Star Wars RPG RULES( STILL IN TESTING DEVELOPMENT) Version 001

 Character Development

 Prior to the game all players will design their player; they are given 300 total skill points to plug into any of their skills,(this excludes the 100 points put into health at level one and any points given to them by their class or species).(this also excludes the 100 points put into Usage at level one and any points given to them by their class or species).


Players will select a  Species, Class, a homeworld, and if necessary a creed(not always needed)


The species and class should most of the time determine the starting skills for all players, homeworlds also supply skills and bonuses to players.


Creeds however are more unique and players who choose a creed may not, stray from the rules of their creed if one is selected.


HYBRID CLASSES: 

JEDI and DARKSIDE characters playing in a scenario following Order 66 may choose a secondary career class. This must be a logical class. 


The Rival and Cultist Class may always choose a secondary Career Subclass regardless of where they are set in the timeline.


If a player was a jedi and has joined the Inquisitorius they will change their class from the Jedi class they were into the fallen jedi class. 


If a player was force sensitive and had darkside allegiances they may add either a civilian class or a logical Class such as: Sith Cultist to their character


Below are the categories a subclass can be selected from:

  • Scum and Villainy Classes

  • Rebel Classes

  • Imperial(if civilian class first) 

  • Civilian Classes


Following the fall of the Galactic Senate in 0BBY players who are of the Senator Class may choose to add on the Administrator, Nobility, Imperial Officer or any  Rebel Class of their choosing.


Clones following the end of the clone wars will obtain the Veteran class as well as their secondary role logically chosen with the Game Masters input, based on what side they align with the Empire or Rebellion. During the clone wars Clones must take on the roles of the Clone Class only. During the age of the Empire Clones will may three classes, their Clone Class, the Veteran Class and/or a Civilian or Scum and villainy Class



Language: 

All players start with an understanding of galactic basic(language), but not all players can speak it outside of actions or communicate information to their team mates.Some species start with different languages available to them from the start while others are only equipped with one or two. 


These characters may translate by either text or written word to those who speak their language only and it will be their job to translate until all members learn to speak their language.


Protocol Droids have the ability to speak all languages and could be useful to parties who have wookies or other species that do not speak basic. Other than that most players will need to either learn the language skills over time or continue playing with one person communicating on Text, to the protocol droid or translator.


Translator collars can be purchased or crafted for these players at certain markets at the Game Masters Discretion.



KARMA

Darkside Karma: comes from any action where Rage is used and is determined by the Game Master rolling 1D20(rage)=darkside Karma. If the player has no rage skill it is determined by rolling 1D20.

Lightside Karma:comes from any action where serenity is used and is determined by the Game Master rolling 1D20( serenity)=lightside Karma. If the player has no serenity skill it is determined by rolling 1D20.


Karma is on a spectrum where the darkside brings you down while the lightside brings you up.


At the beginning of all games regardless of morality choice in their character, Jedi or Sith class, all players start at perfect 0 unless specified by their class and as they play their Karma will either increase or decrease


  • 10,000,000 Lightside+100 health regeneration over the course of 5 turns wisdom from beyond begins to talk to you, perhaps you can become a Force Ghost after death. +100 Wisdom Modifier to force attacks

  • 5,000,000 Lightside+50 health regeneration over the course of 5 turns

  • 2,500,000 Lightside+40 health regeneration over the course of 5 turns

  • 1,000,000 lightside +30 health regeneration over the course of 5 turns

  • 500,000 lightside +20 health regeneration over the courrse of 5 turns

  • 100,000 lightside- +10 health Regeneration over the course of 5 turns

  • 0-perfectly neutral- no buffs or benefits

  • 100,000 darkside +10 Damage modifier limited darkside corruption

  • 500,000 darkside +20 Damage modifier, slight physical darkside deformation begins

  • 1,000,000 darkside  +30 Damage modifier, Jedi will begin to take notice 

  • 2,500,000 darkside +40 Damage modifier, low force sensitives will begin to take notice

  • 5,000,000 Darkside+50 Damage modifier, anyone will begin to take notice

  • 10,000,000 Darkside +100 Damage modifier, your force lightning turns red giving it +3000 damage modifier when using dark side abilities, all players will begin to take +1 darkside Karma for every second that they are around by by 3 spaces

IT IS RARE BUT NOT IMPOSSIBLE FOR A JEDI TO  BECOME A FORCE GHOST/SPIRIT AFTER THEIR DEATH.

