Eclipse Pathfinder – The Barbarian

   There have been a number of requests for a “Pathfinder Upgrade” to Eclipse.

   Well, while Pathfinder did make a fair number of changes to spell lists, skill lists, and various other items, most of that has nothing to do with Eclipse. Eclipse already allows the use of custom spell lists, variant skills, and so on. Eclipse is primarily concerned with building characters and races however – and Pathfinder did throw in some upgrades to the Core Classes there.

   Of course, the upcoming power creep was inherent in the prestige class system – and in the need to sell ever more expansion books – from the very start of d20. That’s one of the major reasons why I put the Fast Learner ability into Eclipse, and why it was not used in the sample builds which match the base classes. That left it available for upgrading those base class builds to match the later class and prestige class builds – which generally do use it.

   So, first up we’ll consider the Barbarian. How would you build a Pathfinder barbarian in Eclipse?

  1. Don’t buy those extra six skill points at level zero. That saves six character points with respect to a 3.5-style Barbarian build.
    1. Pathfinder settings do provide a +3 bonus on all trained skills – which also neatly cancels out the three skill points it takes to upgrade an otherwise-irrelevant skill (such as “Aerospace Piloting” for a medieval-setting monk) to a “class skill”.
  2. Buy Fast Learner, Specialized for double effect/only to buy abilities that can only be used while berserk – and buy it at level zero. That costs six character points and provides two bonus character points per additional level to buy “Rage” abilities with.
  3. Spend those points. Abilities which are only usable while Berserk will generally be Corrupted, since you can’t spend all that much time being berserk – which means that most of them will cost four character points or less. Funny, that’s just what Fast Learner will be providing every second level…
  4. Don’t take Illiteracy if you don’t feel like it. It’s only two character points either way – and Eclipse characters will usually have some spare points from disadvantages anyway. If you do feel like it, you can still have it though.
  5. Buy skills to suit the setting. Since Eclipse was designed to be compatible with any setting, it doesn’t specify a skill list anyway. If your game master wants to use the Pathfinder list, use that one. Same goes for using the classic 3.5 list, the d20 Modern list, or any other list.

   So, no; there’s no “Pathfinder Upgrade” required here. A barbarian-themed Eclipse character can precisely match a Pathfinder barbarian – or they can create their own “rage powers” or spend their points on an unlimited array of other abilities to suit their character conception. They’ll also be able to spend more time raging – but rage is, after all, their signature ability. Reducing the amount of time a Barbarian can spend raging, as Pathfinder did, does seem sort of counter-intuitive. Still, if you really must have an exact match, you could corrupt the Berserker ability to limit it to the Pathfinder allotment – but you’d only be saving a few points, and I’d recommend against it.

   Next up is to convert the various “Rage Powers in detail. That will take a little time, but it’s easy enough. Ideally, of course, all of them would come out to exactly four character points, but a few are a point or two over, and a few others are a point or two less. That’s fine, since it won’t make any real overall difference; nobody minds having a spare point or two left over – and if you need an extra point or two, then – as noted earlier – Eclipse characters normally have a few spare points to spend anyway.

   So here we have the basic Rage Powers list.

