From 14f4e06788495643338693ef0f1d32f18d0cbf70 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Sat, 17 Apr 2021 13:26:13 -0400 Subject: [PATCH] SotG Update #1.2 + Adds Starship Features compendium ^ Adds major updates to Starship sheet and related item compendia ^ Adds Mechanist Technique to Archetypes compendium --- lang/en.json | 48 +++++- module/actor/entity.js | 2 +- module/actor/sheets/newSheet/base.js | 14 +- module/actor/sheets/newSheet/starship.js | 8 +- module/config.js | 78 ++++++++++ module/templates.js | 1 + .../Icons/Archetypes/Mechanist Technique.webp | Bin 0 -> 11428 bytes packs/Icons/Starship Features/Gargantuan.webp | Bin 0 -> 12952 bytes packs/Icons/Starship Features/Huge.webp | Bin 0 -> 13400 bytes packs/Icons/Starship Features/Large.webp | Bin 0 -> 13234 bytes packs/Icons/Starship Features/Medium.webp | Bin 0 -> 13822 bytes packs/Icons/Starship Features/Small.webp | Bin 0 -> 13636 bytes packs/Icons/Starship Features/Tiny.webp | Bin 0 -> 13546 bytes packs/packs/archetypes.db | 1 + packs/packs/classes.db | 2 +- packs/packs/starshiparmor.db | 12 +- packs/packs/starshipfeatures.db | 112 ++++++++++++++ packs/packs/starshipmodifications.db | 33 ++-- sw5e.js | 4 +- system.json | 6 + template.json | 30 +++- .../actors/newActor/parts/swalt-crew.html | 91 +++++++++++ templates/actors/newActor/starship.html | 145 ++++++++++++++++-- templates/apps/movement-config.html | 12 ++ templates/items/deploymentfeature.html | 8 +- templates/items/equipment.html | 4 +- templates/items/starshipfeature.html | 83 ++++++++++ templates/items/starshipmod.html | 142 +++++++++++++++-- 28 files changed, 767 insertions(+), 69 deletions(-) create mode 100644 packs/Icons/Archetypes/Mechanist Technique.webp create mode 100644 packs/Icons/Starship Features/Gargantuan.webp create mode 100644 packs/Icons/Starship Features/Huge.webp create mode 100644 packs/Icons/Starship Features/Large.webp create mode 100644 packs/Icons/Starship Features/Medium.webp create mode 100644 packs/Icons/Starship Features/Small.webp create mode 100644 packs/Icons/Starship Features/Tiny.webp create mode 100644 packs/packs/starshipfeatures.db create mode 100644 templates/actors/newActor/parts/swalt-crew.html create mode 100644 templates/items/starshipfeature.html diff --git a/lang/en.json b/lang/en.json index b195c39e..45addbf3 100644 --- a/lang/en.json +++ b/lang/en.json @@ -260,6 +260,7 @@ "SW5E.CoverHalf": "Half", "SW5E.CoverThreeQuarters": "Three Quarters", "SW5E.CoverTotal": "Total", + "SW5E.CrewCap": "Crew Capacity", "SW5E.Critical": "Critical", "SW5E.CriticalHit": "Critical Hit", "SW5E.Currency": "Currency", @@ -281,6 +282,7 @@ "SW5E.DamageRoll": "Damage Roll", "SW5E.DamageSonic": "Sonic", "SW5E.DamImm": "Damage Immunities", + "SW5E.DmgRed": "Damage Reduction", "SW5E.DamRes": "Damage Resistances", "SW5E.DamVuln": "Damage Vulnerabilities", "SW5E.DarkPowerDC": "Dark Power DC", @@ -297,6 +299,7 @@ "SW5E.DeploymentPl": "Deployments", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.Description": "Description", + "SW5E.DestructionSave": "Destruction Saves", "SW5E.Details": "Details", "SW5E.Dimensions": "Dimensions", "SW5E.Disadvantage": "Disadvantage", @@ -314,6 +317,8 @@ "SW5E.EffectEdit": "Edit Effect", "SW5E.Effects": "Effects", "SW5E.EffectToggle": "Toggle Effect", + "SW5E.Engine": "Engine", + "SW5E.EnginePl": "Engines", "SW5E.EquipmentBonus": "Magical Bonus", "SW5E.EquipmentClothing": "Clothing", "SW5E.EquipmentHeavy": "Heavy Armor", @@ -478,6 +483,7 @@ "SW5E.FuelCostsMod": "Fuel Costs Modifier", "SW5E.GrantedAbilities": "Granted Abilities", "SW5E.HalfProficient": "Half Proficient", + "SW5E.HardpointSizeMod": "Hardpoint Size Modifier", "SW5E.Healing": "Healing", "SW5E.HealingTemp": "Healing (Temporary)", "SW5E.Health": "Health", @@ -489,7 +495,7 @@ "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", "SW5E.HP": "Health", "SW5E.HPFormula": "Health Formula", - "SW5E.HPperHD": "Hit Points per Hit Die", + "SW5E.HullDice": "Hull Dice", "SW5E.HullPoints": "Hull Points", "SW5E.HullPointsFormula": "Hull Points Formula", "SW5E.HyperdriveClass": "Hyperdrive Class", @@ -722,14 +728,18 @@ "SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.", "SW5E.Max": "Max", "SW5E.Modifier": "Modifier", + "SW5E.ModCap": "Modification Capacity", "SW5E.Movement": "Movement", "SW5E.MovementBurrow": "Burrow", "SW5E.MovementClimb": "Climb", "SW5E.MovementConfig": "Configure Movement Speed", "SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", + "SW5E.MovementCrawl": "Crawl", "SW5E.MovementFly": "Fly", "SW5E.MovementHover": "Hover", + "SW5E.MovementRoll": "Roll", "SW5E.MovementSwim": "Swim", + "SW5E.MovementTurn": "Turning", "SW5E.MovementUnits": "Units", "SW5E.MovementWalk": "Walk", "SW5E.Name": "Character Name", @@ -785,6 +795,7 @@ "SW5E.PowerCreate": "Create Power", "SW5E.PowerDC": "Power DC", "SW5E.PowerDetails": "Power Details", + "SW5E.PowerDice": "Power Dice", "SW5E.PowerDiceRecovery": "Power Dice Recovery", "SW5E.PowerEffects": "Power Effects", "SW5E.PowerLevel": "Power Level", @@ -818,6 +829,7 @@ "SW5E.PowerProgSnt": "Sentinel", "SW5E.PowerSchool": "Power School", "SW5E.PowersKnown": "Powers Known", + "SW5E.PowerRouting": "Power Routing", "SW5E.PowerTarget": "Power Target", "SW5E.PowerUnprepared": "Unprepared", "SW5E.PowerUsage": "Power Usage", @@ -845,6 +857,7 @@ "SW5E.RestS": "S. Rest", "SW5E.Ritual": "Ritual", "SW5E.Role": "Role", + "SW5E.RolePl": "Roles", "SW5E.Roll": "Roll", "SW5E.RollExample": "e.g. +1d4", "SW5E.RollMode": "Roll Mode", @@ -877,6 +890,7 @@ "SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet", + "SW5E.ShieldDice": "Shield Dice", "SW5E.ShieldPoints": "Shield Points", "SW5E.ShieldPointsFormula": "Shield Points Formula", "SW5E.ShortRest": "Short Rest", @@ -927,12 +941,39 @@ "SW5E.SpeciesTraits": "Species Traits", "SW5E.Speed": "Speed", "SW5E.SpeedSpecial": "Special Movement", + "SW5E.StarshipAmbassador": "Ambassador", "SW5E.StarshipArmorandShields": "Starship Armor and Shields", "SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties", + "SW5E.StarshipBattleship": "Battleship", + "SW5E.StarshipBlockadeShip": "Blockade Ship", + "SW5E.StarshipBomber": "Bomber", + "SW5E.StarshipCarrier": "Carrier", + "SW5E.StarshipColonizer": "Colonizer", + "SW5E.StarshipCommandShip": "Command Ship", + "SW5E.StarshipCorvette": "Corvette", + "SW5E.StarshipCourier": "Courier", + "SW5E.StarshipCruiser": "Cruiser", "SW5E.StarshipEquipment": "Starship Equipment", "SW5E.StarshipEquipmentProps": "Starship Equipment Properties", + "SW5E.StarshipExplorer": "Explorer", "SW5E.StarshipfeaturePl": "Starship Features", + "SW5E.StarshipFlagship": "Flagship", + "SW5E.StarshipFreighter": "Freighter", + "SW5E.StarshipGunboat": "Gunboat", + "SW5E.StarshipIndustrialCenter": "Industrial Center", + "SW5E.StarshipInterceptor": "Interceptor", + "SW5E.StarshipInterdictor": "Interdictor", + "SW5E.StarshipJuggernaut": "Juggernaut", + "SW5E.StarshipMissileBoat": "Missile Boat", + "SW5E.StarshipMobileMetropolis": "Mobile Metropolis", "SW5E.StarshipmodPl": "Starship Modifications", + "SW5E.StarshipNavigator": "Navigator", + "SW5E.StarshipPicketShip": "Picket Ship", + "SW5E.StarshipResearcher": "Researcher", + "SW5E.StarshipScout": "Scout", + "SW5E.StarshipScrambler": "Scrambler", + "SW5E.StarshipShipsTender": "Ship's Tender", + "SW5E.StarshipShuttle": "Shuttle", "SW5E.StarshipSkillAst": "Astrogation", "SW5E.StarshipSkillBst": "Boost", "SW5E.StarshipSkillDat": "Data", @@ -947,10 +988,15 @@ "SW5E.StarshipSkillReg": "Regulation", "SW5E.StarshipSkillScn": "Scan", "SW5E.StarshipSkillSwn": "Swindle", + "SW5E.StarshipStrikeFighter": "Strike Fighter", "SW5E.StarshipTier": "Tier", + "SW5E.StarshipWarship": "Warship", + "SW5E.StarshipYacht": "Yacht", "SW5E.StealthDisadvantage": "Stealth Disadvantage", + "SW5E.SuiteCap": "Suite Capacity", "SW5E.Supply": "Supply", "SW5E.SysStorageCapacity": "System Storage Capacity", + "SW5E.SystemDrainage": "System Drainage", "SW5E.Target": "Target", "SW5E.TargetAlly": "Ally", "SW5E.TargetCone": "Cone", diff --git a/module/actor/entity.js b/module/actor/entity.js index f23d2240..441dc87d 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -860,7 +860,7 @@ export default class Actor5e extends Actor { const rollData = mergeObject(options, { parts: parts, data: data, - title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId]}), + title: game.i18n.format("SW5E.SkillPromptTitle", {skill: CONFIG.SW5E.skills[skillId] || CONFIG.SW5E.starshipSkills[skillId]}), halflingLucky: this.getFlag("sw5e", "halflingLucky"), reliableTalent: reliableTalent, messageData: {"flags.sw5e.roll": {type: "skill", skillId }} diff --git a/module/actor/sheets/newSheet/base.js b/module/actor/sheets/newSheet/base.js index fc74cc8d..2575dad9 100644 --- a/module/actor/sheets/newSheet/base.js +++ b/module/actor/sheets/newSheet/base.js @@ -67,7 +67,7 @@ export default class ActorSheet5e extends ActorSheet { cssClass: isOwner ? "editable" : "locked", isCharacter: this.entity.data.type === "character", isNPC: this.entity.data.type === "npc", - isStarship: this.entity.data.type === "starship", + isStarship: this.entity.data.type === "starship", isVehicle: this.entity.data.type === 'vehicle', config: CONFIG.SW5E, }; @@ -96,7 +96,11 @@ export default class ActorSheet5e extends ActorSheet { skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.icon = this._getProficiencyIcon(skl.value); skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; - skl.label = CONFIG.SW5E.skills[s]; + if (data.actor.type === "starship") { + skl.label = CONFIG.SW5E.starshipSkills[s]; + }else{ + skl.label = CONFIG.SW5E.skills[s]; + } } } @@ -409,11 +413,11 @@ export default class ActorSheet5e extends ActorSheet { html.find('.item-create').click(this._onItemCreate.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this)); - html.find('.item-collapse').click(this._onItemCollapse.bind(this)); + html.find('.item-collapse').click(this._onItemCollapse.bind(this)); html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); - html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); - html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); + html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this)); + html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this)); // Active Effect management html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); diff --git a/module/actor/sheets/newSheet/starship.js b/module/actor/sheets/newSheet/starship.js index d137ab27..0385dcb5 100644 --- a/module/actor/sheets/newSheet/starship.js +++ b/module/actor/sheets/newSheet/starship.js @@ -38,8 +38,8 @@ export default class ActorSheet5eStarship extends ActorSheet5e { weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}}, - starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, - starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } + starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} }, + starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} } }; // Start by classifying items into groups for rendering @@ -144,5 +144,5 @@ export default class ActorSheet5eStarship extends ActorSheet5e { AudioHelper.play({src: CONFIG.sounds.dice}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); } -} - + +} \ No newline at end of file diff --git a/module/config.js b/module/config.js index 14464286..783f2ea2 100644 --- a/module/config.js +++ b/module/config.js @@ -364,8 +364,11 @@ SW5E.armorPropertiesTypes = { SW5E.movementTypes = { "burrow": "SW5E.MovementBurrow", "climb": "SW5E.MovementClimb", + "crawl": "SW5E.MovementCrawl", "fly": "SW5E.MovementFly", + "roll": "SW5E.MovementRoll", "swim": "SW5E.MovementSwim", + "turn": "SW5E.MovementTurn", "walk": "SW5E.MovementWalk", } @@ -474,6 +477,35 @@ SW5E.healingTypes = { */ SW5E.hitDieTypes = ["d4", "d6", "d8", "d10", "d12", "d20"]; +/* -------------------------------------------- */ + + +/** + * Enumerate the denominations of power dice which can apply to starships in the SW5E system + * @type {Array.} + */ +SW5E.powerDieTypes = [1, "d4", "d6", "d8", "d10", "d12"]; + + +/* -------------------------------------------- */ + +/** + * Enumerate the base stat and feature settings for starships based on size. + * @type {Array.} + */ + +SW5E.baseStarshipSettingsTiny = {"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20}, {"key":"data.abilities.con.value","value":-4,"mode":2,"priority":20}, {"key":"data.abilities.int.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":null, "hd":"1d4", "hp":{"value":4, "max":4, "temp":4, "tempmax":4}, "hsm":1, "sd":"1d4", "mods":{"open":10, "max":10}, "suites":{"open":0, "max":0}, "movement":{"fly":300, "turn":300}}}; + +SW5E.baseStarshipSettingsSm = {"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.str.proficient","value":1,"mode":4,"priority":20}], "attributes":{"crewcap":1, "hd":"3d6", "hp":{"value":6, "max":6, "temp":6, "tempmax":6}, "hsm":2, "sd":"3d6", "mods":{"open":20, "max":20}, "suites":{"open":-1, "max":-1}, "movement":{"fly":300, "turn":250}}}; + +SW5E.baseStarshipSettingsMed = {"attributes":{"crewcap":1, "hd":"5d8", "hp":{"value":8, "max":8, "temp":8, "tempmax":8}, "hsm":3, "sd":"5d8", "mods":{"open":30, "max":30}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":200}}}; + +SW5E.baseStarshipSettingsLg = {"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}], "attributes":{"crewcap":200, "hd":"7d10", "hp":{"value":10, "max":10, "temp":10, "tempmax":10}, "hsm":4, "sd":"7d10", "mods":{"open":50, "max":50}, "suites":{"open":3, "max":3}, "movement":{"fly":300, "turn":150}}}; + +SW5E.baseStarshipSettingsHuge = {"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":20}], "attributes":{"crewcap":4000, "hd":"9d12", "hp":{"value":12, "max":12, "temp":12, "tempmax":12}, "hsm":2, "sd":"9d12", "mods":{"open":60, "max":60}, "suites":{"open":6, "max":6}, "movement":{"fly":300, "turn":100}}}; + +SW5E.baseStarshipSettingsGrg = {"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":20},{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":20}], "attributes":{"crewcap":80000, "hd":"11d20", "hp":{"value":20, "max":20, "temp":20, "tempmax":20}, "hsm":3, "sd":"11d20", "mods":{"open":70, "max":70}, "suites":{"open":10, "max":10}, "movement":{"fly":300, "turn":50}}}; + /* -------------------------------------------- */ @@ -538,6 +570,52 @@ SW5E.starshipSkills = { "swn": "SW5E.StarshipSkillSwn" }; +/* -------------------------------------------- */ + +/** + * The set of starship roles which can be selected in SW5e + * @type {Object} + */ +SW5E.starshipRolessm = { + "bmbr": "SW5E.StarshipBomber", + "intc": "SW5E.StarshipInterceptor", + "scout": "SW5E.StarshipScout", + "scrm": "SW5E.StarshipScrambler", + "shtl": "SW5E.StarshipShuttle", + "strf": "SW5E.StarshipStrikeFighter" +}; +SW5E.starshipRolesmed = { + "cour": "SW5E.StarshipCourier", + "frtr": "SW5E.StarshipFreighter", + "gnbt": "SW5E.StarshipGunboat", + "msbt": "SW5E.StarshipMissileBoat", + "nvgt": "SW5E.StarshipNavigator", + "yacht": "SW5E.StarshipYacht" +}; +SW5E.starshipRoleslg = { + "ambd": "SW5E.StarshipAmbassador", + "corv": "SW5E.StarshipCorvette", + "crui": "SW5E.StarshipCruiser", + "expl": "SW5E.StarshipExplorer", + "pics": "SW5E.StarshipPicketShip", + "shtd": "SW5E.StarshipShipsTender" +}; +SW5E.starshipRoleshuge = { + "btls": "SW5E.StarshipBattleship", + "carr": "SW5E.StarshipCarrier", + "colo": "SW5E.StarshipColonizer", + "cmds": "SW5E.StarshipCommandShip", + "intd": "SW5E.StarshipInterdictor", + "jugg": "SW5E.StarshipJuggernaut" +}; +SW5E.starshipRolesgrg = { + "blks": "SW5E.StarshipBlockadeShip", + "flgs": "SW5E.StarshipFlagship", + "inct": "SW5E.StarshipIndustrialCenter", + "mbmt": "SW5E.StarshipMobileMetropolis", + "rsrc": "SW5E.StarshipResearcher", + "wars": "SW5E.StarshipWarship" +}; /* -------------------------------------------- */ diff --git a/module/templates.js b/module/templates.js index c1575eb0..bd98cf47 100644 --- a/module/templates.js +++ b/module/templates.js @@ -18,6 +18,7 @@ export const preloadHandlebarsTemplates = async function() { "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html", + "systems/sw5e/templates/actors/newActor/parts/swalt-crew.html", "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", diff --git a/packs/Icons/Archetypes/Mechanist Technique.webp b/packs/Icons/Archetypes/Mechanist Technique.webp new file mode 100644 index 0000000000000000000000000000000000000000..1bec9d3708afe7fc4cfd3348a8fb8e66f0ee8e11 GIT binary patch literal 11428 zcmV;VEL+o3Nk>EC2vkMM6+kP&iDFEC2v6U%(d-4LEGuMv`L1`@z}%3!d4#79#pT 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a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -68,6 +68,7 @@ {"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-Tii Order Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Flow-Walking