Very few Jedi had this ability: Qui Gon, Yoda, Obi Wan,Anakin and Luke. Jedi may obtain this by obtaining 10,000,000 lightside Karma and 1000 in the Wisdom Skill. If they become a force ghost, their force abilities become free to use, they will no longer take damage and will no longer have Karma related  penalties as they become more powerful than anyone could have ever imagined.



SKILLS and Skill points:

Every time a player levels up, players will acquire skill points. Players acquire 5+ Knowledge skill= for every level they grow in the game.


XP and Leveling UP

XP is earned through the knowledge skill as their knowledge skill grows as will the amount of XP be earned.

  • Xp is generated by defeating an enemy: turns taken by this player to defeat an enemy(Knowledge Skill)=XP earned for defeating an enemy

  • XP Generated from completing a mission:number levels earned on mission(XP earned on the mission excluding this XP)+modifiers=XP earned from mission completion.


To determine skill points to the next level. The required amount of XP=1000(Current Level number.

Therefore 1000 is required to reach level 2 and 2000 is required for level 3


As for NPC’s please see the Page on NPC’s to determine how NPC’s level up and how their skills boost.



Rules of the Game Master:

The goal of the game is to have 3+ players and a Game Master. The game master acts as the storyteller, level designer and must have knowledge of the rules of the game and Star Wars canon and Lore.


The Game master ensures players follow the rules, and tells a story set within the canon of the Star Wars Galaxy. 


It is the duty of the game master to roll on attack, design the maps and grid as well as discuss the rules and assist players in designing their characters for the party.

The Game Master: wears many faces and may join the party with their own character if they so wish but must fulfill roles that are needed for the party to succeed, rather than taking on the role that is desirable to them. The game master may opt to fulfill any desired role if all other roles needed are already filled by the players in the party, the game master however must opt to only be the game master if the party exceeds 8 players.  


When it comes to heroic or villainous encounters these must happen past level 10.


The game master acts not only as the enforcer of rules but also as all NPC’s and Enemies that players may encounter in the game. 


They also act as the guardian of the whills telling the story of the player's journey through the galaxy and can veto actions of players, on the grounds of Star Wars Canon if necessary. 




EXAMPLE: players encounter Darth Vader. Players are given the opportunity to face Vader if they flee or face vader. They decide to face VADER. Vader isn’t allowed to Die, due to the interference with canon therefore the Gamemaster has the job of finding a way to get Vader out of this mess to avoid conflict with Star Wars Canon. No Player can stop Vader's escape, as it would interfere with Canon.


Time Periods:

The time period that is set in is discussed with the party and game master prior to the game starting.


Players may choose to play solely in the original trilogy era, the clone wars era, or any era they so choose.


Time Jumping: time jumping is allowed. However all players must agree to the time jump, and must resume either their character's role or a descendant of their character that is logical. 

If a player decides to play as a descendant they must make a new character sheet and submit it for review with the game master following the time jump. 


Any player continuing their character's story during a time jump will roll 1D20 to determine how many levels they rose in the time since we last saw them and do so for each skill point that was leveled up in that time so it is random yet still logical to their character.


High Republic/ Clone wars Era Jedi cannot have descendants but they can have padawans that take their place. Players can also start as a new character in this circumstance given that not many jedi are left following order 66.


New players  who join the campaign late may start at the same level as everyone else. Players who agree to a time jump but their character logically dies in the jump, must start a new character from level 1. Further players who missed a round may level up to the same level as everyone else.


It is at the game masters discretion to come up with the story as to where the other players have gone, if they miss any round and to catch them up on what occurred while they were gone.


During a time jump the entire group doesn’t have to all be on one planet they can split up, and get back together, doing their own thing until they are able to reunite, which is the job of the Game Master to orchestrate after all they are the whills.


PLANET’s either all players or certain players cannot travel too.

  • Dagobah: YODA must not be found.

  • Nur/Mustafar: They already claim they are planets, that Jedi go to die. If they are lightside and they travel to the Mustafar system they will die.

