. If the weapon is a ranged weapon, this damage bonus only applies to attacks within 10 meters.
Deadly Strike: At 9th level, the Psychotic trooper can attempt to execute a deadly strike with any weapon he wields. Making a deadly strike is the only action the Psychotic trooper is allowed to take in the round in which he attempts it (including defensive rolls). He rolls to hit as normal, but with a +1D+1 bonus to his attack roll. If the attack hits and is not avoided by the target, it inflicts double damage.
The Sole Survivor: This is similar to Awe of Death, except that the bonus is +4D.
 

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Vile Bounty Hunter

Requirements: In order to become an Vile Bounty Hunter, a character must fulfill the following criteria:
Total Attack Skills: 6D
Skills (ASV): Investigation (3), Intimidation (3), Sneak (3)
Special: must have at least 2 DSP
Base Attribute: Dexterity 3D+1, Perception 3D

Class Skills:
The skills available to a Vile Bounty Hunter to increase are:
Armor Weapons, Blaster, Brawling Combat, Climbing/Jumping, Communications, Computer Programming/Repair, Con, Demolitions, Dodge, Forgery, Grenade, Hide, Investigation, Intimidation, Melee Combat, Search, Simultaneous Attack, Sneak, (A)Sniper, (A)Speed Drawing, Stamina, Streetwise, Survival, Tactics, and Willpower.

Skill Number: 4
You must increase any combination of your Class Skills by a total of 4 pips in order to advance in your Prestige Class. Pips increased in specializations of the above skills only count half of their amount towards your Skill Value. Every time you meet this skill number you may spend the Character Points equal to the level your character is advancing to, gaining the associated class benefit. You may only move one level deep in between adventures.

Class Special Abilities:

PrC Level Special Ability
1 Target Bonus +1
2 Sneak Attack 1D
3 Target Bonus +2, Inspire Fear -1D
4 Sneak Attack 2D
5 Target Bonus +1D
6 Sneak Attack 3D, Inspire Fear -2D
7 Target Bonus +1D+1
8 Sneak Attack 5D
9 Target Bonus +1D+2, Inspire Fear -3D
10 Sneak Attack 6D

Target Bonus: Because of intensive study of his target, a Vile Bounty Hunter gains a competence bonus on attack rolls against his chosen target. The hero must announce who the target is before the adventure begins (and in general should be someone that the Vile Bounty Hunter has taken a contract to take down.) While this is normally a single individual, the target could also be a small group of individuals, or even a large group, organization, or entire species. In this case, it is up to the GM.
Sneak Attack: The Vile Bounty Hunter has grown accustomed to attacking his targets while they are either unaware of his presence, or unable to defend themselves. In any situation, determined by the GM, in which the target is not aware of the Vile Bounty Hunters presence, or is in a physically vulnerable state, such as prone, bound, or is flanked by the Vile Bounty Hunter, the Vile Bounty Hunter's attack deals extra damage as indicated by his progression on the level chart. A Vile Bounty Hunter cannot use Sneak Attack on enemies that do not have visibly obvious anatomical weaknesses (such as a sarlacc). The target must also be visible enough to the Vile Bounty Hunter for a vital spot to be discernable or must be set-up for a bombing, and must be in reach of the Vile Bounty Hunter if a melee weapon is used, or within Short or medium range if a ranged weapon or bomb is used. Deadly accuracy cannot be gained at Long ranges. A scope or bomb remote must be used for ranged weapons at medium range. The Vile Bounty Hunter relishes in the death look of his victims faces.
Inspire Fear: Starting at 3rd level, a Vile Bounty Hunter's infamy and reputation reach such a point that anyone wishing to take direct action against him is subject to a skill penalty. This penalty is equal to -1D at 3rd level, -2D 6th level and -3D at 9th level. This penalty affects all skill and attribute rolls (including attack rolls) made against the Vile Bounty Hunter by other characters.

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