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Here is the growing d20 stat file for (ultimately) all the
entries in the Tales of the Freespirit Sourcebook. Since I don't play
the d20 game myself, these conversions are submitted by contributors,
and I thank them all. If you, yourself, would like to contribute d20 versions of
some of my stats, I'd love to post them - just email
me!
All entries link backward to the D6 entries, so that you can
read the write-ups and see the illustrations. Here are the quick links to the
chapters below:
Characters, Alien Species, Creatures,
Droids, Equipment, Vehicles,
Starships
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Avery
Kranzt
Adult Male Human, Fringer 1/Soldier 5; Init +3
(+3 Dex); Def 19 (+3 Dex, +6 Class); Spd 10m; VP/WP 40/14; Atk +7 melee
(1d4+2, crit 20, punch), +7 melee (1d4+2, Knife), +8 or +4/+4 ranged (3d6,
Blaster Pistol), +8 ranged (1d8+2, Binoshi Vibroglaive), +8 ranged (3d4,
Hold-out Blaster), +9 ranged (3d6, crit 19-20, Sporting Blaster Rifle); SQ
Fringer bonus class skill (Repair); SV Fort +8, Ref +5, Will +3; SZ M; FP:
4; Rep: +1; Str 15, Dex 17, Con 14, Int 12, Wis 14, Cha 13.
Equipment: Binoshi vibroglaive, blast vest and helmet (Damage Reduction: 2),
hold-out blaster, blaster pistol, sporting blaster rifle, knife.
Skills: Computer Use +7, Demolitions +5, Hide +5, Intimidate +5, Knowledge
(Bodrin) +5, Knowledge (bureaucracy) +4, Move Silently +5, Pilot +12,
Profession (miner) +6, Read/Write Basic, Repair +7, Speak Basic, Survival
+4, Treat Injury +6.
Feats: Armor Proficiency (light), Dodge, Gunner, Martial Arts, Point Blank
Shot, Starship Operation (starfighter), Weapon Focus (sporting blaster
rifle), Weapons Group Proficiency (blaster pistols, blaster rifles,
primitive weapons, simple weapons, vibro weapons).
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Binoshi
Assassins
Male or Female Binoshi Soldier 4/Scoundrel
4/Scout 4; Init +4 (+4 Dex); Defense 22 (+6 class, +4 Dex, +2 Misc); DR 1;
Spd 10m; VP/WP 74/12; Atk +12/+7 melee (2d4+2, crit 19-20, martial arts) or
+15/+10 ranged (2d4+2, crit 20, vibroglave) or +14/+9 ranged (by weapon); SQ
Heart +1, Illicit barter, Low -Light vision, Lucky (1/day), Precise Attack
+1, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV Fort +8, Ref +11,
Will +5; SZ M; FP 1; DSP 2; Rep +3; Str 14, Dex 18, Con 12, Int 10, Wis 12,
Cha 12.
Equipment: Binoshi Vibroglave (2d4), Hold-out blaster (3d4), fragmentation
grenade (4d6+1), Binoshi Combat suit (DR 1, ACP 0, +4 to hide and move
silently added to skill totals below)
Skills: Climb +6, Computer Use +8, Disable Device +12, Hide +19, Jump
+8, Move Silently +16, Pilot +12, Repair +8, Search +4, Spot +6, Survival
+5, Swim +5, Treat Injury +9, Tumble +10.
Feats: Acrobatic, Armor Proficiency (light), Combat Reflexes, Defensive
Martial Arts, Dodge, Exotic Weapon Proficiency (Binoshi Vibroglave),
Improved Martial Arts, Martial Arts, Stealthy, Skill Emphasis (Hide),
Stealthy, Weapon Focus (Binoshi Vibroglave), Weapon Group Proficiencies
(blaster pistols, blaster rifles, heavy, simple, vibro)
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LIN-D0T
(Dot)
LIN-D0T (Dot): LIN series Demolition Droid,
Expert 1; Init -1 (-1 Dex); Def 9 (-1 Dex, +0 Class); Spd 8m; VP/WP -/20;
Atk -1 ranged (by weapon); SQ 4th Degree Droid, Expert class skill (Computer
Use, Craft, Demolitions, Disable Device, Knowledge, Pilot, Profession,
Repair), Wheeled Chassis; SV Fort +5, Ref -1, Will +2; SZ M; FP: 0; Rep: +0;
Str 18, Dex 8, Con 20, Int 11, Wis 10, Cha 11.
