|to Home Page||to House Rules Part II|
This page is required reading for all players as it contains House Rules and Basic Rules.
BACKGROUND FOR THE ADAPTED IMPERIAL POWER CAMPAIGN STAR WARS GALAXYIncludes all Star Trek Movies & TV Series, Highlander 1 & 3 & TV Series (movie #2 just doesn't fit), Alien 1, 2 & 3, Terminator 1, 2 & 3, Predator 1 & 2, Aliens vs Predators Movie, WarHammer 40,000, Robotech, Battlestar Galactica (original TV series only), Judge Dredd Comics and Movie, HALO, Shadowrun* and Cyberpunk.
* Site not yet fully operational. It now has a Home Page and several others along with a Downloads page.
-25,600 Xim the Despot’s rule begins. Some 100 years later the newly conscripted army of the Hutt Empire
defeats him in the Third Battle of Vontor lead by Kossak the Hutt.
See the Galactic History section for a complete history up to the present
The Full Might of the Empire needs better explaining. What this means is that the GM does not pull any punches
on either side. All Dice rolls are what they are. If the Party faces an Antagonist and they do not work together they stand a really good chance of dying.
Use Character Points and Force Points. That's what they are there for. Just remember to use them heroically where possible.
Standard Rules for skills are now being used. This means that there are 3 pips for every Dice throughout the game. Everything on this site has been updated. Our Heroes were also changed to reflect this. If you have any questions at all, about anything, email the Gamemaster.
Cursing: A Player using swear words during a game session will be penalized 10 points per swear word after the first. If you must swear use Star Wars Approved Curse Words and Slang or make them up. All points lost will be given to the party's current or next Antagonist to be spent immediately.
Nudity: This will not be allowed in any form. This means images. You will be dropped from the game after the first warning.
Sexual Content: No excessive sexual content. This includes lesbianism and homosexuality, which will not be tolerated in any form. This site and the game are rated PG for Pretty Good. First Time = warning, Second Time = asked to leave the game.
1. In Character/Out Of Character: [IC]/[OOC]
When a Player's Character is speaking the player needs to state if they are talking In Character or Out Of Character so the GM will know how to properly respond. It is recommended that the tilda '~' character be used for a Player Character's thoughts, but is not required.
2. Posting: A minimum of 1 post per week is expected under normal circumstances. More is best if at all possible. This goes for the GM as well. Real Life (RL) always takes priority. A quick note to the GM would be appreciated. The GM will notify the group if he is not going to post for more than a week.
3. Modified Star Wars D6 SE: The game will be based on my modified version of West End Games’ D6 Second Edition rules (traditional heroes campaign) and starts 8 years before the Battle of Yavin. Your actions can and will change events in the galaxy at large. Even the main characters from the movies are not completely immune. This game will progress round by round during combat or as needed for clarification. Maps will be made available if time permits.
Any ideas for adventures are always welcome. Just email the GM.
4. Dice Rolls: Will be handled by the GM using a Dice-Rolling Program. Images of the results will be emailed if requested.
5. Character Points: Any extra Character Points earned during a scene can be added to the CP’s the Character has, but will not be added to the CP Slot on the Web Site until the end of every month. Any other updates to characters will also be added at that time.
6. Round & Scene Notes: Images of NPC’s and other items will be posted on the site for various scenes and rounds to be used for clarity - as time permits.
7. PC Gear: Player's can go to the PC Gear page and select any additional equipment you may want or need for your character. You may also use other Star Wars sites for weapons and equipment, but they must be approved first (please include the URL to the page). The gear list may be used during Character generation only. Once the campaign is underway, it may be used only as a reference. The exchange of any gear has to be equal in price. Ex: trading in a Blaster Pistol that costs 450 IC for a Heavy Blaster Pistol costing 750 IC would not be allowed unless the difference in cost is paid, usually in starting credits. A trade for the same blaster pistol for 450 IC cash or anything up to the same value would be ok. Money left over is cash in your pocket.
Once the Player Character has started the game all prices will vary according to location and availability.
8. PC Vehicles and Ships: Will also be available for players that start with a vehicle or ship, or they start with or earn enough credits to select a vehicle or ship. The Vehicles section is up but incomplete. However, there are currenty 38 vehicles to choose from. The Ships section is now available, though limited in its selection. The GM has Word files of additional ships that can be emailed if requested. As above, other Star Wars sites can be used for examples and stats (after approval).