  • Animal Fury: You gain a bonus bite attack that inflicts (1d4+Str Mod/2) damage. Ok… This is a bit distasteful (do you really want most of the things a typical barbarian fights in your mouth?), but it’s easy enough to buy: that’s Opportunist (may make a bite attack as part of a full attack or when attempting to maintain or break free of a grapple), Specialized and Corrupted/attack involves biting things and getting them into your mouth, requires having your mouth uncovered, only works at very close range, is normally made at -5 as a secondary natural attack if part of a full attack option, and only gets half the user’s strength modifier to damage, only usable while raging (2 CP) plus Martial Arts/1d4 Natural Weapons with all the same modifiers (1 CP). At a total cost of 3 CP, this saves 1 CP to be spent on another Rage power. If you’re going to be going around biting things, I’d advise scrolling down to Swift Foot, below.
  • Clear Mind: Reroll a failed will save once per rage. Luck with +4 Bonus Uses, Specialized and Corrupted/only usable while raging, only to reroll failed will saves, only once per rage (4 CP).
  • Fearless Rage: Immunity to the Shaken and Frightened conditions (Uncommon, Minor, Major, Corrupted/only while raging) (2 CP). That has a net cost of only 2 CP, so there will be two points left over to put towards another rage power.
  • Guarded Stance: Defender/dodge bonus option, Corrupted/only while raging (4 CP).
  • Increased Damage Reduction: Damage Reduction. This is a bit harder, since Eclipse Damage Reduction has a sliding cost, depending on how much you buy – but getting from DR 5/- to DR 8/- has a base cost of 12 CP, 6 CP after specializing it for physical damage only, and only 4 CP after Corrupted/only while raging. In other words, unlike in Pathfinder, as an Eclipse ability you need only take this once – at a total cost of 4 CP – to get that total of +3/- Damage Reduction.
  • Internal Fortitude: Immune to the Sickened and Nauseated conditions. (Uncommon, Major, Major, Corrupted/only while raging) (4 CP).
  • Intimidating Glare: Reflex Training/the character may reduce the time required to use a skill by one standard action once per round, Specialized/only for use with Intimidate, Corrupted/only while raging (2 CP), with a +3 Skill Speciality in Combat Intimidation, Specialized and Corrupted for Triple Effect (+9)/only to increase the duration of the effect rather than also boosting it’s chance to succeed, only while raging, increased duration is rolled as (1d4-1) rounds (with an average of +1.5) rather than simply taking the usual +2) (1 CP). That has a net cost of only 3 CP, so there will be a point left over to put towards another rage power.
  • Knockback: Once per round the user may make a Bull Rush attempt in place of melee attack. That’s Opportunist, Corrupted/only usable while raging (4 CP).
  • Low-Light Vision: Occult Sense/Low-Light Vision, Corrupted/only while raging (4 CP).
  • Mighty Swing: Automatically confirms a critical hit once per rage. Luck with +4 Bonus Uses, Specialized and Corrupted/only usable while raging, only to confirm critical hits, only once per rage (4 CP).
  • Moment of Clarity: Ignore the action restrictions of being Berserk for one round. That’s the Controlled modifier on the Berserk, Specialized and Corrupted /only usable once per rage, only lasts for one round, 2 CP) plus Luck with +2 Bonus Uses, Specialized and Corrupted/only usable while raging, only to invoke the Controlled modifier, only once per rage (3 CP). Oops. That one comes out to 5 CP rather than 4 CP. A character taking this one will either have to spend an extra CP or take one of the powers that came out to less than 4 CP.
  • Night Vision: Gain Darkvision. Occult Sense/Darkvision, Corrupted/only while raging (4 CP).
  • No Escape: Move at double speed as an Immediate Action to pursue a retreating foe. Reflex Training/three extra actions per day variant,
  • Powerful Blow: Adds (1+Level/4) damage to a blow – if it hits. Difficult, simply because it’s so feeble an ability that it’s hard to restrict something that far… so lets improve it a bit; Augment Attack/+6 Damage when Raging, Specialized/may only be invoked, in advance of the roll to hit, and only once per rage (3 CP). That will leave a point left over to put towards another rage power – or it could be upgraded to +9 damage, and a total cost of 4 CP.
  • Quick Reflexes: You gain +1 Attack of Opportunity per Round. Reflex Training for Attacks of Opportunity, Specialized/only grants one extra AoO per round, Corrupted/only while raging (2 CP). That will leave two points left over to put towards another rage power.
  • Raging (Physical Skill): Adds a +(Level) enhancement bonus to a particular physical skill while raging. Now, there are a LOT of ways to get check bonuses in Eclipse, so lets look at a couple of them:
    • First. try Luck with +2 Bonus Uses, Specialized for Double Effect and Corrupted for Reduced Cost/only usable for physical skill checks, user may only take [1d20+Level] instead of [40], only usable while raging (6 CP). Now, that IS 2 CP more expensive than the usual rage power – but it covers all three physical skills. It won’t cover bounding around throughout a rage though, at least without more bonus uses.
    • A few points of Innate Enchantment will also do it nicely; a +10 bonus (increasing to +20 at caster level six and +30 at caster level nine and up) to a simple physical skill is a first level effect. Ergo, Innate Enchantment/5000 GP Effective Value, all effects spell level one, caster level one, unlimited-use use-activated, personal only. That’s 1400 GP equivalent for those first level effects – so +10 to any three simple physical skills (climb, swim, etc) would be 4200 GP effective value. Corrupted/only works while Raging and Specialized/only provides bonuses of +(level) would be 2 CP. Unfortunately, we’ll also need an Immunity to the XP cost of Innate Enchantments. That’s Immunity (Uncommon, Minor, Trivial [only covers first level effects at caster level one], Specialized/only to cover physical enhancement effects (1 CP). Now, to make sure that those bonuses get above +10 when the time comes, we’ll want to boost the effective caster level – and for that we can use Empowerment, limited to physical skill enhancing innate enchantments for unlimited use, Specialized in these three effects and Corrupted/only while raging (+2 CP). That’s a net cost of 5 CP, but covers three physical skills instead of only one. That’s more effective than the Luck-based approach, but could also be briefly disrupted by Dispel Magic.
    • There are lots of other ways to go about it; those are just the first that came to mind.
  • Renewed Vigor: Heals up to 5d8+Con Mod hit points once per day as a standard action. Take Grant of Aid, Specialized in Hit Points Only, Corrupted/requires a standard action instead of just happening, only available when raging (2 CP). Go ahead and spend the remaining 2 CP on another rage power.
  • Rolling Dodge: Gain a dodge bonus to AC. Defender/dodge bonus option, Corrupted/only while raging (4 CP).
  • Roused Anger: You may ignore Fatigue for a time. Immunity/Fatigue (Common, Minor, Minor, Corrupted/only while about to fly into a rage or while raging (3 CP).
  • Scent: Gain the Scent ability while raging. Occult Sense/Scent, Corrupted/usable only while raging (4 CP).
  • Strength Surge: Adds the user’s level to one strength check, combat maneuver check, or to his or her combat maneuver defense once per rage. Luck with +4 Bonus Uses, Specialized for Double Effect and Corrupted for Reduced Cost/only usable for attacks and combat maneuvers, user may only take [1d20+Level] instead of [40], only usable while raging. Double specialization requires special permission from the game master – but in this case it seems appropriate to allow it; “only usable once per rage” is a definite limitation on this, and reduces the cost to a total of (4 CP).
  • Superstition: Gain up to a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. Immunity/magical powers (Very Common, Severe, Specialized for Double Effect AND for half cost and Corrupted/while raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies, the bonus counts as a morale bonus instead of being typeless, only becomes gradually available (the total is +2 + Level/4 at any given time), only while raging (6 CP). This is another slightly over-expensive power, and another one that calls for special game master permission to double-specialize – but it is offering a great deal of protection from an incredible range of special abilities. That’s fair enough.
  • Surprise Accuracy: gain a +1 +Level/4 bonus to one attack roll once per rage. Another rather minor effect. In this case I’ll upgrade it a bit – to an automatic hit, Luck with +4 Bonus Uses, Specialized/only for “taking 20” on attack rolls, only once per rage, Corrupted/only available while raging (4 CP).
  • Swift Foot: +5′ Speed, may be taken up to three times. Improved Celerity, Specialized for Half Benefit (+5′ rather than +10′), Corrupted/only usable while raging (1 CP per level). Take this as much as you want. At 1 CP/level, it’s cheap enough to let you move really really fast while you’re in a rage if you like.
  • Terrifying Howl: The user may attempt to Panic (for 1d4+1 rounds) all Shaken enemies within 30 Feet. This allows a Will Save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) and only gets a chance to work on any given enemy once per day. That’s Presence (Fear) with an Immunity to the usual range restriction (Common, Minor, Minor, to get +20 feet), both Specialized/requires a standard action to use and Corrupted/only works while raging (4 CP).
  • Unexpected Strike: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. That’s Opportunist, Specialized/only usable once per rage (2 CP).