Equipment: Armor ('Combat Jumpsuit' equivalent, Damage Reduction: 3),
Recording Unit (video), Telescopic Appendage, Tool Mount x4
Skills: Balance -4, Climb +1, Demolitions +7, Disable Device +4, Escape
Artist -4, Hide -4, Jump +1, Knowledge (demolitions) +2, Move Silently -4,
Read/Write Binary, Search +2, Sleight of Hand -4, Speak Binary, Swim +1,
Tumble -4
Unspent Skill Points: 10
Feats: Ambidexterity, Armor Proficiency (light), Skill Emphasis
(Demolitions), Weapons Group Proficiency (simple weapons)
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Stav
Pollos
Male Meris Soldier 3; Init +3 (+3 Dex);
Defense 17 (+4 class, +3 Dex); Spd 10m; VP/WP 27/14; Atk +5 melee (1d4+2,
martial arts) or +5 melee (by weapon) +6 ranged (by weapon); SQ +2 species
bonus on Hide, Move Silently, and Treat Injury checks; SV Fort +5, Ref +4,
Will +3; SZ M; FP 2; Rep +1; Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 11.
Equipment: 2,700 credits in savings, Cracian thumper 'Bella'.
Skills: Astrogate +4, Computer Use +3, Hide +5, Knowledge (agriculture) +3,
Knowledge (meteorology) +3, Move Silently +5, Pilot +9, Repair +4, Ride +6,
Treat Injury +10
Feats: Armor Proficiency (light), Force-Sensitive, Martial Arts, Starship
Operation (starfighter), Surgery, Weapon Group Proficiencies (blaster
pistols, blaster rifles, heavy, simple, vibro). |
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Torine
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+4 Wisdom, -1 Dexterity, -2 Charisma:
Torines are very perceptive, but are less mechanically inclined and
their peaceful, sensitive nature has all but eliminated hierarchies in
their culture. As a result, Torines are rarely found as leaders of men. |
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Medium-size: As Medium-size creatures,
Torines have no special bonuses or penalties due to their size. |
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Torine base speed is 10 meters. |
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Gullible: When a Torine makes any kind
of communication roll versus a non-Torine, he suffers a -5 penalty. The
gamemaster may gradually reduce this penalty as the Torine character
spends more time out in the galaxy, interacting with other beings. |
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Automatic Languages: Speak and
Read/Write Basic. |
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Bonus Language: Pigmentation Language
(A Torine's soft green skin is covered with swirling, bluish-black
pigmentation patterns, which directly reflect his or her feelings,
fears, and desires. Because of this, Torines within line of sight of one
another can communicate a great deal without speaking a word. Any
emotion-based information (such as, 'I've learned that team two has come
to rescue us - the time to attack our jailer is now') can be
communicated, while logic or technical based information (such as, 'the
password is NTZZ40182') is not. Other beings can learn to recognize
these patterns, in the form of Understand Torine Pigmentation Language
(cost 5 skill points).
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Binoshi
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+2 Dex. -2 Con. Binoshi are incredibly
nimble and agile, but their wiry frames are not as sturdy as baseline
humans. |
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Medium-size. As medium size creatures
Binoshi receive no bonuses or penalties due to size |
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Binoshi base speed is 10 meters. |
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Bonus Feat: Stealthy. Binoshi are
innately skilled at hiding and moving silently. |
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Low-Light Vision: Binoshi can see
twice as far as humans in dim light (such as moonlight or underwater).
They retain the ability to distinguish color and detail in these
conditions. |
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Automatic Languages: Basic and Binoshi |
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Almaran
Bloodfly
Parasite 1; Init +10; Defense 29 (+1 natural,
+8 size, +10 Dex); Spd 2m, fly 12m (average); VP/WP 1/1; Atk +3 melee (0,
bite) or +18 ranged; SQ Poison; SV Fort -3, Ref +10, Will +0; SZ F; Rep 0;
Str 1, Dex 30, Con 1, Int 4, Wis 10, Cha 2. Challenge Code: A.
Skills: Hide +13, Listen +1, Move Silently +13, Spot +3.
Feats: None.
Special Qualities: Poison-The Almaran Bloodfly's bite is both painful and
poisonous. However it doesn't become dangerous before the fly flies in a
'bunch'. When attacked by a 'bunch', a Fort save (DC 13) is required for any
opponent bitten, with failure dealing 1d6 points of Dex damage. A second
save is required 2 minutes later, with failure rendering the opponent
unconscious for 1d3 hours.
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Horok
Forest predator 4; Init +1; Defense 19 (+8
natural, +1 Dex); Spd 14; VP/WP 34/18; Atk +9 melee (1d6+5 claws), +9 melee (2d4+5 tusks) or +5
ranged; SQ Damage reduction 5 (physical attacks only), darkvision; SV Fort +8, Ref +5, Will +2; SZ M; Rep 5 (on Bodrin); Str 20, Dex 12, Con 18, Int 4,
Wis 12, Cha 8. Challenge Code: D.
