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Outposts and Enclaves
\pagebreak # Introduction On the desolate surface of a remote moon, an isolated outpost withstands the tumultuous currents of galactic conflicts, its silhouette casting a watchful gaze over a valley scarred by an ancient clash between Jedi and Sith. Balanced on the precipice of a cliff, this lone trading post extends a silent invitation to all wayfarers, especially those bearing credits or murmurs of covert dealings. As fabled as these locales may be, their origins are rooted in the endeavors of visionaries propelled by mysterious motivations. For those with the means—or influential backing—a pathway to leave an indelible mark on the galaxy unfolds. From Jedi in search of enlightenment to soldiers navigating the shifting tides of war and even droids yearning for purpose, all aspire to forge something monumental that transcends the sum of their parts. These structures can reshape the very essence of the galaxy, whether ushering in a new era, sowing discord, or providing sanctuary. When created by player characters, these locations become hubs for roleplaying, quests and narratives. These structures can also serve as lucrative investments for those with entrepreneurial inclinations. The commitment of credits and time to expand, enrich, and staff these bastions results in proportional benefits, fortifications, and functionality. A meticulously managed structure may yield a formidable military base, a bustling nexus of interstellar trade, or a spiritual temple that resonates with the Force. Regardless of their purpose, those who command these constructs find themselves in control of their own destinies. These rules will be a work in progress for some time, with the latest version posted on this page.
\columnbreak ## Content Outline
### Bases Learn more about the basic Base structure, along with sample Base types, maintenance costs and Bonus Facilities. ### Facilities A list of Facilities that make up the content of Bases. ### Facility Modifications Add modifications to your Base Facilities with options from this section. ### Auxiliary Modifications Add additional modifications that serve auxiliary functions to your Base. ### Staff and Vendors Add Staff your Base with guidelines and example NPCs provided in this chapter.
v0.91, 04-Jan-2024
## Credits Mechanics, layout: RogueEnterprise
Editors: N/A
Images: Google, property of their original creators
Creators of SW5e and Wizards of the Coast
\pagebreak # Bases The entirety of adventurer buildings, facilities and defenses and their respective modifications are collectively called Bases. **Constructing a Base.** Should players wish to build a Base, they must pay the associated construction fee and invest the appropriate construction time to build it, as seen in the Sample Bases Table. Characters are not required to be present during Base construction. If the Base is planned to be built in an area controlled or owned by another faction, the real estate must be purchased at a price determined by its size and location, typically between 1,000cr and 50,000cr. **Acquiring a Base**. Instead of constructing a Base from scratch, players may also acquire a Base as part of a questline, or be allocated a base by a Faction they are a part of. Working the acquisition into the narrative would negate the need to expend significant credits to build one. Note that most large structures are held by large factions in pivotal locations, such as the Jedi Order temple on Coruscant or Jabba’s Palace on Tatooine. **Daily Maintenance Cost**. Each Base has a basic daily cost to keep it and its related Facilities in operation, including repair and resupply costs. If a structure’s Total Cost per Day is unpaid, the Base and its Facilities cease functioning and providing benefits for every day it is unpaid. These payments may be collected monthly instead of daily; if so, the daily cost is multiplied by 30. **Construction Time, Cost and Assistance.** Construction cost and time is considered accomplished by hirelings and materials covered by the credits listed. Other individuals, which can be player characters, additional hirelings, and or other NPCs, can choose to help if they are present for the entire duration of a Base’s construction time. If this is the case, reduce the Base’s construction cost by a percentage equal to the individual’s CR or half the individual’s total character level (round up), whichever is applicable. Treat CRs of 0 as if they were 1/8 for this purpose. Multiple individuals can work on a structure for its entire construction time in this way to secure this benefit multiple times. **Administrative Hub**. All Bases have an included Administrative Hub facility that houses basic command and control functions for the Base, along with power generation. Note that the Administrative Hub does not count toward a Base’s maximum Facility Slots. **Facility Slots**. While not tied to the physical space of the Base, Facility Slots represent the amount of infrastructure a Base can support. Facilities built in or around a Base use up its Facility Slots. **Bonus Facility**. Most Bases come with a bonus Facility that does not carry a separate construction cost unless otherwise stated. A bonus Facility also does not count against a Base’s maximum Facility Slots.
##### Sample Bases Table | Base | Facility Slots | Auxiliary Slots | Construction Cost | Construction Time | Bonus Facility | Daily Maint. Cost | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | Trading Post/Inn | 2 | 1 | 20,000cr | 60 days | Market or Residential Quarters | 100cr | | Ground Outpost (Small) | 4 | 3 | 40,000cr | 100 days | Armory | 200cr | | Ground Temple (Small) | 4 | 3 | 40,000cr | 100 days | Garden | 200cr | | Ground Outpost (Medium) | 6 | 4 | 60,000cr | 400 days | War Room | 500cr | | Ground Temple (Medium) | 6 | 4| 60,000cr | 400 days | Force Shrine | 500cr | | Ground Outpost (Large) | 10 | 6 | 120,000cr | 500 days | Armory or Briefing Room | 1000cr | | Ground Temple (Large) | 10 | 6 | 120,000cr | 500 days | Library or Vault | 1000cr | | Ground Complex (Huge) | 20 | 9 | 500,000cr | 1200 days | Any two Facilities worth 1 or 2 Facility Slots | 4000cr |
\pagebreak # Facilities In the context of player Bases, Facilities are additions to Bases that represent the Base having certain physical locations constructed that provide a benefit of some kind. **Adding Facilities**. Any time after a Base has finished construction, its owners can choose to construct Facilities in available space within, selecting from the following list. The owner then expends the related cost to provide for materials and labor, and, after the construction time elapses, the Facility is completed. **Construction Time, Cost and Assistance**. As with Bases, characters do not need to be present while Facilities are being constructed. Construction cost and time is considered accomplished by hirelings and materials covered by the credits listed. Other individuals, which can be player characters, additional hirelings, and or other NPCs, can choose to help if they are present for the entire duration of a Facility’s construction time. If this is the case, reduce the Base’s construction cost by a percentage equal to the individual’s CR or half the individual’s total character level (round up), whichever is applicable. Treat CRs of 0 as if they were 1/8 for this purpose. Construction can be done on multiple Facilities at once, but laboring characters can only gain a discount on one of them.