\n

At 6th level, you can cast the @Compendium[sw5e.forcepowers.G8UVHP4MXW6Dudky]{Phasestrike} force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} {"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp","effects":[]} {"_id":"hJfD06NmantavchV","name":"Bulwark Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Bulwark Technique

\n

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Personal Barrier

\n

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
\n

Mark of the Bulwark

\n

Also at 3rd level, when the target of your Ranger's Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger's Quarry Damage Die.

\n

Projected Barrier

\n

Beginning at 7th level, you've learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier's hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier's hit points are reduced to 0, any Projected Barrier features immediately end.

\n

Projected Sphere

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

Projected Maelstrom

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature's damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n

Projected Wave

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren't pushed.

\n

This feature's damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n

Regenerative Shielding

\n

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

\n

Adaptive Barrier

\n

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bulwark%20Technique.webp","effects":[]} +{"_id":"hg8aolPhxXmUxHFn","name":"Mechanist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mechanist Technique

\n

Some scouts are peerless inventors, skilled at working with droids and other forms of technology. Followers of the Mechanist Technique make up for the weakness of organics with the strength and purity of their creations.

\n

Improved Techcasting

\n

Mechanist Technique: 3rd level

\n

Your command of techcasting improves.

\n

Improved Tech Powers Known

\n

You know 7 tech powers of your choice, instead of 5, and you leam more at higher levels, as shown in the Tech Powers Known column of the Mechanist Technique Techcasting table. You may not leam a tech power of a level higher than your Max Power Level.

\n

Improved Tech Points

\n

You have a number of tech points equal to one and a half times your scout level (rounded down), instead of your scout level, as shown in the Tech Points column of the Mechanist Technique Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Improved Max Power Level

\n

Your Max Power Level becomes 2nd, instead of 1st, and it increases at higher levels, as shown in the Mechanist Technique Techcasting table.

\n

You may only cast tech powers at 5th, 6th, and 7th-level once, instead of 4th and 5th. You regain the ability to do so after a long rest.

\n

Mark of the Mechanist

\n

Mechanist Technique: 3rd level

\n

As a bonus action, you can cause the target of your Ranger's Quarry to emit an ion pulse. The target, and any creatures within 5 feet of it, must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes ion damage equal to your scout level.

\n

Additionally, when the target of your Ranger's Quarry makes a saving throw against a tech power or class feature you control, you can use your reaction and spend a tech point to roll your Ranger's Quarry damage die and subtract the result from the saving throw.

\n

Potent Tech

\n

Mechanist Technique: 7th level

\n

You can use your ingenuity to bolster yourself or an ally. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

\n
    \n
  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Once a creature receives this benefit, that creature cant receive it again until it finishes a short or long rest.
  • \n
  • Roll a d4. The creature regains a number of tech points equal to the result Once a creature receives this benefit that creature can't receive it again until it finishes a long rest.
  • \n
\n

You can use this feature a number of times equal to your proficiency bonus for the scout class, and you regain all expended uses when you finish a long rest.

\n

High Voltage

\n

Mechanist Technique: 11th level

\n

You are used to working with electronics and have learned to increase their potency, while becoming inured to their dangers. You gain resistance to ion and lightning damage.

\n

Additionally, whenever you deal ion damage to a creature, you can spend a tech point to force the creature to make a Constitution saving throw. On a failed save, it is stunned until the end of your next turn.

\n

 

\n
\n

Mechanist Technique Techcasting

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd742nd
4th862nd
5th972nd
6th1193rd
7th12103rd
8th13123rd
9th15134th
10th16154th
11th17165th
12th18185th
13th19195th
14th20216th
15th21226th
16th22246th
17th23257th
18th24277th
19th25287th
20th26307th
\n
\n


Command Droid

\n

Mechanist Technique: 15th level

\n

You can reprogram a droid and bring it under your control. As an action, you can touch one droid that you can see that is the target of your Ranger's Quarry. That creature must make a Charisma saving throw against your tech save DC If it succeeds, you can’t use this feature on it again for 24 hours. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

\n

Intelligent droids are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

"},"source":"EC","classCasterType":"Techcaster"},"flags":{"core":{"sourceId":"Item.NGK7a6YQTmVK1gDu"}},"img":"systems/sw5e/packs/Icons/Archetypes/Mechanist%20Technique.webp","effects":[]} {"_id":"hlZPMF7NjGemaw66","name":"Ballistic Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Ballistic Approach

\n

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn't a last resort: it's the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

\n

Firestorm

\n

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
\n

Explosive

\n

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks while within 30 feet of your target. You may only apply your rage damage to one target when you use the burst property.
  • \n
\n

Rampage

\n

At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

\n

Down, Not Out

\n

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

\n

Brawn

\n

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ballistic%20Approach.webp","effects":[]} {"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shield Specialist Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp","effects":[]} {"_id":"i0AaMWBnSREQdQsg","name":"Form V: Shien/Djem So","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form V: Shien/Djem So

\n

Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.m9nBfNVSNb6baCA1]{Shien/Djem So Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Krayt Dragon

\n

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n

Blade Barrier

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n

Falling Avalanche

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Determination

\n

At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n

Aggressive Negotiations

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn't already include that modifier.

\n

Reliable Vigor

\n

If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.

\n

Presence

\n

Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n

Precise Reflection

\n

When you hit with an attack made by the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect power}, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Brutal Strikes

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n

Master of Perseverance

\n

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shien%20Djem%20So%20Form.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 7db90102..3d1b31f5 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,6 +1,6 @@ {"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} {"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Exploits

\n

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

Bad Feeling

\n

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Operative Practice

\n

Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

\n

Explorer’s Exploit

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n

Weaponmaster’s Exploit

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.hg8aolPhxXmUxHFn]{Mechanist Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

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\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"consular","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
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The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, when you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Seeking Power

\n

If you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Force Affinity

\n

When you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:

\n

Ashla

\n

When you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.