  • Alderaan,Scariff, and Jedha during or after 0BBY.Death Star.

  • The world between worlds


All games must begin, and all games must stop at a good break point or at a satisfying ending.



There must be liminal interaction with BIG NAMES from the franchise:

  • Emperor Palpatine

  • Darth Vader/Anakin Skywalker

  • Yoda

  • Obi Wan Kenobi

  • Padme Amidala

  • Princess Leia

  • Luke Skywalker

  • Han Solo

  • Chewbacca.

  • Ben Solo

  • Rey

  • Poe Dameron

  • Fn2187

  • etc.

Pets.

Players may have pets, but not droids. 


Pets are at the game master's discretion and must be small animals such as:

  • Kowakian Monkey Lizards

  • Lothcats

  • Merqaal

  • Convor

  • Anooba

  • Massiff

Or any other species that may fit aboard a starship, and act as a scouting companion.

Pets act as a secondary character, they cannot speak, but can cause chaos for the team, as they are under the game master's control. 

GAMEPLAY:

Now that your character, Era and characters have been created, now we move onto playing the game.

Health and Stamina Usage

As previously mentioned, Health and Stamina Usage are skills that all players start with and are Dynamic Skills. Every level these two skills will increase using the following rule.


as players level up their health/usage will automatically gain +100, additionally to skills points added to their health


  • Health will refresh only if healed by another player, Bacta or consumables.

    • The Armor skill acts as a barrier for the health skill.

      • While it is a static skill, every time a player with armor is attacked,their armor decreases by the amount of attack, until combat ends

        • When combat ends the Armor barrier is completely regenerated to max.

    • Shields like armor can be applied, but Shields contrary to armor are temporary and if depleted, players must wait for shields to refresh.

  • Stamina Usage on the other hand is a Dynamic Skill that will refresh overtime.

    • Some classes will substitute Static skills to use Stamina. Static skills however do not deplete.rather if the amount of stamina used, exceeds the amount of their skill they will take a stamina penalty for the amount the attack goes over the Static skill.

    • Skills such as the fighting stamina skill aid in decreasing the amount of stamina used while in combat, as they decrease the amount of stamina used on all attacks.

    • Stamina Usage also is depleted by using any skills under the stamina skill tree:

      • Athletics

      • Acrobatics

      • Agility

      • Martial Arts

      • Sprint.

      • These are determined by subtracting the stamina drain cost, that is under the attacks and ability page

        • If the attack doesn’t exist it is at the game masters discretion how they go about depleting Stamina usage for the attack.

    • Movement when not using the sprint modifier does not deplete Usage.

    • Force abilities also deplete stamina see the cost of the ability on the attacks and abilities page.

    • Stamina can be restored in many ways, most abilities in melee combat and force abilities have refresh times, the refresh times determine not only when the ability can be used again but also when a players stamina will be restored following the use of an attack or ability. 

Movement.

In the game all maps are on a grid, players will roll 2D6’s to determine movement, players may move the exact number of spaces on the grid or less than the amount rolled. They may not exceed the amount rolled, unless a movement modifier has been used.


Movement Modifiers such as:

  • Sprint:the ability to move more spaces on the board

  • Stealth: the ability to move unseen

Can be added onto the movement to add additional steps or to cloak your movements, but may cost stamina. 


When using Stealth, players may roll 2D6’s if their stealth is equal to or greater than the roll, they may only move the amount of their stealth skill cloaked, any other spaces outside of the amount of their stealth skill will see the Game Master roll 1d20 against the player's Luck skill. 


Sprint is used by players by the equation 2D6(Sprint)=spaces moved. However, sprint will use the number of spaces in sprint/ spaces moved to determine stamina used to move from point A to point B along the grid, and can exhaust players. (when using force speed, there is a possibility of  refreshing their speed if their Sprint+force sensitivity is equal to or less than the stamina usage used, dividing the used speed by half. 


Moving in Vehicles.

