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USH'S STAR WARS GAME 2008- Main Rules
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

USH'S STAR WARS GAME 2008- Main Rules

Welcome to the new Core Rules System for my Star Wars game, for 2008 and onwards!

This edition of the rules is known as the ‘Lego’ Edition, based off the fact that the most entertaining Star Wars computer games in years were those from highly simplified ‘Lego Star Wars’ series. Following that trend, over the last few years there has been a general programme from the creative side of my games (that is from my brother and myself) to create much simpler systems that still manage to hit all the important points of a role-playing system, like distinction between characters and meaningful combat tactics.

The new system is the simplest yet, but it is still a system that contains a notable amount of rules. This thread is where all rules for playing the game, and also mechanics for creating characters, are contained. Like all rules systems, getting used to them may take some adjustment. Please feel free to ask questions, though experience is always the best teacher.

These rules will first be used for the Fourth Episodes of the Second Prequel Era Campaign.

---

If you wish to create a character, the rules are here:

http://www.killermovies.com/forums/f7/t488673.html


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jul 25th, 2008 at 01:14 PM

Old Post Jul 5th, 2008 02:57 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

THE BASICS

Character Basics
Characters are built out of many parts. Attributes tell us the basic physical and mental capacities of the character portrayed, whilst Skills tell us what the character has learned to be good at. On top of these, characters all have a variety of distinctive special abilities, from Force powers to special techniques with the Lightsabre. These special powers tend to be known as ‘Schticks’, the trademark moves of a character.

The Dice
This game uses basic six-sided dice (rolled by myself) in a ‘pool’ system. A pool system is one where the better you are at something, the more dice you roll when trying to do it.

Attributes and Skills
Attributes are rated between 1 (weak) and 5 (legendary). Skills are rated between zero and five. When coming to determine your competence in any attempted task in the game, a relevant Skill and Attribute will be combined, to make a number out of ten. This is your dice ‘pool’ for that task. Sometimes an Attribute alone will be used.

Examples- Jedi Knight Arin Luxor is trying to persuade a Senator to help him in his investigation. Arin is using his charm and well-spoken words to achieve this. The relevant Skill for this is ‘Persuasion’, and the relevant Attribute is ‘Charisma’. With a Charisma of 4 and a Persuasion of 2, Arin has a six dice pool for this task.

His more ‘direct’ companion Kumar needs to move some heavy crates out of the way of the entrance to an abandoned starship hangar. There is no relevant skill for this, so only Kumar’s Strength of 4 is used for the dice pool.



Some Attributes are ‘Special’. These are outside the normal Attributes any being has. Examples include Force for Jedi, and Fortune for non-Force using characters (like those in Original Trilogy games). These attributes follow their own special rules.


Dice Rolls
When it comes time to make a roll, first you determine your pool, as demonstrated above. Then a number of dice equal to that pool are rolled. The dice are NOT combined; instead, each one is checked to see if it rolled a 5 or 6. If a 5 or 6 is rolled, the task is probably successful. Very difficult tasks may need more than one such ‘successes’ to be rolled. In combat, the more Successes you roll the better your hit is.

If a Skill can be used on a roll but your character does not have that skill, you may still attempt the task, but you only gain successes on a 6, not on a 5.


Example- Arin Luxor rolls his six dice, and they come up as the following- 1, 2, 4, 4, 5, 6. The first four dice are ignored, but those last two are both successes. Arin succeeds in persuading the Senator to aid him.

Kumar, with a Charisma of 3, could also have attempted the roll with three dice, but lacking the ‘Persuade’ skill, he would have had to roll straight 6s to get successes; 5s would not have helped.



Some Skills are ‘Restricted’ and checks involving them may never be made unless you have the skill. One example of this is ‘Jedi Lore’. No characters may make Jedi Lore checks unless they have this skill, as it is simply not trivial knowledge. All Force Templates know a certain amount of Lore, so this restriction is more relevant to Original Trilogy era characters.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 02:58 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

COMBAT RULES

The basic rules above will cover the majority of situations, but the most rules intensive part of any standard system is its Combat. Here we will cover how to fight in these games- and let’s face it, Star Wars isn’t much without its big fights…


The Turn System and Initiative
Combat proceeds, simply, turn by turn. Each turn everyone will take one action.

In most fights, there are two different sides. The big question becomes- who acts first? This is what the ‘Initiative’ system decides. A die is rolled for each side every turn. The side that rolls the highest has the Initiative for that turn, and moves first. In the event of a draw, the side that did not have Initiative last turn gets it for that turn. If there is a tie on the very first turn, players win the initiative over whoever they are fighting.
In the rare event of there being a tie in the first turn of a fight between two groups of players… the good guys (as in the Light Side of the Force) get the first turn initiative. That’s how it is!


Mooks, Named Characters and Damage
The majority of enemies you face in Star Wars are ‘Mooks’, like the endless ranks of Stormtroopers or Battle Droids seen in the films. Their main purpose is to be cut down in large numbers by the heroes, though in huge numbers they are dangerous. Mooks don’t have all the rules given to normal characters, they simply have a combat value, which they use to try and hit you with, and a Life Point track; when they run out of Life Points, they die. Some very powerful Mooks, often known as ‘Supermooks’ may instead take damage like normal characters, but are Mooks in all other respects.

Your more powerful enemies use the same rules as you do. Being important to the plot, they have stories, true personalities- and most importantly, a name. These are your Count Dooku and Boba Fett types.

Such enemies and yourself don’t go down anywhere near as easily as Mooks, but there is still a limit. It is assumed even successful attacks are only near misses and glancing blows, until you finally wear down. This is shown by the accumulation of the abstract quantity of ‘Damage’.

All named Characters- players and antagonists alike- can take as much damage equal to ten times their Strength, plus twenty. So if your Strength is 3, you can take 50 damage before you are finally hit and drop.


Combat Rolls
Players make rolls in Combat to hit targets just as they make skill rolls- the combination of an attribute and a skill.

- In Hand to Hand Combat, the combination is your Combat Skill plus your Agility

- In Ranged Combat, the combination is your Guns Skill plus your Dexterity

In both cases, your opponent is (presumably!) trying to get out of the way. Characters have a ‘Defence’ rating, which is subtracted from your dice pool. In Ranged combat, intelligent opposition might also seek ‘Cover’. Cover does not affect your pool, but it does reduce the number of successes you roll, making it very efficient! However, cover will diminish over time as it gets shot away.