\n

Bendu

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n

Bogan

\n

When you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} {"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"archetype":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} {"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

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Your ship gains the Recreation modification at no cost. Additionally, while hosting guests on your ship, they have disadvantage on Intelligence and Wisdom checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Yacht","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Yacht","tint":"","transfer":true}],"_id":"05QNnT4eULR2VXud"} +{"name":"Role Spec: Battleship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Battleship

\n

Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Battleship","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Battleship","tint":"","transfer":true}],"_id":"0ukmJcPNeU4Sp8bN"} +{"name":"Role Mastery: Warship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Warship

\n

When a deployed gunner on your ship rolls the maximum on a damage die for a ship weapon, they can roll an additional die.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Warship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Warship","tint":"","transfer":true}],"_id":"10Tl6Ac42kq34Hjv"} +{"name":"Paragon Snubfighter: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Shuttle

\n

Your ship's Constitution score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":2,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Shuttle","tint":"","transfer":true}],"_id":"1Q0pqzjsgR7uQyPC"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total)

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"2NdCkukz1KSGRTTa"} +{"_id":"4L5USxm1lbmlG5E1","name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}]} +{"name":"Role Spec: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Shuttle

\n

Your ship gains or replaces one suite system of your choice at no cost, but it does count against your maximum suites. Your Starship Size Suite Capacity for this suite is 2. Your maximum suites is a minimum of 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Shuttle","tint":"","transfer":true}],"_id":"4Rdl3p0fg55B7VZP"} +{"name":"Role Mastery: Freighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Freighter

\n

When your ship fails a Strength or Dexterity saving throw, a deployed crew member can use their reaction to jettison some of the cargo stored in its storage compartments. If you jettison at least 50 tons of cargo, you can reroll the saving throw and must use the new roll. If you jettison at least 75 tons of cargo, however, you instead automatically succeed on the saving throw. Additionally, the area in a line 300 feet long and 100 feet wide behind your ship becomes difficult terrain for 1 minute.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"When your ship fails a Strength or Dexterity saving throw"},"duration":{"value":1,"units":"minute"},"target":{"value":300,"width":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Courier","tint":"","transfer":true}],"_id":"4jLcqnxPuOpM0AlD"} +{"name":"Role Mastery: Colonizer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Colonizer

\n

Your ship’s fuel capacity, as shown in the Starship Size Fuel Capacity table, doubles. Additionally, while traveling in realspace, your ship consumes half the amount of fuel.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Colonizer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Colonizer","tint":"","transfer":true}],"_id":"5WCQbT1EbAsDds8T"} +{"name":"Pinpoint Strike","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to slip underneath the shields of an enemy ship.

\n

When your ship occupies the same square occupied by a target ship and the pilot makes an attack roll, as a reaction, the pilot can, before rolling the attack, roll a Pinpoint Strike die, which is a d4, and add it to the attack roll. If the attack requires a saving throw instead, you may subtract the Pinpoint Strike die from the target's save result. On a hit, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship. This feature can only be used by the pilot, and it can only be used once per round.

\n

Your ship’s Pinpoint Strike die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to your ship’s tier. All expended uses are regained when the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"1d((2*@details.tier)+2)","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"5izWUYBCKNHqUTg6"} +{"name":"Role Spec: Ship's Tender","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Ship's Tender

\n

Your ship gains a Fuel Storage modification at no cost.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ship's Tender","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Ship's Tender","tint":"","transfer":true}],"_id":"5mmvSODyCfwYF7DR"} +{"name":"Citadel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, the capacity for all of your suites is doubled. If a suite type’s capacity was already doubled, its size is instead tripled from its standard size. Additionally, your starship’s maximum capacity for fuel and consumables doubles, and civilians, crew members, and troopers aboard your starship have advantage on Constitution saving throws made to avoid Exhaustion. If the capacity for fuel and/or consumables was already double its standard amount, it is now triple its original capacity.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":"","scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"5o4AwUTPjDfloRjd"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Constitution above 20, or your Constitution above 24, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 2 additional Hull Dice and 2 additional Shield Dice. It gains 2 additional Hull Dice and 2 additional Shield Dice at 2nd tier (4, each), 3rd tier (6, each), 4th tier (8, each), and 5th tier (10, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"626iiZQjabHqsckW"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can’t increase your ability scores other than Constitution above 20, or your Constitution above 26, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 2 additional Hull Dice and 2 additional Shield Dice. It gains 2 additional Hull Dice and 2 additional Shield Dice at 2nd tier (4, each), 3rd tier (6, each), 4th tier (8, each), and 5th tier (10, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"6gwCB9vjQ3R8Yfaz"} +{"name":"Role Mastery: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Scrambler

\n

Your ship gains a +2 bonus to Charisma (Interference) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scrambler","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Scrambler","tint":"","transfer":true}],"_id":"72pK7CVMgRoPPRct"} +{"name":"Role Mastery: Corvette","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Corvette

\n

Your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Corvette","mode":0,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Corvette","tint":"","transfer":true}],"_id":"8ZB5HoJocUH56yo7"} +{"name":"Versatile Dreadnought","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"8a0Au46c4o1abU9F"} +{"name":"Prime Doctrine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, your starship strikes fear in your enemies. When crew members roll initiative, one crew member can attempt to frighten other ships. Each crew member deployed on a hostile ship must make a Wisdom saving throw contested by a Charisma (Menace) check. On a failed save, affected crew members have disadvantage on the first ability check, attack roll, or saving throw they make each round for 1 minute. At the end of each of their turns, they repeat this save, ending this effect on a success. Additionally, on a successful save, they become immune to this feature for one day.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":null,"condition":"When a crew member deals damage to a Large or larger ship with a ship weapon"},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"cha"},"size":"Gargantuan","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"91Jke9fNoVjpIHC2"} +{"name":"Paragon Snubfighter: Strike Fighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Strike Fighter

\n

Your ship's Strength score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Strike Fighter","tint":"","transfer":true}],"_id":"AUX4XLJarKhIZFKe"} +{"name":"Role Mastery: Picket Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Picket Ship

\n

The close and long ranges of your point defense systems increase by 100 feet. Additionally, Large or smaller ships have disadvantage on saving throws against your point defense systems.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Picket Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Picket Ship","tint":"","transfer":true}],"_id":"AlzSRtyu7Oj10ZO5"} +{"name":"Concentrated Fire","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, once per turn, when you attack a ship of size Large or larger, and it was previously hit by an allied ship of size Large or larger’s weapons since the end of its last turn, you have advantage on the attack. If you already had disadvantage, you may instead reroll one of the dice once (your choice).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when you attack a ship of size Large or larger, and it was previously hit by an allied ship of size Large or larger’s weapons since the end of its last turn"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"AmZvh5sRfZMJQSmr"} +{"name":"Role Spec: Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Cruiser

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

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Also at 1st tier, when a deployed pilot rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined.

\n

The amount the ship moves is determined by rolling an Evasive Maneuvers die, which is a d4, and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn.

\n

Your ship’s Evasive Maneuvers die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"BsyAajkYG8yoCLvj"} +{"name":"Role Spec: Researcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Researcher

\n

Your ship gains the Laboratory and Workshop modifications at no cost. Additionally, Intelligence (Lore) checks on your ship are made with advantage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Researcher","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Researcher","tint":"","transfer":true}],"_id":"ComTgRDyH4OKyzDK"} +{"name":"Paragon Dreadnought","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. Two of your ship’s ability scores increase by 4, and its maximum for these scores increase by 4. Another ability score increases by 2, and its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":"","scaling":"power"},"size":"Gargantuan","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"D7omkkFZv6a0yePr"} +{"name":"Paragon Snubfighter: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Interceptor

\n

Your ship's Dexterity score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Interceptor","tint":"","transfer":true}],"_id":"DlrjrflL4TeIr78E"} +{"name":"Role Mastery: Courier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship. 

\n

Courier

\n

Your ship gains the Backup Hyperdrive modification at no cost. Any installed hyperdrive operates as one of the next faster class. If you have a class 0.5 hyperdrive installed, it acts as a 0.4 hyperdrive.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Courier","tint":"","transfer":true}],"_id":"EhVutUuou1oLpisu"} +{"name":"Role Spec: Industrial Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Industrial Center

\n

Your ship gains two Workshop modifications at no cost. Additionally, the speed at which goods are crafted in your workshops is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Industrial Center","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Industrial Center","tint":"","transfer":true}],"_id":"FOC7oAj2mLTltK9U"} +{"name":"Role Spec: Freighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Freighter

\n

Your ship gains the Storage Compartment modification at no cost. Additionally, your ship’s base cargo capacity increases to 50 tons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Courier","tint":"","transfer":true}],"_id":"GIHx1MlYWoN13Jr9"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"GlQzWpsmNOJDAcE8"} +{"name":"Role Mastery: Navigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Navigator

\n

Your ship has resistance to damage from environmental effects, and advantage on saving throws to resist the effects of environmental effects.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Missile Boat","tint":"","transfer":true}],"_id":"HEc61c6KYUwN24Ft"} +{"name":"Role Mastery: Carrier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Carrier

\n

When ships are deployed from your carrier, they have advantage on the first ability check, attack roll, or saving throw they make before the end of their next refitting. Once a ship has benefited from this feature, it can not benefit from it again until it undergoes refitting.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":1,"condition":"When ships are deployed from your carrier, they have advantage on the first ability check, attack roll, or saving throw they make before the end of their next refitting."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Carrier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Carrier","tint":"","transfer":true}],"_id":"HPiCqS3Ra6Snj49T"} +{"name":"Role Spec: Juggernaut","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Juggernaut

\n

Your hull point maximum increases by an amount equal to twice your number of hull dice. Whenever you gain a hull die thereafter, your hull point maximum increases by an additional 2 hull points.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Juggernaut","mode":2,"priority":20},{"key":"data.attributes.hp.max","value":"(data.attributes.hd)*2","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Juggernaut","tint":"","transfer":true}],"_id":"IeEhOFpety68HCIk"} +{"name":"Role Spec: Corvette","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Corvette

\n

Your ship gains a Fixed Hardpoint modification at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Corvette","mode":0,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Corvette","tint":"","transfer":true}],"_id":"Imf8Bcwv9nOoyZcG"} +{"name":"Role Mastery: Blockade Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Blockade Ship

\n

Your ship’s shield regeneration rate doubles.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Blockade Ship","mode":2,"priority":20},{"key":"data.regrateco.value","value":"2","mode":1,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Blockade Ship","tint":"","transfer":true}],"_id":"L2kFiXoAE2aTdnme"} +{"name":"Role Spec: Interdictor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Interdictor

\n

Your ship gains the Tractor Beam and Gravity Well Projector modifications at no cost. Additionally, ships of Huge size or smaller have disadvantage on saving throws against your tractor beams.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interdictor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Interdictor","tint":"","transfer":true}],"_id":"LIpBrdZuJ82bZ8ks"} +{"name":"Role Mastery: Missile Boat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Missile Boat

\n

When firing a tertiary or quaternary weapon, you can load each weapon with multiple types of munitions up to your reload number and select which to fire when you take the attack action with that weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Missile Boat","tint":"","transfer":true}],"_id":"LL6Z5oFihs3E4Bew"} +{"name":"Adaptive Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, when your ship is hit with an attack roll, a deployed pilot can add the ship’s Constitution modifier to AC, potentially causing the attack to miss.

\n

This feature can be used a number of times equal to your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"4","max":"@details.tier","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"LUbYxort97HhJtcZ"} +{"name":"Super-Heavy Turbolaser Battery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship is equipped with a forward-mounted special version of a Turbolaser. Your ship is considered to meet this weapon’s constitution requirement regardless of your ship’s constitution ability score. The damage dealt by this Turbolaser is 3d12.

\n

This weapon does not utilize or count as a weapon hardpoint.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"LoG2SioeRsCQdo7H"} +{"name":"Staging Ground","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, the capacity for your Barracks, Living Quarters, and Luxury Quarters suites are doubled. Additionally, when crew members or troopers deploy, they have advantage on their first ability check, attack roll, or saving throw they make before the end of their next long rest. Once a crew member or troop has benefited from this feature, they can not benefit from it again until they complete a long rest.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"OGN9eY7cKjSjp8Da"} +{"name":"Role Spec: Missile Boat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Missile Boat

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Missile Boat","tint":"","transfer":true}],"_id":"Oe66XBKfy21TWQkV"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Constitution above 20, or your Constitution above 22, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and 1 additional Shield Die. It gains 1 additional Hull Die and 1 additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"OiSUH7AQT3c9Ol1c"} +{"name":"Versatile Transport","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a deployed crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A deployed crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a deployed crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"(@details.tier)","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"OiZHrN5BsNYW1W3F"} +{"name":"Role Mastery: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Bomber

\n

Starships one or more sizes larger than you have disadvantage on saving throws against your tertiary and quaternary weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Bomber","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Bomber","tint":"","transfer":true}],"_id":"OlQGJl4uAeXRHIKQ"} +{"name":"Superior Firepower","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship’s firepower can overwhelm larger ships.

\n

When a crew member deals damage to a Large or larger ship with a ship weapon, the crew member can increase the damage by rolling a Superior Firepower die, which is a d4, and add it to the damage roll (no action required).