LARGE:2D6 if odd move 1 if even move 2

Medium: 1D6=movement

Small: 1D20= movement

Attacking and damage

Now that you know how to move it is time you learned how Combat works in this game,

Lightsaber Forms and Melee combat:

When using lightsabers damage is calculated as:

Damage=10(strength) acting as a modifier to the 1D20 +modifier +proficiency bonuses= damage dealt 


Therefore if a players strength skill is 30 and they are proficient in saber combat, and they rolled 10

This would be the equation:

10(30)=300+10=310 damage.



In this game Proficiency bonuses are determined by if the player claims that skill as proficient and changes with the skill. Players may only choose up to 15/46 skills to be proficient in.

However saber combat isn’t a single proficiency neither is blaster combat has different proficiencies based on the lightsaber form being used.


Form I: Shii-Cho:

The Saber form starts at proficiency+2 and every 5 levels will increase by +1 therefore at level 100 players will have 21 proficiency.


Form II:Makashi

Is a defensive form therefore when blocking with a saber against another saber, players receive their proficiency of +2 and every 5 levels will increase +1 therefore at level 100 players will have 21 proficiency.


Form III Soresu:

Is a defensive form used for deflecting blaster bolts and as such players will only gain proficiency when doing so. +2 and every 5 levels will increase +1 therefore at level 100 players will have 21 proficiency. However when using this form, players must use the deflection equation: Intuition+Accuracy(Distance)/Luck= damage to the target + damage target attacked with originally/2= damage deflected. To deflect attacks.


Form IV:Ataru

Ataru is based around acrobatics, therefore when specializing in this form players will use the following equation.

Damage= 10(strength+acrobatics) as a modifier and then will proceed to include the proficiency rule of level one starting at +2 and every 5 levels will increase +1 therefore at level 100 players will have 21 proficiency.

Ataru uses Stamina determined by Acrobatics/1d4/the number of enemies being attacked= stamina usage


Form V: Shien or Djem So

This form utilizes the same concepts from form 2 and 3, combining them allowing players to both deflect blaster bolts at their enemies and clash with other saber or melee users.


Form VI: Niman.

Niman is different as it allows players to rely on their connection to the force. 

When using Niman players will use the equation: Damage=Force(strength+rage or serenity), to calculate its modifier then as such will attach the proficiency which at level 1 is  +2 and every 5 levels will increase +1 therefore at level 100 players will have 21 proficiency.


Form VII: Juyo(Vaapad)

Juyo allows players to delve into the rage skill.

The modifier is made using Rage(strength)=Damage then the proficiency is added. Unlike the other forms however proficiency in Juyo is rare, amongst Jedi who aren’t in the radical class as using rage will increase Dark Side Karma for all other classes of force user. The proficiency bonus for this Form will take into account the Karma gained from using dark side Rage. if you gain +10 karma your proficiency bonus is then +10 and Karma gained is determined by the Game Master rolling 1D20 when needed.


Form VIII: Jar Kai

This form works the same as all other however your proficiency is multiplied by two since this form utilizes two lightsabers.therefore at level 1 your when using this form your bonus is 4 and every 5 levels this will increase by 2 meaning at level 100 a player would have +44


Form IX: Trakata

Trakata is the forbidden lightsaber form used by the sith and seen as dishonorable by the jedi.

When calculating damage with this form Damage=(Luck x Intuition)(Strength x Force Sensitivity) to gain its modifier and then the proficiency is non-existent as it is the forbidden form and no player may claim it as proficiency. 


With all other skills Proficiency stays at the level 1=+2 and every five levels it will increase by +1 so that at level 100 they are at 21 proficiency.


When blocking attacks with saber players will use the following equation:

Strength+Intuition(Rage or Serenity+ Wisdom)= X 

If X is greater than the attack incoming it blocks the attack

If players intend to deflect the attack.

First the attack must have been blocked by the above equation then calculate if the attack deflected back at the attacker by calculating with:

Intuition+Accuracy(Distance)/Luck= damage to the target + damage target attacked with originally/2= damage deflected


All other forms of Melee Combat is determined by the Equation

1d20(Strength)+ Proficiency+ Other Modifiers=Damage


BLASTER COMBAT:

Blaster Combat damage is determined by two factors


 The equation: Accuracy(distance)/Luck assists in players, either hitting their target or missing them, while the modifiers added to the blaster type determines the damage done, as well as proficiency with the blastertype or skills. 