   Now, a variety of additional rage powers from later books have been released into the Pathfinder SRD; I may convert those next – but none of them really look to be any harder to do.

   Eclipse: The Codex Persona is available in a Shareware PDF Version, in Print, and in a Paid PDF Version that includes Eclipse II (245 pages of Eclipse races, character and power builds, items, relics, martial arts, and other material) and the web expansion. It will be updated with Eclipse III when that’s done as well.

   On a personal note, I find it rather gratifying to see that Eclipse can still handle, and even expand on, material that wasn’t published for years after it came out.

   Oh yes, since the rage power conversions are from Pathfinders rage powers, as presented in their SRD, here’s the OGL on the Pathfinder SRD site I referenced.

d6 Starship Design

   Here we have a starship design system created by one of the current Star Wars players, better known here as Editorial0.

   In realistic engineering, there are always tradeoffs. You want more cargo capacity? You’ll need to either enlarge the hull or shrink something else. Enlarging the hull? You’ll lose speed unless you put in a bigger engine. Bigger engine? That calls for more space, more fuel, and more costs.

   Nobody wants to introduce that level of complexity to their games – but I’d still like to have some idea of just how much can be crammed into a ship before SOMETHING has to give, and Editorial0 has kindly come up with some rules for it. Now to see how they work out…

   Star Wars Vehicle Design and Rules

   Stage 1: Hull Size

   Hulls come rated in size categories. These are particularly important in determining the overall cargo and passenger space inside the vehicle and especially the energy output of the power plant. Each size within a range corresponds to a specific vehicle scale.

Size Scale Modifier Base Hull Example
1-3 Speeder 2D 2D Snowspeeder, Swoop
4-5 Starfighter 4D 3D AT-ST, X-Wing
6-7 Starship 6D 4D YT-1300, AT-AT, Light Cruiser
8-10 Small Capship 9D 5D Corellian Corvette, Nebulon-B Frigate
11-14 Large Capship 12D 6D Star Destroyer, Mon Cal. Star Cruiser
15-? Titanic Vessel 24D 10D Death Star

   Each vehicle also starts with a base Power.

  • Junker vehicles have 75 Power
  • Cheap vehicles have 100 Power
  • Average vehicles have 125 Power
  • Good vehicles have 150 Power
  • Excellent vehicles have 175 Power
  • Legendary vehicles 200 Power

   You can buy up to average vehicles almost anywhere, good anywhere middle-class and up, excellent from high-end dealers. Legendary vehicles cannot be bought: you have earn the legend the hard way.

   Stage 2: Life Support (Choose the most appropriate)

  • Open: Open vehicles have no life support and offer no protection whatsoever from the elements. The pilot and any passengers, droid or biological, have no protection from damage and no defense against whatever dangers may be present. As an add-on, it lets the vehicle almost totally collapse, granting a +1d6+2 Coolness bonus on relevant social checks, for 40 Power.
  • Unsealed: Unsealed vehicles offer only minimal protection, but this is often more than enough for simple ground vehicles which don’t or can’t get into very dangerous conditions. They do help protect against crashes. As an add-on, it gives the vehicle collapsible section granting a +1d6 Coolness bonus on relevant social checks for 20 Power.
  • Pressurized: Pressurized vehicles have a sealed cockpit or passenger hold set to a comfortable air pressure. They are immune to normal atmospheric toxins, ignore most gas attacks, and stabilize thin or thick breathable atmospheres. 10 power as an add-on.
  • Seaworthy: Seaworthy vehicles can easily cross bodies of water without damaging exposed components or sinking. This is not necessary for repulsorcraft or other flying vehicles, as long as they don’t actually try to land in water. 10 Power as an add-on.
  • Submarine: Submarine vehicles are fully environmentally sealed and resistant against crushing force. They will not leak easily and can dive to considerable depths without a problem. 30 Power as an add-on.
  • Spaceworthy: Spaceworthy vehicles can easily travel without an atmosphere, and will not be damaged by the lack of pressure and atmosphere found in deep space conditions. They are resistant to all common space dangers, including the radiation found in planetary orbit or deep space, common nebular conditions, and micro-meteorites. They carry enough life support for any reasonable number of passengers indefinitely. Adding this additional optional mode takes 10 Power.

