Star Wars D6 Damage – Characters and Creatures

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STAR WARS D6 DAMAGE

Characters and Creatures

This document updates and expands some of the game rules in The Star Wars Roleplaying Game: Second Edition, Revised and Expanded published by West End Games (hereinafter R&E), which is required to use the rules in this document. Please also note that, unless specifically referring to ships with interstellar hyperdrives or R&E rules, the more general terms spaceship or ship are used here in place of starship to be correctly inclusive of spaceships without interstellar capabilities. To ask questions, provide feedback, make suggestions, or otherwise discuss these house rules, please visit the Rancor Pit Forums thread for these rules.

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General

Characters and Creatures (this page)

Spaceships and other Vehicles

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Characters and Creatures

Character/Creature Damage

Note: This replaces the Damage rules at the beginning of R&E p.97. The armor rules on p.94 are reproduced below without change.

When an attack hits a character or creature, the attacker rolls for damage. Ranged weapons normally do a set amount of damage, such as a blaster rifle that does 5D damage. See below for melee and brawling damage. Creature stats provide mode of attack, damage, and any other special rules. Other circumstances may result in character/creature damage, such as falling or a being in a vehicle that is damaged.

There are two main types of damage that affect organic characters and creatures: normal damage and stun damage. Normal damage can be lethal, but stun damage isn’t. The Damage Chart in the “Character/Creature Injuries and Stun Effects” section below includes both types of damage. Unless specifically stated otherwise, all character-scale blasters can be set for stun damage, which has no effect on anything except organic lifeforms.

See below for Strength Damage, Brawling Damage Options, and Damage Resistance.

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Strength Damage

Some melee weapons have a damage amount that adds to the character’s Strength Damage. A character’s Strength Damage is based on the character’s lifting skill (or the base Strength attribute if the character doesn’t have the lifting skill), as indicated by the chart below. A character’s Strength Damage may change over time if the basis of it changes through character advancement.

Strength Damage Chart

 Lifting  Strength Damage
 0D  0D
 0D+1  0D
 0D+2  0D+1
 1D  0D+1
 1D+1  0D+2
 1D+2  0D+2
 2D  1D
 2D+1  1D
 2D+2  1D+1
 3D  1D+1
 3D+1  1D+2
 3D+2  1D+2
 4D  2D
 4D+1  2D
 4D+2  2D+1
 5D  2D+1
 5D+1  2D+2
 5D+2  2D+2
 6D  3D
 6D+1  3D
 6D+2  3D+1
 7D  3D+1
 7D+1  3D+2
 7D+2  3D+2
 8D  4D

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Brawling Damage Options

For brawling attacks, the attacker just rolls their Strength Damage for the damage roll. Against organic targets, a brawling character’s player can instead choose to use the character’s full Strength as stun damage. (See “Character/Creature Damage and Injuries” below for more details.)

Some creatures have natural weapons, such as claws which may cause “STR+1D” or “STR+1D+2” — roll the Strength and add the die code as indicated for damage.

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Damage Resistance

When an attack hits, the attacker rolls damage and the target character rolls their Damage Resistance, which is either the character’s Strength or the character’s alternate Damage Resistance from the chart below, whichever is higher. The alternate Damage Resistance is based on the stamina skill, so character’s alternate Damage Resistance may change over time if the basis of it changes through character advancement.

Alternate Damage Resistance Chart

 Stamina  Alternate Damage Resistance
 0D  0D
 0D+1  0D
 0D+2  0D+1
 1D  0D+1
 1D+1  0D+2
 1D+2  0D+2
 2D  1D
 2D+1  1D
 2D+2  1D+1
 3D  1D+1
 3D+1  1D+2
 3D+2  1D+2
 4D  2D
 4D+1  2D
 4D+2  2D+1
 5D  2D+1
 5D+1  2D+2
 5D+2  2D+2
 6D  3D
 6D+1  3D
 6D+2  3D+1
 7D  3D+1
 7D+1  3D+2
 7D+2  3D+2
 8D  4D

Some species abilities or advantages may provide natural bonuses to Damage Resistance for one or more types of attacks/damage, such as physical (bullets, mundane melee weapons, rocks, etc.) and energy (blaster bolts, lightsabers, ion weapons, etc.).

Wearing armor adds a technological bonus to a character’s damage resistance rolls. Armor may provide different levels of bonus protection for different damage types as indicated by the armor's stats. Some types of armor also reduce a character’s Dexterity and all Dexterity skills. See also the next section below and the “Armor/Powersuit Damage and Repair” section of “General.” (Energy shield technology can also provide a bonus to damage resistance, but this is more common on spaceships – See the “Shields and Tractor Beams” section of “Spaceships and other Vehicles.”)

Character Points or Force Points can be used to temporarily increase a character’s damage resistance rolls.

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Character/Creature Injuries and Stun Effects

Note: This replaces the “Character Damage Chart” and rules after it on R&E p.97-98. Do not use this section for droids or Mareens in copaxi exoskeletons — See the respective “Droid/Shard-Droid Damage” and “Mareen/Copaxi Exoskeleton Damage” sections below.

When a character or creature is hit by a successful attack or something else happens that can cause damage, compare the damage and the damage resistance rolls. If the damage resistance roll is higher than the dam­age roll, there’s no effect. If the damage roll is equal to or higher than the resistance roll, find the difference in the ranges on the Character/Creature Damage Chart below, and refer to the corresponding wound status. After the chart are wound status effects and accumulation rules for both important and unimportant characters.

Results for both normal and stun damage are included on the chart. Another kind of damage is ion damage. Ion weapons are designed to interfere with the computer and other electrical systems of machinery, but they can still affect organic lifeforms like blasters set for stun do. Fully organic beings get a +1D bonus to damage resistance rolls against ion weapons, but cyborgs do not get the bonus since their cybernetics make them more vulnerable to ion damage. See the “Cybernetics Damage and Repair” section below for more information on cyborgs.

Character/Creature Damage Chart

 Damage Roll > Damage Resistance Roll by:  Wound Status*
                                  0-3  Stunned / No effect
                                  4-7  Wounded / Stunned
                                  8-11  Incapacitated / Unconscious
                                12-15  Mortally Wounded / Unconscious with Stun Aftereffects
                                  16+  Killed / Wounded and Unconscious

*Normal damage (red) / Stun damage (blue)

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Wound Status Effects and Accumulation for Player Characters and Important Gamemaster Characters

stunned character suffers a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the second round, but it is still “affecting” them for half an hour unless they rest for two minutes. If a character is being “affected” from a number of stuns equal to the number before the “D” of the character’s stamina, they are knocked unconscious for 2D minutes. Another character whose player makes an Easy first aid roll can revive a character rendered unconscious (by stun accumulation) early. A character who is unconscious for at least two minutes is no longer being “affected” by any prior stuns.

wounded character can take no actions for the rest of the round except for falling prone if they wish. The character suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed until they are healed (through natural rest, medpac or other medical intervention). A wounded character who is wounded a second time becomes heavily wounded.

heavily wounded character automatically falls prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until they are healed. A heavily wounded character who is wounded again becomes incapacitated.