First: To determine if a player hits or misses, players will roll a 2D4’s if the D4’s are both the same they miss if the rolls are different they hit. If the player is less than 3 squares away from their intended target disregard hit or miss rule and proceed directly to:


 Accuracy(distance)/Luck=Damage+Weapon Modifiers + other Modifiers+ Proficiency Bonus=Total Damage output.


Example: 

A player is using a Cycler Rifle:takes 2 turns to reload, damage is calculated by Accuracy(distance)/Luck=damage to target

Their target is 50 squares away.

Their accuracy skill is at 30

Their luck skill is at 5


The sniper calculated 30/5= 6 and the target had no intuition or and 2 Luck if: 6> than 2d6+2 then the player hits.


The damage is then calculated by the blaster itself. Seeing as we are using a cycler rifle

30(50)/5=300+  proficiency bonus meaning the rifle did 300+ proficiency bonus damage to the target.


If the spaces between the target and the blaster wielder are less than 20 spaces then to determine the dodge 1D2+luck(intuition)will be calculated for every 5 spaces away from the target to determine the hit.


At point blank range less than one or 0 spaces away from a target dodge’s are illogical and therefore impossible, unless the players force sensitivity > than the stealth skill or the accuracy skill of the target.



Blaster combat has three proficiency: players obtain a double proficiency in this by using accuracy and their blaster type specific proficiency

  1. Heavy Blasters and Turrets

  2. Medium Blasters, Rifles and Snipers.

  3. Pistols and sidearms

When attacking and one is using a force ability force sensitivity is the only proficiency used, disregard all other proficiencies.


When dual wielding pistols or sidearms multiply the end result by 2 if the same pistol if not add the cumulative number from both attacks together.


Taking cover and Obstructed Fighting

Players who take cover behind walls cargo containers, etc will find it easy to take cover, when in combat.  They however must make a sacrifice of a turn to take this action in combat and find cover, and cannot be hit unless they attack.

To attack an opponent from behind cover players will roll 1D20(accuracy+intuition)/ Luck= damage dealt or use explosives such as thermal detonators which have a pre-determined blast radius. 


Weapons Modifications to gear:

Some weapons will provide modifications that add damage or buff skills on attack, these are added into force attacks and will be taken into account when attacking an opponent.


Force abilities:

Every force ability has a different equation, please see the abilities and attacks page for this information.



Healing

Healing works similarly to this method as to not over complicate things.

1D20+ Medical Skill + other necessary buffs in place currently=health/ number of players being healed


Proficiency in other skills

At level one players can choose up to 3 skills to be proficient in after that each proficiency will cost one skill point to add a new one up to 15/46 total may be selected.


Players will roll 1D20 for all other skills to determine their proficiency bonus when using the skill 1D20 for every 5 levels added to their original proficiency skill, will be used to give bonus, that works with the player as they level up.


Re-rolling is at the game master's discretion.


At level 10 you will roll 3d20’s to determine proficiency bonus if the bonus has been claimed.  


Therefore the equation will be 3d20+Level 1 and Level 5 Proficiency rolls= new proficiency bonus for that specific skill at level 10.


Utilization RPG skills for Bartering, and Interactions with NPC’s

When it comes to using the RP Skills, players will use the skill they logically see as most accurate to what they seek to accomplish and then use it against the opposing skill to that skill of the NPC. it is logically at the GM’s discretion,but most opposites are below. 

  • Diplomacy/leadership

  • Charisma/Wisdom

  • Luck/Intuition

  • Leadership/Diplomacy

  • Wisdom/Charisma

  • Rage/Intuition

  • Serenity/Wisdom

  • stealth/Intuition

Players will use the following equation.

1d10(Chosen Social Skill)=outcome


The game master will use the following equation against it.(unless the NPC already has a verified Skill set up)

2d20=Opposing Skill(level of the player)

Then calculated by

1d10(Opposingskill)=outcome


The greatest of the two outcomes is the winner of the encounter and will determine the ruling.


SPACE TRAVEL.

Hyperspace Rules:

Players will be allowed to travel the star wars galaxy, utilizing the star wars Atlas which should be on a grid as part of the game. For each square passed on the grid, the ships pilot (or Pilots) must roll 2D20(piloting skill)+ modifiers+proficiency to determine factors.