\n

Your ship’s Superior Firepower die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship undergoes recharging.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":null,"condition":"When a crew member deals damage to a Large or larger ship with a ship weapon"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"3","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"P2cJTyboU0Xsjq5n"} +{"name":"Auto-Thrusters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, your ship can add half of its Strength modifier (rounded down, minimum of one) to its Dexterity Saving Throws.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"DwFh63OFTvVGSjQD","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.abilities.dex.save","value":"((@str.mod)/2)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Auto-Thrusters","tint":"","transfer":true}],"_id":"Ps2LiBeSQQAi57Kf"} +{"name":"Role Mastery: Shuttle","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Shuttle

\n

Your ship gains one suite system of your choice at no cost. Your Starship Size Suite Capacity is 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Shuttle","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Shuttle","tint":"","transfer":true}],"_id":"QVrHDCax0GJBEPdk"} +{"name":"Role Mastery: Ship's Tender","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Ship's Tender

\n

Your ship gains the Nano-Droid Distributor modification at no cost. Additionally, the range of its effects is increased by 400 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ship's Tender","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Ship's Tender","tint":"","transfer":true}],"_id":"QohFE0mskT3Fn1Pa"} +{"name":"Role Mastery: Juggernaut","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Juggernaut

\n

When you deal damage on a ram, the damage you inflict on other ships increases by +2 per hull die of your ship.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Juggernaut","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Juggernaut","tint":"","transfer":true}],"_id":"SB5TDnQbCSRwwRDv"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship's ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Dexterity above 20, or your Dexterity above 24, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Tiny","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[],"_id":"SHeGJHU2yqe5xyuN"} +{"name":"Standing By","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, your ship can be pushed beyond its normal limits for a moment. On their turn, a deployed crew member can take one additional action on top of their regular action and a possible bonus action.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"SHzcWYzGKQIfefX9"} +{"name":"Role Spec: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Scrambler

\n

Your ship's crew can use interfere as a bonus action.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scrambler","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Scrambler","tint":"","transfer":true}],"_id":"SZxO3J71LCWtZYVI"} +{"name":"Capital Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, a crew member can, as a bonus action, delegate a plan of action to the crew. The ship can immediately move up to its flying speed, and up to five crew members on that ship can use their reaction to immediately take an action.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"SpqPIgt1VzPz9Kj4"} +{"name":"Role Mastery: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Interceptor

\n

Your ship's turning speed decreases by 50 feet. If this would decrease your ship's turning speed to 0, instead your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Interceptor","tint":"","transfer":true}],"_id":"Tt5cNgH9JiXXDgvw"} +{"name":"Role Mastery: Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Explorer

\n

Your ship can detect ships moving through hyperspace with its scanners, and it ignores environmental effects that would impact its scanners.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Explorer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Explorer","tint":"","transfer":true}],"_id":"U6XhLMkqCO4Ik7dh"} +{"name":"Paragon Transport","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. Two of your ship’s ability scores increase by 2. It’s maximums for these scores increase by two.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"con","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"5","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"U8KNQB2MDTgsow5K"} +{"name":"Role Spec: Warship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Warship

\n

Your ship gains two Fixed Hardpoint modifications at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Warship","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Warship","tint":"","transfer":true}],"_id":"UZEiP5j4iGJztqvN"} +{"name":"Role Mastery: Battleship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Battleship

\n

When a deployed gunner rolls a 1 or 2 on the on a damage die for a primary or secondary weapon, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Battleship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Battleship","tint":"","transfer":true}],"_id":"VNZIXXtdUrH9cyQn"} +{"name":"Damage Control","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to automatically mitigate damage from ships.

\n

Once per turn, as a reaction to being dealt damage by a ship weapon, a crew member can use their reaction and roll a Damage Control die, which is a d4, and subtract it from the damage roll.

\n

Your ship’s Damage Control die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 4 x your ship’s tier. All expended uses are regained when the ship undergoes refitting.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"4","max":"4","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"VPkdsE9elNtUVRwf"} +{"name":"Paragon Snubfighter: Scrambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Scrambler

\n

Your ship's Charisma score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scrambler","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Scrambler","tint":"","transfer":true}],"_id":"VVXVp32GnMWeuoAX"} +{"name":"Hold Together","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 3rd tier, when your ship takes damage while at 0 hull points, it makes a Destruction saving throw, instead of automatically failing.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":"when a deployed crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"(@details.tier)","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"VyhLdoFj3hgjeqji"} +{"name":"Versatile Frigate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw with the ship, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw with the ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"9","max":"9","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"WVWEADTBJgfx4lyK"} +{"name":"Role Mastery: Industrial Center","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Industrial Center

\n

Your ship gains two Docking Bay suites at no cost, which do not count against its total suite systems. Additionally, the capacity of your docking bays are doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Industrial Center","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Industrial Center","tint":"","transfer":true}],"_id":"WYhpBT2nO8fwfeCE"} +{"name":"Role Spec: Interceptor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Interceptor

\n

Your ship's flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interceptor","mode":2,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Interceptor","tint":"","transfer":true}],"_id":"XiOJBm5PA7hY9oqQ"} +{"name":"Role Spec: Carrier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Carrier

\n

Your ship gains two Docking Bay suites at no cost. Additionally, the capacity of your docking bays is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Carrier","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Carrier","tint":"","transfer":true}],"_id":"ZFFW6f3WY869qDFy"} +{"name":"Role Spec: Scout","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Scout

\n

Your ship gains a +1 bonus to Wisdom (Scan) and Intelligence (Probe) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scout","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Scout","tint":"","transfer":true}],"_id":"ZOE6ZoQOTiSGpDY4"} +{"name":"Tactical Retreat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, when a crew member rolls a 1 on an Intelligence (Astrogation) check to calculate astrogation, or a Constitution saving throw to maintain the hyperdrive booting, they can reroll the die. They must use the new roll.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"b9bkZCxfdHdm4Axx"} +{"name":"Role Spec: Ambassador","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Ambassador

\n

Your ship gains a Luxury Quarters suite at no cost. Additionally, while hosting guests on your ship, crew members have advantage on Charisma checks made against them.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ambassador","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Ambassador","tint":"","transfer":true}],"_id":"bDChmgF21xyMbvlZ"} +{"name":"Role Mastery: Interdictor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Interdictor

\n

Ships of all sizes have disadvantage on the saving throws against your tractor beams. Additionally, you can force ships of Large size and smaller to reroll one of the dice once.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Interdictor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Interdictor","tint":"","transfer":true}],"_id":"bSF5KuhV8rtE6iXL"} +{"name":"Blockade Runner","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 1st tier, your starship gains the ability to react to damage from large ships.

\n

As a reaction to being hit with an attack roll from a Large or larger ship, a deployed pilot can use their reaction to immediately move the ship forward an amount equal to half its flying speed (rounded down) and then roll a Blockade Runner die, which is a d4, and subtract it from the triggering attack roll, potentially causing it to miss.

\n

Your ship’s Blockade Runner die changes when it reaches certain tiers. The die becomes a d6 at 2nd tier, a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.

\n

This feature can be used a number of times equal to 3 x your ship’s tier. All expended uses are regained when the ship is refitted.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"being hit with an attack roll from a Large or larger ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"3","max":"3","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"bjJkjFPB3UggQQFJ"} +{"name":"Versatile Snubfighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a deployed crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A deployed crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship is refitted.

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At 2nd tier, you adopt a particular style of design for your ship.

\n

Picket Ship

\n

Your ship can install a single Point Defense System in a hardpoint. This hardpoint may be modified to include more than a single limited firing arc.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Picket Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Picket Ship","tint":"","transfer":true}],"_id":"cvvysFnajl06MDa3"} +{"name":"Role Spec: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Bomber

\n

Your ship gains a +1 bonus to damage rolls with ship weapons.

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Also at 3rd tier, your ship is equipped with a superweapon. As an action, a deployed operator can activate the superweapon, which has a limited firing arc, as described in Chapter 9. When activated, a beam of destructive energy forming a line 10,000 feet long and 100 feet wide blasts from the weapon. Each ship in the line must make a Dexterity saving throw (DC = 8 + the crew member’s proficiency bonus + the ship’s Strength modifier). On a failed save, a ship takes 15d10 energy damage, or half as much on a successful one.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":10000,"width":100,"units":"ft","type":"line"},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["15d10","energy"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":"8+@str.mod+@prof","scaling":"flat"},"size":"Gargantuan","tier":"3","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"db0LHu2rFIbO98e6"} +{"name":"Paragon Snubfighter: Bomber","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Bomber

\n

Your ship's Wisdom score increases by 2. Its maximum for this score increases by 2.

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Also at 3rd tier, your ship is equipped with a forward-mounted special version of a Heavy Slug Railgun at its helm. Your ship is considered to meet this weapon’s constitution requirement regardless of your ship’s constitution ability score. The damage dealt by this Heavy Slug Railgun is 7d12.

\n

This weapon does not utilize or count as a weapon hardpoint.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"eYs1oLGIuRjrAaJi"} +{"name":"Paragon Frigate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is a the best in its class. Three of your ship’s ability scores increase by 2. Its maximum for these scores increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"iYhin18nEisfow7e"} +{"name":"Nimble Starship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, your ship can add half its Dexterity modifier (minimum of one) to any saving throw it makes that doesn't already include that modifier.

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At 4th tier, you master a particular style of design for your ship.

\n

Strike Fighter

\n

Your ship's shield regeneration rate is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Strike Fighter","tint":"","transfer":true}],"_id":"io6GbflLUvVivvmk"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship’s ability scores by 2, or you can increase two of these ability scores by 1. You can’t increase your ability scores above 20, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"juGYpOumS9niLt2R"} +{"name":"Role Spec: Navigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Navigator

\n

Your ship gains the Navcomputer modification at no cost. Additionally, if a crew member must roll on the Hyperspace Mishaps table, they can roll twice and choose either total.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Missile Boat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Missile Boat","tint":"","transfer":true}],"_id":"kffEXBOZz7riFt3o"} +{"name":"Role Spec: Mobile Metropolis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Mobile Metropolis

\n

Your ship gains a Living Quarters suite and a Recreation suite at no cost. Additionally, the capacity of your Living Quarters is doubled.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Mobile Metropolis","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Mobile Metropolis","tint":"","transfer":true}],"_id":"kmqgykMD4ByszTRN"} +{"name":"Role Spec: Command Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Command Ship

\n

Your ship gains the Comms Package, Premium and Command Center suite modifications at no cost. Additionally, you have advantage on Charisma (Impress) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Command Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Command Ship","tint":"","transfer":true}],"_id":"lLsVBqNn408Xwwwo"} +{"name":"Versatile Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Starting at 3rd tier, when a crew member makes an ability check, attack roll, or saving throw, they can use their reaction to have advantage on the roll. A crew member can choose to use this feature after they make their roll, but before the GM says whether the roll succeeds or fails.

\n

This feature can be used a number of times equal to 2 x your ship’s tier. All expended uses are regained when the ship undergoes recharging.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when a crew member makes an ability check, attack roll, or saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"6","max":"6","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"3","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.4cz4isZelvXtdAEr"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"oJewN8Cxqnzjz52G"} +{"name":"Role Spec: Strike Fighter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Strike Fighter

\n

Your ship gains a +1 bonus to the attack rolls and save DCs of its ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20},{"key":"data.bonuses.rwak.attack","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Strike Fighter","tint":"","transfer":true}],"_id":"orciEjuUBSjF05Ny"} +{"name":"Role Mastery: Mobile Metropolis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Mobile Metropolis

\n

Your ship’s fuel capacity, as shown in the Starship Size Fuel Capacity table, and storage capacity, as shown in the Starship Size Storage Capacity table, double. Additionally, while traveling in realspace, your ship consumes half the amount of fuel as normal.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Mobile Metropolis","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Mobile Metropolis","tint":"","transfer":true}],"_id":"pWXpDwitnnUuPScy"} +{"name":"Paragon Snubfighter: Scout","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class.