When attacking a target, you make that dice roll. If attacking a Mook, every success you make reduces their life points by one. As Mooks rarely have more than a handful of Life Points, this makes killing a Mook in one go not hard.

Named Characters are different. You inflict damage to them equal to the number of successes you roll, PLUS the damage of your weapon. It can take a very long time to down a Named Character just by rolling successes, so weapons that do a lot of damage are very useful against such targets. Yet very heavy weapons tend not to wrok well against heroes in films (who are very good at jumping out the way), so the best solution of all is to have a simple weapon that you have special skills in, to increase its damage.

Jedi, of course, have their Lightsabres…


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jun 30th, 2009 at 04:40 PM

Old Post Jul 5th, 2008 02:59 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

SPECIAL COMBAT RULES

Beyond the basics, there are often special rules for Combat that have to be borne in mind.


The Refresh System
The flow of combat can be hard to judge. Seconds can seem like minutes, or suddenly half an hour can pass in no time at all. Turns have no fixed length, taking as long as is dramatically appropriate. However, there is a need to track the passage of time in combat. Rules wise, this is for the purpose of refreshing schticks (see below), but there can be special circumstances for a fight that may also wish to use this same system.

This system is the ‘Refresh’ system and is very simple. There is a small deck of eight playing cards- seven random cards of no value, and one Ace. At the start of each turn, a card is drawn from the top. If it is any of the random cards, nothing happens. If the Ace is drawn, the turn is a ‘Refresh’ turn. Schticks are refreshed (see below), and any plot-based events that happen in Refresh turns occur. Drawn cards are discarded, so the Refresh turn becomes more and more inevitable as time goes by, but when the Ace is drawn all eight cards are shuffled back into a new deck of eight, and the process begins again.


Parrying
‘Parrying’ is a powerful ability that actively subtracts successes (NOT dice, but actual rolled successes) from the attack rolls of those trying to hit you. This can cause otherwise successful attacks to miss completely. Parrying only occurs as the result of the use of schticks (see below).


Lightsabres
Obviously an important part of any Prequel Era game, Lightsabres are deadly weapons that vastly increase your combat capacity, so long as you can get close.

As well as simply being high damage weapons, when attacking with a Lightsabre you may choose which Attribute out of Strength, Agility or Dexterity you use. Most characters will choose their highest stat, though there may be circumstances where a different one is appropriate. Regardless, this means all Jedi-style characters are good with their Lightsabre regardless of which physical stats they are good at, unlike conventional close combat which is all about Strength.

If two Lightsabre wielders fight each other, they use an entirely different Duelling system to fight (Rules to follow)


The Force
As well as its many passive applications, the Force can be used as a weapon in combat in various ways (note, though, if you plan to be shooting out lightning all the time, you’ve been playing too many of the computer games). Use of the Force is beyond any notion of Skills and Attributes; instead, each character has a ‘Force Attack’ rating which is their total pool to be used in any attacks using Force Powers. Likewise, Force Based templates have a ‘Force Defence’ rating to use when so attacked. Some Force Attacks can be defended with using your normal Defence rating, but some cannot, meaning non-Force characters can run into trouble.


WEAPONS
Weapons noted as capable of Burst Fire gain extra dice when used to attack, but such random ‘spray and pray’ fire only helps you if your total pool is 5 or less. This means Burst Fire is normally useless for named characters, which is why the likes of Han Solo carry single-shot pistols, not stormtrooper rifles. (Well, that and that some special abilities only work with pistols, not larger weapons).

Weapons with a * by their damage grant extra dice against Mooks- two extra dice per *

Light Pistol: Damage 2, +2 dice to attack pool.
Heavy Pistol: Damage 3*
Blaster Rifle: Damage 3*, Burst Fire.
Bowcaster: Damage 3*, +1 to attack pool
Emplaced Gun: Damage 4*, Burst Fire

Bare Hands: Damage 1
Knife: Damage 2
Axe: Damage 3
Vibro Axe/Pike: Damage 4*
Lightsabre: Damage 5**, scores successes on 4, 5 or 6, ignores armour


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Sep 9th, 2008 at 01:45 PM

Old Post Jul 5th, 2008 03:00 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

MERITS

At character creration you will be directed to choose some 'Merits'. These represent background advantages to your character. Some Merits cost more than one of your available Merits to 'take', they are noted as such.

Note that Merits are only available to 'buy' at character creation, representing links you have made during your life up until the start of play. Once you start playing, Merits are gained (or lost) entirely though role-playing- you cannot simply buy more with experience. Some Merits- like Lucky- can only ever be gained at character creation.

-

MENTOR
A Master character with whom you have a special relationship, usually the one who trained you. Although usually unable to help in person, he or she will be around to offer advice. Don't worry if you are a Master yourself and want to take this - Ben had Yoda in the later films.


FAMOUS MASTER
Your Master was/is a famed man, and some of the respect he gets rubs off on to you. If you are a Jedi, this means people will treat you as having extra authority and respect compared to your peers, more akin to being a Master (Masters cannot take this Merit). If you are a Renegade, this means that although you are not offically working for the Council, people are much more likely to treat you as being so. If you are a Dark Sider this also increases the respect you get from people, but in this case it is based upon your teacher's fearsome reputation. Note that if you want your Master to still be around to give advice, you should take 'Mentor' as well.


ALLY
A non-Jedi NPC who you can count on for support and help. Note that allies are your friends, not your slaves, and their availability is dependent on how broad/useful they are. An astromech droid, for example, will always be around but can only do droid-like things. Whilst a Han Solo style friend of yours, who would be able to do all sorts, won't always be around to come help you- he's got his own life, after all.


CONTACT
An information source. This can be bought several times. Each time it is bought you must state where your contact is. If you need inspiration try one of these: Jedi Archive, Jedi Council (worth 2 merits), the Hutts, the Senate, the Pirate Clans, Corellian Navy, Bounty Hunters...


STARSHIP
A ship of your own, up to freighter size. Ship customising rules will follow.


HIGHER PURPOSE/POWER HUNGRY
You believe you are in the Galaxy for bigger things- some destiny, if you are Light Sided, or desperation to rule for the Dark. This effectively adds one to your Willpower score, except for the purposes of increasing it with xp. This is the only way to affect Willpower at character creation.