  • If the roll is Even the ship moves two spaces(piloting Skill) if the roll is odd the ship moves one space(piloting skill).

  • If the roll is divisible by 5 the players will encounter a coincidence( comets, asteroid fields, Imperial Interdictor field,etc) at the Game Master's Discretion.

  • If the roll is divisible by 3 or 11 the player may move one or two extra spaces depending on if it is an odd(1)or even number(2).

  • If a roll is snake eyes and less than the amount of spaces needed to travel the ship is pulled out lightspeed and is out of Coaxium, the players will be forced to land at the nearest planet or be lost in space( at the Game Master's Discretion)

Space Travel is played on three maps,

  •  the Galactic Atlas/Nav Computer:which is used to jump through lightspeed

  • The interior of the Ship itself

  • Open Space/Sector of Space by which the ship exists.


Space Combat.

When piloting your movement is determined by 2d6+Piloting Skill Modifier

When dodging as a pilot your skill is 2d6+piloting+intuition +Luck Skill Modifiers +Proficiency Bonuses if any, against the power of the attack.


Space Combat is played on two maps, one being the layout of the ship the other being the actual movement through open space.


All players in a party can participate in space combat. The ship will be mapped out based on a blueprint of their ship in canon. The players can each take up roles aboard their ship. Most ships require both a pilot and a copilot, a few gunners and a few engineers, so all players can work together in these scenarios


In these scenarios players roll 2D20’s + their skill modifications dependent on their position(except for Pilot who rolls 2D6).

Engineer=(Tech)

Pilot=(Piloting)

Gunner(Accuracy and Luck)

passenger(Health,Leadership,Diplomacy, Charisma) 


  • If a pilot rolls doubles their hyperdrive is ready to jump(unless dealing with an interdictor then the interdictor will need to be taken out before the doubles can be rolled. Regardless of the modifier if doubles are rolled they jump unless gravity wells or interdictors are involved).

  • Lightspeed can be rolled if each player consecutively rolls 2D20+modifier and they add up to a value equal to 40 times the amount of characters aboard their ship at that given time.

    • If you have one player=40 to escape

    • If you have 6 players =240 to escape

  • For every droid in an engineer position during space combat they roll 2D20(Tech+10)+ modifiers + proficiency to heal the ship.

  • If hailed by the enemy the player aboard with the highest charisma, diplomacy or leadership skill can roll to buff using one of their abilities and roll 1D20(luck+Charisma+diplomacy)+ diplomatic immunity modifier against the opposition's intuition if greater players may jump to lightspeed and resume their journey unhassled.


Tractor beams can be used by Star Destroyers and Larger enemy craft. To escape the tractor beam pilots roll 2D20(Luck)+ Piloting + modifiers and weigh it against the enemy ships 2D20(accuracy). If the accuracy is greater than the luck roll the enemy is likely to capture the players vessel if the luck roll is greater then the player manages to escape the tractor beam and continue rolling amongst themselves to 100 for lightspeed to escape or roll a total of 200 to land. 


To land on a planet contested or blockaded by an enemy force players must first escape their enemy by rolling a total of 40 times the amount of players aboard the ship, using 2D20 or the pilot with doubles or pass through the blockade, without being captured or destroyed at point blank range.


Only engineers can repair the ship using the formula: 

1D20(Engineering+10)= Healed amount.


Only Gunners can attack using:

Accuracy+Intuition(Distance)/Luck=Damage


Passengers can use their abilities to buff other players and perhaps use their abilities by rolling with logic against enemies.

Survival, Crafting, Intuition, Diplomacy, Charisma, Wisdom, Knowledge, Rage, Force Sensitivity, and Luck, or by utilizing their connections to factions across the galaxy to call in reinforcements.


Capital Ships

Capital ships get four turns, one per each side.

  • Bow

  • Starboard

  • Aft

  • Port

However they can only attack with limited square radius of any side and attack using the equation

Accuracy(distance)/Luck=Attack damage rounded down.

To dodge the players aboard the ship must roll:

1D20+Luck+Piloting+intuition and it must be greater than the Attack Damage. If the players roll exceeds ten times the attack damage escape the capital ship unless there is an interdictor field.