Skills: Hide +6, Intimidate +3, Listen +3, Move Silently +6, Spot +3.
Feats: Power Attack, Track.
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XL-500
XL-500 Series: Tracked servitor droid, expert 1;
Init -3; Defense 9 (-3 Dex, +2 size); DR 3; Spd 2; VP/WP 0/4; Atk -1 melee (1) or -1 ranged; SV Fort -3,
Ref -3, Will -1; SZ T; Face/Reach 1m by 1m/0m; Rep 0; Str 4, Dex 4, Con 4, Int 4,
Wis 4, Cha 4. Challenge Code: A.
Equipment: Two fine grasper arms, light armor, Skillcard slot
(this droid's abilities can be augmented through the use of skillcards. These
extremely rare cards will give the XL-500 +4 in one specific skill. The droid may be fitted with only one
card at a time, and has no internal memory)
Skills: Speak Basic.
Unspent Skill Points: 0.
Feats: Armor Proficiency (light), Run.
Cost: Probably not worth the effort to steal.
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Binoshi
Vibroglaive
Binoshi Vibroglaive
Cost: Not available for sale
Damage: 1d8 + Strength modifier
Critical: 20
Range Increments: 12 meters
Weight: 1 kg
Stun Damage/Fort DC: -
Type: Slashing
Size: Medium
Group: Exotic
Game Notes: : If the vibroglaive misses its target, it will return to its
owner. The owner may then either catch it (Reflex save DC 15), or evade it
(Reflex save DC10). Failure in either one of these events means the thrower
is hit by his own vibroglaive, and takes full damage. If the owner misses
his target by 10+, the vibroglaive doesn't return - use the Grenade-Like
Weapons chart on page 165 of Revised Core Rulebook to see what direction it
went, it lands as far away from the target as the person who threw it is
from the target. If thrown from a quickly moving surface, the vibroglaive
will not return.
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Killjoy
Cost: 600
Weight: 5 kg
Notes: This particular brand of Killjoy attaches to the hyperdrive
components of any space transport (not starfighters or capital ships). The
saboteur must have access to the inside of the target vessel (and a couple
of minutes to work undisturbed) to apply this device. Roll on the chart
below:
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Space Transports Repair roll: |
Killjoy effect: |
0-5 |
malfunction, Killjoy destroyed |
6-10 |
incorrect hookup, try again |
11-15 |
travel time increased by 25% |
16-20 |
travel time increased by 50% |
21-25 |
travel time increased by 75% |
26+ |
travel time increased by 100% |
This device is but one of many designed by Killjoy - Gamemasters are
encouraged to invent their own variety of Killjoys, and perhaps even find a
place for this nefarious individual in their own campaign...
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LDS
Cost: 200 per cubic meter, per DR (see below)
Notes: The LDS diffuses blaster bolts, reducing their energy to regular
light. This is accomplished through the use of numerous projectors attached
to the walls, ceiling and floor of the area covered (most often, the LDS is
built into the room itself, so that these projectors need not be visible).
When shots are fired within its area of effect, the damage of the shot is
reduced by the LDS system's DR (1-15), the rest of the damage goes to the
target. The yellow light that is a byproduct of this system can be seen with
a successful Spot roll with DC 15, or DC 10 if the characters are actively
searching for an LDS.
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Xanefredine
Cost: 250 credits per 'A' and 'B' combined
dose
Notes: A successful application of the 'A' and 'B' doses of Xanefredine will
render a patient incapable of remembering any events that took place between
them. To use, the medic first must try and guess the patient's Constitution,
so that he may apply the correct number of doses. A Treat injury roll (DC =
patient's Constitution) is required, modified by the following factors: if
the patient is of a similar, but different species (e.g. a fellow humanoid),
add +5 to the DC. If the patient is of a radically different species, add
+10 or more to the DC. Consult the table below.
Treat injury roll successful |
dose = patient's Constitution
Modifier+1 |
Treat injury roll misses DC by
1-5 |
dose = patient's Constitution
Modifier+1*2 |
Treat injury roll misses DC by 6 or
more |
dose = patient's Constitution
Modifier+1*3 |
The GM should not reveal to the player if he made the roll or not - simply
tell the medic player how many doses to apply of the 'A' solution. The GM
then rolls Fortitude saving throw (DC 10+number of doses) for the patient.