REPUTATION (costs 2)
You are famous throughout the Galaxy- whilst not a guarantee that every slave in the back alleys will know you, your name is well known enough for there to be a good chance you will be recognised. For Light Siders, your fame is for acheiving some heroic achievement that the Galaxy heard about. For a Dark Sider, this is normally for some great crime you have committed (be that a famous robbery or a horrific massacre). In any case, your Reputation will often put people in awe of you and this can open many doors- though it can sometimes bring unwanted attention.


TIES (costs 3)
A more powerful version of contacts, meaning you also have some official standing, or even rank, inside the organisation. Note this has to be appropriate- Jedi cannot have Ties to pirate clans, or Dark Siders to the Jedi Archives- you simply would not be members of such things!


LUCKY (costs 3)
The Force is with you... you may re-roll two failed rolls per game.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Nov 5th, 2008 at 11:21 AM

Old Post Jul 5th, 2008 03:04 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

SCHTICKS

‘Schticks’ are the trademark moves of your character- effectively your ‘special’ in-game powers. They allow extraordinary moves, normally in combat, that greatly increase your effectiveness and provide a much greater distinction between named characters and Mooks than simply having higher combat skills.

‘Star Wars’ is a setting- and a system- that covers many sorts of areas where Schticks can be had. The types of Schtick available are:

Gun Schticks- neat fancy firing tricks with guns, from quick draws to double pistol use. Available to Force and non-Force using named characters, though more common with non-force.

Combat Schticks- special moves for use in close combat, armed or unarmed, practised by Jedi and non-Jedi alike. Note these do NOT work with Lightsabres, which require very specialised training indeed.

Blade Schticks- Fancy- and deadly- moves performed with a Lightsabre. Generally speaking only Jedi may take Blade Schticks as their use assumes the ability to use the Force, though specific exceptions for General Grievous types can be made.

Pilot Schticks- special moves pulled off whilst flying a small ship. Good for flying down narrow trenches. As these schticks obviously relate to starfighter combat, they are used independently in such scenarios away from other schticks.

Force Powers- Special powers related to the Force that, obviously, only force-based templates can have. Force Powers use their own rules system that is explained later.



Selecting and using Schticks

Schticks tell you which moves your character can possibly pull, but that doesn’t mean they are all available all at once- you can only concentrate on so many special moves at a time!

Out of all the Schticks your character has, only three may be ‘active’ at a time. You decide which three are active at the start of a fight, or other action scene. Some schticks ‘conflict’ with other schticks; you may not have conflicting schticks active at the same time.

There is nothing to stop you having different types of schtick loaded, but you may not attempt to actually use different types of schtick in the sae turn. So if you have, say, two blade and one gun schtick loaded, you must choose whether to use the sinlge gun schtick or the two blade schticks in any given turn.

Each of your active schticks gives you some sort of continuous bonus, as listed in the description below. Furthermore, each schtick can be pushed to maximum effect for a turn, known as ‘tapping’ the schtick. This supreme effort, however, leaves the schtick completely deactivated afterwards, giving no continuous bonus at all. Tapping can generally be declared after the dice roll, unless otherwise specified.

These expended schticks can be swapped out, of course. But they do not stay dormant forever. When a ‘Refresh’ turn is called (see above), you may ‘refresh’ two of your schticks so that they start working again. However, you can only refresh schticks that are inactive, so make sure you swapped them out first!

Example- Jedi Knight Kumar is taking on a squad of Battle Droids, as his investigation turns violent. Kumar has both Blade and Combat Schticks, but this is a ‘maximum violence’ situation, needing the use of his Lightsabre, so he will not use Combat schticks which would prevent him using his Lightsabre to attack. His use of Blade Schticks means he cannot use his Combat skill to attack, but that’s fine by him.

Kumar chooses three of his schticks- the ‘Forward Guard’, which increases his attack pool, ‘Cleave’, which allows him to destroy multiple mooks in one blow, and ‘Reflection’, in order to return laser fire on his attackers.

But time is against Kumar and he wishes the fight finished quickly. To that end, he taps his ‘Forward Guard’ schtick, so that instead of providing him with four extra dice, it provides him with 12! A mighty bonus indeed. But his Forward Guard will not work after this turn, so next turn he will swap it for the ‘Orthodox Guard’ schtick instead. When a Refresh turn comes, he will be able to restore his Forward Guard to functionality, so he can swap it back in. But he could only do that because he had swapped it out! Remember, you can only restore schticks that are not one of the three you currently have selected, so swap out those expended schticks as soon as possible!



Combined effect of Schticks

Even having just three schticks active can cause some confusion if they affect the same thing. Here are some rules to use of schticks have some ‘crossover’.

- Only the highest single bonus to an area is used. So if one schtick increases your attack pool by three and another by five, your bonus is the highest of the two (so the five), not the two combined (NOT eight). However, these bonuses are cumulative with bonuses from other, non-schtick sources (like using a light blaster).
- Sometimes different schticks affect the same value in different ways, not just adding. If this happens, follow this order: Multiply, Add, Divide, Subtract. Note that in the current rules, nothing yet multiplies.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Sep 10th, 2008 at 12:08 PM

Old Post Jul 5th, 2008 03:04 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

GUN SCHTICKS

Both Guns Blazing

Wield two guns at once! Obviously you must be using two single-handed weapons for this. When firing this way, ignore all the normal attributes of the weapons used. The base damage of your Gun attacks becomes 3* (bonuses can be added to this from other schticks).

TAP: Add four to your Attack pool.

Conflicts with: Carnival of Carnage, Marksman, 10000 Bolts


Carnival of Carnage

Your killer instinct to taking out lesser targets makes you fearsome against such foes- and quick to deal with them. You may attack twice a turn, so long as you only target Mooks.

TAP: You attack a total of four times this turn, so long as you target only Mooks.

Conflicts with: Both Guns Blazing, Marksman, 10000 Bolts


Close Quarters Gunman

Some gunmen need to stay at range and fall apart when foes get close. You don’t want to be like them- in fact, you are damn good with your guns up close. Add three to your attack pool if using your Guns skill in close combat, and add two to your Defence rating against all close combat attacks.

TAP: All close combat attacks against you this turn miss.


Eagle Eye

You know just the right place to hit the most protected targets, be that from cover or armour. Ignore all armour and/or cover issues with your target.

TAP: Each success rolled on your attack does two points of damage rather than one


Eye of the Storm

You stand calmly in the most fierce of gunfights, bolts landing all around you, but not ON you. Gain +1 Parry when under attack from Guns or Heavy Weapons.