* 9. Schools: Characters are allowed to go to schools if available and the characer has the required amount of time. Schools add character points to skills and give out skills a PC may not have at a substantially reduced rate. Point costs for schools are low and can be paid back over time. A maximum of 100 CP's can be owed. 50% of all earned points will go towards paying this amount back, spread over adventures played.
Here is an example of a school:
Name of School: NCO (Non-Commissioned Officer) LEADERSHIP I
Instructor: LT. Norva
Length: 3 Weeks
CP Cost: 5 CP's
Skill Bonuses: PER: Command +2, Persuasion +1, STR: Stamina +1, KNO: Survival +2, Tactics +1, Willpower +1
Notes: Enlisted Only. Must have before T-2.
If, based on the above school, a character did not have Persuasion, they would gain the skill at their Base Attribute and then add +1 pip to the skill.
10. Antagonists: Extra Character Points are given out for defeating Antagonists called Kill Bonus points. These points are only awarded to those characters who helped play some roll in their defeat.
* 11. Character Event Tracking: It would be extremely helpful if each Player helped the GM by keeping track of specific events that involve the PC(s) they are running. Things like where they are, what happened to them, CPs earned DSPs earned, FPs earned, who they may have killed, items purchased or discovered, etc. That way, if there is a question about something, the Player and GM can compare notes and come to an agreement. Note that the PCs listed on the site will be used as the most current.
Character Creation Rules
GM NOTE: Following is a list of character types that will NOT be allowed:
Damage, Healing, Weapons and Combat
1. Character Point spending other than increasing skills:
The Wild Die acts like a random number in that a "1" can subtract itself, along with the highest die, from the total; or it is rolled normally (determined by a GM roll to see what happens). A "6" on the other hand adds itself and allows for another roll (any number) to be added as well. If another 6 is rolled then another dice roll is made until no more sixes are rolled; that is then the new total.
If a "1" is rolled on the Wild Die, Character Points can be spent to "offset" the bad roll. The number rolled determines how well the PC recovers. A Complication may also happen regardless of the number of extra CP's spent. See chart below.
2. Normal Stuns & Wounds:
3. Critical Injuries:
When rolling for damage, a 6 on the Wild Die can be either re-rolled as normal or used as a Critical Injury. If the Wild Die is re-rolled and results in a 6 then the same choice can be made.
A Stunned Critical Injury lasts for the rest of the round and for the next round and can be healed by a medpack. Treat as normal.
A Wounded Critical Injury lasts until healed and can be healed by a medpack. Treat as one level higher for the difficulty to heal.
An Incapacitated Critical Injury lasts until healed and must be healed by Bacta Tank/Surgery. Treat as one level higher for the difficulty to heal.
A Mortally Wounded Injury lasts until healed and if it can must be healed by Bacta Tank/Surgery. Treat as two levels higher for the difficulty to heal.
Stunned characters suffer a penalty of -ID to skill and attribute rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the second round, but it is still "affecting" him for half an hour unless the character rests for one minute.
If a character is being "affected" from a number of stuns equal to the number before the "D" for the character's Strength, the character is knocked unconscious for 2D minutes. A character making an Easy first aid total can revive an unconscious character.
Wounded characters fall prone and can take no actions for the rest of the round. The character suffers a penalty of -1D to skill and attribute rolls until he heals (through medpacs or natural rest). A character who is wounded a second time is wounded twice.
A character who's wounded twice falls prone and can take no actions for the rest of the round. The character suffers a penalty of -2D to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated.
An incapacitated character falls prone and is knocked unconscious for 10D minutes. The character can't do anything until healed. An incapacitated character who is wounded or incapacitated again becomes mortally wounded.
A character making a Moderate first aid total can revive an incapacitated character. The incapacitated character is now awake, but is groggy, cannot use skills, and can only move at half his "cautious" rate (or 1/4 normal Move rate).
A mortally wounded character falls prone and is unconscious. The character can't do anything until healed. The character may die — at the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. A mortally wounded character who is incapacitated or mortally wounded again is killed. A character making a Moderate first aid total can "stabilize" a mortally wounded character. The character is still mortally wounded but will survive if a medpac or bacta tank is used on him within one hour (Moderate first aid total); otherwise, he dies. (This is different from healing a character with a medpac; see "4. Natural Healing".)
4. Natural Healing: Characters who are Wounded Twice must rest for three days before rolling to heal. Use the chart for wounded characters to determine whether they heal.