\n

Scout

\n

Your ship's Intelligence score increases by 2. Its maximum for this score increases by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scout","mode":2,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Scout","tint":"","transfer":true}],"_id":"pa5QvWAtkqD2oqth"} +{"name":"Role Mastery: Yacht","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Yacht

\n

You have advantage on Charisma checks made against those who can see your ship.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"special","cost":1,"condition":"Charisma checks made against those who can see your ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"cha","actionType":"abil","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Yacht","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Yacht","tint":"","transfer":true}],"_id":"pavslRxbQIGCI3Vl"} +{"name":"Role Mastery: Command Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Command Ship

\n

Your ship gains the Comms Package, Premium, and Comms Package, Prototype modifications at no cost. Additionally, you have advantage on Charisma (Menace) checks.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Command Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Command Ship","tint":"","transfer":true}],"_id":"qKqx33WQDBYwhieu"} +{"name":"Role Spec: Gunboat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Gunboat

\n

Your ship gains a Fixed Hardpoint modification at no cost. Additionally, your ship has a +1 bonus to damage rolls with ship weapons.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Gunboat","mode":2,"priority":20},{"key":"data.bonuses.rwak.damage","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Gunboat","tint":"","transfer":true}],"_id":"rDcgrMQtlySCwkRB"} +{"name":"Role Mastery: Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Cruiser

\n

When firing a tertiary or quaternary weapon, you can load each weapon with multiple types of munitions up to your reload number and select which to fire when you take the attack action with that weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Cruiser","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Cruiser","tint":"","transfer":true}],"_id":"rQIay5wZWpuzdwMj"} +{"name":"Role Spec: Explorer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Explorer

\n

Your ship gains the Scanner, Premium modification at no cost. Additionally, the range of its scanners is increased by 1,000 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Explorer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Explorer","tint":"","transfer":true}],"_id":"rr9JZdItlbpvsVyr"} +{"name":"Role Mastery: Ambassador","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Ambassador

\n

Your ship has advantage on saving throws to avoid being rammed or tractor-beamed.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"4"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Ambassador","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Ambassador","tint":"","transfer":true}],"_id":"rtWTtywsBtZr8c6Y"} +{"name":"Role Spec: Flagship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Flagship

\n

Your ship gains the Command Center suite and Tractor Beam modifications at no cost. Additionally, when a crew member deployed in a command center takes the Direct action, the target of the Direct action can reroll one of the dice once.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Flagship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Flagship","tint":"","transfer":true}],"_id":"rx71793fT9xpvai3"} +{"name":"Devastator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, as an action, a single crew member can give the ship the following benefits for 1 minute:

\n
    \n
  • Your ship has resistance to all damage.
  • \n
  • Your ship’s ship attacks score a critical hit on a roll of 19 or 20 on the d20.
  • \n
\n

This effect ends early if the ship is disabled. Once this feature has been used, it can’t be used again until the ship undergoes refitting.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"refitting"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":"","scaling":"power"},"size":"Gargantuan","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[],"_id":"s1UWyG0MYtL734cj"} +{"name":"Role Mastery: Scout","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Scout

\n

Your ship gains a +2 bonus to Intelligence (Astrogation) checks and enemy ships have disadvantage on Wisdom (Scan) checks to detect your ship entering and exiting hyperspace.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"4"},"flags":{"core":{"sourceId":"Item.bzBokVh0pKffu4Rl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Scout","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Scout","tint":"","transfer":true}],"_id":"s2D3kplaY2Hhy5sl"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"sjhPJz4pobuxoioE"} +{"name":"Role Spec: Courier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Courier

\n

Your ship’s flying speed increases by 50 feet.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Courier","mode":2,"priority":20},{"key":"data.attributes.movement.fly","value":50,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Courier","tint":"","transfer":true}],"_id":"sp5NlnjG1oX34pDp"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Tiny","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"t1el0r5U2rA11aNE"} +{"name":"The Best Ship in the 'verse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, as an action, a deployed crew member can give the ship resistance to unenhanced damage from ship weapons for 1 minute.

\n

This effect ends early if the ship is disabled. Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"5","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[],"_id":"tvmpW08rASQAN647"} +{"name":"Spinal Mount","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, once on each crew member’s turn, they can add the ship’s Strength modifier to the attack roll or the ship’s Intelligence modifier to the damage roll of an attack it makes. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Large","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[],"_id":"uJyL88mJC15E1aIb"} +{"name":"Armor Class Improvement","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Beginning at second Tier, your ship's armor class improves, giving your ship a +1 to its AC. It gains an additional +1 bonus to AC at 3rd Tier (+2 total), 4th Tier (+3 total), and 5th Tier (+4 total).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"yFABWn5b0YvgXlks","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Armor Class Improvement","tint":"","transfer":true}],"_id":"wZ1zZstHedBTZ1zw"} +{"name":"Retro Thrusters","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 2nd tier, when an attacker that a deployed pilot or operator can see deals damage to your ship with a weapon, they can use their reaction to immediately move the ship up to 50 feet in a direction of their choice, halving the damage your ship takes. The orientation of the ship does not change.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":"when an attacker that a deployed pilot or operator can see deals damage to your ship with a weapon"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"2","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"wcrP5FTiW9MIUG5G"} +{"name":"Broadside","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 4th tier, once on each of their turns, when a crew member makes a ship attack, they can make another attack with the same weapon against a different ship that is within 100 feet of the original target and within range of their weapon.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a crew member makes a ship attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"ws8dEJLq6i8S0sll"} +{"name":"Role Mastery: Gunboat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Gunboat

\n

Once per round, a deployed gunner can roll the weapon damage dice one additional time when determining the extra damage for a critical hit with a ship attack.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when determining the extra damage for a critical hit with a ship attack"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"0","max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Medium","tier":"4","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Gunboat","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Gunboat","tint":"","transfer":true}],"_id":"wsTSPrQmpRkj1gmX"} +{"name":"Starship Improvements","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Ability Score Improvement

\n

At 1st tier, and again at 2nd, 3rd, 4th, and 5th tier, you can increase one of your ship's ability scores by 2, or you can increase two of these ability scores by 1. You can't increase your ability scores other than Dexterity above 20, or your Dexterity above 22, with this feature.

\n

Additional Hull and Shield Dice

\n

Your ship gains 1 additional Hull Die and one additional Shield Die. It gains 1 additional Hull Die and one additional Shield Die at 2nd tier (2, each), 3rd tier (3, each), 4th tier (4, each), and 5th tier (5, each).

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"1","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[],"_id":"xs1MlcfBFFiUyCQv"} +{"_id":"y8GijjLGOMxi5BgS","name":"A Leaf on the Wind","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

Also at 5th tier, when your ship, or a deployed crew member, makes an ability check, attack roll, or saving throw, a deployed crew member can use their reaction to treat the amount rolled on the d20 as a 20.

\n

Once this feature has been used, it can't be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Small","tier":"5","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.xcPn9BxSsYWx8Pch"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Strike Fighter","mode":2,"priority":20},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Paragon Snubfighter: Strike Fighter","tint":"","transfer":true}]} +{"name":"Paragon Cruiser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

As of 5th tier, your starship is the best in its class. One of your ship’s ability scores increases by 4, and its maximum for this score increase by 4. Another two ability scores increase by 2, and its maximum for these scores increase by 2.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"5"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[],"_id":"yRCUfeUabdtfJ5TX"} +{"name":"Role Mastery: Flagship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Flagship

\n

A coordinator deployed in a command center can, as an action, issue an order to a Huge or smaller ship. That ship can immediately move up to its flying speed, and up to five crew members on that ship can use their reaction to immediately take an action.

\n

Once this feature has been used, it can’t be used again until the ship recharges.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"action","cost":1,"condition":"when a coordinator issues an order to a Huge or smaller ship"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"1","max":"1","per":"recharge"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Flagship","mode":2,"priority":20},{"key":"data.regrateco.value","value":"2","mode":1,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Flagship","tint":"","transfer":true}],"_id":"ydh3dtYUMg0FI5vK"} +{"name":"Role Spec: Colonizer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Colonizer

\n

Your ship gains two Barracks suites at no cost. Additionally, saving throws against poison and disease on your ship are made with advantage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Huge","tier":"2"},"flags":{"core":{"sourceId":"Item.zHF2wD1iG1qM5gdl"}},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Colonizer","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Colonizer","tint":"","transfer":true}],"_id":"ytSkXHfoo17kbGse"} +{"name":"Role Spec: Blockade Ship","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 2nd tier, you adopt a particular style of design for your ship.

\n

Blockade Ship

\n

Your ship gains the Emergency Generator and Power Backup modifications at no cost. Additionally, your ships shields extend further around it. Whenever a friendly ship would take damage while within 500 feet of your ship, if the source of that damage is more than 500 feet away from your ship and your ship’s shields are active, your ship’s shields instead take that damage. If the damage reduces your ship’s shields to 0, the protected ship takes any remaining damage.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"2"},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":false}},"changes":[{"key":"data.details.role","value":"Blockade Ship","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Specialization: Blockade Ship","tint":"","transfer":false}],"_id":"zCFuj5DkuZcRgcvw"} +{"name":"Role Mastery: Researcher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipfeature","data":{"description":{"value":"

At 4th tier, you master a particular style of design for your ship.

\n

Researcher

\n

When you use your ship’s Superweapon, you can alter its functionality. Instead of dealing damage, ships who fail a saving throw are blinded, shocked, and shocked for 1 minute. Ships who succeed on the saving throw suffer these effects until the start of the deployed operator’s next turn, instead.

","chat":"","unidentified":""},"source":"SotG","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":"","max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"size":"Gargantuan","tier":"4","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"qQTMHDrpIch61Q7C","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.role","value":"Researcher","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Role Mastery: Researcher","tint":"","transfer":true}],"_id":"zs3QstSyQeHLzs26"} diff --git a/packs/packs/starshipmodifications.db b/packs/packs/starshipmodifications.db index 45684e99..61adf1f1 100644 --- a/packs/packs/starshipmodifications.db +++ b/packs/packs/starshipmodifications.db @@ -22,16 +22,17 @@ {"_id":"7lmBjM4Lol73UE6x","name":"Docking Bay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with an integrated mechanic's kit and has space for all of the necessary equipment to launch, receive, repair, rearm, and house another starship. The size it can house varies depending on the ship's size.

  • Medium: A Medium docking bay can house one Tiny ship.
  • Large: A Large docking bay can house two Medium ships.
  • Huge: A Huge docking bay can house one Large ship.
  • Gargantuan: A Gargantuan docking bay can house one Huge ship.

Alternatively, this suite can house multiple ships of smaller size. A Huge ship takes up the space of 10 Large ships, which in turn takes up the place of 10 Medium ships. One Medium ship takes up the space of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger. Up to two docking bays can be combined to combine their storage capacity.

Over the course of 1 minute, a pilot can launch or dock in the docking bay.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"896UAKVKGxZnCnRq","name":"Astromech Socket","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system adds space for an astromech crew member and allows a single deployed astromech crew member to take the Boost Engines, Boost Shields, and Boost Weapons action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"8EFk1HFrDmOaLrEY","name":"Power Converter, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's power converters. Your ship is proficiently equipped for Constitution (Regulation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"8lbxIIgD9074mQs8","name":"Reinforced Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You substantially upgrade your ship's armor plating, causing critical hits made on attack rolls against you to be treated as normal hits.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor; Reinforced Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{"core":{"sourceId":"Item.tFT8kTHpJktg4okn"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"9GRMJmEd2PiwZOyv","name":"Boarding Pods","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds boarding pods to your ship. Boarding pods are designed to be fired at a ship, burrow into the ship's hull, and inject host droids to overcome the target ship. Each boarding pod can support ten Medium or smaller droids. The quantity of boarding pods is equal to one-hundredth of the ship's suite capacity, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Boarding pods are Small size and have a flying speed of 200 feet, a turning speed of 100 feet, an AC of 12, and 10 hull points. Boarding pods do not have weapons, but the pilot can take the Ram action. The DC for the saving throw is 12, and the target has disadvantage. On a failure, the ship takes 2d4 kinetic damage, and the pod burrows into the ship's hull, releasing its contents on the target ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"9NMdRe467tsvS34R","name":"Resilient Processors","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You overhaul your ship's computer to make it more adaptive. Your ship is proficiently equipped for Intelligence saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"AVm6PGi066bIJMeS","name":"Crew Expansion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an additional seating arrangement in your ship. Your ship's maximum crew capacity increases by 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} +{"_id":"AVm6PGi066bIJMeS","name":"Crew Expansion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an additional seating arrangement in your ship. Your ship's maximum crew capacity increases by an amount equal to the ship's suite capacity by size, as shown in the Starship Size Suite Capacity table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"Ab2tsWl9jCQR4BUA","name":"Remote Override, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

Additionally, your starship's maximum crew requirement becomes 2, and can support 2 remote controllers.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"Aok9P0HQWl1g1air","name":"Secondary Transponder Code","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification implements a secondary transponder code into your ship's sublight engines. This transponder code can differ from your primary transponder code in terms of ship's owner, designation, make and model, any registered modifications, and the ship's ownership history.

A crew member can switch the ship's transponder code as an action. A creature can determine this transponder code is a fake by making an Intelligence (Technology) check (DC = 8 + your ship's bonus to Charisma (Swindle) checks). On a success, they determine that your transponder code is a fake.

Additionally, your ship is proficiently equipped for Charisma (Swindle) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"AvzD0oALrfWgmqgx","name":"Equipment Room","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite adds an equipment room, adding 4 modification slots to your base modification capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"B9S1eVkxKdolPW3v","name":"Sensor Array, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Sensor Array. Your ship's Wisdom score increases by 1. As normal, you can't increase your ship's Wisdom score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"BO95e8sDsYBXYp5R","name":"Mining Laser","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a laser used to extract ores and other minerals from objects such as asteroids. Checks made while using the mining laser for determining outcomes of work (for example, using downtime rules from Wretched Hives) are made with advantage. If you already have advantage on the roll, you can instead reroll one of the dice once.