TAP: Cause a successful Guns or Heavy Weapons attack on you to miss.


Gunslinger

There’s something just so right about a gunman with a sidearm… this ability makes you a particularly deadly shot… with pistols. Obviously, therefore, it requires a pistol; when using one, every attack you you make allows you to turn one ‘1’ rolled on a die into a ‘6’, and hence a success.

TAP: ALL ‘1s’ you roll on the dice become ‘6s’ instead, and hence are successes.


Marksman

Maybe not the glamourous of schticks, there is no denying that simply being a great shot is valuable… if using a gun that adds an accuracy bonus (e.g. light pistols, sniper rifles) you may double that bonus. Otherwise increase your attack pool by one.

TAP: Quadruple the bonus of an accurate weapon, otherwise increase your attack pool by three.

Conflicts with: Both Guns Blazing, Carnival of Carnage, 10000 Bolts


Straight Shooter

You are good at putting people down when you hit them… add one to the damage of your weapon.

TAP: Damage you inflict this turn cannot be reduced by any means.


10000 Bolts

You are an expert at firing again and again and again and again… If you hit a target, you may make a second attack with three fewer dice.

TAP: The second attack is at two fewer dice, and if that hits you may make a third with another two dice taken away, and this continues until you either miss or run out of dice.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:05 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

COMBAT SCHTICKS

Combat Schticks have no conflicts. However, some can only be used if wielding a weapon, and some only if fighting unarmed.

Feint
Choose each turn before rolling- either gain two attack pool or do one extra damage. This is the same effect as Counterstrike (you may not double up an effect but you may take both the pool and the damage if you have both).

TAP: Gain successes on 4 or more instead of 5 or more this turn.


Counterstrike
Choose each turn before rolling- either gain two attack pool or do one extra damage. This is the same effect as Feint (you may not double up an effect but you may take both the pool and the damage if you have both).

TAP: Re-roll any failures on your attack roll this turn


Sidestep
Gain +3 Defence against close combat attacks

TAP: Instead, gain +4 Parry against Close Combat attacks this turn.


Dodge and Weave
Gain +1 Defence against all attacks

TAP: Gain an extra +4 Defence against all attacks (for a total of 5)


Focussed Blow
Ignore all armour

TAP: Your opponent’s Agility is reduced to zero next turn, impairing his Combat roll.


Unbreakable
Gain +2 armour against unarmed close combat attacks.

TAP: Ignore all damage from unarmed close combat attacks, get +3 armour against all other types of attack.


Martial Artist
Unarmed only. Gain +4 attack pool.

TAP: Instead, gain +10 attack pool.


Street Fighter
Unarmed only. Gain +2 damage.

TAP: Gain a bonus attack on a foe attacking you in close combat; this resolves before his attack.


Leaping Attack
Unarmed only. Reduce your attack pool by three but increase your damage by three. You may choose if you are using this Schtick or not each turn.

TAP: Instead, increase attack pool by two and damage by four. If you hit, gain another attack with bonus attack pool equal to successes rolled on first attack (maximum of four) as you smash your foe to the ground.


Overhead Blow
Armed only. Gain +1* damage.

TAP: Increase, gain +4** damage.


Whirling Strike
Armed only. +2 attack pool, +4 against unarmed opponents.

TAP: Make a free move away from your enemy after a successful attack.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Sep 20th, 2009 at 07:02 AM

Old Post Jul 5th, 2008 03:06 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

PILOT SCHTICKS


Daredevil
You love to get the maximum out any ship you fly, pulling the stick as far as it goes, your instincts still working evem at maximum G-Force. Any ship you fly has 1 added to its Manoeuvrability Rating.


Deadshot
You have a real nerve and steady hand when making a target run on a large opponent. Gain 3 extra dice when making a bombing run.


Favourite Ride
You do more than own your own ship, you are almost one with it; you know every part of how all of it works, like a Jedi knows everything about his Lightsabre. You must have youer own ship (via the Starship merit) to take this Schtick. When flying that particular vessel, you get one extra die on ALL Pilot rolls made with that ship.


Killer Instinct
You have a phenomenal sense, during a battle, of where the opportunities to get kills are. About half of the 'Melee' Starfighter Combat Event types can be converted into 'Closing In' instead if you have Killer Instinct; the event will say if this can happen.


Soft Landings
Even in a crisis you have a knack for getting your crate down safely. If you crash you may make a Pilot roll with a difficulty set by the GM depending on circumstance. If the roll is successful, no-one in the ship is hurt in the crash and the ship will always be salvageable.


Speed King
You can handle a ship at extreme speed, and love to tweak power settings to get the most out its engines, going where others would not dare. Any ship you fly has its Thrust rating increased by one.


Tactical Awareness
You have a great sense for the psotion of ships around you and are rarely caught off guard. About half of the 'On Your Six!' Starfighter Combat Event types can be converted into 'Melee' instead if you have Tactical Awareness; the event will say if this can happen.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Aug 27th, 2008 at 04:58 PM

Old Post Jul 5th, 2008 03:07 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

BLADE SCHTICKS

Some Blade Schticks are ‘Guards’. Guards represent the fundamental way in which you hold your sabre in a fight. They are very powerful, but although you may take more than one Guard, you may only have one active at a time (they Conflict with each other, the only Conflicts Blade Schticks have).

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Balanced Guard
A mobile posture using speed, agility and a good sense of balance to keep out of harm’s away as you deal with your foes. Gain +1 Armour and Defence; if a foe attacking you rolls any 1s on his dice, you gain an additional armour.

TAP: Instead, gain +3 Armour and Defence, and all 1s and 2s rolled by enemies attacking you this turn add an extra +1 armour to you against that attack.


Focussed Guard
A defensive posture, particularly effective against one target you have picked out as dangerous. Gain +2 Defence. Nominate one enemy each turn, you instead get +3 Defence against that enemy, but you may not move closer to him this turn.

TAP: Instead of +3 Defence, gain +6 Parry on the nominated enemy.


Forward Guard
An aggressive posture, seeking to advance and exploit against your enemies. Gain +4 attack pool.

TAP: Instead, gain + 12 attack pool.


Orthodox Guard
The standard sabre Guard as taught at the Temple, defensive but looking for opportunity to make a deadly strike. Gain +2 Defence. When attacking, you may turn a single ‘1’ rolled on a die into a 4 (which is a success with a Lightsabre).