An incapacitated character falls prone. As a free action before losing consciousness, they may try to stay awake with a Moderate willpower roll. If the character’s willpower roll succeeds, they may continue to act starting the next round. If they fail the roll or don’t try, they are knocked unconscious for 10D minutes. Another character whose player makes a Moderate first aid roll can revive an unconscious incapacitated character early. A conscious incapacitated character is groggy: all actions have a -3D penalty and they can only move their cautious speed until healed. An incapacitated character who is wounded or incapacitated again becomes mortally wounded.

mortally wounded character falls prone and is unconscious. The character can’t do anything until healed. The character may die — At the end of each round, roll the character’s stamina. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. (See killed below.) A mortally wounded character who is woundedincapacitated, or mortally wounded again is killed. Another character whose player makes a Moderate first aid roll can “stabilize” a mortally wounded character. The character is still mortally wounded but will survive if they receive successful medical intervention within one hour. (See “Character/Creature Healing and Medicine” below.)

killed character is dead and cannot be revived. As an option, the GM may allow the character to regain consciousness the round after the killed result or even at the end of the encounter, only long enough for the character to say a few final words before becoming officially deceased in the story of the adventure.

A character knocked unconscious from stun damage falls prone and is unconscious for 2D minutes. If a character already unconscious from stun damage receives any additional unconscious results, the character is unconscious for an additional 1D+1 minutes for each. A character knocked unconscious from stun damage cannot normally be awoken early without medical intervention.

A character knocked unconscious with stun aftereffect falls prone and is unconscious for 2D minutes. Upon awaking, the character suffers a new stun damage “aftereffect” penalty of -1D to skill and attribute rolls for 1D+1 minutes. This extended stunned result counts as one stun for “affecting” stun accumulation (as described in the description of stunned above). The “aftereffect” remains even if the character falls unconscious again and wakes up before the aftereffect period expires. If the character suffers the unconscious with stun aftereffect result again, the “aftereffects” are cumulative, and each expire on their own schedule.

wounded and unconscious character falls prone with the combination of two individual effects: wounded and unconscious.

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Wound Status Effects and Accumulation for Creatures and Unimportant Characters

Stunned and all stun damage effects are the same as above, except for the wounded part of wounded and unconscious – See below.

wounded character or creature falls prone and can take no actions for the rest of the round. The character or creature suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed, until they are healed. A wounded character or creature who is wounded again becomes incapacitated.

heavily wounded character or creature* suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until they are healed. A heavily wounded character or creature who is wounded again becomes incapacitated.

An incapacitated character or creature falls prone and is knocked unconscious for 1Dx10 minutes. Another character whose player makes a Moderate first aid roll can revive an unconscious incapacitated character or creature early. A conscious incapacitated character or creature is groggy, cannot use skills, and they can only move their cautious speed until healed. An incapacitated character or creature who is wounded or incapacitated again is killed.

mortally wounded character or creature is killed.

killed character or creature is dead and cannot be revived. The GM may have a character regain consciousness the round after the killed result or even at the end of the encounter, only long enough for the character to say a few final words before becoming officially deceased in the story of the adventure.


*Creatures and unimportant gamemaster characters can only become heavily wounded by healing from the incapacitated level.

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Interpretive Hit Location

Note: The inherent randomness of this game’s injury system could lead to some unexpected results if paired with R&E’s ‘pre-damage roll’ hit location rules, but there is another possibility that can actually facilitate the game’s verisimilitude with the Star Wars films by helping to maintain disbelief suspension. The following rules replace the pre-damage hit location rules on R&E p.95, 96, and 234. In the rules below, a character may not attempt a ‘called shot’ to target a specific part of a character’s body or achieve a specific damage level/effect to a character. However there are rules for targeting specific systems of spaceships (see Spaceship Systems Targeting in “Spaceships and other Vehicles.”).

When a wound status of a single injury (or resulting accumulated wound status) is determined, the GM may then interpret the character’s injury to be to a specific body part and possibly even a specific type of injury, as appropriate to the type of damage and severity of the injury. Below are some guidelines.

Hit location is not usually important for blasters set on stun. Unconscious results from brawling could be from blows to the head. A stunned result from a blaster set on normal damage could represent a near miss to the head that rang the target’s ears and burned the skin of their face a bit from the heat. Torsos can have any level of damage. In general, a first wounded result tends to be to the upper body (except for the head), and a character’s second wounded tends to be damage to the lower body. An incapacitated outcome is often from damage to the torso. Energy damage can be cauterizing, so mortally wounded results tend to be to the torso, and killed results tend to be to the torso or head. If a slashing weapon is used, a mortally wounded result could be to anywhere if it could cause profuse bleeding (but these weapons rarely appear in Star Wars). Energy damage to the head is usually only for killed results.

The GM may determine that a character's cybernetics are specifically hit. (See the “Cybernetics Damage and Repair” section below.)

Since these rules do not have pre-damage hit location mechanics for characters, the bonuses that armor provides to a character’s Damage Resistance are 'averaged out’ to provide an overall statistical bonus considering the total amount of bodily coverage and quality of armor. However, armor coverage may still be used to interpret damage results. Severe damages almost never occur to armored arms and legs, but helmets may allow for lighter damages to occur to the head. The GM may even determine that a more severe injury hits an unarmored part of the target's body. When a character wearing armor suffers damage (wounded or worse) through a protected area, the armor is also damaged. See the “Armor/Powersuit Damage and Repair” section of “General”.

If random hit location is desired for a situation (such as a character in full body armor who only gets wounded), roll 2D and consult the chart below.

Random Hit Location Chart

 Roll  Hit Location
 2  Right Leg
 3  Head
 4  Torso
 5  Right Arm
 6  Right Leg
 7  Torso
 8  Left Leg
 9  Left Arm
 10  Torso
 11  Head
 12  Left Leg

The above hit location guidelines are most applicable to humans and humanlike species. Alien physiologies may require different considerations.

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Game Option: Minimum Blaster Damage

At GM discretion, blaster weapons set to normal damage against organic characters have a minimum damage of stunned, at least for soft fleshy target species such as humans. GMs electing to use this optional rule may decide that certain conditions still allow a no effect outcome if one is rolled, such as characters wearing non-Stormtrooper armor or species with tough exteriors.

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Severe Injuries

The player of a character who causes enough damage to kill another character has the option of causing a serious, permanent injury instead. (For example, a limb could be severed or a body part injured so badly that it could never be used again.) This is not necessarily an evil action — some would say this is more merciful than killing someone (although that’s up for debate). In addition to the severe injury, the target character is wounded, heavily wounded or incapacitated. The GM will determine the specific temporary and permanent injuries. Cybernetics may be an option to address permanent injuries. 

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Character/Creature Healing and Medicine

Note: This replaces the Healing rules on R&E p.98-99. 

Characters can heal in a variety of methods, such as medpacs, bacta tanks, surgery, and natural healing.