Additionally, a crew member can activate the mining laser as an action in order to make a Strength (Boost) check against a ship that is touching you (for example, a ship that is ramming or being rammed by your ship, or one you are landed on) (DC = the ship's AC). On a success, the adjacent ship takes 1d8 + Strength modifier energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"BYohq8gy1rcc3SiB","name":"SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship gains a SubLight Acceleration Motor (SLAM). As an action, a pilot can activate the SLAM to gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 600 feet on its turn if you SLAM. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 300 feet this turn if you SLAM.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} -{"_id":"BsaMIAGtOy4ZRR0t","name":"Data Core, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"BsaMIAGtOy4ZRR0t","name":"Data Core, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's Data Core. Your ship's Intelligence score increases by 1. As normal, you can't increase your ship's Intelligence score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"C9NxteDU3ujgjvpJ","name":"Self-Destruct Mechanism","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a self-destruct mechanism that can cause immense destruction at the expense of the ship. A crew member can activate the self-destruct mechanism as an action, setting a timer up to 10 minutes in length. When the timer expires, the ship explodes, dealing thermite damage to each enemy within range. The damage is calculated as follows; for each Hull Die the ship has, roll it and add the ship's Strength modifier to the roll.

The range that the self-destruct mechanism impacts varies, depending on the ship's size:

  • Tiny: A Tiny ship deals damage to each ship within 50 feet of it.
  • Small: A Small ship deals damage to each ship within 100 feet of it.
  • Medium: A Medium ship deals damage to each ship within 200 feet of it.
  • Large: A Large ship deals damage to each ship within 400 feet of it.
  • Huge: A Huge ship deals damage to each ship within 1,000 feet of it.
  • Gargantuan: A Gargantuan ship deals damage to each ship within 2,000 feet of it.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"CHUwghAkez6ETMyL","name":"Hydroponics Garden","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite grows plants for either consumption or commerce.

\n

If the Garden is configured for consumption, every day it produces common food in an amount capable of supporting a number of civilians, crew members, or troopers equal to one-tenth the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table.

\n

If the Garden is configured for commerce, at the end of every month (7 weeks of 5 days) it produces plant goods with a market value in Credits of 10 times the ship's suite capacity, as shown in the @JournalEntry[FP3ZDd5KEXJIpqkZ]{Starship Size Food Capacity} table. In some cases, a GM may determine that this value could be increased if a particularly rare plant good is produced. In such cases, the players may need to procure rare starter material such as seeds or cuttings to start or continue production.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"COVmf2S7nlATl2la","name":"Reactor, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} @@ -39,7 +40,8 @@ {"_id":"Dc7E9d6Bt0KeaNlc","name":"Reactive Shielding Compensator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add a reactive compensator to your ship's shield generator granting your shields resistance to energy damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"E2fQEyDuj20CSvHX","name":"Sensor Array, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Sensor Array, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Sensor Array has reached it's maximum potential. Your ship's Wisdom score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"ETdddqryZ0EBUiKk","name":"Ship Slicer, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

As an action, a crew member can dictate a one-word command to a ship you can see within 600 feet. The target must succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or follow the command on its next turn. If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the ability ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Deactivate. The target becomes disabled and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Halt. The target doesn't move and takes no actions.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} -{"_id":"FMhoVBYx8RGqqNiB","name":"Reactor, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's reactor has reached it's maximum potential. Your ship's Strength score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"EtlD49vcUzZnx6xC","name":"Reinforced Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You further upgrade your ship's armor plating, granting your ship a total DR of 8.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor; Reinforced Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"ssarmor","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"8"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{"core":{"sourceId":"Item.yaQ3fatdSGwLugb0"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"FMhoVBYx8RGqqNiB","name":"Reactor, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's reactor has reached it's maximum potential. Your ship's Strength score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"FtAWJsL0RRmXrTm5","name":"Holding Cells","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes a security post and a number of individual holding cells, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table, equipped with both a key and a code lock. Holding cell doors are magnetically sealed to prevent them opening in the event of power failure.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"Gf49HqxtlDhmCCEa","name":"Sensor Dampener","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This modification adds a remote sensor dampener to your ship. As an action, a crew member can attempt to dampen the sensors of a ship they can see within 1,000 feet. The target makes a Wisdom saving throw (DC = 8 + your Charisma (Interfere) bonus. On a failed save, the ship is blinded for 1 minute. As an action on each of the ship's turns, a crew member on the affected ship can repeat this save, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

Additionally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"GzoToFFniZ6aDIF9","name":"Navcomputer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark III"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification greatly improves the navcomputer on your ship. You have a +2 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} @@ -56,7 +58,7 @@ {"_id":"JP7bwXHUbOx4IyY6","name":"Scanner, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system augments the native radar scanner on your ship. Your ship gains blindsight out to 1,000 feet.

Additionally, your ship is proficiently equipped for Intelligence (Probe) and Wisdom (Scan) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"JjSlgyN3WQaaKiz8","name":"Laboratory","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes equipped with a complete biochemist's kit, herbalism kit, and poisoner's kit integrated. While utilizing any of these tools, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

Additionally, while utilizing any of these tools, you gain a benefit based on which tools you are using.

  • Biochemist's kit: Over the course of a long rest, you can temporarily improve the potency of one medpac. If the medpac is consumed before the end of your next long rest, when a creature uses this medpac, they take the maximum instead of rolling.
  • Herbalism kit: Over the course of a long rest, you can remove one poison or disease from a friendly creature within reach.
  • Poisoner's kit: Over the course of a long rest, you can temporarily improve the potency of one poison. If the poison is used before the end of your next long rest, its DC becomes 8 + your proficiency bonus + your Intelligence modifier, and it deals extra poison damage equal to your Intelligence modifier.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"Jr5YKiCA6thwoOCJ","name":"Frame, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Frame, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Frame has reached it's maximum potential. Your ship's Constitution score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"JwMJdDd8fJEIjTyn","name":"Ejection Pod","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an ejection seat and pod in your ship. When your ship is reduced to 0 hull points but not destroyed outright, you can use your reaction to eject the pod from the ship.

The pod includes emergency rations and supplies that can support one creature for 1 day, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hull points. The pod includes one unit of fuel.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"JwMJdDd8fJEIjTyn","name":"Ejection Pod","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You integrate an ejection pod in your ship's cockpit. When your ship is reduced to 0 hull points but not destroyed outright, you can use your reaction to eject the pod from the ship.

\n

The pod includes emergency rations and supplies that can support a number of creatures equal to your maximum crew capacity for 1 day, in both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide. The pod is Tiny size and has a flying speed of 150 feet, a turning speed of 50 feet, an AC of 10, and 5 hull points. The pod includes one unit of fuel.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"JwPUPOP4Brpj2MMw","name":"Electromagnetic Scrambler, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may scramble the targeting protocols of nearby ships. Each ship in a 300-foot-radius sphere centered on a point within 1200 feet must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies up to a minute, until the ability ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

A crew member must use it's bonus action to maintain this ability.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"JzaWLjwY7GXXKYUr","name":"Central Computer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

You ship's central computer has reached its maximum potential. Your artificial intelligence's proficiency bonus increases to 6. Additionally, it gains expertise in Piloting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"KWcCCOTTo8UFdxhD","name":"Amphibious Systems","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This modification allows your ship and all of its systems (including weapons) to function underwater. Your ship gains a swimming speed equal to half of its normal speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} @@ -83,7 +85,7 @@ {"_id":"PAPCj7dsWyVBzwVo","name":"Buzz Droid Cloud","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may scatter a large number of Buzz Droids across space in a 200-foot radius sphere centered on a point within 1500 feet. These Buzz Droids tear apart the hull of any ship that encounters them. The area becomes difficult terrain for the duration. When a ship moves into or within the area, it takes 2d4 kinetic damage directly to the hull for every 50 feet it travels.

The Buzz Droids are nearly invisible in the darkness of space. Any creature or ship that can't see the area at the time the area is created must make a Wisdom (Scan) check (DC 15) to notice the Buzz Droids before entering the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship is refitted.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"PDqitTZ4C5dgB9Rr","name":"Explosive Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When a ship fails a saving throw against the chosen weapon and another ship is within 50 feet of it, the second ship must also make the saving throw. On a failed save, the second ship takes damage equal to your ship's Strength modifier. The damage is of the same type dealt by the original attack.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"PI8IrRhoEIF7O3Zf","name":"Reactor, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Reactor, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"PbvGBsPYkv84OUKe","name":"Ship Slicer, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

Choose a Small or smaller ship you can see. The target must make an Intelligence (DC = 8 + prof. bonus + ship's charisma modifier) saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"PbvGBsPYkv84OUKe","name":"Ship Slicer, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member may choose a Small or smaller ship you can see. The target must make an Intelligence (DC = 8 + prof. bonus + ship's charisma modifier) saving throw. On a failed save, it is disabled until the start of your next turn. Each time the ship takes damage or is the target of a hostile power or ability while disabled in this way, it can repeat this saving throw, ending the effect on a success.

\n

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"Pd0sEF20lQlgBqB8","name":"Inertial Dampeners","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This system lessens the transfer of external impacts into the ship's interior. When you are forced to make a Concentration check due to damage, impacts, or explosions exterior to the ship, you have advantage.

Additionally, when you take the Evade action, skill checks and attack rolls made by your ship or anyone on it do not suffer from disadvantage from the evasion. Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"Peaahgd1s3Y5ZWE8","name":"Transmitters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's Transmitters, at a cost. Your ship's Charisma score increases by 1. One ability score other than Charisma (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"QZdhTsA8dH8d6hLv","name":"Ionizing Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals energy damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is ionized until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} @@ -92,16 +94,17 @@ {"_id":"ROJWhxXIyZ7rAKXL","name":"Ship Slicer, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may upload a computer virus that stalls a ship. Roll 7d6; if the ship's remaining hull points are less than the total, the ship is stalled for one minute or until the ship takes damage,.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"S2ZaGImPmkWRa7N6","name":"Shield Bleedthrough","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

Your ship's reactor is overhauled to give temporary boosts to your ship's weapon batteries. When your ship hits another ship with a primary or secondary weapon attack while it still has shield points, a crew member can use their reaction to cause some of the damage to bleed through. The damage the ship's shields take is reduced by an amount equal to your ship's Strength modifier. The ship's hull then takes this much damage. This damage is of the same type as the weapon's damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"S6hfOFjHoMMWbvT7","name":"Tibana Gas Projector, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member can shoot a thin sheet of flames from the ship. Each ship in a 150-foot cone must make a Dexterity saving throw (DC = 8 + prof. bonus + ship's constitution modifier). A ship takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"SuW4JICEor44cFi3","name":"Reinforced Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"description":{"value":"

You upgrade your ship's armor plating, granting your ship a total DR of 7.

","chat":"","unidentified":""},"source":{"value":"SotG"},"prerequisites":{"value":"Reinforced Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","armor":{"type":"ssarmor","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"7"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false,"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":",,,","max":",,,","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","formula":",,,","save":{"ability":"","scaling":"power"},"chatFlavor":",,,","recharge":{"value":null,"charged":false}},"flags":{"core":{"sourceId":"Item.3crddHhQKCyvmcvH"}},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"TIakSCO93mkS3Yvs","name":"Power Harpoon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

As an action, a crew member may make a ship weapon attack with the power harpoon. The harpoon's range is 400/1600 ft. On a hit, the target is harpooned, connecting your ship to the target by a 1,600 foot cable.

At any time as a free action, if the connected objects are closer than 1600 feet, a crew member on your ship can choose whether the cable is slack or taught. When the cable is taught, any movement by one object away from the other, tows the other object. When the cable is taught, movement by the first object away from the other object is considered movement through difficult terrain if the first object is within one size category of the other object. An object two or more size categories smaller than the other object cannot move away from the other object when the cable is taught.

If the objects are 1600 feet apart, the cable is always taught.

While connected by the cable, a crew member can use a bonus action to reel, pulling your ship towards the target (if larger than your ship), or the target to-wards your ship (if the same size or smaller than your ship) by 200 feet. At any time, a crew member on your ship can release the cable (no action required).

As an action, a crew member of a harpooned ship can attempt to remove the harpoon. To do so, the ship must succeed on a Strength (boost) check contested by your Strength (boost) or Dexterity (maneuver) check.

Once this feature has been used, it can't be used again until the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"TfPhFlV7VEFe9W5Y","name":"Ship Slicer, Mk IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk III"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

As an action, a crew member may cause a ship that you can see within 600 feet to succeed on an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier) or be incapacitated for up to a minute, until the ability ends. At the end of each of its turns, the ship can make another Intelligence saving throw. On a success, the power ends on the target.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"Tt5GVwK05lU1s8C3","name":"Supercharger Station","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with a number of separate unique stations equal to one-fourth the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. When a techcaster completes a long rest involving this suite, as long as they have their techcasting focus, they gain temporary tech points equal to their tech power maximum power level + their Intelligence modifier (minimum of one). When you would spend a tech point while you have temporary tech points, the temporary tech points are spent first. All temporary tech points are lost at the end of your next long rest.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} -{"_id":"UK3mMCtg63OMIr9s","name":"Advanced SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"SLAM"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship's SubLight Acceleration Motor (SLAM) has been enhanced, granting more utility. When a pilot takes the Dash action, the increase now equals twice your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 900 feet on its turn if you dash. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 450 feet this turn if you dash.