TAP: Instead, gain +2 Parry against all attacks this turn, and all 1s and 2s you roll on the dice this turn becomes 4s


Bodyguard
Allows you to protect those around you. Nominate one nearby person to protect each turn; that person may use your Defence and Parry rating, and any Armour gained by your schticks. Just to avoid confusion because of the name, this is NOT a ‘Guard’ schtick.

TAP: Double all these values foe the person you are protecting.


Block
You are good at concentrating on the defence- but the good defender is always looking for the time to strike. Gain +2 Defence.

TAP: Lose the Defence bonus, gain +3 attack this turn instead. This must be declared before any attacks are resolved against you.


Charge
Swordplay is a static skill, but Jedi are extraordinary and some can attack with great skill on the move… This skill allows you to move and attack with no penalty, and your attack can be at any point of your move (by default, you can only attack at your point of arrival).

TAP: You can make up to three attacks (on different targets) who are at any point along where you move this turn.


Cleave
The Lightsabre can cut straight through a foe; you are skilled at making use of this to bring it into another. If you roll enough successes to destroy two mooks in your roll, you may destroy two, so long as two are in range. This must be a kill; you cannot only wound a second mook with Cleave.

TAP: Your ferocious attack disrupts the efforts of nearby Mooks. Use when killing a second Mook with Cleave. The total number of successes made on that roll now protect you; you ignore that number of successes Mooks roll against you this combat (so if your attack roll had six successes, the next six successes Mooks roll against you will be ignored).


Reflection
Jedi are skilled at deflecting incoming fire with their sabres, but aiming it back at the attacker is a particular skill. An attack is reflected if the TOTAL the dice rolled against you on an attack is six or less. This will kill a firing Mook or inflict base gun damage in the unlikely event of a Named character rolling like this. You may onfly reflect one attack per turn.

TAP: Reflection works when the total of the dice rolled against you this turn is 12 or less; any number of attacks can be Reflected this turn.


Riposte
You are always on the look out for a chance to strike a foe up close. Riposte will give you a bonus attack on any enemy in close combat if the total of his dice rolled is a multiple of five (so, if your attacker rolls 4, 5, 6, 5, that is three successes so you are hit, but the total of the dice is 20, which is a multiple of five, so you get a bonus attack). Your foe’s attack resolves first.

TAP: Riposte works this turn on a multiple of 5 or 6, and you get +5 dice to your Riposte attack.


Perfect Strike
Traditional swordplay teaches that the perfect offensive combination will kill any foe in three strikes; you ever strike to make this combination against all foes- but you can fall back on the defence if need be. Gain +2 to your attack pool.

TAP: Instead, gain +3 Defence. You must declare this before your attack in a turn.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Sep 10th, 2008 at 12:31 PM

Old Post Jul 5th, 2008 03:07 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

FORCE POWERS

Whilst they are Schticks, Force Powers work differently from others.


Requirements
You cannot just pick any Force power. You must learn basic ones before you learn powerful ones. Force Powers will list what other powers you must know before you can pick that power.


Learning and Mastery
If you take a Force Power, you have ‘learned’ it. Learning a Force Power gives you a permanent bonus. These bonuses never conflict, run at the same time as different types of schticks, and may even have non-combat effects.

However, you make take a Force Power a second time. This is called ‘Mastering’ the power. When you Master a Power, this means you can push it to extreme effects in Combat. One or more special combat options will be given to you when you Master a power. However, using these powers represents an extreme effort and cannot be done casually.

Some Mastery effects are non-combat, these are special and will be described with the Force Power. Remember that Force Rolls are made on your Force rating, whilst Force Attack rolls are made on your Force attack rating- some templates are better at one than the other, and vice versa.

The Master effects of powers have a cost. This cost is taken out of your ‘Force Pool’. Characters start each story with a Force Pool equal to their Force Power rating. Note that this pool DOES NOT REFRESH during a story- it must last you an entire game. In very long stories (or during VERY special events), you may receive a partial refresh of Force Power. The Power ‘Flow of the Force’ gives some Power regeneration, as does the special ability of the Acolyte. But generally, Force Pool is a very scarce resource; you should use Mastery powers only at times of grave emergency (or near the end of a story if you have some left- that’s drama for you!)

You may only Master a Force power if you have also Mastered the pre-requisites for that Force power. This makes some powers effectively inaccessible to starting characters, or indeed even experienced characters until a great deal of stories have been played.


Force Powers are split into four different categories- Kinetic, Martial, Living and Cosmic.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:08 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

KINETIC FORCE POWERS

One of the more dramatically obvious uses of the Force, Kinetic powers are about using the Force as telekinesis, to remotely affect objects or people. Used either as a tool or as a weapon, remember that such powers only compliment your abilities as a warrior. They cannot substitute entirely for the use of a Lightsabre.

Powers are listed with their requirements, and the extra abilities granted by Mastering the power. The number in brackets is the cost of using that power. An ‘x’ means the cost is variable, whilst ‘S’ stands for ‘Special’, and you should read the power to get details.

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PUSH/PULL

Requirements: None

The first discernable ‘power’ that young Force learners get taught, this is the ability to repel or attract small objects, often in a hurry. Generally this power works automatically, though a Force roll may be needed to receive a stuck or inaccessible item. This power may not be used on anything you could not pick up and throw easily yourself, and may not be used offensively.

MASTERY POWERS

Combat Push (1): A short, sharp, concentrated Push designed as a weapon to knock someone over at close range. This is a Force attack which, if it rolls a single success, grants you an immediate bonus close combat attack, with four extra dice, as you attack your vulnerable foe. (Note that Named Characters are never so easily dispatched by pushing them over railings over a long drop, but your extra attack in this case is what you get as they haul themselves back up from the edge).

Sabre Throw (1): Hurl your Sabre as a weapon. Allows you to use your Sabre at range (within reason), but until your next action none of your Blade Schticks function, which will likely reduce your defence.

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LIFTING

Requirements: Push/Pull

This power allows you to move much larger objects than Push/Pull, though at a gentle pace. A Force roll is used to move larger and heavier objects, and the difficulty of that roll is the only limitation on this power.

If you have ‘Lifting’ you may also deflect incoming projectiles, like primitive weapons (arrows etc) or grenades and such. This adds your Force Defence rating to your Defence, and means the attacker needs 6s to score successes. However, it requires concentration, and using Lifting in this way forgoes your next action.