   Stage 3: Power Plant

   Power Plants form the base of a vehicle’s operational capabilities. The more powerful the power plant, the more and more powerful devices the ship can use. This gives you the more Power available to use on gadgets and gear.

Type Bonus
Cheap -10
Decent 0
Standard 10
Good 20
Excellent 30
Amazing 40

   Thus, a Legendary vehicle with an Amazing power plant has 240 power. Of course, only something like the Millenium Falcon – and then maybe only after Han became an important Rebellion figure – would have this level of goodies.

   Stage 4: Engines

   Decides Atmospheric and Space Move

   Space Move

Move Power
1 1
2 2
3 4
4 6
5 9
6 13
7 17
8 22
9 27
10 33
11 39

   Vehicles which can only operate in Atmosphere (or under water) work a bit differently. Take the engine rating chosen above. Multiply it by ten minus the Base Hull Number (ignore the die code portion; just take the number). This is your Atmospheric Move.

   Atmospheric Move = Space Move x [10-Base Hull]

   If this would reduce the vehicle to 0 Move, it’s too much to fit in an atmosphere in the first place.

   Atmospheric Move and Space Move work on different scales. Space Vehicles calculate their atmospheric Move with the table on page 113 of Star Wars Roleplaying Game 2nd Edition revised.

   Unfortunately, since the game is running on first edition rules, since that’s the edition that I happen to have, I’ll just have to skip this bit.

   Maneuverability

   Most Ships have a maneuverability bonus or penalty.

Scale Initial Maneuverability
Character 4D
Speeder 3D
Starfighter 2D
Starship 1D
Small Capship 0D
Large Capship -1D
Titanic Vessel -3D

 

Maneuverability Power
“+1” 1
“+2” 3
+1D 6
+1D +1 8
+1D+2 10
+2D 12
+2D +1 16
+2D +2 20
+3D 24

 

   Stage 5: Hyperdrive

Multiplier Power
X15 3
X10 4
X5 7
X4 10
X3 14
X2.5 17
X2 21
X1.5 25
X1 30
x.90 35
x.75 41
x.60 47
x.45 54
x.30 62
x.20 71
x.10 81

   Stage 6: Shields

   Unlike Hull rating, shields must be deliberately placed at each attack angle: front, rear, left and right. Each sector covers a three-dimensional arc, so only four angles are needed. Some alien species divide their shield space differently, but the end result is the same.

   Ships may purchase Ray shields, which are good against lasers, blasters, and ion cannons, and Concussion shields, which are strong against physical impacts, photon torpedoes, and concussion missiles.

   Many smaller starships and starfighters carry a combination shield, which protects against both. However, such shields are less effective, acting at 1d6 less than the numerical rating bought.

   Shields of 1D are normal for most fighters with shields. Even Large Capships rarely go above 3D. Only top of the line military vessels buy the full 4D.

Shield Strength Power
“+1” 1
“+2” 2
1D 3
1D +1 5
1D+2 8
2D 11
2D +1 15
2D +2 20
3D 25
3D+1 30
3D+2 36
4D 42

 

   Stage 7: Weapons

   The necessity of carrying lethal weaponry is a sad reality in many parts of the galaxy. Pirates, slavers, Sith, and warlords all make unpatrolled spacelanes a menace for the unarmed. Thus, capital ships have some defensive weaponry. The few exceptions are vessels such as bulk cruisers or droid ships, or those meant for short hauls in safe areas.