| Facility | Facility Slot Cost | Construction Cost | Construction Time | Upgradeable? | |:---:|:---:|:---|:---:|:---:|:---:|:---:| | Adventurer's Quarters | 1 | 20,000cr | 15 days | No | | Animal Pen | 1 | 10,000cr | 15 days | Yes | | Armory | 1 | 12,000cr | 15 days | No | | Artificing Workshop | 1 | 25,000cr | 15 days | No | | Biochemical Lab | 1 | 15,000cr | 15 days | No | | Briefing Room | 1 | 25,000cr | 15 days | No | | Brig | 1 | 10,000cr | 15 days | No | | Cantina | 1 | 25,000cr | 15 days | No | | Casino | 2 | 50,000cr | 30 days | No | | Dueling Ring | 1 | 15,000cr | 15 days | No | | Fabricator Workshop | 1 | 15,000cr | 15 days | No | | Force Shrine | 1 | 25,000cr | 15 days | No | | Garden | 1 | 25,000cr | 15 days | Yes | | Hangar | 2 | 50,000cr | 30 days | Yes | | Holonet Uplink | 1 | 15,000cr | 15 days | No | | Mess Hall | 1 | 15,000cr | 15 days | No | | Lecture Hall | 1 | 20,000cr | 15 days | Yes | | Library | 1 | 20,000cr | 15 days | Yes | | Markets | 1 | 15,000cr | 15 days | Yes | | Medbay | 1 | 20,000cr | 15 days | No | | Memorial | 1 | 15,000cr | 15 days | No | | Residential Quarters | 1 | 10,000cr | 15 days | Yes | | Tech Lab | 1 | 15,000cr | 15 days | No | | Trooper Barracks | 1 | 12,000cr | 30 days | Yes | | Trophy Room | 1 | 15,000cr | 15 days | No | | Vault | 2 | 50,000cr | 30 days | No | | Vehicle Garage | 1 | 25,000cr | 15 days | No | | Visitor Center | 1 | 20,000cr | 15 days | No | | War Room | 1 | 15,000cr | 15 days | No |
\pagebreak ___ > ## Adventurer's Quarters >*This expansion features private bedrooms, bathing facilities, and storage designed to accommodate the diverse needs of adventurers. Each living space has the potential to reflect the individuality of its occupant.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 20,000cr | 15 days | > ##### Benefit >This expansion contains private bedrooms, bathing facilities and storage for all adventurers, up to 10. When taking a long rest in this expansion, characters gain Inspiration (max of 1). After inspiration is granted, it cannot be granted again by this facility for 10 days. ___ > ## Animal Pen >*The chamber features sturdy fencing, soft earth, and feeding stations, creating a tranquil haven where the interplay of sunlight and shadows casts a serene atmosphere over creatures of various sizes.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 10,000cr | 15 days | > ##### Benefit >This room can hold 5 creatures sized Small, 3 sized Medium, or 1 sized Large. > ___ > ##### Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >When upgraded, can hold 10 creatures sized Small, 6 sized Medium, or two sized Large. Or, instead of smaller creatures, the pens can instead house one Huge creature. ___ > ## Armory >*The militaristic structure features rows of blasters, vibroblades and combat gear, creating an efficient and utilitarian space where the gleam of metal and the meticulous arrangement of weaponry are at the ready.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 12,000cr | 15 days | > ##### Benefit >When the base is under attack, any staff without a combat role may visit the armory and afterwards be considered a Trooper. Staff equipped in this way may not be used offensively, and will only count as Troopers while they fight in defense of the base.
\pagebreak ___ > ## Artificing Workshop >*A marvel of humming holocrons cast holographic schematics in vibrant hues in the chamber. The air is tinged with the scent of charged particles as delicate focus generators and intricate lightweapons adorn workstations.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >If all of the time spent for the Experimenting, Crafting or Reverse-Engineering activities regarding lightweapons, holocrons and focus generators are performed in this room, all rolls either have advantage or remove disadvantage. > >In addition, Artificer’s implements are always considered to be present here, and any other checks made with these tools are made with advantage by individuals who have proficiency with them. ___ > ## Biochemical Lab >*The workshop hums with technological fervor, holographic blueprints casting a futuristic glow over salvaged parts and advanced tools, creating a visually dynamic space for engineers and tinkerers to collaborate and innovate.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >Biochemist’s kit and bioanalysis kits are always considered to be present here, and any checks made with these tools are made with advantage by individuals who have proficiency with them.
\columnbreak ___ > ## Briefing Room >*This chamber commands attention with its distinguished lectern and strategically arranged seating, making it the optimal place to engage in discussions and presentations.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >When at the lectern, the owner and their allies gain advantage on all Charisma rolls. In addition, when someone at the lectern makes a Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check with a result above 15, any of their allies present gain a point of Inspiration. This latter benefit may only occur once daily. ___ > ## Brig >*Rows of sturdy cells, fitted with reinforced doors and minimalistic furnishings, create a stark and utilitarian environment for detaining humanoids.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 10,000cr | 15 days | > ##### Benefit >You have cells available to securely hold a number of humanoids up to five times your base’s total Facility Slots. These structures are equipped for non-Force wielders, and will not thwart Force-fueled attempts at escape by default. \pagebreak
___ > ## Cantina >*Pop music plays and drink glasses clink together at the cantina, a hub of social interaction with regulars and visitors alike.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >The owners of the Base can add 1d4 to all Charisma or Insight checks they make to anyone who frequents the cantina (i.e. anyone who resides at or near the Base).
In addition, if all of the time spent for the Carousing or Gambling activities are performed in this room, all rolls either have advantage or remove disadvantage.
Brewer’s kits are always considered to be present here, and any checks made with these tools are made with advantage by individuals who have proficiency with them.