MASTERY POWERS

Super Lift (x): Request to move any object you like; the GM will give you the amount of Force points you require. In theory, could even be used to bring down buildings, though you might blow your whole force allocation for the story.

Grip (1): The classic use of the Force to choke someone. Used to torture and kill by the Dark Side, generally used as an incapacitation tool by the Jedi (who would not intentionally inflict such a slow death on even their foes). This is a Force attack with a base damage of 1, not reduced by armour. However, if it hits, the attack can be repeated every turn for no Force cost until the target is freed. There is no default way for a target to free him/herself without the use of a Force Power that says it can, so the most likely way is for the attacker to be distracted. A character affected by Grip cannot take any action unless it is a power that states otherwise.

Bombard (1): Throw bits of the scenery at your enemies! A Force attack with a damage of 4*. Use the higher of Defence or Force Defence to defend this. Note that the defensive use of Lifting does NOT work against this!

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PRECISION

Requirements: Lifting

This power represents advanced techniques and skill when using kinetic powers. Gives three extra dice when using any abilities related to Push/Pull, Lifting or Precision.

MASTERY POWERS

Advanced Sabre Throw (1): As Sabre Throw, except your Blade Schticks still function when using it.

Advanced Bombard (1): As Bombard, but with a damager up to 6** depending on the size of projectiles in the surrounding area.

Fling (2): An extreme use of power as you pick up your foe and hurl him across the room. A Force Attack with a damage of 5, it also allows you to move your foe around the battlefield and also stuns your opponent who will act only after everyone else the turn after being affected by this power. Only Force Defence can defend against this power, and armour has no effect.

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LEAPING

Requirements: None

Use the Force to propel yourself to amazing feats of jumping. Doubles your Agility for the purpose of making jumps, and halves all damage from falling.

MASTERY POWERS:

Great Leap (1): massively increases your Jump range, depending on your Force rating.

Defensive Leap (1): Counts as your action for a turn. Increase your Defence by three.

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MARTIAL FORCE POWERS

These powers use the Force to affect your timing and speed to perform combat manoeuvres impossible for normal people. In many ways not dissimilar to Blade Schticks, they can be used with any weapon (though many offensive ones are close range only).

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SWIFTNESS

Requirement: None

A great increase in your reaction times. With this power, it takes (effectively) no time to draw your Lightsabre, and the difficulty of all checks involving reactions is reduced by one (so normal reaction checks become Easy, and Hard ones become Normal)

MASTERY POWERS:

Strike (1): Add +3 to a close combat attack roll

Evade (1): Gain +3 Defence against a single attack

Dash (1): Move at double speed this turn. An Agility roll may be needed for difficult routes.

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CO-ORDINATION

Requirement: Swiftness

Gives you almost superhuman reflexes and defensive movement against incoming fire. You may activate this power at the cost of making any attacks this turn. All Ranged attacks need 6s to score successes against you, if activated.

MASTERY POWERS: When Mastered, Co-ordination also allows you to concentrate repeated attacks on one foe, using these Powers

Combination (1): Attack the same foe twice in one turn. This attack is at -6 to your normal pool.

Ward (1): Use the Co-ordination effect without having to forego your attack.

Flurry (2): As Combination, but attack three times

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BALANCE

Requirement: Swiftness

Gives you amazing positional agility in a close combat. You may activate this power at the cost of making any attacks this turn. All close combat attacks need 6s to score successes against you, if activated.

MASTERY POWERS: When Mastered, Balance allows you to attack multiple foes at once, using these Powers

Twirl (1): Attack two foes this turn. Half your attack pool and subtract one; this is your Attack pool against both targets.

Evasion (1): Use the Balance effect without having to forego your attack.

Spin (2): As Twirl, but attack three targets, using half your attack pool -2 as your base pool.

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ALACRITY

Requirements: Co-ordination and Balance

Represents you having become extremely quick and sure-footed. Reduces the difficulty of all non-aggressive agility and jump rolls (so normal jumping checks become Easy, and Hard ones become Normal).

MASTERY POWERS:

Sidestep (1): When hit by an attack, use to reduce its damage by three (even down to zero).

Quickness (2): If the other side in a fight has initiative, use this power to act before them. If you have initiative, you may use this power to act before someone on the other side who is using this power!


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:09 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

LIVING FORCE POWERS

The Living Force is a Jedi’s attachment to the world around him. It makes a Jedi sensitive to the thoughts and emotions of others (and later on, to be able to influence them), and also makes a Jedi sensitive to the world itself- disturbances in the Force, great amounts of death, and the like.

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SENSE

Requirement: None

Often the very first ‘power’ ever demonstrated by a force user, even before being trained, Sense is a general feel for the ebb and flow of the Universe. The ‘always on’ version of this power means that you will sense disturbances in the Force (the usefulness of which will be determined by a Force roll), whilst you can actively use it to sense the presence of people nearby, and their emotional state. Note that Living Force Powers are generally useless against Droids. Luckily Lightsabres work against Droids just fine.

MASTERY POWERS:

Empathy (1): Gives a detailed feel for the emotional connections between a group of people you are with. Has no set effect but is very useful for judging the mood of people and using that information to your advantage.

Scan (0/1): Gives more detailed information about the thoughts of one being. Needs a Force roll to work, higher Willpower targets are harder to scan, Spend a Force point to pass the roll automatically, but you must either roll or spend, you cannot do both.

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PRESENCE

Requirement: Sense

You have a great ability to affect the emotions of those around you. You may either become highly noticeable (gain +3 dice to a social roll) or distract others so they do not see you (gain +3 dice to any sneaking roll).

MASTERY POWERS:

Persuade (1): The ultimate use of this power allows you to affect the minds of others so they think a lie is true. Only affects the weak-minded (so useless on named characters) and the lie has to be blended with reality (These are not the droids you are looking for” is good, “These droids are actually giant pink jellys” is not.) Requires a Force roll.

Quietening (1): Calm an enraged or aggressive animal. Requires a Force roll.

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LEADERSHIP

Requirement: Sense

An imposing ability to direct others to your will. This is an active ability and requires a Force roll on the dominant person in a group. If successful, that group will accept your authority in a situation. This cannot be used mid-fight, or even pre-fight, to stop people who have hostile intention towards you.

MASTERY POWERS:

Stare Down (2): Actively makes you so imposing that an opponent dares not strike you, for a moment. Use when hit by an attack. If double your opponent’s Willpower is lower than your Force Attack, the attack misses. Note that in the rare event you are in a non-Lightsabre fight with another Force User, they can add their Force Defence to their Willpower to resist this.