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Medpacs

The most common form of first aid in the galaxy is provided with a medpac. Standard medpacs contain a compact combination of limited-utility diagnostic equipment, flex lamps, bone stabilizers, irrigation bulbs, syntheflesh, spray-bandages, bacta patches, hypos, healing medicines, antiseptics, coagulants, body chemistry boost­ers, and stim-shots to treat injured individuals. Medpacs are very common around the galaxy. They can be found aboard most spaceships, and in most buildings and homes. Anyone who thinks they might get into a battle is advised to carry one.

Medpacs are divided into two compartments. The larger compartment was called the wound pack, and the smaller compartment was called a stun pack. The wound pack is used for all wounded, heavily wounded, incapacitated, and mortally wounded statuses. The stun pack is used for unconscious and all stun damage results (except the wounded portion of wounded and unconscious). Using a medpac once for any of these things uses the appropriate compartment up, but using one compartment does not use the other if both are not needed for a particular wound status.

A first aid roll is needed to use a medpac. The difficulty and time required to use them depend upon the severity of the patient’s injury, as indicated by the chart below.

Medpac Chart

 Degree of Injury  Medpac Time Taken  First Aid Difficulty
 Stunned, unconscious, stun damage effects  1 round  Very Easy
 Wounded, heavily wounded  1 round  Easy
 Incapacitated  2 rounds  Moderate
 Mortally wounded  3 rounds  Difficult

If the first aid roll is successful, the patient heals. Unconscious characters are revived. All stuns and all stun damage effects are nullified. Wounded characters are fully healed. heavily woundedincapacitated and mortally wounded characters all improve one level.

If the first aid roll is unsuccessful, the character’s condition remains the same. If the first aid roll misses the difficulty by more than 7 points, the medpac has pushed the injured character’s body to its limit. No more medpacs can be used on them for a full standard day (24 hours).

After a medpac has been used successfully, another medpac cannot be used on that character until there is another change in wound status from damage. Whether the medpac was used successfully or unsuccessfully, increase the first aid difficulty one level for each additional medpac used on a character in a single full standard day’s time.

Depending on accessibility of the injury, the GM may rule that an injury allows for a conscious character to use a medpac on themself, but they suffer an extra -1D penalty (in addition to any other penalties, including for being injured).

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Bacta Tanks

Bacta is a specially formulated treatment liquid which acts as a disinfectant and promotes rapid healing. The attending physician can use the bacta tank’s computers to add skin-contact medicines to the bacta fluid, inject medi­cines into the patient’s bloodstream, or dispense medicines orally. Characters should have the (A) medicine skill to use a bacta tank. On most planets, only licensed medical doctors or droids can administer bacta treatments. The patient’s healing time depends on the sever­ity of his injuries.

Bacta Tank Chart

 Character is:   Treatment Time
 Wounded  1D hours (1-6 hours)
 heavily wounded  2D hours (2-12 hours)
 Incapacitated  2D+11 hours (13-23 hours)
 Mortally wounded  1D days (24-144 hours)

A Very Easy (A) medicine skill is necessary to use a bacta tank — regardless of the wound level. If the roll is successful, the character will heal — it’s just a matter of time. If the roll fails then the wound remains unchanged, but the patient can remain in the bacta tank for another treatment time (roll again) and the physician can try again. A character attempting to use a bacta tank without the (A) medicine skill must make a Heroic first aid roll. If the roll fails, the patient’s injury worsens one level.

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Surgery and other Medical Treatments

The (A) medicine skill can also be used to perform surgery or other medical procedures when a bacta tank is not available or surgery is required, such as for the installation of cybernetic replacements. Healing through this method requires a (A) medicine roll from the physician, and in most cases it requires a stamina roll. After the procedure, healing characters should do virtually nothing but rest.

Consult the chart below for the (A) medicine difficulties of surgery, which assume a standard medical facility. The GM should increase the difficulties accordingly if the surgeon does not have access to the proper instruments. The GM will determine the time required for the surgery. The procedure outcomes and patient’s stamina roll are detailed below the chart.

Surgery Difficulty Chart

 Degree of Injury  Surgery Difficulty
 Wounded or heavily wounded  Very Easy
 Incapacitated  Easy
 Mortally wounded  Moderate

Failure means no improvement and patient can’t have a medpac used on them or receive any further medical treatment for current injuries except by bacta tank. Failure by 7 or more also immediately worsens the patient’s wound status to one level lower. Success means the patient will heal as indicated below. 

Wounded characters who rest for two days automatically become fully healed (no stamina roll needed). It takes three days if the wounded character works or adventures.

Heavily wounded characters must rest for three days before making a full stamina roll to heal. A heavily wounded character who tries to work or adventure must subtract -1D from their stamina when they make their healing roll. A heavily wounded character who opts to rest for twice the neces­sary time may add +1D to their stamina roll to heal.

Surgery Recovery Chart for Heavy Wounds

 Stamina roll  Surgery recovery result for heavily wounded
         4+  Character is fully healed
         1-3  Character improves to wounded

Incapacitated characters must rest for ten days before making a full stamina roll to heal. An incapacitated character who tries to work or adventure must subtract -1D from their stamina when they make their healing roll. An incapacitated character who opts to rest for twice the neces­sary time may add +1D to their stamina roll to heal.

Surgery Recovery Chart for Incapacitation

 Stamina roll  Surgery recovery result for incapacitated
         8+  Character is fully healed
         4-7  Character improves to wounded
         1-3  Character improves to heavily wounded

Mortally wounded characters must rest under medical care for 35 days before making a full stamina roll to heal. A mortally wounded character who opts to rest for twice the neces­sary time may add +1D to their stamina roll to heal.

Surgery Recovery Chart for Mortal Wounds

 Stamina roll  Surgery recovery result for mortally wounded
         11+  Character is fully healed
         8-10  Character improves to wounded
         4-7  Character improves to heavily wounded
         1-3  Character improves to Incapacitated

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Natural Healing

A character can heal naturally, but this process is both slower and much riskier than bacta healing. The character can rest a specified amount of time and then roll the character’s full stamina skill to see if the character heals per the charts below.

Healing characters should do virtually nothing but rest. Wounded, heavily wounded, or incapacitated characters who try to work, exercise, or adventure must subtract -1D from their stamina when they make their healing roll. Any character who opts to rest for twice the neces­sary time may add +1D to their stamina roll to heal.

Wounded characters must rest for two days before making a healing roll.

Natural Healing Chart for Wounds

 Stamina roll  Healing result for wounded
         8+  Character is fully healed
         4-7  Character remains wounded
         1-3  Character worsens to heavily wounded

Heavily wounded characters must rest for three days before making a healing roll.

Natural Healing Chart for Heavy Wounds

 Stamina roll  Healing result for heavily wounded
         8+  Character improves to wounded
         4-7  Character remains heavily wounded
         1-3  Character worsens to incapacitated

Incapacitated characters must rest for ten days before making a healing roll.

Natural Healing Chart for Incapacitation

 Stamina roll  Healing result for incapacitated
        11+  Character improves to heavily wounded
        8-10  Character remains incapacitated
         1-7  Character worsens to mortally wounded

Mortally wounded characters cannot heal naturally because they die without medical intervention.