This action still affects your entire ship: any skill check or attack roll made by your ship or anyone on it has disadvantage.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"UK3mMCtg63OMIr9s","name":"Advanced SLAM","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"SLAM"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

Your ship's SubLight Acceleration Motor (SLAM) has been enhanced, granting more utility. When a pilot takes the Fly action, the increase now equals twice your speed, after applying any modifiers. With a speed of 300 feet, for example, your ship can move up to 900 feet on its turn if you Fly. Any increase or decrease to your speed changes this additional Movement by the same amount. If your ship's speed of 300 feet is reduced to 150 feet, for instance, your ship can move up to 450 feet this turn if you Fly.

\n

This action still affects your entire ship: any skill check or attack roll made by your ship or anyone on it has disadvantage.

\n

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":"","condition":""},"actionType":"","target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"duration":{"value":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"V1eMLUl6MEKKT5SY","name":"Droid Brain, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's droid brain has reached its maximum potential. Your droid brain's proficiency bonus increases to 6. Additionally, it gains a rank in a Deployment of your choice.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"VObTH7byKqPYLlrj","name":"Transmitters, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"VXhsESFxzTv0MP4b","name":"Absorptive Shielding","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You add an absorbtive capacitor to your shield generator, granting your shields resistance to kinetic damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"W4CCvtAAmx4OC21B","name":"Shock Absorbers","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship has been modified to withstand sudden impacts, and to be more effective at ramming. Your ship has resistance to kinetic damage caused by ramming.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"WPPoNVwcxaj6u9Bv","name":"Thrusters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Thrusters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"WhUqAtiBqBrTQoh4","name":"Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's plating. Your ship's Armor Class is now 14 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"WhUqAtiBqBrTQoh4","name":"Lightweight Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor; Lightweight Plating, MK II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You substantially upgrade your ship's armor plating, adding 50 feet to your speed.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"WrOIpd3HGfhSclSX","name":"Central Computer, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Central Computer, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's central computer. Your artificial intelligence's proficiency bonus increases to 5. Additionally, when your artificial intelligence takes the Interfere action, it has advantage on the Intelligence (Interfere) check.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"Wzf1sZU4bcewRZwa","name":"Shocking Rounds","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Weapon that deals kinetic damage"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

When you score a critical hit with the chosen weapon; when you have advantage on the attack roll and hit, and the lower of the two d20 rolls would also hit; when the target ship rolls a 1 on the saving throw to avoid the weapon's effects; or when the target ship has disadvantage on the saving throw and fails, and the higher of the two rolls would also fail, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + the ship's Strength modifier). On a failed save, the ship is shocked until the start of your next turn.

If the damaged ship is larger than your ship, it has advantage on the saving throw. If the damaged ship is smaller than your ship, it instead has disadvantage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"XHkoaKBkRZpc6F88","name":"Improved Countermeasures","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Countermeasures"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

This modification enhances your ship's countermeasures, allowing it to quickly clear lingering effects. As an action, a crew member can activate this feature, ending the blinded, ionized, shocked, stalled, and stunned conditions.

This feature can be used a number of times equal to your ship's tier. All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is expertly equipped for Wisdom saving throws. If it was already expertly equipped, the ship can now add half its Constitution modifier (rounded down) to its Wisdom saving throws.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} @@ -111,7 +114,7 @@ {"_id":"XoI65gAyu88yeLfi","name":"Scanner, Renowned","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Scanner, Prototype"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"4"},"description":{"value":"

This modification massively improves the radar scanner on your ship. Your ship gains truesight out to 1,000 feet.

Your ship has advantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"YQUxNxj9A1P1FC2K","name":"Reactor, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's reactor. Your ship's Strength score increases by 1. As normal, you can't increase your ship's Strength score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"YZlQuS4Urq5hqphv","name":"Data Core, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Data Core, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's Data Core has reached it's maximum potential. Your ship's Intelligence score increases by 2. Your ship's maximum for this score increases by 2.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"YcqRq0GNxIugcbBX","name":"Plating, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

You massively improve your ship's plating. Your ship's Armor Class is now 17 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"YcqRq0GNxIugcbBX","name":"Deflection Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor; Deflection Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further upgrade your ship's armor plating, granting your ship a total DR of 4, but granting your ship disadvantage on Dexterity (Hide) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":"4"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"YvuhPSZZ746TD8Tg","name":"Droid Brain, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's droid brain. If your ship is Small or Medium, the number of actions it can take each turn increases:

  • Small: A Small ship can take a number of actions equal to half its proficiency bonus (rounded up).
  • Medium: A Medium ship can take a number of actions equal to its proficiency bonus.
"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"YxKJZZqc4dGDFQhP","name":"Electromagnetic Scrambler, Mk II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk I"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"2"},"description":{"value":"

As an action, a crew member may choose up to three ships that you can see within 300 feet to make Wisdom saving throws (DC = 8 + prof. bonus + ship's charisma modifier). The first time each turn a target that fails this saving throw makes an attack roll or a saving throw for up to a minute until the ability ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

A crew member must use it's bonus action to maintain this ability.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"ZQ9JukTVtBchjN8u","name":"Thrusters, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You improve your ship's thrusters, at a cost. Your ship's Dexterity score increases by 1. One ability score other than Dexterity (chosen by the GM) decreases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} @@ -125,10 +128,10 @@ {"_id":"bjjdkfw6xZwD4A8V","name":"Remote Control Console","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite includes the proper equipment necessary for a crew member to take remote control of another ship from the safety of their own ship. A number of crew members can be deployed at a time in remote ships from this suite equal to one quarter of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. The distance at which this suite can connect to remote ships is limited by the communications of the ship this suite is installed in.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"cKIMaA2tK6a2eWRT","name":"Kennel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with all of the proper equipment to house beasts. When making Animal Handling checks on your ship, you can add your proficiency bonus to checks you make if you do not already do so. If you already add your proficiency bonus to checks you make, you instead add double your proficiency bonus. If you already double your proficiency bonus to checks you make, you instead add half of your governing ability modifier (rounded down, minimum of +1), in addition to your ability modifier.

\n

Additionally, this suite can house a number of medium beasts equal to half of the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house beasts of other sizes. A Huge beast takes up the space of two Large beasts, which in turn takes up the place of two Medium beasts, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"dAHe6Wmk5LYFyvd7","name":"Remote Override, Mark IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark III"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"4"},"description":{"value":"

Your starship's maximum crew requirement becomes 3, and can support 3 remote controllers.

Additionally, your ship can be remotely controlled from anywhere in the sector by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"dJcTZQo0ys42giYo","name":"Damage Control System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You install a damage control system on your ship. A crew member can take the Patch action as a bonus action. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is proficiently equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} +{"_id":"dJcTZQo0ys42giYo","name":"Damage Control System","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

You install a damage control system on your ship. A crew member can take the Patch action as a bonus action. This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship undergoes refitting.

Additionally, your ship is proficiently equipped for Constitution (Patch) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"dUwolCVDYga5Koy4","name":"Pinpointing Addition, Premium","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Secondary weapon; Pinpointing Addition"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"1"},"description":{"value":"

The weapon's close range returns to its normal close range.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"dg2Jxd2PMPr37HKc","name":"Nano-Droid Distributor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is equipped with a nano-droid distributor that allows it to repair other ships. When a crew member takes the Patch action, they can instead repair another ship within 100 feet. You spend and roll one of your ship's Hull Dice, and the target ship regains that many hull points.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} -{"_id":"dwWN5V6gFD8OGgXg","name":"Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's plating. Your ship's Armor Class is now 12 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"dwWN5V6gFD8OGgXg","name":"Lightweight Plating, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor; Lightweight Plating, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further upgrade your ship's armor plating, granting your ship an additional +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"dzdPTs2HjnIGhyZa","name":"Transmitters, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Transmitters, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"e1RSrGCk8bkEWrba","name":"Extra Fuel Tank","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

This tank adds fuel capacity to your ship equal to half of your ship's normal fuel capacity.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"eUkpKJUFgjXjDP8z","name":"Transmitters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's Transmitters. Your ship's Charisma score increases by 1. As normal, you can't increase your ship's Charisma score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} @@ -138,8 +141,8 @@ {"_id":"fDSBIOgEC1JyY3T3","name":"Medbay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite comes with first aid supplies to support a number of civilians, crew members, or troopers, determined by the ship's size.

Additionally, this suite comes equipped as follows, depending on the ship's size:

  • Small: One biobed.
  • Medium: Two biobeds.
  • Large: 10 biobeds and four bacta tanks.
  • Huge: 100 biobeds and 40 bacta tanks.
  • Gargantuan: 100 biobeds and 400 bacta tanks.

For every one hour spent in a bacta tank or biobed, a creature's exhaustion level is reduced by 1, and it can roll a Hit Die to recovery hit points without expending the die.

Additionally, if a creature has been dead for less than 1 hour before being put in a bacta tank. It can be revitalized over a 6-hour period. At the end of the 6 hours, the creature recovers 1 hit point, all mortal wounds close, and the creature can now recover hit points and reduce exhaustion as described above. The revitalized creature takes a -4 penalty to all ability checks, attack rolls, and saving throws. Every time the creature finishes a long rest, the penalty is reduced by 1 until it disappears. This feature has no effect on droids or constructs. Once this feature has been used, it can't be used again until the ship undergoes refitting.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"fXJYhMhNL172I2O3","name":"Droid Brain, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or smaller"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a droid brain that can singularly control your starship. Your starship's maximum and minimum crew requirement become 0, and your starship cannot benefit from features that would increase or decrease it's crew capacity. The droid brain controls all aspects of the ship, instead. The droid brain has a proficiency bonus of +2, and proficiency in Piloting. In combat, the droid brain rolls its own initiative, to which it gains no bonus.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"fhO6bF8DimzM82zw","name":"Broadside Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Two Fixed Hardpoints"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The Broadside Hardpoint is a modification to two Fixed Hardpoints that grants an additional limited firing arc to each hardpoint, as described in chapter 9. The hardpoints must share at least 1 limited firing arc, and the two firing arcs of a hardpoint need not be adjacent. This modification installs a dedicated gunner station for each hardpoint. Attacks made utilizing the additional limited firing arc can only be made by a crew member deployed at the dedicated gunner station of the weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} -{"_id":"fhhLlK8C69jhniTv","name":"Plating, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install armor plating. Your ship's Armor Class is now 11 + Dexterity modifier + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"fz4RoQpPk4NVhkmE","name":"Remote Override, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

The ship no longer suffers from disadvantage on attack rolls and ability checks while being remote controlled.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fhhLlK8C69jhniTv","name":"Lightweight Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Lightweight Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You upgrade your ship's armor plating, granting your ship a +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"fz4RoQpPk4NVhkmE","name":"Remote Override, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Makeshift"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

The ship no longer suffers from disadvantage on attack rolls and ability checks while being remote controlled.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"gcvyxsQxEGtAB4zO","name":"Navcomputer, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Navcomputer, Mark IV"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

This modification massively improves the navcomputer on your ship. You have a +3 (non-cumulative) bonus on Intelligence (Astrogation) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"gwH143Rt48TqS1Ps","name":"Fixed Hardpoint","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

A fixed hardpoint is used to mount a primary, secondary, tertiary, or quaternary weapon. A weapon mounted on a fixed hardpoint has a limited firing arc, as described in chapter 9 and can be fired from any crew station.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"h101yxfjp2NrczM1","name":"Droid Brain, Mark II","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Droid Brain, Mark I"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"2"},"description":{"value":"

You further improve your ship's droid brain. Your droid brain's proficiency bonus increases to 3. Additionally, your ship's droid brain has advantage on initiative rolls.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} @@ -184,7 +187,7 @@ {"_id":"qLI4jRg1OGqonGRN","name":"Tributary Beam","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger "},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"3"},"description":{"value":"

This modification upgrades the Super-Heavy Turbolaser Battery, Capital Railgun, or Superweapon on your starship. The weapon deals an additional 1d10 damage.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"qtPyFj6l26QTFlwF","name":"Docking Bay, Rapid Launch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger; Docking Bay"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite has space for all of the necessary equipment to launch and house other starships. The amount it can house varies depending on the ship's size.

  • Large: A Large rapid launch bay can house five small ships.
  • Huge: A Huge rapid launch bay can house five Medium ships.
  • Gargantuan: A Gargantuan rapid launch bay can house five Large ships.

Alternatively, this suite can house multiple ships of smaller size. A Large ship takes up the space of 10 Medium ships, which in turn takes up the place of five Small ships, which in turn takes up the space of two Tiny ships. You can also replace a ship with a droid or construct of four size categories larger.

A pilot present in their ship can launch their ship from the rapid launch bay as an action. A launched ship cannot be received by a rapid launch bay, and must instead be received in a docking bay of the same ship.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"rgFrD37Cvf9tXTDQ","name":"Central Computer, Makeshift","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Small or larger"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You install a central computer, complete with artificial intelligence, in your ship. Your ship gains the ability to take one action of its own on it's turn. It can take any action granted by a modification. The artificial intelligence has a proficiency bonus of +2.