All drinks in the cantina ordered by the owner of the Base or their allies are free. \columnbreak
___ > ## Casino >*Card tables and holographic slot machines line the floor, while the air is filled with the clinking of credits and the occasional roar of triumph. Opulent decorations and luxurious furnishings pull patrons into a world of high-stakes entertainment.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | > ##### Benefit >The Casino generates substantial income from games of chance, betting, and entertainment. At the end of every week, roll Roll 1d8 for each week to determine the income. The result represents the thousands of credits earned (e.g., a roll of 3 equals 3,000cr).
In addition, the Casino can attract the attention of underworld figures and criminal organizations. Every 5 weeks, roll 1d10. On a result of 8 or higher, your Base establishes connections with criminal elements, the exact nature of which is determined by the GM. This can lead to opportunities for smuggling, acquiring illicit resources or even attract attention of local or galactic law enforcement. \pagebreak ___ > ## Dueling Ring >*A designated space for combat training, the room features sturdy barriers and a marked surface, creating a visually distinctive arena where the etchings of countless weapons tell tales of training and discipline.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >Those who spend at least an hour sparring or training here add 1d4 damage to each of their attacks until their next long rest. ___ > ## Fabricator Workshop >*The workshop beckons with the scent of heated metal and the feel of sturdy workbenches. The room is visually defined by specialized tools that would work on all manner of armor, weapons and clothing.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >If all of the time spent for the Experimenting, Crafting or Reverse-Engineering activities regarding personal armor and weapons are performed in this room, all rolls either have advantage or remove disadvantage. > >In addition, Synthweaver’s implements, Armormech’s implements and Armstech’s implements are always considered to be present here, and any other checks made with these tools are made with advantage by individuals who have proficiency with them.
___ > ## Force Shrine >*Ancient symbols and a focal point for meditation create a serene sanctuary of mysticism, where the subtle glow and intricate carvings offer a connection to the unseen mysteries of the Force.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >While present within this facility, the owners of this structure and their allies cast all Force powers involving visions, precognition or related abilities as if the Force level expended were two levels higher, to a maximum Force level of 9. > >In addition, those that meditate here for at least 1 hour and pass a DC15 Forcecasting check receive 2d4 + Wisdom or Charisma modifier temporary Force points. This can only be attempted once per day. ___ > ## Garden >*A vibrant oasis featuring an assortment of herbs and vegetables with lush greenery, colorful blooms, and neatly arranged cultivation beds. A true space of relaxation and botanical wonders.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >Contains an assortment of grown plants of the owner’s choice. Every 30 days, the garden grows an amount of herbs or plants worth 1d4 x 900cr that can be gathered with 8 hours effort. Once harvested, they can be sold for their worth, or used for two crafting attempts of the following types: >- Brewer’s Kits: Standard or Premium quality plant-derived Substances or regular Adventuring Gear beverages >- Chef’s Kits to create Adventuring Gear food >- Poisoner’s Kits to create Standard or Premium quality Poisons. > ___ > ##### Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| --- | 30,000cr | 15 days | > ##### Benefit >When upgraded, the rarity of the crafted items created from the plants at the Garden increases by 2 levels. \pagebreak ___ > ## Hangar >*An expansive and utilitarian space, the cavernous hangar is marked by reinforced flooring, towering support beams, and the distant hum of docking equipment.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | > ##### Benefit >3 Medium or smaller starships may dock at this Facility. Once every 7 days, a docked ship can be refueled and all missing Ammunition replenished.
In addition, Mechanic’s kits are always considered to be present here, and any checks made with these tools are made with advantage by individuals who have proficiency with them. > ___ > ##### Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 2 | 25,000cr | 15 days | > ##### Benefit >When upgraded, up to 6 Medium or smaller starships may dock at this Facility, or 1 Large ship. In addition, twice every 7 days, a docked ship can be refueled and all missing Ammunition replenished.
\columnbreak ___ > ## Holonet Uplink >*Computer terminals and holo displays tie into the galactic holonet, providing access to a wealth of knowledge.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit > While using the holonet within this facility, the owners of this structure and their allies have advantage on Technology checks to access and research information on the Holonet. > >In addition, those that spend at least 1 hour here accessing the Holonet and pass a DC15 Technology check receive 2d4 + Intelligence modifier temporary Tech points. This can only be attempted once per day. ___ > ## Mess Hall >*Featuring long tables, enticing scents, and serving stations, this chamber creates a visually inviting atmosphere where the aroma of freshly prepared meals and the bustling activity of base inhabitants blend into a lively tableau of shared moments.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >Any person that consumes a meal in this room gains a point of inspiration that lasts until their next short rest. If the meal was prepared by an individual with proficiency in chef’s kit, those consuming it instead gain two points of inspiration. \pagebreak ___ > ## Lecture Hall >*Classrooms designed for the learning of new skills by younglings and experienced veterans alike.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 20,000cr | 15 days | > ##### Benefit >This structure improves on the Training downtime activity in the following ways: >* Standard Instructors:
>Training time reduced by 10%
>Training Results table lowest result only occurs on 50 and lower, with adequate training 51-70
>* Proficient Instructors:
>Training time reduced by 15%
>Training cost reduced by 10%
>All Training Roll Modifier rolls receive +5 bonus
>Training Results table lowest result occurs on 60 and lower, with adequate training 61-70
>* Elite Instructors:
> Training time reduced by 20%
>Training cost reduced by 20%
>All Training Roll Modifier rolls receive +10 bonus
>Training results table eliminates lower result, with adequate training 1-70
\columnbreak > ___ > #### Lecture Hall Upgrade: Force Academy
> ___ > ##### Initiates Annex >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 50,000cr | 20 days | > ##### Benefit >Force-sensitive NPCs are attracted to your Base, seeking training opportunities.