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Medicines

There are many different medicines in the galaxy, ranging from mass-produced pharmaceuticals to “local cures” known only on remote planets. Each medicine has different game effects. Some may add a bonus to a character’s first aid or (A) medicine skill; others may allow a patient to heal faster; still others may only affect certain injuries or diseases and provide no help for others. GMs can create new medicines (and describe their game terms) as needed for their games.

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Cybernetics Damage and Repair

If a cyborg is hit with normal damage and the GM determines that a cybernetic part was damaged, the part has the damage status corresponding to the attack’s injury on the chart below. If a separate cybernetic part is damaged, that part also has the damage status corresponding to that attack’s injury on the below chart. If a damaged cybernetic part is damaged again, that part’s damage accumulates as indicated below the chart, but the character’s accumulated wound status is calculated normally according to the “Character/Creature Injuries and Stun Effects” section above. If a cyborg has a mix of organic injuries and cybernetic damages, the character’s effective accumulated wound status will still be based on the injuries received.

Cybernetics Damage and Repair Chart

 Injury suffered by cyborg  Damage to cybernetic part  Repair Time Taken  Repair Difficulty
 Stunned  No effect or slightly damaged  varies  Very Easy
 Wounded  Lightly damaged  15 minutes  Easy
 Incapacitated  Heavily damaged  One hour  Moderate
 Mortally Wounded  Severely damaged  Four hours  Difficult
 Killed  Destroyed  n/a  n/a

Slightly damaged cybernetic parts have some superficial or other damage that does not affect their primary function. Lightly damaged cybernetics that are lightly damaged again become heavily damaged. Heavily damaged cybernetics that are lightly damaged or heavily damaged again become severely damaged. Severely damaged cybernetics that are lightly damaged, heavily damaged, or severely damaged again are destroyed

For characters with a mix if organic injuries and cybernetics damages, the net sum of the character’s organic injuries will need healed according to the rules in the “Character/Creature Healing and Medicine” section, and each damaged cybernetic part will need repaired separately, as indicated on the chart above. That means that such a cyborg’s organic healing may be faster than a purely organic character with the same accumulated wound status, but repairs are also required. The GM will consider the nature of the individual injuries and total wound status to determine the orders the purely organic medicine and repairs can occur in.

Depending on accessibility of the damage, the GM may rule that a damaged cybernetic allows for a conscious cyborg to repair themself, but they suffer an extra -1D penalty (in addition to any other penalties, including for being injured). If the damage is external, such as damage to a cybernetic limb, the GM may rule it can be repaired using the non-advanced Technical skill used to repair cybernetics (or default to the Technical attribute). If the damaged cybernetics part is internal, the part’s bio-interface is damaged, or a part needs replaced, the GM may rule it requires another character to use the (A) medicine skill.

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Droid/Shard-Droid Damage

Droids are artificially intelligent mechanical beings which are usually locomotive. Shards are a small intelligent silicone-based crystalline species which are naturally sessile but can be installed into droid bodies. See the “Shard Damage and Healing” section below for Shards outside of droid bodies.

When a droid or droid-shard is hit by a successful attack, compare the damage and the damage resistance rolls. If the character’s Damage Resistance roll is higher than the dam­age roll, there’s no effect. If the damage roll is equal to or higher than the resistance roll, find the difference on the Droid Damage Chart below.

Ion weapons are designed to interfere with a machine’s computer and other electrical systems but not cause much physical damage. A blaster set for stun damage has no effect on droids (or Shards).

Droid/Shard-Droid Damage Chart

 Damage > Damage Resistance by:  Damage Status*
                           0-3  Ionized and Slightly Damaged / No effect
                           4-7  Lightly Damaged / Ionized
                           8-11  Severely Damaged / Shut Down
                         12-15  Critically Damaged / Shut Down with Ion Aftereffects
                           16+  Destroyed / Shut Down and Lightly Damaged

*Normal damage (red) / Ion damage (blue)

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Damage Status Effects and Accumulation for Player Characters and Important Gamemaster Characters

An ionized droid suffers a penalty of -1D for the rest of the round and for the next round. This penalty applies to all skill and attribute rolls, shield dice if the droid has shields, and possibly other inherent die codes as determined by the GM. An ionization no longer penalizes a droid after the second round, but it is still “affecting” them for half an hour unless they rest for two minutes. If a droid is being “affected” from a number of ionizations equal to the number before the “D” of the droid’s stamina, they fall prone (if applicable) and shut down for 2D minutes. Another character whose player makes an Easy droid programming roll can reboot a droid shut down (by ion accumulation) early. A droid who is shut down for at least two minutes is no longer being “affected” by any prior ionizations.

A droid shut down from ion damage falls prone (if applicable) and is unconscious for 2D minutes. Ion damage affects Shards like droids so a Shard cannot remain conscious while their droid body is shut down. If a droid already shut down from ion damage receives any additional shut down results, the droid is shut down for an additional 1D+1 minutes for each. A droid shut down from ion damage can be rebooted early by another character whose player makes a successful Very Easy droid repair roll.

A droid that is shut down with ion aftereffect falls prone (if applicable) and is unconscious for 2D minutes. A Shard cannot remain conscious while their droid body is shut down. Upon rebooting, the droid suffers a new ion damage “aftereffect” penalty of -1D to skill and attribute rolls for 1D+1 minutes. This extended ionization result counts as one ionization for “affecting” ion accumulation (as described in the description of ionized above). The “aftereffect” remains even if the droid shuts down again and wakes up before the aftereffect period expires. If the droid suffers the shut down with ion aftereffect result again, the “aftereffects” are cumulative, and each expire on their own schedule.

A droid that is shut down and lightly damaged has the combination of two individual effects: shut down (above) and lightly damaged (below).

An ionized and slightly damaged droid suffers the same temporary effects as ionized (above) and also has cosmetic or other superficial damage that does not affect the droid’s function. The other damage levels below include superficial damage as well, but repair times, difficulties, and costs already factor this in.

lightly damaged droid can take no actions for the rest of the round except for falling prone if applicable for the droid and they wish it. The droid suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed until they are repaired. If a 1 was rolled on the wild die of the damage resistance roll, the droid may suffer from an additional minor effect to be determined by the GM. A lightly damaged droid who is lightly damaged a second time becomes heavily damaged.

heavily damaged droid automatically falls prone (if applicable) and can take no actions for the rest of the round. The droid suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until they are repaired. If a 1 was rolled on the wild die of the damage resistance roll, the droid may suffer from an additional effect to be determined by the GM. A heavily damaged droid who is lightly damaged again becomes severely damaged.

severely damaged droid falls prone (if applicable). As a free action before losing consciousness, they may try to stay conscious with a Moderate willpower roll. If the droid’s willpower roll succeeds, they may continue to act starting the next round. If they fail the roll or don’t try, they shut down for 10D minutes. (In this case the droid body being shut down does not render the Shard unconscious, but their senses and communication are limited to the electromagnetic consciousness of their natural state and they have no control over their droid body until it regains consciousness.) The player of the Shard or another character can attempt a Moderate droid programming roll to reboot an unconscious severely damaged droid early. A conscious severely damaged droid has a -3D penalty to all actions and they can only move their cautious speed until repaired. If a 1 was rolled on the wild die of the damage resistance roll, the droid may suffer from an additional effect to be determined by the GM. A severely damaged droid who is lightly damaged or severely damaged again becomes critically damaged.