Additionally, your ship is proficiently equipped for Intelligence (Data) checks.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"sPNXoBRLtrK5cc1w","name":"Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You greatly improve your ship's plating. Your ship's Armor Class is now 15 + Dexterity modifier (maximum of +2) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"sPNXoBRLtrK5cc1w","name":"Deflection Plating, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You upgrade your ship's armor plating, granting your ship a +1 bonus to AC.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":1,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"slKTOnbHt9rjfZVF","name":"Fuel Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This large fuel tank is able to store additional fuel portions in your starship. The tank stores fuel units equal to 5 times your ship's normal fuel capacity. These units can be used to fuel your own starship, or they can be transfered to other ships.

Fuel can be transferred to ships of other size. A Gargantuan fuel unit takes up the space of 10 Huge units, which in turn takes up the space of 10 Large units, which takes the space of 10 Medium units. One Medium ship takes up the space of two Small units, which in turn takes up the space of two Tiny units.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"toZifUoYqJsUgs2X","name":"Electromagnetic Scrambler, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

You emit an electromagnetic pulse, potentially shutting down all ships besides your own within 1200 feet. Ships within range must succeed on a Wisdom (DC = 8 + prof. bonus + ship's charisma modifier) or become disabled up to a minute or until the power ends.

A crew member must use it's bonus action to maintain this ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"u9B24muWWZbYnFVE","name":"Slave Pens","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room, equipped with both a key and a code lock, that can house a number of prisoners equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table. Slave pen doors are magnetically sealed to prevent them opening in the event of power failure. When a creature completes a long rest involving this suite, their exhaustion level is not reduced. Additionally, for each week spent in this suite, creatures suffer 1 level of exhaustion.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} @@ -192,7 +195,7 @@ {"_id":"uhD1S3jZnDgDWGqw","name":"Ship Slicer, Mk V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship Slicer, Mk IV"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"5"},"description":{"value":"

As an action, a crew member can choose one ship you can see within 600 feet and attempt to remotely override its controls. The target must make an Intelligence saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or ships that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the ship is charmed by you for the duration.

While the ship is charmed, you have a wireless link with it as long as the two of you are within the same system. Via your ship, you can use this link to issue commands to the ship while you are conscious (using a bonus action), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that ship,' 'Move over there,' or 'Fly casual.' If the ship completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the ship takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the ship to use a reaction, but this requires you to use your own reaction as well. For every action, bonus action, or reaction you make the ship use, you must spend an equivalent action.

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"vK0tGQB0RVp5I19z","name":"Remote Override, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Remote Override, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

This modification allows the ship it is installed in to be remotely controlled from anywhere in the known galaxy by a properly equipped controller.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"vjfblL7yeZCzZeWp","name":"Electromagnetic Scrambler, Mk III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Electromagnetic Scrambler, Mk II"},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"3"},"description":{"value":"

You choose one ship you can see within 1200 feet and scramble its ability to differentiate targets. The target must make a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier). If the ship is directly piloted by a humanoid that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all ships it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected ship chooses another target, it must choose the target at random from among the ships it can see within range of the attack, power, or other ability it's using.

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} -{"_id":"vqejyZ4GstpgXZie","name":"Plating, Mark V","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Plating, Mark IV"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"5"},"description":{"value":"

Your ship's plating has reached it's maximum potential. Your ship's Armor Class is now 18 + Dexterity modifier (maximum of +0) + other bonuses.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} +{"_id":"vqejyZ4GstpgXZie","name":"Deflection Plating, Mark III","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Deflection Armor; Deflection Plating, Mark II"},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"3"},"description":{"value":"

You substantially upgrade your ship's armor plating, removing your ship's disadvantage on Dexterity (Hide) checks caused by your armor's plating.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":"","armor":{"type":"","value":null,"dex":null},"attunement":0,"proficient":false,"equipped":false,"identified":false,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"attributes":{"dr":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"strength":null,"stealth":false},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"vzxTSX239SWuOy2A","name":"Electromagnetic Scrambler, Mk I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Engineering"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

As an action, a crew member can cause a ship you can see within 300 feet to become shrouded with electronic interference and holographic illusions. The target must succeed on a Wisdom saving throw (DC = 8 + prof. bonus + ship's charisma modifier), or it takes 1d6 lightning damage and moves 50 feet in a random direction if it can move and its speed is at least 50 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.

This power's damage increases by 1d6 for every tier your ship is above first tier: 2nd tier (2d6), 3rd tier (3d6), 4th tier (4d6), and 5th tier (5d6).

This feature can be used a number of times equal to your ship's tier (a minimum of once). All expended uses are regained when the ship recharges.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Engineering.webp","effects":[]} {"_id":"wSPtKKS4IycBAred","name":"Barracks","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Medium or larger"},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring a number of beds and individual storage, as well as communal refresher stations (one for every eight beds), to house a number of civilians, crew members, or troopers equal to twice the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"wq4a59Gtv1AkDjHq","name":"Gravity Well Projector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Ship size Large or larger"},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

Your ship is modified with a gravity well projector that prevents ships from jumping to hyperspace, and even pulls ships from hyperspace, through use of an interdiction field. A crew member can activate or deactivate the gravity well projector as an action, which has a range of 1,000 feet and a limited firing arc, as described in Chapter 9. While active, this ship and ships of the same size or smaller that enter or start their turn within the gravity well projector's firing arc can't activate their hyperdrives.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} @@ -201,7 +204,7 @@ {"_id":"yFYZPDFifO8qaPZU","name":"Surge Protector","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"NA"},"description":{"value":"

You augment your ship's preventative measures in order to mitigate damage to its systems. When refitting is conducted on your ship, its [System Damage](#System%20Damage) level is reduced by 2, instead of only 1.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} {"_id":"yJAVDLFmZxxQWKJr","name":"Expanded Payload","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Tertiary or Quaternary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

The reload value of the chosen weapon increases by half.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} {"_id":"ySGqfdHlfEjNJRqm","name":"Thrusters, Mark I","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Universal"},"basecost":{"value":"4000"},"grade":{"value":"1"},"description":{"value":"

You improve your ship's thrusters. Your ship's Dexterity score increases by 1. As normal, you can't increase your ship's Dexterity score above the maximum for your size with this system.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Universal.webp","effects":[]} -{"_id":"yh8IEDYYTpfNDjan","name":"Flight Computer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system allows one crew member to take the Dash, Evade, or Regenerate Shield action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} +{"_id":"yh8IEDYYTpfNDjan","name":"Flight Computer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"NA"},"description":{"value":"

This system allows one crew member to take the Fly, Evade, or Regenerate Shield action as a bonus action on their turn.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"ykVyFNPfXA0BsOIM","name":"Droid Storage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Suite"},"basecost":{"value":"5000"},"grade":{"value":"NA"},"description":{"value":"

This suite offers a single room featuring tightly-packed racks suitable for storing and housing a number of Medium droids equal to four times the ship's suite capacity by size, as shown in the @JournalEntry[Mnvw9iBw8gxgfCXw]{Starship Size Suite Capacity} table.

\n

Alternatively, this suite can house droids of other sizes. A Huge droid takes up the space of two Large droids, which in turn takes up the place of two Medium droids, and so on.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Suite.webp","effects":[]} {"_id":"z6dpj9B2yJRZe6tD","name":"Stealth Device","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":""},"system":{"value":"Operation"},"basecost":{"value":"3500"},"grade":{"value":"1"},"description":{"value":"

This modification adds a stealth device to your ship. This device effectively counteracts or negates the use of scanners, both for and against your ship. A crew member can activate or deactivate a stealth mode as an action. While active, your ship has advantage on Dexterty (Hide) checks that rely on scanners, but your ship has disadvantage on Intelligence (Probe) and Wisdom (Scan) checks that rely on scanners.

Additionally, if you try to enter hyperspace while the cloaking device is active, you must roll on the [Hyperspace Mishaps](#Hyperspace%20Mishaps) table on page 76.

Finally, your ship is proficiently equipped for Dexterity (Hide) checks. If your ship is already proficiently equipped, it is instead considered expertly equipped.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Operation.webp","effects":[]} {"_id":"zwMwgi8Ea13EY0uB","name":"Direct Controller","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"starshipmod","data":{"prerequisites":{"value":"Primary or Secondary Weapon"},"system":{"value":"Weapon"},"basecost":{"value":"3000"},"grade":{"value":"NA"},"description":{"value":"

You have installed a dedicated gunner station at or about the hardpoint. A crew member deployed at this station can use their Dexterity modifier instead of the ship's Wisdom modifier for the attack rolls or save DCs of the chosen weapon.

"},"source":{"value":"SotG"},"activation":{"cost":null,"type":""},"actionType":""},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Modifications/Weapon.webp","effects":[]} diff --git a/sw5e.js b/sw5e.js index 3d54b6e9..c1b15bf1 100644 --- a/sw5e.js +++ b/sw5e.js @@ -160,9 +160,9 @@ Hooks.once("setup", function() { "abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments", "armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes", "damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages", - "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", + "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills", "starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes", - "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponTypes" + "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes" ]; // Exclude some from sorting where the default order matters diff --git a/system.json b/system.json index a8b73022..54436f2c 100644 --- a/system.json +++ b/system.json @@ -134,6 +134,12 @@ "path": "./packs/packs/starshipequipment.db", "entity": "Item" }, + { + "name": "starshipfeatures", + "label": "Starship Features", + "path": "./packs/packs/starshipfeatures.db", + "entity": "Item" + }, { "name": "starshipmodifications", "label": "Starship Modifications", diff --git a/template.json b/template.json index 49679290..2e856a5b 100644 --- a/template.json +++ b/template.json @@ -406,6 +406,17 @@ "starship": { "templates": ["common"], "attributes": { + "cargcap": 0, + "crewcap": 0, + "cscap": 0, + "death": { + "failure": 0, + "success": 0 + }, + "dr": 0, + "engpow": 1, + "exhaustion": 0, + "hd": "", "hp": { "value": 10, "max": 10, @@ -413,9 +424,23 @@ "temp": 0, "tempmax": 0 }, + "hsm": 1, + "mods": { + "open": 10, + "max": 10 + }, + "pd": "", + "sd": "", + "shieldpow": 1, "sp": { "formula": "" - } + }, + "sscap": 0, + "suites": { + "open": 0, + "max": 0 + }, + "weaponpow": 1 }, "details": { "tier": 0, @@ -766,6 +791,9 @@ "templates": ["itemDescription", "activatedEffect", "action"], "className": "" }, + "deploymentfeature": { + "templates": ["itemDescription", "activatedEffect", "action"] + }, "fightingmastery": { "templates": ["fightingmasteryDescription"] }, diff --git a/templates/actors/newActor/parts/swalt-crew.html b/templates/actors/newActor/parts/swalt-crew.html new file mode 100644 index 00000000..79065c42 --- /dev/null +++ b/templates/actors/newActor/parts/swalt-crew.html @@ -0,0 +1,91 @@ +
\ No newline at end of file diff --git a/templates/actors/newActor/starship.html b/templates/actors/newActor/starship.html index 7a8fcd01..08d7e275 100644 --- a/templates/actors/newActor/starship.html +++ b/templates/actors/newActor/starship.html @@ -17,10 +17,9 @@ {{lookup config.actorSizes data.traits.size}} - - + + {{lookup config.starshipRolessm data.details.role}} @@ -75,19 +74,20 @@
- {{movement.primary}} + {{data.attributes.movement.fly}} {{data.attributes.movement.units}}
-
- {{movement.special}} +
+ Turning Speed: {{data.attributes.movement.turn}} {{data.attributes.movement.units}}
- {{!-- NPC Sheet Navigation --}} -
+ + +
    +
  • {{localize "SW5E.Filter"}}
  • +
  • {{localize "SW5E.Action"}}
  • +
  • {{localize "SW5E.BonusAction"}}
  • +
  • {{localize "SW5E.Reaction"}}
  • +
+ + +
    + {{#each sections as |section sid|}} +
  1. +
    + + {{#if section.hasActions}} +
    {{localize "SW5E.Uses"}}
    +
    {{localize "SW5E.Usage"}}
    + {{/if}} + + +
    +
      + {{#each section.items as |item iid|}} +
    1. +
      +
      +

      {{item.name}}

      +
      + + {{#if section.hasActions}} +
      + {{#if item.isOnCooldown}} + {{item.labels.recharge}} + {{else if item.data.recharge.value}} + {{localize "SW5E.Charged"}} + + {{else if item.hasUses}} + /{{item.data.uses.max}} + {{/if}} +
      + +
      + {{#if item.data.activation.type }} + {{item.labels.activation}} + {{/if}} +
      + + {{else if section.isClass}} +
      HD: + + +
      +
      + Level {{item.data.levels}}       + +
      + {{/if}} + + {{#if ../../owner}} +
      + + +
      + {{/if}} +
    2. + {{/each}} +
    +
  2. + {{/each}} +
+