>In addition, Force Initiates (Jedi Padawan or equivalent) are trained and produced annually, with each Proficient-level or above instructor contributing to a rate of 1d10 per year, up to the maximum applicable housing capacity of your Base. These NPCs are devoted to your cause and thus do not require payment. >___ >___ > ##### Warrior Training Grounds >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 100,000cr | 30 days | > ##### Benefit >Existing Force Initiates (Jedi Padawan or equivalent) have the potential to advance to become Force Warriors (Jedi Knights or equivalent). Force Warriors are trained and produced annually, with each Elite-level or above instructor contributing to a rate of 1d6 per year, up to the maximum applicable housing capacity of your Base. These NPCs are devoted to your cause and thus do not require payment. \pagebreak ___ > ## Library >*With its shelves lined with tomes and holographic displays, the visual richness of meticulously organized information, coupled with ambient lighting, creates an environment conducive to intellectual pursuits.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 20,000cr | 15 days | > ##### Benefit >When taking at least an hour to perform an Intelligence (Lore), Intelligence (Nature) or Intelligence (Technology) check, you gain advantage on the roll. Even if you do not (or cannot) succeed, you can typically uncover a hint as to where this information may be found.
>In addition, if all of the time spent for the Research activity is performed in this room, all rolls either have advantage or remove disadvantage. > ___ > ##### Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >When upgraded, the Library acquires an archival focus. >* Force Archive:
> Receive Holocron (Novice) blueprint. In addition, the owner of the structure or its allies can spend 8 hours studying a holocron in the archives, then make a DC17 Wisdom check. On success, the holocron being studied will yield an additional random Force power of the same power level as the holocron. This can only be attempted once every 7 days, and only yields one power per holocron. >* Knowledge Archive:
>Receive Datacron Mk I blueprint. In addition, the owner of the structure or its allies can spend 8 hours studying a datacron or other source of knowledge in the archives, then make a DC17 Intelligence check. On success, the datacron being studied will yield an additional random Tech power the same power level as the datacron. This can only be attempted once every 7 days, and only yields one power per datacron ___ > ## Markets >*A vibrant hub where various stalls and merchants create a dynamic marketplace. With access to trade routes, merchants trade out their inventory regularly here.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >Choose three merchants from the Merchants table (see Staff and Vendors chapter). The vendor carries all Unenhanced items from the PHB/WH, plus a random 1d6 Standard quality Enhanced items of the chosen Vendor variety. > ___ > ##### Tier 2 Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 10,000cr | N/A | > ##### Benefit >The stock of items is upgraded to carry all Unenhanced items from the PHB/WH, plus a random 1d8 Standard-quality and 1d4 Premium-quality Enhanced items of the chosen Vendor variety. If the Vendor has Unenhanced items with an EC source, they are also available. > ___ > ##### Tier 3 Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 30,000cr | N/A | > ##### Benefit >The stock of items is upgraded to carry all Unenhanced items from the PHB/WH, plus a random 1d10 Standard-quality, 1d6 Premium-quality and 1d4 Prototype Enhanced items of the chosen Vendor variety. If the Vendor has Unenhanced items with an EC source, they are also available. > ___ > ##### Tier 4 Upgrade >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 50,000cr | N/A | > ##### Benefit >The stock of items is upgraded to carry all Unenhanced items plus a random 1d12 Standard-quality, 1d8 Premium-quality, 1d6 Prototype-quality, 1d4 Advanced-quality and 1 Legendary-quality Enhanced items of the chosen Vendor variety. If the Vendor has Unenhanced items with an EC source, they are also available. \pagebreak ___ > ## Medbay >*Defined by sterile surfaces and softly humming medical equipment, this chamber’s air carries the antiseptic scent of advanced technology and soothing bacta. Advanced cybernetic workstations, their displays flickering with data, dominate the room.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 20,000cr | 15 days | > ##### Benefit > If all of the time spent for the Cybernetic Augmentation activities are performed in this room, all rolls either have advantage or remove disadvantage. Biotech’s implements and trauma kits are always considered to be present here, and any other checks made with these tools are made with advantage by individuals who have proficiency with them. > >In addition, all dice rolled for healing while in this chamber are automatically considered to be the highest possible roll. > > Also, any creature taking a rest here and is suffering from most diseases or the Poisoned condition can make a DC15 Constitution saving throw with advantage at the end of any rest it takes, ending the disease or condition on a success. ___ > ## Memorial >*A solemn chamber adorned with holos and other personal effects of those that have fallen before. Spaced apart chairs offer opportunity for quiet reflection as the artifacts are viewed.* > >*Alternatively: Kyber Arch. A sacred Jedi chamber, the location centers around a luminous Kyber Arch—a crystalline structure pulsating with a soft, ethereal glow made of the kyber crystals of fallen Force wielders.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >Spending 1 hour meditating in this chamber and success on a DC15 Insight check grants a point of Inspiration and advantage on any Intelligence (Lore) checks regarding anyone memorialized in the chamber. Maximum once per day. \columnbreak
___ > ## Refinery >*A cacophony of grinding machinery permeates the room, an industrial addition constantly working to refine resources.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | >**Prerequisite**: Resources within 10 miles of Base. > ##### Benefit >The Refinery taps into nearby resources using included mining droids that can only be used for this purpose. Based on the type of resource being mined nearby, credits or rare materials can be provided based on the type of material being mined. Note that not every minable material has a corresponding rare material possibility. > At the beginning of every week, Base owners can decide whether a Refinery provides credits or rare materials. At the end of every week, based on the caliber of the materials, credits are received. Note that only one Refinery can be allocated for each deposit. >* Example Low-Value materials:
Bronzium, Meleenium. 1d4 x 1000cr or 1 Premium-quality crafting material. >* Example Moderate-Value materials:
Rhydonium, Neuranium, Tibanna gas. 1d8 x 1000cr, 2 Premium-quality crafting materials or 1 Prototype-quality crafting material. >* Example High-Value materials:
Kyber crystals, Beskar, Nova crystals. 1d12 x 1000cr. 3 Premium-quality crafting materials, 1 prototype-quality crafting material, or 1d4 lightweapon crystals of Prototype-quality and below. \pagebreak ___ > ## Residential Quarters >*A communal living space, these chambers provide rows of private rooms and communal beds, offering respite for permanent staff and residents.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 10,000cr | 15 days | > ##### Benefit >This expansion may hold and house up to 25 non-military staff or persons in any combination or private rooms or communal beds. This staff must be paid in order to be retained. If the owners choose, the facility can charge for rooms at a rate of 10cr/day. Player characters may stay in these quarters without any mechanical benefit. > ___ > ##### Upgrade >*With the addition of nicer furnishings and a small cantina, visitors to the facility can relax and improve their relationships with the owners.* >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >Add space for an additional 100 non-military staff or persons. ___ > ## Tech Lab >*The workshop hums with technological fervor, holographic blueprints casting a futuristic glow over salvaged parts and advanced tools, creating a visually dynamic space for engineers and tinkerers to collaborate and innovate.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >If all of the time spent for the Experimenting, Crafting or Reverse-Engineering activities regarding droids and gadgets are performed in this room, all rolls either have advantage or remove disadvantage. > >In addition, Astrotech’s implements and Gadgeteer’s implements are always considered to be present here, and any other checks made with these tools are made with advantage by individuals who have proficiency with them. \columnbreak
___ > ## Trooper Barracks >*Rows of bunk beds, motivational holos and footlockers create a militaristic space where troops can be kept combat ready.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 50,000cr | 15 days | > ##### Benefit >This expansion can hold up to 25 military or combat personnel. Non combat staff may not reside here. > ___ > ##### Upgrade >*With the addition of nicer furnishings and a small cantina, visitors to the facility can relax and improve their relationships with the owners.* >|Additional Facilities Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >Add space for an additional 100 military or combat personnel.