critically damaged droid falls prone (if applicable) and shuts down. The droid can’t do anything until repaired. The droid body being critically damaged does not render the Shard unconscious, but their senses and communication are limited to the electromagnetic consciousness of their natural state. If the damage resistance roll had a 1 on the wild die, the droid falls apart into multiple pieces, possibly being nearly obliterated, as determined by the GM. Even so, the essence of the droid/Shard is more exposed but remains intact and undamaged—the character’s body can be rebuilt. If a critically damaged droid (or the essential component of a nearly obliterated droid) is damaged again, then they are destroyed.

destroyed droid is irreparable, and the player of a Shard inside is required to also make a natural damage resistance roll against the same damage roll that destroyed their body. (See “Shard Damage and Healing” below.) As an option, the GM may allow a destroyed/killed character to remain conscious long enough for the character to say a few final words before permanently ceasing to function in the story of the adventure. If a Shard survives the destruction of their body, they may be installed into a new droid body. (See “Droid/Shard-Droid Repair” below.)

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Damage Status Effects and Accumulation for Unimportant Characters

Ionized and all ion damage effects are the same as above, except for lightly damaged part of shut down and lightly damaged – See below.

lightly damaged droid falls prone (if applicable) and can take no actions for the rest of the round. The droid suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed, until they are repaired. If a 1 was rolled on the wild die of the damage resistance roll, the droid may suffer from an additional minor effect to be determined by the GM. A lightly damaged droid who is lightly damaged again becomes severely damaged.

heavily damaged droid* suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until they are repaired. A heavily damaged droid who is lightly damaged again becomes severely damaged.

severely damaged droid falls prone (if applicable) and is shut down for 1Dx10 minutes. (The droid body being shut down does not render the Shard unconscious, but their senses and communication are limited to the electromagnetic consciousness of their natural state and they have no control over their droid body until it regains consciousness.) The player of the Shard or another character can attempt Moderate droid programming roll to reboot an unconscious severely damaged droid early. A conscious severely damaged droid has a -3D penalty to all actions and they can only move their cautious speed until repaired. If a 1 was rolled on the wild die of the damage resistance roll, the droid may suffer from an additional effect to be determined by the GM. A severely damaged droid who is lightly damaged or severely damaged again is destroyed.

critically damaged droid is destroyed.

destroyed droid is irreparable, and a Shard inside is killed. The GM may allow a destroyed/killed character to remain conscious long enough for the character to say a few final words before permanently ceasing to function in the story of the adventure.

*Unimportant gamemaster characters can only become heavily damaged by being repaired from the severely damaged level.

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Droid/Shard-Droid Repair

Note: This updates the Droid Repair rules on R&E p.64.

When a damaged droid or shard-droid needs repaired, consult the chart below and the explanations that follow it.

Droid/Shard-Droid Repair Chart

 Droid Damage  Time Taken  Difficulty  Cost
 Slightly Damaged only   varies  Very Easy  varies
 Lightly Damaged  15 minutes  Easy  6.25%
 Heavily Damaged  30 minutes  Moderate  12.5%
 Severely Damaged  One hour  Difficult  25%
 Critically Damaged  Two hours  Very Difficult  50%
 Nearly Obliterated  Four hours +  Heroic  65%

The costs reflect the price of replacement parts based on the droid’s original value. Players and GMs have multiple options for droid repair.

Most droids have a limited internal self-repair ability that can attempt to repair a lightly damaged status due to them having automatic overload disconnects and the like when damaged. Self-repairs require the droid to shut down for 15 minutes to devote all resources to the repair. Then the droid’s stamina or Strength is rolled for an Easy difficulty. Self-repair cannot be rushed, but the droid has the option to take 30 minutes to gain a +1D bonus to the roll. Only one self-repair attempt can be made for each damage — failing the roll means self-repair is not possible for that damage and conventional repair is the only option. Interrupting an incomplete self-repair negates it so likewise requires conventional repair. Successful self-repairs restore functionality but do not repair superficial damage, thus leaving the droid slightly damaged. Internal self-repair supplies must be replenished after two self-repairs. They are replenished with mecpacs, which are droid self-repair kits that cover two self-repairs and cost 200 credits each. Installing a new mecpac requires a Very Easy droid repair roll, and some droid models can install them in themselves at GM discretion. Damaged and used components resulting from self-repairs are simply expelled from the droid’s body.

The player of another character may attempt the repair with a single droid repair roll as indicated by the chart. If successful, then the droid is fully repaired.

For damage statuses worse then lightly damaged, the player of another character may also attempt to break down the repair job into multiple, easier rolls. The first roll is made by taking the same time for that damage status but rolling for one less difficulty level. If that roll is successful, then instead of the droid being fully repaired, its damage status moves up the next lesser damage level. At each damage level, the repairer may choose to complete the remaining job in one roll or choose to roll the one level lower difficulty to move up to only the next lesser damage level if successful.

Any of these repairs may be rushed by rolling half the skill roll to complete the work in half the time, or one can take double the time to get a +1D for the roll. If any repair roll fails, the player may reroll it after 15 more minutes of work. For each subsequent consecutive failure, the player may reroll after double the time of the previous reroll attempt. Damage control is also possible to effect temporary, jury-rigged repairs on droids (See the “Repairs and Damage Control” section of “General”).

The additional damage effects resulting from rolling 1 on the wild die of the damage resistance rolls for light, heavy, and severe damage may possibly have additional repair/reprogramming costs and times as determined by the GM. Many droid owners will repair their droids up to lightly damaged status and let the droid self-repair that damage to save 10% of the droid’s original cost value (mecpacs are often less expensive). And although repairing superficial damage is included in all repair times and rolls, many owners will leave it unrepaired or improperly repaired to save up to 5% of the droid’s original value, thus leaving the droid slightly damaged. Also, at GM discretion, the additional effects from rolling a 1 on the wild die for damage resistance rolls may be possibly able to be self-repaired by the droid even if the main damage was more than light damage. For example, if a droid’s heavy damage also includes a detached arm, once the droid is repaired to at least a lightly damaged status, the GM may allow the detached arm to be internally self-repaired by the droid once the severed limb is set in the proper place for the droid’s reseals to activate and begin the self-repair process. However the GM may determine that the additional effect from a heavy or severe damage is too severe for self-repair.

In addition to any applicable droid repair rolls, reinstalling the Shard-Droid Integration Matrix of a Shard-droid into a rebuilt body or a new body of the same droid model requires one of the following skill rolls at the indicated difficulty levels: (A) medicine: Shards is Easy, (A) medicine: cyborging is Moderate, and (A) medicine is Difficult. Installing a Shard into a different droid model or their first droid symbiosis requires one of those same three skill rolls at one difficulty level higher for each.