Small craft such as fighters, freighters and corvettes can overlap with capital ships Moving either higher or lower.

Capital ships have a Max HP but also have sub systems that must be taken out to defeat it.

  • Bridge

  • Shields

  • Comms Array

  • Hanger

  • Engines

  • Hyper Drive

In order to take out a capital ship all of these must be damaged, Shields will come on line if the game master rolls Snake eyes on 2D6’s. Shields prevent damage to any other substations including Tractor beams and Gravity well Generators, etc. Unless the Shields are taken out this can be done multiple times.


Tractor beams: 

If caught in a tractor beam of a capital ship a vehicle will move to their closest Hanger on the capital ship 1 space per turn.

Tractor beam health isn’t part of the main system and will not decrease the health of the Capital ship if disabled.


Only certain weapons can hit ships in space from the ground

  • Ion Cannons: disable vehicle shields on their first hit.

    • Accuracy+ 100

    • Does 2X damage for every hit

  • Turbo Laser Towers:

    • Accuracy +10= damage

    • Does 2x damage on every hit

In  the air however most weapons can hit ships from the ground:

  • Rocket Launchers and heavy weapons do the most damage.

Backup in space combat.


If players as a group have decided that they are aligned with a larger faction they may call for reinforcements, but only Veterans, officers, Senators, Nobles,Administrators, Crime bosses and Spies can do so. 

They must roll 1D20(their individual light or darkside Karma)+modifiers+proficiency+faction renown(charisma + diplomacy) then subtract by the number of Darkside or Lightside karma from each member of the group(Depending on the faction’s alignment)

  • If the remaining number exceeds 200 by less than 100 points a small reinforcement group will be sent to assist,

  •  if the number exceeds 200 by more than 100 a large reinforcement group will be sent to assist.

  •  If the number does not exceed 200 no one is coming.


Other Generic Rules: 

When all players are defeated: the Game is over. If players wish to play again they must make new character sheets. Unless the Game Master determines that they can continue by means that exist within the canon Star Wars timeline.


Players may flee a battle if they see their team being overwhelmed if a player manages to get back to their base,safe zone or ship and escape; all players may respawn at the Game Master's Discretion.

  • When a player is defeated if at least one player is aboard a ship or within a base or safe zone, they do not die rather they are knocked out. 1D4 will determine how long a player is knocked out for.

  • If no player is aboard the ship, unless their class specifies other rules, they are eliminated/dead, unless a team member carries their body back to ship.

    • In order to do so players Movement skills are not available to use

    • In order to do so the carrying players Strength must be greater than or equal to the fallen characters  armor+weapons+max health, 

    • Players who are carrying will move one less of their roll

    • Players who are carrying may not participate in combat while carrying another player

    • Giant characters, or large characters cannot be moved by smaller characters

    • Small characters don’t have a movement impact when being carried by a larger character.. 


Players are allowed to be on different planets within the galaxy, at the same time, doing different missions, but must do so logically. For most parties there will be one ship split amongst all of them. One cannot go to Boz Pity while the others are on Hoth without taking time to travel between the two worlds, or stranding their teammates on another world.

  • While on a mission If the majority of the group boards the ship, players may leave the remaining player behind, outcomes of this can be determined by Play or by the GM at the GM’s discretion.


The story of the game is at the Game Master's Discretion, players can be on separate worlds doing multiple missions at once is also at the Game Master's discretion.


All damage taken is rounded down therefore:

5.9 damage =5 damage not 6 


During PVP, players can divide their teams, betray and attack one another. 

  • Players have agency/ freedom to choose their sides, and which factions to align themselves with, and if they betray their team, leave them for dead, etc.

  • PVP can only be sorted out in RP by the two players. 


Double damage is done to droid and cyborg characters by Electro, Ion and Force Lightning attacks.


In game Sabaac and games:

1d20 is rolled for each player in the game. 

1d20+players luck= outcome.

Highest number wins. 

Reward against NPC is created by rolling 1d10 percentage die, and one D20 then multiplying the D20 by the percentage die, and then multiplying again by the player count, to obtain the winner of each. 

When playing sabacc or games with other players, the reward is determined by the bidding of the players playing in the game.


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