\pagebreak
___ > ## Trophy Room >*Pedestals and wall-mounted tokens and trinkets of defeated enemies give this room an air of triumph and knowledge.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >The displays in this chamber are dedicated to a particular type of creature such as Jedi, Mandalorians or Droids. When a creature takes a short rest in this room, it gains the following advantages related to the chosen type of creature or humanoid race: >- Advantage on Survival checks made to track creatures of this type. >- Advantage on Intelligence and Wisdom checks pertaining to creatures of this type. >- Advantage on initiative checks when it can visually perceive at least one hostile creature of this type. >- Inflicts an additional 1d4 damage on attacks made against creatures of this type. > >These benefits persist until the creature completes a long rest. \columnbreak
___ > ## Vault >*Massive doors, each requiring a code cylinder for access, guard four sprawling durasteel vaults, each dominated by towering ceilings.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | > ##### Benefit > This room contains four 30-foot by 40-foot vaults (each with a 20-foot tall ceiling), along with computerized storage for credits. The owners of this structure and their allies can stash any amount of credits in the computers or reasonably-sized items in one of the vaults, all of which require a code cylinder to access (one code cylinder comes standard with each vault). > >Unguarded vaults can be broken into by making five successful DC 15 Dexterity (Security Kit) checks, each of which takes 10 minutes. The vault doors are a three-foot thick, 5-foot radius circle of plasteel by default, with an AC of 19 and 25 hit points. > >Unguarded computerized credit storage can be broken into by making five successful DC 15 Dexterity (Slicer’s Kit) checks, each of which takes 10 minutes. \pagebreak
___ > ## Vehicle Garage >*A spacious expanse defined by towering storage racks and the scent of various lubricants and fuels.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 25,000cr | 15 days | > ##### Benefit >Your structure gains the ability to house speeder bikes, land speeders and similar vehicles, and can hold four of these for each unit of your structure’s maximum Facililty Slots. Repairs and modifications to land vehicles in this Facility are made in half the normal time. > >In addition, Mechanic’s kits are always considered to be present here, and any checks made with these tools are made with advantage by individuals who have proficiency with them. \columnbreak
___ > ## War Room >*An expansive chamber adorned with galactic and tactical maps on holographic displays on various scales. It's a space where plans materialize in visual form, empowering those that use it with foreknowledge.* >___ >|Facility Slots cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 15,000cr | 15 days | > ##### Benefit >Journeys planned in the war room and then undertaken by owners of this structure and their allies always take ¼ less travel time (round down) than they otherwise would. In addition, when a base that contains a war room is under attack, all creatures fighting in the base’s defense add 1d4 to their attack rolls to hit. \pagebreak # Facility Modifications Individual Facilities can be built up, improved and modified in a small variety of ways. These modifications are called Facility Modifications. **Adding Facility Modifications**. You can choose to purchase a modification from the list below for a Facility being built or for one that has already been built. If the Facility is being built, the modification adds its construction time to the Facility’s total construction time. If a modification is purchased for an existing Facility, the modification’s building begins immediately, and the Facility does not provide a benefit until the modification is complete. **Construction Time, Cost and Assistance**. As with Bases and Facilities, characters do not need to be present while Facility Modifications are being constructed. Construction cost and time is considered accomplished by hirelings and materials covered by the credits listed. Other individuals, which can be player characters, additional hirelings, and or other NPCs, can choose to help if they are present for the entire duration of a Facility Modification’s construction time. If this is the case, reduce the construction cost by a percentage equal to the individual’s CR or half the individual’s total character level (round up), whichever is applicable. Treat CRs of 0 as if they were 1/8 for this purpose. Construction can be done on multiple Facility Modifications at once, but laboring characters can only gain a discount on one of them.