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Shard Damage and Healing

Note: This updates some aspects of “Alien Encounters: The Shard” in Star Wars Adventure Journal #15 (p.5-15) and the Shards entry of Alien Encounters (p.134-136).

A blaster set for stun damage has no effect on Shards (or droids), and ion damage affects Shards like droids. All normal damages that a Shard-droid suffers (except destroyed) have no effect on the Shard's body. (See “Droid/Shard-Droid Damage” above.) In their natural state, Shards have a Damage Resistance of 2D. For normal damage, Shards outside of droid bodies use the character wound rules in the “Character/Creature Injuries and Stun Effects” section above.

Normal medical treatments are not applicable to Shards. They may heal naturally according to the “Natural Healing” rules from the “Character/Creature Healing and Medicine” section above. The Force may be used to heal Shards, as they are living beings. Injured shards may also be returned to their homeworld to receive treatment in the mineral hot springs, which requires no rolls but takes the time frames indicated for the severity of the injuries in the “Bacta Tank” chart in the “Character/Creature Healing and Medicine” section above.

If a character with the (A) medicine skill has an adequate supply of the mineral water from the Shard homeworld, a bacta tank may be used simulate the hot springs for an injured Shard. This requires the same time frames and a Very Easy roll with (A) medicine: Shards or a Moderate roll with (A) medicine. If the roll is successful, the character will heal. If the roll fails then the wound remains unchanged, but the patient can remain in the bacta tank for another treatment time (roll again) as long as the mineral water lasts. There are no first aid options for Shards.

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Mareen/Copaxi Exoskeleton Damage

Mareens are a species of sentient fish who operate highly specialized humanoid biotech powersuits known as copaxi exoskeletons. See the “Character/Creature Injuries and Stun Effects” section above for Mareens damaged outside of copaxi exoskeletons.

When a copaxi exoskeleton is hit by a successful attack, compare the damage and the damage resistance rolls. If the character’s Damage Resistance roll is higher than the dam­age roll, there’s no effect. If the damage roll is equal to or higher than the resistance roll, find the difference on the Mareen/Copaxi Exoskeleton Damage Chart below.

All the normal damage results suffered by a Mareen in a copaxi exoskeleton (red on the damage chart) includes cosmetic damage to the exoskeleton. Cosmetic damage does not affect the exoskeleton's function but must be repaired separately as indicated in the Copaxi Exoskeleton Repair/Creation section below.

Ion weapons are designed to interfere with a machine’s computer and other electrical systems but not cause much physical damage. However, the Currentibus musculus plant links the exoskeleton's electrical system with the nervous system of the Mareen operating it, so ion weapons do affect the nonliving technology, plant, and Mareen equally. Due to the Mareen's connection with the exoskeleton, physical damage to the exoskeleton even affects the Mareen's use of purely mental skills. A Mareen leaving an ion-effected or damaged exoskeleton is no longer affected by the damage, but entering such an exoskeleton immediately affects the Mareen. A blaster weapon set for stun damage technically only affects the Mareen and the Currentibus musculus plant in the exoskeleton.

Unless the GM determined otherwise, Mareen characters may open the hatch and leave a damaged copaxi exoskeleton that is not currently operational.

Mareen/Copaxi Exoskeleton Damage Chart

 Damage > Damage Resistance by:  Damage Status*
                           0-3  Ionized and Slightly Damaged / No effect No effect
                           4-7  Lightly Damaged / Ionized / Stunned
                           8-11  Severely Damaged / Shut Down / Unconscious
                         12-15  Critically Damaged / Shut Down with Ion AftereffectsUnconscious with Stun Aftereffects
                           16+  Destroyed / Shut Down and Lightly Damaged / Unconscious and Wounded

*Normal damage (red) / Ion damage (aqua) / Stun damage (blue)

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Damage Status Effects and Accumulation for Player Characters and Important Gamemaster Characters

A Mareen in an ionized copaxi exoskeleton suffers a penalty of -1D for the rest of the round and for the next round. This penalty applies to all skill and attribute rolls, shield dice if the exoskeleton has shields, and possibly other inherent die codes as determined by the GM. An ionization no longer penalizes a Mareen after the second round, but it is still “affecting” the copaxi exoskeleton for half an hour unless the Mareen rests for two minutes. If a copaxi exoskeleton is being “affected” from a number of ionizations equal to the number before the “D” of the Mareen’s stamina, the character falls prone (if applicable), the exoskeleton shuts down for 2D minutes, and the Mareen falls unconscious for the same amount of time. (Ion damage affects Mareens in copaxi exoskeletons like stun damage so a Mareen cannot remain conscious while their copaxi exoskeleton is shut down.) Another Mareen character whose player makes an Easy (A) copaxi exoskeleton roll can reboot an exoskeleton shut down (by ion accumulation) and wake the ionized Mareen early. A copaxi exoskeleton that is shut down for at least two minutes is no longer being “affected” by any prior ionizations.

A Mareen in a copaxi exoskeleton that is shut down from ion damage falls prone (if applicable) and is unconscious for 2D minutes. (Ion damage affects Mareens in copaxi exoskeletons like stun damage so a Mareen cannot remain conscious while their copaxi exoskeleton is shut down.) If a copaxi exoskeleton already shut down from ion damage receives any additional shut down results, the exoskeleton is shut down for an additional 1D+1 minutes for each. A copaxi exoskeleton shut down from ion damage can be rebooted early by another Mareen character whose player makes a successful Very Easy (A) copaxi exoskeleton roll.

A Mareen in a copaxi exoskeleton that is shut down with ion aftereffect falls prone (if applicable) and is unconscious for 2D minutes. (Ion damage affects Mareens in copaxi exoskeletons like stun damage so a Mareen cannot remain conscious while their copaxi exoskeleton is shut down.) Upon rebooting, the copaxi exoskeleton suffers a new ion damage “aftereffect” penalty of -1D to skill and attribute rolls for 1D+1 minutes. This extended ionization result counts as one ionization for “affecting” ion accumulation (as described in the description of ionized above). The “aftereffect” remains even if the exoskeleton shuts down again and comes back on before the aftereffect period expires. If the copaxi exoskeleton suffers the shut down with ion aftereffect result again, the “aftereffects” are cumulative, and each expire on their own schedule.

A Mareen in a copaxi exoskeleton that is shut down and lightly damaged has the combination of two individual effects: shut down (above) and lightly damaged (below).

A Mareen in a copaxi exoskeleton that is ionized and slightly damaged suffers the same temporary effects as ionized (above), and the exoskeleton also has very minor cosmetic damage.

A Mareen in a lightly damaged copaxi exoskeleton can take no actions for the rest of the round except for falling prone if they wish it. The Mareen suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed until the exoskeleton is repaired. A lightly damaged copaxi exoskeleton that is lightly damaged a second time becomes heavily damaged.

A Mareen in a heavily damaged copaxi exoskeleton automatically falls prone and can take no actions for the rest of the round. The Mareen suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until the exoskeleton is repaired. A heavily damaged copaxi exoskeleton that is lightly damaged again becomes severely damaged.