5. Severe Wounds: If your character takes a -3D wound in one hit, all equipment (for area affect blasts, but depending on weapon used) must roll a Body roll to see if it gets destroyed. However, PC's may spend up to two Character Points per weapon to help them survive. All weapons and gear get to roll their Body against applicable damage.
6. Maiming: This optional rule will be used. The target can opt to loose a limb instead of dying at the cost of a Force Point.
7. Medpacs: May heal one level of wound per medpac. The difficulty increases one level for each medpac used after the first. If the same medpac is used twice raise the difficulty two levels. No medpac can be used more than twice.
8. Fastflesh Medpacs: Using a fastflesh medpac allows the use of addition medpacs and reduces the difficulty level by one.
9. Bacta Tanks: Bacta is a specially formulated treatment liquid which promotes rapid healing and acts as a disinfectant. The attending physician can use the tank's computers to inject surface medicines into the bacta fluid, inject medicines into the bloodstream or dispense them orally.
Characters must have the (A) Medicine skill to use a bacta tank (formally known as a rejuvenation tank). On most planets, only licensed doctors can administer bacta treatments. A Very Easy Medicine skill roll is necessary to use a bacta tank - regardless of the wound level. If the roll is made, the character will heal - it's just a matter of time.
A character attempting to use a bacta tank without the medicine skill must make a Heroic first aid or Technical roll. If the roll is failed, the patient's wound level increases by two.
If the roll is successful, the healing time is dependant upon the severity of the character's injuries.
10. Short and Point-Blank Rules In affect from the start of every campaign (includes all energy weapons). Damage goes to the weapon. Short Range hits -- being is at -2D automatically. Point-Blank Range hits -- being is at -3D automatically. A Strength roll above the damage roll (including any armor worn, if allowed) will lessen the effects according to the damage chart on the GM Screens. A copy of the charts can be found here.
11. Called Shots: Attackers can make a "called shot" against a small target. Add +1D to the difficulty for a target 10 to 50 centimeters long (4 to 20 in.). Add +4D for a target one to 10cm (.5 to 4 in.). Add +8D for a target less than 1cm. Successful hits will add +1D, +2D or +3D damage respectively.
12. Weapon Strengths: All weapons (except Star Trek) resist damage with a Strength of 2D unless otherwise noted for the weapon.
13. Automatic Blaster Rules: When firing on "full auto", or long burst, the weapon may be fired twice that round (unless specified otherwise). There is an additional -1D penalty to all actions that round, and no other attacks or piloting rolls may be made, and only one (1) reaction skill (Dodge, etc). Short bursts are treated just like any other shot. It is a simple action to switch between firing modes. When fired in burst or full auto, there is a +2 added to the difficulty to hit if the basic Blaster skill (or a specialty other than those that follow) is used. These specializations are not used to fire in semi-auto (normal fire) rate.
If you are going to be spraying fire around, then you must roll individually for each shot. Once a shot from a burst hits, each additional shot on the same target, or an adjacent one (less than 1m away), is one level of difficulty lower. If you want to try to hit a target with part of a burst, then you must state how many from that burst are going to be hitting each target, then roll your Blaster skill as described above. If your targets are more than a meter apart but are in about the same general range (+/-10m range from the initial target), one shot must be wasted for each meter of lateral traverse (unless it is modified as a "Smart" weapon.). Then re-roll to hit the next target.
14. Weapons Set on Stun: To set a weapon to stun during combat takes one action. Stun damage is the same number of "D" of the weapon (i.e.; a Heavy Blaster Pistol does 5D normal and 5D stun damage). On a successful hit treat all results above Stunned as "Unconscious." The character is knocked out for a number of rounds equal to the number of damage points taken (over their Strength roll) in dice.
15. Weapon Scales: When using the scale rolls, apply the difference between the two scales: this is now called the “adjusted modifier.”
16. Suppression Fire: Suppression fire is intended to keep your opponent's heads down while you're on the move or you're providing covering fire for an ally. This makes it difficult and somewhat dangerous for your opponents to return fire.
A character may opt to provide suppression fire while declaring his/her actions for the turn if your side is going first. The player must decide how many suppressive shots he/she will fire on top of any other actions for that round. Suppression fire shots have a difficulty value of Difficult and are worked out in the normal manner. For each successful suppressive fire shot for the action phase add +1 to the difficulty for the opponents returning fire in that phase. In addition, any opponent who fumbles their returning fire shot has mistimed getting up and has been hit by the blaze of fire. To work out the damage, select the highest to hit roll made by the suppressing side in that action phase and work out damage as normal. If multiple people fumble then descend through the to hit rolls. In the situation where the number of fumbles out weighs the number of weapons being used by the suppressive side, work out fumbles as normal.