| Facility Modification | Construction Cost | Construction Time | |:---:|:---:|:---| | Automated Defenses | 5,000cr | 15 days | | Blast Doors | 15,000cr | 15 days | | Escape Tunnel | 25,000cr | 15 days | | Hidden | 50,000cr | 15 days | | Trapped | Varies | 7 days |
\pagebreak ___ > ## Automated Defenses >*A hidden turret installed in the facility provides extra protection against intruders.* >___ >|Expansion Cost|Construction Time| >|:---:|:---:| >| 5,000cr | 15 days | > ##### Benefit > Install one Hidden Turret in a target Facility, up to 4 total. ___ > ## Blast Doors >*These reinforced doors seamlessly integrate into the structure of each chamber of the facility, providing an extra layer of protection.* >___ >|Expansion Cost|Construction Time| >|:---:|:---:| >| 15,000cr | 15 days | > ##### Benefit > This chamber is separated from its adjoining rooms by armored blast doors, with an AC of 20 and 35 hit points. The doors can be activated manually or locked or unlocked at the War Room, if present. Blast Doors can be unlocked by a successful 5 minutes spent performing a DC18 Security Kit check. ___ > ## Escape Tunnel >*A quick exit or quiet entrance is sometimes the most tactical way to proceed.* >___ >|Expansion Cost|Construction Time| >|:---:|:---:| >| 25,000cr | 15 days | > ##### Benefit > A tunnel connects to a Facility of your choosing to a location 1 mile outside your Base. The owner of the structure and any allies they designate know the secret to enter the hidden tunnel. All others must first make a DC15 Intelligence (Investigation) check to discover the presence of the tunnel, followed by a DC15 Wisdom (Insight) check to uncover how to enter. ___ > ## Hidden >*Perhaps it’s best if some rooms are never seen.* >___ >|Expansion Cost|Construction Time| >|:---:|:---:| >| 50,000cr | 15 days | > ##### Benefit > This modification may be added onto any Facility to hide it from view. The owner of the structure and any allies they designate know the secret to enter the hidden expansion. All others must first make a DC17 Intelligence (Investigation) check to discover the presence of a hidden chamber, followed by a DC17 Wisdom (Insight) check to uncover how to enter. ___ > ## Trapped >*Visitors are welcome to explore at their own peril.* >___ > The Facility contains one of the following traps, which you choose when you build this modification. This modification may be built multiple times in a single room for multiple traps. >|Trap|Expansion Cost|Construction Time| >|:---:|:---:|:---:| >| **Falling Energy Net**. DC14 Dexterity Saving Throw or take 1d6 Lightning damage, be Restrained and Shocked. Spot with DC12 Perception check. | 15,000cr | 2 days | >| **Hidden Pit.**. DC10 Dexterity saving throw or fall into the pit and take 1d6 kinetic damage. Spot with DC10 Perception check. | 10,000cr | 7 days | >| **Ray shield restraint.**. DC17 Dexterity saving throw or be restrained by a ray shield cylinder. Spot with DC17 Perception check. | 25,000cr | 10 days | >| **Rancor pit.**. DC19 Dexterity saving throw or drop into a deep chamber and take 2d6 kinetic damage. Spot with DC19 Perceptoin check. Rancor not included. | 30,000cr | 20 days | \pagebreak # Auxiliary Modifications Each Base has a number of slots for Auxiliary Modifications, providing benefits beyond what is provided by base Facilities. **Adding Auxiliary Modifications**. Auxiliary Modifications can only be built on a Base that has completed its initial construction time. If a modification is purchased for an existing Base, the modification’s building begins immediately, and the modification does not provide a benefit until construction is complete. **Construction Time, Cost and Assistance**. As with Bases and Facilities, characters do not need to be present while Auxiliary Modifications are being constructed. Construction cost and time is considered accomplished by hirelings and materials covered by the credits listed. Other individuals, which can be player characters, additional hirelings, and or other NPCs, can choose to help if they are present for the entire duration of a Facility Modification’s construction time. If this is the case, reduce the construction cost by a percentage equal to the individual’s CR or half the individual’s total character level (round up), whichever is applicable. Treat CRs of 0 as if they were 1/8 for this purpose. Construction can be done on multiple Auxiliary Modifications at once, but laboring characters can only gain a discount on one of them.
| Auxiliary Modification | Auxiliary Mod Slot Cost | Construction Cost | Construction Time | |:---:|:---:|:---|:---| | Cloaking Device | 2 | 80,000cr | 30 days | | Communication Array | 1 | 7,000cr | 15 days | | Defensive Walls | 2 | 50,000cr | 30 days | | Exterior, Disguised | 1 | 20,000cr | 30 days | | Exterior, Impressive | 1 | 20,000cr | 30 days | | Exterior, Threatening | 1 | 20,000cr | 30 days | | Heavy Ion Cannon Battery | 1 | 8,000cr | 15 days | | Power Generator | 1 | 10,000cr | 15 days | | Sensor Array | 1 | 7,000cr | 15 days | | Shield Generator | 1 | 50,000cr | 30 days | | Turbolaser Battery | 1 | 10,000cr | 15 days |
\pagebreak ___ > ## Cloaking Device > >*A base this big definitely could have a cloaking device.* >___ >| Auxiliary Mod Slot Cost | Expansion Cost | Construction Time | >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | > **Prerequisite**: Power Generator > ##### Benefit > This system adds a stealth function to your Base. As an action, your Base and everything within it is invisible for one hour. The invisibility ends if your Base fires weapons or otherwise takes hostile action.
> This feature can be used once per day.
___ > ## Communication Array > >*Good communication is the bridge between confusion and clarity.* >___ >| Auxiliary Mod Slot Cost | Expansion Cost | Construction Time | >|:---:|:---:|:---:| >| 1 | 7,000cr | 15 days | > ##### Benefit > This augments the native communications at your Base, which can now communicate in real time with any planets, space stations, and starships in the same sector as long as they are similarly equipped.
> In addition, your Base is considered proficient in Charisma saving throws. > ___ > ##### Tier 2 Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 7,000cr | 15 days | > ##### Benefit >This modification improves the native communications at your Base, which can now communicate in real time with any planets, space stations, and starships in the same region as you as long as they are similarly equipped.