A Mareen in a severely damaged copaxi exoskeleton falls prone. As a free action before the exoskeleton shuts down, the Mareen may try to keep it operational with a Moderate (A) copaxi exoskeleton roll. If the roll succeeds, they may continue to act starting the next round. If they fail the roll or don’t try, the copaxi exoskeleton shuts down for 10D minutes. (In this case the copaxi exoskeleton being shut down does not render the Mareen unconscious, but their senses and communication are limited to the electrical sense of their natural state and they have no control over their copaxi exoskeleton body until it reboots.) The player of the Mareen or another Mareen character can attempt a Moderate (A) copaxi exoskeleton roll to reboot a shut down severely damaged exoskeleton early. A Mareen in an operational severely damaged copaxi exoskeleton has a -3D penalty to all actions and they can only move their cautious speed until the exoskeleton is repaired. A severely damaged copaxi exoskeleton that is lightly damaged or severely damaged again becomes critically damaged.


critically damaged copaxi exoskeleton falls prone and and the exoskeleton shuts down. The player of the Mareen inside is required to also make a natural damage resistance roll against the same damage roll that critically damaged the exoskeleton, but it is only stun damage for the Mareen. (See “Character/Creature Injuries and Stun Effects” above.) The copaxi exoskeleton won't function until repaired. The senses and communication of a conscious Mareen inside a critically damaged copaxi exoskeleton are limited to the electrical sense of their natural state. If a critically damaged copaxi exoskeleton is damaged again, it is destroyed.

destroyed copaxi exoskeleton is irreparable. The player of the Mareen inside is required to also make a natural damage resistance roll against the same damage roll that destroyed the exoskeleton, and this is normal damage. (See “
Character/Creature Injuries and Stun Effects” above.) If a Maureen survives the destruction of their copaxi exoskeleton, they may create a new one. (See “Copaxi Exoskeleton Repair/Creation” below.)

stunned Mareen character suffers a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the second round, but it is still “affecting” them for half an hour unless they rest for two minutes. If a character is being “affected” from a number of stuns equal to the number before the “D” of the character’s stamina, they are knocked unconscious for 2D minutes. A character who is unconscious for at least two minutes is no longer being “affected” by any prior stuns.

A Mareen in a copaxi exoskeleton who is knocked unconscious from stun damage falls prone and is unconscious for 2D minutes. If a character already unconscious from stun damage receives any additional unconscious results, the character is unconscious for an additional 1D+1 minutes for each. A character knocked unconscious from stun damage cannot normally be awoken early without medical intervention.

A Mareen in a copaxi exoskeleton who is knocked unconscious with stun aftereffect falls prone and is unconscious for 2D minutes. Upon awaking, the character suffers a new stun damage “aftereffect” penalty of -1D to skill and attribute rolls for 1D+1 minutes. This extended stunned result counts as one stun for “affecting” stun accumulation (as described in the description of stunned above). The “aftereffect” remains even if the character falls unconscious again and wakes up before the aftereffect period expires. If the character suffers the unconscious with stun aftereffect result again, the “aftereffects” are cumulative, and each expire on their own schedule.

An unconscious and wounded Mareen in a copaxi exoskeleton falls prone with the combination of two individual effects: unconscious and wounded. (See “
Character/Creature Injuries and Stun Effects” above for wounded.)

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Damage Status Effects and Accumulation for Unimportant Characters

Stunned and all stun damage effects are the same as above, except for the wounded part of unconscious and wounded. (See “Character/Creature Injuries and Stun Effects” for wounded.) Ionized and all ion damage effects are the same as above, except for lightly damaged part of shut down and lightly damaged – See below. 

A Mareen in a lightly damaged copaxi exoskeleton falls prone and can take no actions for the rest of the round. The Mareen suffers a penalty of -1D to skill and attribute rolls, and their maximum move speed is high speed until the exoskeleton is repaired. A lightly damaged copaxi exoskeleton that is lightly damaged a second time becomes severely damaged.

A Mareen in a heavily damaged copaxi exoskeleton* suffers a penalty of -2D to all skill and attribute rolls, and their maximum move speed is cruising movement until the exoskeleton is repaired. A heavily damaged copaxi exoskeleton that is lightly damaged again becomes severely damaged.

A Mareen in a severely damaged copaxi exoskeleton falls prone and the exoskeleton shut down for 1Dx10 minutes. (In this case the copaxi exoskeleton being shut down does not render the Mareen unconscious, but their senses and communication are limited to the electrical sense of their natural state and they have no control over their copaxi exoskeleton body until it reboots.) The player of the Mareen or another Mareen character can attempt a Moderate (A) copaxi exoskeleton roll to reboot a shut down severely damaged exoskeleton early. A Mareen in an operational severely damaged copaxi exoskeleton has a -3D penalty to all actions and they can only move their cautious speed until the exoskeleton is repaired. A severely damaged copaxi exoskeleton that is lightly damaged or severely damaged again is destroyed.

critically damaged copaxi exoskeleton is destroyed.

destroyed copaxi exoskeleton is irreparable, and a Mareen inside is killed. The GM may allow a killed character to remain conscious long enough for the character to say a few final words before becoming officially deceased in the story of the adventure.

*Copaxi exoskeletons of unimportant Mareens can only become heavily damaged by being repaired from the severely damaged level.

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Copaxi Exoskeleton Repair/Creation

A Mareen can usually effect damage control from inside a lightly damaged copaxi exoskeleton. Damage control for worse damage statuses, all proper repairs, and exoskeleton creation require internal and external access to the exoskeleton, so they must be repaired in water.

Like most technologies, normal damage to copaxi exoskeletons causes both functional and cosmetic damage. For copaxi exoskeletons, the two types of damage must be repaired separately. Functionality is repaired first – cosmetic damage can only be repaired when functionality is fully restored.
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Functionality Repair

When repairing a damaged copaxi exoskeleton's functionality, consult the chart below and the explanations that follow it. In this case, repairing the exoskeleton includes any required healing of the Currentibus musculus plant in the exoskeleton.

Copaxi Exoskeleton Functionality Repair Chart

 Exoskeleton Damage  Time Taken  Difficulty  Cost 
 Lightly Damaged  15 minutes  Easy   450
 Heavily Damaged  30 minutes  Moderate   900
 Severely Damaged  One hours  Difficult  1800
 Critically Damaged  Two hours  Very Difficult  3600

The costs reflect the price of replacement parts, etc. Players and GMs have two options for repairing copaxi exoskeletons functionality. In the first option, the player of a Mereen character may attempt the repair with a single (A) copaxi exoskeleton roll as indicated by the chart. If successful, then the exoskeleton is fully repaired.

For damage statuses worse then lightly damaged, the player may also attempt to break down the repair job into multiple, easier rolls. The first roll is made by taking the same time for that damage status but rolling for one less difficulty and cost level. If that roll is successful, then instead of the exoskeleton being fully repaired, it just moves up the next lesser damage level. At each damage level, the repairer may choose to complete the remaining job in one roll or choose to roll the one level lower difficulty to move it up to only the next lesser damage level if successful.