If the roll fails, the solution works but the patient takes Wound damage
equal to doses. If the roll is successful, the solution is applied properly,
with no ill effects. If the roll beats the DC by 10 or more, the Xanefredine
has no effect. Of course, if the patient suffers no damage, neither he nor
the medic will be aware if the dose worked, or not. Only upon application of
the 'B' solution will it be revealed if the Xanefredine had its desired
effect. Only this time, the medic may simply decide what size dose to give
the patient, based in his reaction to the 'A' solution. If the 'B' solution
isn't introduced within thirty minutes, the 'A' solution will dissipate and
leave the patient unharmed.
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FT-PT
'Snowhopper'
Craft: Frozen terrain personal transport
Class: Walker [Ground]
Cost: 8,000 (used)
Size: Gargantuan (10 meters long)
Crew: 1 (Skilled +4)
Passengers: 1
Cargo Capacity: 100 kg
Speed: 25 m
Max Velocity: 75 km/h
Altitude: 5 meter jump
Defense: 16* (-4 Size, +10 Armor)
Hull Points: 80 (DR 15)
*Provides full cover to crew and passengers.
Weapons:
Double Laser Cannon
Fire Arc: Turret
Attack Bonus: +4 (-4 size, +4 fire
control, +4 crew)
Damage: 4d10
Range Increment: 40 m
Note: The pilot may not fire this
weapon.
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Quarry
Work Truck
Craft: Renwar Motors R-67-L
Class: Tracked [Ground]
Cost: 5,800 (used)
Size: Huge (7 meters long)
Crew: 1 (Normal +2)
Passengers: 9
Cargo Capacity: 2.5 metric tons (with one passenger in cab)
Speed: 35 m
Max Velocity: 100 km/h
Defense: 18* (-2 Size, +10 Armor)
Hull Points: 100 (DR 15)
*Provides full cover to crew and passengers.
Weapons:
Double Laser Cannon
Fire Arc: Turret
Attack Bonus: +2 (-2 size, +2 fire
control, +2 crew)
Damage: 4d10
Range Increment: 40 m |
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Bounce Shuttle
Craft-Neggenfal Super-D personal shuttle
Class-Transport
Cost-1,200(new), 600(used
Size-Diminutive(2 meters)
Crew-1(Normal +2)
Passengers-1
Cargo capacity-30kg
Consumables-none
Hyperdrive-none
Max Speed-cruising
Defense-14 (+4 size)
Shields-0
Hull-60
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Freespirit
(as of Episode IXX - Belly of the Beast)
Craft: Ghtroc Industries 720 freighter
Class: Space Transport
Cost: 46,750
Size: Small (35 Meters)
Crew: 1 to 2 (Unique*)
Initiative: +? (+1 size, +crew*)
Maneuver: +? (+1 size, +crew*)
Passengers: 10
Cargo Capacity: 128 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x2 (backup x15)
Maximum Speed in Space: Attack (8 squares/action)
Atmospheric Speed: 800 km/h (13 squares/action)
Defense: 21 (+1 size, +10 armor)
Shield Points: 90 (DR 10) (***damaged, -30 shield points***)
Hull Points: 120 (DR 10)
Weapons:
Laser Cannons (4 fire-linked)
Fire Arc: Turret
Attack Bonus: +? (+1 size, +crew*, +4 fire
control)
Damage: 6d10x2
Range Modifiers: PB/S +0, M/L n/a
Heavy Ion Cannon
Fire Arc: Turret
Attack Bonus: +? (+1 size, +crew*, +8 fire
control)
Damage: 4d10x2
Range Modifiers: PB/S +0, M -2, L n/a
*Add the pilots Dexterity modifier to initiative; the pilots Pilot skill
modifier to maneuver; and the gunners base ranged attack bonus to each
weapon's attack bonus.
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Kaggle fighter
Craft-Modified Hyrotti Vehicle works Zebra Starfighter
Class-Starfighter
Cost-N/A
Size-Diminutive(8.8meters)
Crew-1(Veteran+3)
Cargo-79kg
Consumables-1day
Hyperdrive-none
Max Speed-Ramming
Defense-24 (+10 armor, +4 size)
Shield-0
Hull-60
Weapon-2 laser cannons (fire-linked)
Fire arc-front
Bonus-+13 (+4 size,+3 crew,+8 fire control)
Damage-5d10x2
Range-Pb+0,S-2,M,L N/A
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Mighty Kaggle
Craft-Sienar fleet systems guardian-class light cruiser
Class-Space transport
Cost-N/A
Size-Small(42m long)
Crew-2;8;16 (Skilled+4)
Passengers-6
Cargo-200tons
Consumables-3 months
Hyperdrive-X1
Max speed-Ramming
Defense-21
Shield-60
Hull-120
DR-10
Weapon-Laser Cannons(4)
Fire Arc-2 front, 2 turret
Bonus-+10
Damage-5d10X2
Range-PB+0,S+0,M/L N/A
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