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CHARISMA

Requirements: Presence and Leadership

Represents increased skill and ability when using the Living Force to influence others. Add three to your Force Power or Force Attack rating when using any power where your target uses Willpower to defend.

MASTERY POWERS:

Bewilder (1): Confuses your opponent’s senses momentarily. Make a Force roll which is defended using Willpower – you need as many successes as your target has Willpower (Jedi may add their Force Defence rating to their Willpower, making them very hard to affect). Lasts one turn per success rolled; whilst this lasts, your target gets -3 dice to all rolls.

Illusion (2): A long-term deception of people’s senses, creates a false set of images and sounds. To work, you need to make a Force roll, rolling as many successes as your target has Willpower (Jedi may add their Force Defence rating to their Willpower, making them very hard to affect). May affect a group by rolling two more successes than the highest Willpower in the group. The Illusion cannot actually affect anything in the long term, so cannot inflict damage etc.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:10 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

COSMIC FORCE POWERS

The Cosmic Force is the Force in the sense of the grander scale of things- of Destiny, the future, the essence of being itself. Using the Cosmic Force is a very passive thing, but it is also the source of the greatest power of the Jedi, to be able to interpret and act upon things yet to come. It also brings great wisdom, as those who master it understand their place in things, and the secrets of existence.

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INTUITION

Requirement: None

Another power that manifests before training (though is rarely understood by the user), Intuition gives the user an innate feel for the way things are. When a Jedi has a bad feeling about something but doesn’t have any logical reason why, that is their Cosmic Intuition. This power is never actively used, it is always on and the GM determines if it gets activated.

MASTERY POWERS:

Dreams (S): A vague connection with events that have not yet happened, which manifests to the Jedi in his/her dreams. This is a Premonition power. Only one Premonition power can be used per story, and must be declared as your first action in that story. ‘Dreams’ will give you a vague and obscure- though also truthful- vision about the future events of the story you are about to play. If you decide to use it, Dreams will activate for you if a 5 or 6 is rolled on a single D6 die roll. If the story ahead is personally important to you, it may become more likely to work. Alternatively you may spend a Force point to automatically receive a Dream.

Guidance (x): At times of great need, the Jedi can perform the most amazing feats of skill (like hitting the exhaust port on the Death Star). For every Force Point you spend on Guidance, you may change the value of a die just rolled by two (so you may change a die that rolled a 3 into a 5 instead, making it a success).

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INNER CALM/IRON WILL

Requirement: Intuition

Represents great discipline of the mind (peaceful calm for a Light Sider, iron-willed self-dominance for the Dark Side). Adds one to your Willpower when used to resist any effect.

MASTERY POWERS:

Shroud (1): Conceals your mind from the Force. Sense and Scan cannot find you for the duration of the scene.

Revitalise (1): Refreshes your body. Effectively removes 10 wounds. Once used, it cannot be used again until you complete a combat. Cannot be used mid-fight.

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TRANQUILITY/TOTAL FOCUS

Requirement: Inner Calm/Iron Will

This further immense mental discipline (the peace of the Light Side or the single-minded determination of the Dark) grants resistance even against the Force itself. Increases your Force Defence by one, except for the purposes of increasing it with xp.

MASTERY POWERS:

Dissipate (1/x): Either take an action de-activate a lasting Force power (e.g. Grip (can be used even if affected by Grip), Illusion), or spend x to increase your Force Defence by x for one turn.

Channel (x+1): Use when affected by a successful Force Attack. Roll your Force Defence, and spend x to gain extra successes on the roll. If you match the successes rolled on the attack it is successfully deflected away from you, harmlessly.

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INSIGHT

Requirement: Intuition

The Jedi now understands his/her link to the future, and can try to influence and control that link. Adds two to the dice roll result of a Premonition roll.

MASTERY POWERS:

Foresight (1): Actively navigate the future via meditation. Foresight is a Premonition power. Only one Premonition power can be used per story, and must be declared as your first action in that story. When using Foresight, roll a single d6. On a 3-5, you receive a Revelation- a clue about the upcoming story that will be of use to you. On a 6, you instead receive a major revelation, which will give you the opportunity to have foreknowledge of a major development, giving you great potential influence over events. However, the future rarely reveals itself clearly and Revelations still tend to appear in the form of allegorical images and visions that sometimes only make sense when you have seen and understood the events around them.

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JUDGMENT/CUNNING:

Requirement: Insight

Represents an innate understanding of the desires and motivations of sentient beings. Light Siders tend to become great judges of the true power of arguments for and against a subject, whilst Dark Siders cunningly manipulate viewpoints to match their own. Allows you to re-roll any failed non-aggressive social roll.

MASTERY POWERS:

Wisdom (2): Meditate and gain knowledge of an event that is foremost in your thoughts. Allows you to either substitute your Force rating for your Intelligence for one roll, OR to ask a simple question of the GM (representing the wisdom you receive from the Force), who will answer truthfully. The question cannot be specific (“Which ship is the best choice against the Zanxion invaders?”) and so should be broadly phrased (“Is it a good idea to fight the Zanxion invaders?”). The answer, whilst truthful, can give you more to ponder (e.g. “To fight the Zanxions will start a war that will kill many innocents, but the alternative is slavery to many more.”).


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Aug 5th, 2008 at 11:22 AM

Old Post Jul 5th, 2008 03:11 PM
Ushgarak is currently offline Click here to Send Ushgarak a Private Message Find more posts by Ushgarak Edit/Delete Message Reply w/Quote Quick Quote
Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

LIGHT SIDE FORCE POWERS

There are some applications of the Force that require a peace of mind and symbiotic understanding of the Universe that Dark Siders not only do not have, but do not understand.

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AWARENESS

Requirements: Leadership and Inner Calm

Symbiosis is the true key to the Light Side and Balance, all things living in harmony with other things. True Awareness of this gives a heightened sense of the Force. A Jedi with this power adds one to his Force Power (except for the purposes of Force Pool and increasing Force Power with xp) and restores 10 extra health when using Revitalise.

MASTERY POWERS:

Harmony (1): True Harmony with the Force makes everything easier. Increases your Force Rating by another three for any Cosmic or Living Force roll.