Any of these repairs may be rushed by rolling half the skill roll to complete the work in half the time, or one can take double the time to get a +1D for the roll. If any repair roll fails, the player may reroll it after 15 more minutes of additional work. For each subsequent consecutive failure, the player may reroll after double the time of the previous reroll attempt.

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Cosmetics Repair

All red damage statuses on the copaxi exoskeleton damage chart include cosmetic damage. When repairing cosmetic damage, consult the chart below and the explanations that follow it.

Copaxi Exoskeleton Cosmetics Repair Chart
 Exoskeleton Damage  CDL*  Difficulty  Time Taken  Cost 
 Slightly Damaged      1  Very Easy  15 minutes    25
 Lightly Damaged      2  Very Easy  30 minutes    50
 Heavily Damaged      3  Easy  One hours   100
 Severely Damaged      4  Easy  Two hours   200
 Critically Damaged      5  Medium  Four hours   400

*CDL = Cosmetic Damage Level

Slightly damaged and functionality damage statuses each correspond to a Cosmetic Damage Level. Anytime the accumulated functionality damage status worsens without any functionality repairs of prior damage, the CDL likewise worsens according to the new (accumulated) damage status on the chart. 

Repairing cosmetic damage involves the Mareen stimulating coral reformations on the exoskeleton. Refer to the chart for the difficulty and time taken. The costs on the chart refers to rental fees for uncommon copaxi exoskeleton repair habitats based on the times in the Time Taken column. If a Mareen has their own habitat for coral polyps and their food, the Mareen's costs may be less. On Merah, Mareens can repair cosmetic damage for free.

Ideally, cosmetic damage will be fully repaired immediately following full functionality repair.  The player of a Mereen character may attempt the cosmetic damage repair with a single (A) copaxi exoskeleton roll as indicated by the chart. If successful, then the exoskeleton is fully repaired (CDL 0).

When any partial or full repair improves the functionality damage status, the accumulated CDL remains what it was before the functionality repair, until the cosmetic damage is repaired. If the exoskeleton takes new damage before the prior cosmetic damage is fully repaired, then the chart's CDL value corresponding to the actual new damage result (not the new accumulated damage status) is added to the current accumulated CDL, resulting in a new accumulated CDL, with a maximum accumulated CDL of 5. 

An exoskeleton's CDL can also be partially repaired by the same rules for functionality repairs using the cosmetic damage chart's difficulty, time taken, and cost. If any repair roll fails, the player may reroll it after 15 more minutes of work (and cost paid if applicable). For each subsequent consecutive failure, the player may reroll after double the time of the previous reroll attempt.

Any of these skill attempts may be rushed by rolling half the skill roll to complete the work in half the time, or one can take double the time to get a +1D for the roll.

Mareens can leave cosmetic damage unrepaired if necessary, but they will not be happy about it and will not do so if it can be avoided. If a Mareen is holding off on cosmetic repairs, the GM may even call for the Mareen player to make willpower rolls at the difficulty on the chart for the corresponding accumulated CDL as a base (modified by circumstances as the GM sees fit), with failure meaning the Mareen is compelled to find a way to restore the beauty of their exoskeleton.

Creation

When a copaxi exoskeleton is destroyed, a surviving Mareen may create a replacement. See the chart below and explanations that follow it.

Copaxi Exoskeleton Creation Chart

 # of Rolls  Difficulties*  Time Taken
        1  Heroic  8 hours
        2  VD, VD  12 hours
        3  VD, D, D  14 hours
        4  VD, D, M, M  15 hours
        5  VD, D, M, E, E  15.5 hours
        6  VD, D, M, E, VE, VE  15.75 hours

*VD = Very Difficult, D = Difficult, M = Moderate, E = Easy, VE = Very Easy

When creating a new copaxi exoskeleton, a Mareen player can choose to take 8 hours and make a single skill roll of Heroic difficulty, or to take more time and make multiple skill rolls of lower difficulties according to the above chart.

If any roll fails but 1 was not rolled on the wild die, the Mareen can reroll it, adding 15 minutes to the total time taken. For each subsequent consecutive failure (without a 1 on the wild die), the player may reroll after adding double the additional time of the previous reroll attempt, with a maximum additional time of 8 hours for each reroll.

There are special rules for rolling a 1 on the wild die in the creation of exoskeletons. If any roll fails and a 1 is rolled on the wild die, each reroll for that skill roll attempt adds 8 hours to the total time taken regardless of further wild die results for that attempt.

If any roll succeeds but a 1 is rolled on the wild die, the player can choose to accept the result and continue with the creation, but the new exoskeleton will have a operational quirk or technical glitch. If the creation of an exoskeleton had multiple accepted rolls with a 1 on the wild die, then there will be a quirk or glitch for each one. The nature of specific quirks or glitches will be determined by the GM, and the GM is not beholden to even inform the player what they will be. Quirks and glitches can be revealed at any time of GM's choosing. The GM will consider the circumstances of the creation when determining the severity of the quirks and glitches (higher difficulty rolls will have more severe glitches). Quirks and glitches may have their frequency attached to 1s on the wild die while using the suit, but not necessarily. The GM is also free to determine if the quirk or glitch can later be removed through any process, and the requirements for removal.

The player can also choose to reject a successful roll with a 1 on the wild die, adding 8 hours to the total time taken and rerolling. Rejecting a successful roll with a 1 on the wild die and rerolling eliminates any chance of a quirk or glitch in the creation. Mareens will normally only accept a quirk or glitch if they are in a hurry to create a new exoskeleton.

Any of these skill attempts may be rushed by rolling half the skill roll to complete the work in half the time, or one can take double the time to get a +1D for the roll (this makes the 8 hour maximum additional times into 16 hours). The cost for the parts needed to create a copaxi exoskeleton is 8,000 credits, plus repair habitat rental fees if applicable (see the cosmetic repairs section for guidelines). The rules presented here produce a new copaxi exoskeleton with the stats provided in the Mareen species stats. Creating copaxi exoskeletons with additional features may require additional time, skill rolls, and cost as determined by the GM.

Replacements never look exactly like the Mareen's previous exoskeleton, but some aspects of the prior design usually inspire the new one. It is tradition for the Mareen to incorporate a salvaged piece of the destroyed exoskeleton into the new one's creation if at all possible.

Creating a copaxi exoskeleton for the first time requires the assistance of a mentor who has already created at least one exoskeleton. First time exoskeleton creation almost always takes place on Mareh or a Mareen colony. The cost is the same as a replacement but the base time taken is two weeks because this process teaches the (A) copaxi exoskeleton skill (at a 1D value) to the new creator. The GM determines any skill rolls requirements for the mentor and student. It is a sacred duty for all exoskeleton owners, at least once in their life, to mentor at least one Mareen in copaxi exoskeleton creation, to push creation forward.

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General

Spaceships and other Vehicles

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To ask questions, provide feedback, make suggestions, or otherwise discuss these house rules, please visit the Rancor Pit Forums thread for these rules