> Additionally, a character at the Base can encrypt communications by making an Intelligence (Technology) check, setting the decrypt DC. Your Base can also decode encrypted communications within your communications range by spending 1 minute to detect and decode communications. If any communications are intercepted or received, a character can decrypt the message by using the correct cipher if they know it or by making an Intelligence (Technology) check against the decrypt DC of the intercepted message. On a success, they decrypt the message. On a failure, they do not decrypt the encrypted message, and can’t attempt to do so on the same target again for one day. > ___ > ##### Tier 3 Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 7,000cr | 15 days | > ##### Benefit >This modification massively improves the native communications on your Base, which can now communicate in real time with any planets, space stations, and starships anywhere in the known galaxy as long as they are similarly equipped. \pagebreak ___ > ## Defensive Walls > >*A formidable barrier made of resilient plasticrete, these walls surround the entire facility, punctuated by sturdy gates and watchtowers that can be manned by sentries.* >___ >| Auxiliary Mod Slot Cost | Expansion Cost | Construction Time | >|:---:|:---:|:---:| >| 2 | 50,000cr | 30 days | > ##### Benefit > Provides a 5-foot thick, 20-foot high wall that encircles the base made of plasticrete, within 30 ft of the edge of the structure’s physical building. Contains gates and small towers for sentries. Each 5-foot wide, 5-foot thick panel of this wall has an AC of 15 and 800 hit points. ___ > ## Exterior, Disguised >*Secrecy is the key to success at any scale.* >___ >| Auxiliary Mod Slot Cost | Expansion Cost | Construction Time | >|:---:|:---:|:---:| >| 2 | 20,000cr | 30 days | > ##### Benefit > Your Base is considered to have a Charisma (Swindle) skill of +5. > ___ > ##### Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 20,000cr | 15 days | > ##### Benefit > Your Base’s Charisma (Swindle) skill increases to +9. ___ > ## Exterior, Impressive >*With the right decorative touch, even the ugliest of locations can impress the right people.* >___ >| Auxiliary Mod Slot Cost | Expansion Cost | Construction Time | >|:---:|:---:|:---:| >| 1 | 20,000cr | 30 days | > ##### Benefit > Your Base is considered to have a Charisma (Impress) skill of +5. > ___ > ##### Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 20,000cr | 15 days | > ##### Benefit > Your Base’s Charisma (Impress) skill increases to +9. ___ > ## Exterior, Threatening >*Showing off strength and power is just as important as the size of the blaster you carry.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost|Construction Time| >|:---:|:---:|:---:|:---:| >| 1 | 20,000cr | 30 days | > ##### Benefit > Your Base is considered to have a Charisma (Menace) skill of +5. > ___ > ##### Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 20,000cr | 15 days | > ##### Benefit > Your Base’s Charisma (Menace) skill increases to +9.
\pagebreak ___ > ## Heavy Ion Cannon Battery >*The towering cannon threatens to disable any hostile craft in its range.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost | Construction Time| >|:---:|:---:|:---:|:---:| >| 1 | 8,000cr | 15 days | > **Prerequisite**: Power Generator > ##### Benefit > Installs a Heavy Ion Cannon to defend the area around your Base.
> Damage: 1d10+2 ion
> Properties: Power (range 1000/4000), ionizing, overheat 4 > ___ > ##### Upgrade: Super Heavy Ion Cannon battery >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 8,000cr | 15 days | > ##### Benefit > Your Heavy Ion Cannon Battery is upgraded so it can disable enemy ships without damaging them through use of a specialized ion cannon that delivers a powerful electromagnetic burst. The super-heavy ion cannon can fire at a target as an action, which has a range of 1,000 feet and a limited firing arc. The target must make a DC 17 Constitution saving throw. On a failed save, a ship is stunned for 1 minute. As an action on each of the ship’s turns, a crewmember can repeat the saving throw, ending the effect on a success.
>This feature can be used 3 times. All expended uses are regained when the Base goes 1 hour without firing the cannon. If you have more than one Super-Heavy Ion Cannon installed, they all share this amount of uses, and each Super-Heavy Ion Cannon past the first grants an additional use. ___ > ## Power Generator >*The hum of generators providing power to defenses gives a sense of power during stressful situations.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost | Construction Time| >|:---:|:---:|:---:|:---:| >| 1 | 10,000cr | 10 days | > ##### Benefit > Provides power to a number of auxiliary structures. \columnbreak
___ > ## Sensor Array >*To be forewarned is to be forearmed.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost | Construction Time| >|:---:|:---:|:---:|:---:| >| 1 | 7,000cr | 15 days | > ##### Benefit > Your Base is considered to have a Wisdom (Scan) skill of +5. In addition, your Base is considered proficient in Wisdom saving throws. > ___ > ##### Upgrade >|Additional Aux Mod Slot cost|Construction Cost|Construction Time| >|:---:|:---:|:---:| >| N/A | 7,000cr | 15 days | > ##### Benefit > Your Base’s Wisdom (Scan) skill is increased to +9. \pagebreak ___ > ## Shield Generator >*Invisible protection projected above fragile structures provides a sense of security against spaceborn threats.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost|Construction Time| >|:---:|:---:|:---:| >| 1 | 50,000cr | 30 days | > **Prerequisite**: Power Generator > ##### Benefit > Creates an invisible but detectable by default shield around your Base that makes it impervious to orbital bombardment.
\columnbreak ___ > ## Turbolaser Battery >*Hokey religions and ancient weapons are no match for a turbolaser at your side.* >___ >| Auxiliary Mod Slot Cost |Expansion Cost | Construction Time| >|:---:|:---:|:---:|:---:| >| 1 | 10,000cr | 15 days | > **Prerequisite**: Power Generator > ##### Benefit > Installs a Turbolaser Battery to defend the area around your Base.