17. Combined Actions:
Combined actions are used when groups of characters work together to accomplish a single task. Aside from working on the task, the only other thing a combining character can do is use reaction skills. The character with the highest command or Perception is the leader. He can only command as many characters as he has command skill dice. If he's supervising only, he rolls his full command skill. If he's commanding and working on the task, this counts as two actions and he suffers a -1D penalty to his command roll.
Select a command difficulty based on the difficulty of the task, the skill of the characters involved and how well they work together (use your judgment). If the command roll is successful, the combined action bonus is +1D for every three characters combining. Add a +1 for one "extra" character and a +2 for two "extra" characters.
If the commander fails the roll, subtract 1D from the bonus for every point the roll failed by (a bonus cannot go below 0D).
The combined action bonus is added to the character with the highest skill that is working on the task.
If a group of characters are combining actions on a combat task, the bonus can be split between the attack roll and the damage roll. If a task requires two or more skill rolls, the bonus can be split up among any of these rolls.
Accomplished by having the attacker roll Sneak and the defender roll Search or Perception. Jedi's can use Life Detection instead of Search or Perception if the power is up and their roll beats the Control or Perception roll of the sneaking target(s).
19. Dodge's and Parry's:
Always used (if declared) regardless of when a PC, NPC or Enemy goes during a round (except for surprised characters). If you are defending (melee combat) against someone who does not have a weapon in-hand, and you do, +5 is added to your roll. If you are defending (brawling combat) against an attacker with a weapon, the attacker adds +10 to their roll to hit you. The previous penalties and bonuses work the other way if your character is the one attacking.
Note for Cautious (Free) move: No action cost but it must be stated with all other declared actions or it cannot be used that round.
Partial move rate is anything from 1/2 to full move speed.
Acceleration and Deceleration:
Characters may increase or decrease their movement speed up to two levels per round. Vehicles may increase or decrease their movement speed up to one level per round.
Long Distance Movement:
All-out movement takes its toll after extended periods of time. Characters or animals going all-out must make Stamina rolls every minute. The first difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, they must rest for twice as long as they were moving all-out.
High-speed movement requires Stamina rolls once every 10 minutes. The first roll is Very Easy and increases one difficulty level for each additional roll.
Vehicles going all-out must make body strength rolls every 10 minutes. The first difficulty is Very Easy; increase the difficulty one level for each additional roll.
If the vehicle fails the roll by 1-10 points, it's suffering strain and must "rest" for twice as long as it was moving all-out. If the vehicle fails the roll by 11 or more points, the vehicle has suffered a mechanical failure and requires a Moderate repair roll and at least one hour of work.
High-speed movement requires body strength rolls once every hour. The first roll is Very Easy and increases one difficulty level for each additional roll.
Character Movement Failures:
Movement failures remain as listed in Star Wars, Second Edition; page 95 except as noted below.
The movement difficulty includes basic maneuvers: straight-line movement, a couple of turns and other simple movements.
For more complex maneuvers, add the difficulty modifiers as needed:
Collision damage depends on how fast the character or vehicle was moving.
Add +10 to the movement difficulty for the ramming vehicle. Ramming counts as a separate action: the pilot suffers an additional -1D penalty.
If the pilot beats the new difficulty number, he rams the target. If the pilot rolls below the original difficulty number, he suffers a "movement failure." If the pilot rolls above the original difficulty number, but below the new difficulty number, he crosses the terrain safely, but the ramming attack fails.
Vehicle Damage is modified as follows:
Lost Moves add together. For example, a vehicle that suffers a -1 Move result, then a –2, Move result is at "-3 Moves."
Using Repair Skills
Repair times, difficulties, and costs are generalizations. They may be customized as needed.
The first repair roll is made after 15 minutes of work. Additional repair roll times are noted in the skill's description and altered depending upon the situation.
The costs are always a percentage of the item's original value. If someone else does the work for the character, double or triple the cost.
A Difficult repair roll is needed to replace a destroyed drive. The cost is 35% of the craft's original value.
Hyperdrives: A Moderate repair roll is necessary to fix a damaged hyperdrive.
Weapons: Difficulties depend on how badly weapons are damaged. The repair cost is a percentage of the weapon's original cost, not the cost of the vehicle it's mounted on.
|to Home Page||to House Rules Part II|