   Many vessels also have more than one weapons system, so that they can fire more than once against each enemy, or split their attacks against multiple foes, or to have varied attacks against different targets. Each of these is bought separately.

Damage Power
1D 2
1D +1 4
1D+2 6
2D 8
2D +1 11
2D +2 15
3D 20
3D+1 23
3D+2 26
4D 30
4D+1 36
4D+2 42
5D 50
5D+1 53
5D+2 56
6D 60

   Each weapons system must have a chosen fire arc. Normally these are Front, Right, Left, and rear. Odd designs might use different ones, like top and bottom.

Weapon Types Basic Stats
Laser/Blaster None
Torpedos Anti-Capship, Ammo, Slow
Missiles Anti-Fighter, Ammo, Slow
Bombs Ammo, Bomb
Mine Inaccurate,
Projectile No Penetration, Ammo
  • Ammo: The weapon runs out of ammunition in 1d6 shots and must then be reloaded.
  • Anti-Capship: The weapon can’t be targeted except against capital ships. Against others is has -2d6 fire control.
  • Anti-Fighter: The weapon does full damage only against fightercraft. Against others it has -1d6 damage.
  • Bomb: These items can’t be targeted outside of a gravity well. They need to be placed or dropped onto the ground.
  • No Penetration: Concussion shields are more effective against this weapon, which loses 1d6 power against them.
  • Slow: The weapon takes 1d3 rounds to impact, giving defenders time to use defenses.

   Each Weapon system comes with a base Fire Control of -1D6. This is a penalty assigned to ranged attacks owing to the presence of jamming, moving ships, and the long ranges expected in normal space combat.

Fire Control Power
“-1D” 0
“-2” 2
“-1” 4
“0” 6
“+1” 8
“+2” 10
1D 12
1D +1 14
1D+2 16
2D 18
2D +1 20
2D +2 22
3D 24
3D+1 26
3D+2 28
4D 30

   Stage 8: Tools and Extras

   Central Droid Command: Rarely used now, but common in the Clone Wars, A CDC system enabled centralized control over hundreds or thousands of droids simultaneously. It requires a Comm System. The advantage is that all droids cooperating on a task gain a +2 bonus to all skill and or attribute rolls. They do not gain this bonus to resisting or inflicting damage, or for any action taken alone. It inflicts a -2 penalty to initiative rolls, as the droids are slowed by waiting for instructions. Costs 20 power, but does not have to be active all the time.

   Comm System: Common in most vehicles, it’s a large planetary-range receiver/transmitter array. Comm systems may be upgraded with solar-system scale range, sector-scale range, and galactic network capability at a cost of 25 Power per category increase. This is rare – most people just find a nearby network node.

   Cloaking Device: Cloaking devices create a warping field effect around the shields which totally blocks all sensors, because the ship simply isn’t there to EM effects. The only sign it leaves is a very slight electromagnetic distortion. Note that the ship needs special internal cooling to prevent overheating, and it is just as blind to the outside world. Requires 100 Power.

   Escape Pods: Common in most vehicles, it’s an escape system should the ship be fatally compromised. Escape pods have consumables for a month, can send out automated distress beacons, and can even land safely on nearby planetoids. These cost a grand total of 5 Power.

   Extra Armor: Some military ships enjoy layering on the armor and improving the hull structure. This gives the vessel a tougher Hull rating. Requires 90 Power per 1 Hull die. Most ships with this have low maneuverability and sublight speed.

   Long Range Capability: Devote a few passenger slots (see Passenger Berth, below). Each one grants an extra month of supplies for 5 people (supplies can be compact very easily). This includes rations and water recycling – if characters want gourmet meals and fine wines, they’ll need many more slots.