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FLOW OF THE FORCE

Requirements: Awareness, Tranquillity and Judgment

A peak reached by very few, this represents an understanding of the very nature of the Force itself. This being so, it becomes ever harder for the Force to affect you. Add 1 to your Force Defence rating, except for the purposes of increasing it with xp. This is cumulative with Tranquillity.

MASTERY POWERS:

Disruption (2): Interferes with another’s ability to use the Force. This is a Force Attack. If successful, it prevents the target from using any but the five Force powers with no pre-requisites for two turns, plus one turn for every success rolled. The target may break this power by spending two force points. This power does not work on a target with Flow of the Force (in the highly unlikely situation that two such Light Siders clash so!)

Absorbtion (X+2): Not only is the Force unlikely to affect you, it actively turns against those who would will it so! This acts like Channel (above), but if the attack is defeated you may make a bonus Force attack on your attacker, using any Force Power you wish. The cost to use this attack discounted by the cost of the attack made on you.

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DARK SIDE FORCE POWERS

There are some applications of the Force that require a selfishness and understanding of the power of Emotion that Light Siders not only do not have, but do not dare to tinker with…

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CORRUPTION

Requirements: Iron Will and Insight

The Dark Side corrupts all, which is how the Sith found their power. By taking this power the Dark Sider now corrupts the Force itself to his will. It aids the Dark Sider by shielding him from the Force so that sensing him is near impossible. Sense/Scan rolls on you will show nothing unusual unless double the normal successes are rolled, in which case your violent emotions will be glimpsed. Furthermore, a Dark Sider with this power fades from the views of the future the Cosmic Force gives, unless your connection with the person sensing the future is very personal. This was the great weapon of the Sith that enabled them to plot unknown against the Jedi- and each other.

MASTERY POWERS:

Manifest Destiny (2): The Sith sensed the future as much as the Jedi did, but their techniques became perverted to benefit the user alone. Manifest Destiny is a Premonition power. Only one Premonition power can be used per story, and must be declared as your first action in that story. Manifest Destiny works like Foresight, but the Revelations will not help you complete the story. Instead, they will aid you in attaining personal power. As well as having plot-based implications, acting properly upon the visions granted by Manifest Destiny grants the user bonus experience points at the end of the game.

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SUBTERFUGE

Requirements: Charisma and Corruption

Perhaps the greatest power of the Dark Side is the power of deceit. Mastery of such Deceit can bring empires to their knees. When making a Lying roll, all your dice automatically roll successes. Your target must specifically know what you say is untrue to sense you are Lying (and even then will likely think you are just misinformed). Good use of this power has amazing effect even against those who know you have it, as you mix lies and truth.

MASTERY POWERS:

Temptation (x): The Dark Side beckons all. Normally only those sensitive to the Force can act upon this (as all Dark Siders fell they have done, very wisely). Those great with the Dark Side can act as its emissaries, bringing it to all. Temptation brings those around you onto your side, changing their nature to that of the Dark Side, and of your servant. This does not affect other players or major antagonists! It is designed to be used to take control of people in power in the Galaxy, twisting them until they see you as the good guy. Corruption can be used up to four times between stories (and only then). The first use is free, other uses cost a Force Point each. You may only target each person once. Corruption’s use is subtle, giving you +1 on all social rolls on that target, and subtracting one success on all rolls made on that target to try and persuade them that something you have said is not so, or that you are evil. This effect is cumulative; each use of Corruption between stories increases your social bonus and the subtraction of other’s social rolls by one more until the person is completely in your power.

Domination (x): The problem with groups of Dark Siders is internal conflict. But those powerful enough can dominate even other Force users- only the most extreme circumstances can break this lock.

Domination can only target those with a lower Force Power rating than yourself. You can target people up to half your Force Power rating each game. The ‘X’ you spend on Domination increases your Force rating for the purposes of using this power, both for those who can target and how many you can target.

Those affected by Domination accept the user as their leader and cannot turn against him. They must always be trying to fulfil his wishes, though they will also fulfil their own as much as they can. The only way to resist Domination is to increase your Force rating and make it too hard for the user to target you each game. You can also acquire Domination yourself and being a battle of wills.

If more than one Dark Sider is using Domination, things become complex...


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:12 PM
Ushgarak is currently offline Click here to Send Ushgarak a Private Message Find more posts by Ushgarak Edit/Delete Message Reply w/Quote Quick Quote
Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

Ok, all done for now. Please bear in mind that these rules are only just starting their beta testing period and are very subject to change.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 5th, 2008 03:13 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

Two tweaks- removed the rule saying that Guards can stack with other schticks (now, as per default, you can only improve one area once, so having a +2 and a _3 to Defence only gives you +3, not +2, reagrdless whether you are using a Guard or not).

Secondly- added the Pilot Schticks!

I will type up the ful Pilot rules sometime but basically they now consist of one of a wide possiblity of random events happening to each pilot each turn, drawn from a card deck (off-line, flashily produced for you on a laptop computer by clicking the 'next event' button, but I cannot emulate thart I am afraid) and you react as appropriate.

The event deck may grow as time goes by (indeed we hope it will, and we'll be keeping an eye on all SW space battles for more events that tend to happen in them), and so more Pilot Schticks may appear in future to help deal with them.

The basic system of Aces and Pilots is the same as in the old days, as is the way you shoot down mook Pilots.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Aug 20th, 2008 06:50 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

Oh, another rules update that I shpuld have mentioned before- * ratings add dice to your dice pool against Mooks, rather than making them easier to kill.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Sep 8th, 2008 01:10 PM
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Lord Melkor
Senior Member

Gender: Male
Location: The Land of Confusion

Aren`t some of the martial mastery powers a bit weak compared to blade schticks? For example compare twirl to cleave, and schticks don`t cost force.


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Yet the lies that Melkor, the mighty and accursed, Morgoth Bauglir, the Power of Terror and of Hate, sowed in the hearts of Elves and Men are a seed that does not die and cannot be destroyed; and ever and anon it sprouts anew, and will bear dark fruit even unto the latest days.

"… his name is Melkor, Lord of All, Giver of Freedeom, and he shall make you stronger than they."
Sauron to Ar-Pharazôn

Old Post Sep 8th, 2008 01:30 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Moderator

Blade Schticks are better than Force Powers. Even a Swordsman gets almost twice as many Force Powers as Blade Schticks; an Adventurer gets four times as many.

Twirl (and Spin) is actually best used when attacking larger targets; it is almost never worth blowing Force points on mooks.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Sep 8th, 2008 01:31 PM
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