> Damage: 3d10 Energy
> Properties: Power (range 1000/4000), overheat 4 \pagebreak # Staff and Vendors Some characters may want to see a friendly face on their Base, or even fill a role that the characters cannot fill. Staff can be hired to fill those roles, and some Facilities allow the addition of Vendors to provide shopping options. ### Facility and Professional Staff Staff come in two varieties: Facility Staff and Professional Staff. **Facility Staff**. Many Facilities require an experienced artisan to work with the characters to perform the duties associated with the Facility. For the right amount of credits, NPC Staff can be hired to fulfill those duties. **Professional Staff**. Player characters may wish to recruit staff of varying types to populate their Base, for offensive, defensive or other specialized purposes. Most of these professionals can be hired to fulfill those purposes. **Hiring**. Typically, recruiting Facility Staff can be done via the Holonet, with the Staff member arriving at the Base in 1d6 days, though availability and cost depends on the details of the Base location and campaign story details. **Quality and Cost**. Staff can be hired at one of three tiers: Basic, Proficient and Elite. Facility Staff skill modifiers and payment are as shown in the Staff Quality and Payment table, with Staff being proficient in the relevant skill for the Facility they are being hired to work at. Professional Staff can usually be hired three tiers: Basic, Proficient and Elite. The capabilities of each Staff member can vary depending on the specialization of that staff member, see sample Professional Staff tables below. **Payment and Desertion**. Staff must be paid to retain their services. Staff will typically desert their service after 7 days without pay every 30 days/1 month. Generally, even if Staff are still present on the Base after desertion, their abilities cannot be utilized until they are paid. \columnbreak ___ #### Facility Staff Quality and Payment Table | Tier | Skill | Cost/Day | |:-----:|:-----:|:--------:| | Basic | +4 | 20cr/day | | Proficient | +7 | 40cr/day | | Elite | +10 | 80cr/day | ___ #### Example Professional Table: Soldiers/Mercenaries | Tier | Professional | Cost/Day | |:-----:|:-----:|:--------:| | Basic | Trooper | 20cr/day | | Proficient | Officer | 40cr/day | | Elite | Captain | 80cr/day | ___ #### Example Professional Table: Jedi/Sith | Tier | Professional | Cost/Day | |:-----:|:-----:|:--------:| | Basic | Padawan/Sith Acolyte | 20cr/day | | Proficient | Jedi Knight/Sith Warrior | 40cr/day | | Elite | Jedi Master/Sith Master | 80cr/day |
\pagebreak ### Vendors Some Facilities enable Vendors to visit Bases, with wares and their quality varying from visit to visit. When needed, consult the Merchant Goods and Merchant Quality tables below. #### Merchant Goods Table | d20 | Merchant | |:---:|:-----------:| | 1 | Brewer | | 2 | Animals | | 3 | Surveyor (Books and maps) | | 4 | Food, supplies | | 5 | Furniture and interior decoration | | 6 | High fashion | | 7 | Jewelry | | 8 | Knick-knacks | | 9 | Armormech | | 10 | Enhanced items | | 11 | Tinkerer | | 12 | Armstech | | 13 | Musical instruments and songs | | 14 | Scavenger | | 15 | Slicer/Spicer | | 16 | Biochemist (Stims)| | 17 | Tools | | 18 | Artillerist | | 19 | Gadgeteer | | 20 | Cybertech |
\columnbreak \pagebreak ## Example Staff Consult the tables in this chapter for examples of Staff characters that could be hired to work at a given Base.
**Facility Staff: Artificing Workshop** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Jorula Keth | A twi’lek engineer that has worked with the mythology of artificing and is eager to try it with the real thing. | | Proficient | Maxen Valtor | A human archaeologist who has spent time unearthing digs during the time of the High Republic, Maxen is eager to work on actual working technology. | | Elite | Huyang | A droid that has taught Jedi for generations how to construct their lightsabers. |
**Facility Staff: Biochemical Lab** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Torsk | Duros scientist moderately well known for biochemistry. Bookish, known for creative thinking in the face of challenges. | | Proficient | Nala Saren | Twi’lek biochemist known for synthesizing new compounds. Up-and-comer in the scientific community. | | Elite | Nivalis Arduin | Well known Chiss biochemist with multiple papers and publications. Despite fame, always humble and willing to help others. |
**Facility Staff: Fabricator Workshop** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Korga | A wookiee armor and weaponsmith, Korga is a perfectionist and is known for creating reliable weapons and armor. | | Proficient | Lirana Biss | A Twi’lek artisan with a reputation for creating both functional and beautiful pieces. | | Elite | Dacen | Mon Calamari master of his trade, highly sought after by both military and civilian organizations for advanced equipment. | \columnbreak **Facility Staff: Lecture Hall** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Kelra Jelios | Kelra is a diligent and knowledgeable instructor, proficient in various languages and cultural studies. She guides beginners through the fundamentals of communication and history within the galaxy. | | Proficient | Wrrkaarr | This wookiee’s expertise lies in teaching advanced tactics, weapon proficiency, and survival skills. His gruff exterior conceals a deep dedication to honing the skills of aspiring warriors. | | Elite | Vara Kresh (Jedi) | With extensive experience in lightsaber combat, meditation techniques, and Force mastery, Vara is a beacon of wisdom and guidance for those seeking to deepen their connection with the Force. Her serene demeanor and profound insights inspire awe and respect in her students. |
**Facility Staff: Medbay** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Kalen Valtor | A human medic in his 20s who has worked at medical facilities and has experience with trauma and routine visits alike. | | Proficient | Dr. Jaesa Silfor | A Miraluka female from the planet Byblos who is a highly skilled surgeon and medical researcher. She has a reputation for being able to perform complex procedures with ease. | | Elite | Dr. Vexx Orlock | A male Duros who is considered one of the finest doctors in the galaxy. He is renowned for his expertise in a variety of medical fields and is often called upon to treat high-profile patients. He is also known for his calm and collected demeanor, which helps to put his patients at ease. |
**Facility Staff: Tech Lab** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic | Tessa Wills | Human droid technician from Coruscant. Friendly, easy to work with. | | Proficient | Jax Tomson | Human droid engineer from a shipyard in the Outer Rim. Good with innovative solutions and able to think on his feet. | | Elite | Nya Danti | Twi’lek engineer from Nar Shaddaa who has experience working on many different kinds of droid models. Renowned for her work across the galaxy. | \pagebreak **Professional Staff: Soldiers/Mercenaries** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic/Trooper | Alex Rand | A human trooper in his mid-20s, Alex is a proficient infantryman with a strong sense of duty and loyalty to his unit. | | Proficient/Officer | Mara Valen | A Mandalorian officer skilled in leadership and tactics, Mara is known for her ability to adapt to various combat scenarios and keep her squad in top form. | | Elite/Captain | Kellan Voss | A Chiss captain and veteran of numerous campaigns, Kellan is a strategic genius and charismatic leader, often entrusted with commanding larger military operations. |
**Professional Staff: Jedi** | Quality | Name | Description | |:-----:|:-----------:|:-----------:| | Basic/Padawan | Liara Tarn | A Mirialan Padawan in her late teens, Liara is just beginning her training in the Jedi arts, focusing on basic combat and Force sensitivity. | | Proficient/Knight | Varis Solus | A human Jedi Knight with a reputation for valor in combat and a deep understanding of the Force. Varis is dedicated to the Jedi Code and the pursuit of peace. | | Elite/Master | Talon Sorrin | A Twi'lek Jedi Master renowned across the galaxy for wisdom, combat prowess, and commitment to the Jedi Order. Master Sorrin is often called upon for guidance in times of crisis. |