   Landing Gear : This actually doesn’t cost anything, but many ships simply don’t have it built in. Very few capital ships have it apart from troop transports.

   Medical Suite (Medical Kits, Infirmary, Bacta Tank, Full Surgical)

A Medical Suite costs no Power, but it does require Passenger Slots (see Passenger Berth, below). If used by a competent doctor or programmed droid, they grant bonuses to First Aid and Medicine checks. In all cases, a kit can be grabbed within 1d6 rounds or the character rushed to the infirmary within 2d6 rounds. Higher levels include all previous equipment, so you stack both the kits and medical rooms.

Medical Kits (Base Hull) in Passenger Slots
Infirmary (Base Hull x2) in Passenger Slots
Bacta Tanks (Base Hull x5)
Full Surgical (Base Hull x10) in Passenger Slots

*Medical Kits grant a +2 to First Aid.

*Infirmaries grant a +2 to First Aid and Medicine as well as providing the ability to isolate and decontaminate the sick. It has common medicines and methods to help most alien species.

*Bacta tanks let any character who reaches it even slightly alive survive indefinitely, although if the wounds aren’t healed they will still die.

*Full Surgical bays have almost everything to keep someone alive, even up to replacing whole body parts. They have virtually any useful medical device or substance imaginable, although very rare items might have to be ordered.

Note that warships sometimes have multiple bays, so they can still function if they receive hundreds of casualties at once. A single instance of Medical Suite can only help (Base Hull) in numbers of people at once.

   Passenger Berth (Spartan, Ordinary, Comfortable, Luxurious)

   Passenger Berths don’t take Power, but rather Passenger Slots. Each size category gets a certain number of slots, and most vehicle designers don’t like pushing things to the absolute maximum.

Size Class Passenger Slots
1-3 Speeder 1
4-5 Starfighter 2
6-7 Starship 5-25
8-10 Small Capship 100-1,000
11-14 Large Capship 1,000-10,000
15-? Titanic Vessel How many ya want?
  • Spartan quarters are extremely basic. Starfighters with hyperdrive capability often have an awkward way to relieve bodily functions, and a little snack to eat or drink. Other ships have tiny bunks, which soldiers might even share. Takes 1 Slot.
  • Ordinary berths are unexceptional, but decent. They include a small bed, a little heating pad for cooking or a central cafeteria, and some kind of bathing facility. Takes 2 Slots.
  • Comfortable rooms are nice and have space to stretch out. Facilities are complete, clean, and may have droid service. A decent traveler’s room would be a Comfortable berth – or a hotel room if it were on a starship. Takes 3 Slots.
  • Luxurious quarters are fantastic. They are the pitome of service and comfort, a fine and relaxing place for any wealthy shipowner or tourist. Nobility and royalty wouldn’t feel out of place in these lovely rooms. Takes 5 slots and up, up up!

   Repair Bay: Repair Bays enable you to make repairs to any on-board vehicles. It comes complete with full facilities and machinery to manufacture almost any part which could go wrong. Treat as a Medical Suite but for repairs instead.

   Secret Compartments: If you even needed to hide some items the local authorities think is very naughty, you need a secret compartment. The base DC to find a compartment is usually 15.Takes 1 Passenger Slot per cubic meter, plus 1 Slot for every 1d6 penalty on the enemy’s check to locate them.

   Security: Security grants bonuses to ships defenders in every area it might be invaded, physical and electronic. Treat this as a Medical Suite, but granting bonuses on all attack rolls to ship’s defenders. If you want automated guns and so forth, buy droids (and dedicated Passenger Slots for them).

   Shield Reserves (1D through 6D): Reserves of shield energy cost 15 Power per reserve die.

   Starfighter Bay: Treat as a Passenger Berth using 5 Slots per fighter.

   Regardless of whether or not this particular system ultimately turns out to be a success or a failure, it’s worth bonus XP for contributing to the game as usual. In fact, it’s worth more than usual – I’ll call it three weeks worth – simply because Editorial0 has been tinkering with it for at least that long.