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Includes Star Trek Movies & Series, Highlander 1, 3 & TV Series, Alien 1, 2 & 3, Terminator 1, 2 & 3, Predator 1 & 2, WarHammer 40,000, Robotech, Battlestar Galactica, Judge Dredd Comics and Movie, Shadowrun and Cyberpunk Games |
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See the Galactic History section for a complete history up to the present -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. -25,000 Hyperspace travel is introduced by unknown beings and unites the galaxy. Galactic peace is established. The Old Republic is formed. Jedi Knights begin to appear. -3997 The Great Sith War begins. -869 Yoda is born. -200 Chewbacca is born. -60 Obi-Wan Kenobi is born. -48 Mon Mothma is born on Chandrilla. -41 Anakin Skywalker is born. -40 Palpatine is a Senator during the conflict on Naboo. Greed and corruption slowly infiltrate the Senate causing simple decision making to become complicated and drawn out. -32 Senator Palpatine begins his rise to power. He is elected as Chancellor, replacing Chancellor Velorum, due to his manipulation of events surrounding the Trade Federation’s blockade and subsequent forced takeover of Naboo. The fall of the Old Republic begins in earnest. Episode I takes place. Darth Maul, who later dies at the hands of Obi-One Kenobi, kills Qui-Gonn Jinn on Naboo. The Sith reveal themselves once again. -31 Lando Calrissian is born on the planet of Corellia The First Clone War begins -30 The Victory-class Star Destroyer is designed by Walex Blissex. -29 The Clone Wars end. Han Solo is born. -22-20 Anakin Skywalker is seduced by the Dark Side and becomes Darth Vader. -20 Senator Palpatine is elected President of the Republic 20 years before the Battle of Yavin. -18 President Palpatine declares himself Emperor years before the first Death Star is destroyed. Palpatine's political enemies are slowly killed off or exiled to remote planets. Darth Vader is given direct orders from the Emperor to hunt down and execute all Jedi Knights. Resistance Groups begin to form. Luke and Leia Skywalker are born and placed in hiding. Buildup of the Imperial War Machine begins in earnest. System after system falls to Imperial control. The Dark Side gains power with every system that gives in to the Empire. Fear of annihilation keeps most systems in line. Slavery becomes legal in many areas of the galaxy. All non-Humans and those who resist the Empire become fair game. Stormtroopers begin to appear in greater numbers, replacing CloneTroopers as the mainstay of Imperial might. -15 As the Empire's true nature becomes more apparent, several splinter groups begin to rebel against the New Order. One cell is led by Imperial Senator Garm Bel Iblis, another by fellow Clone Wars veteran Jan Dodonna, another by Senior Senator Mon Mothma. Others, such as “Freedom’s Sons” and a freelancer named Cody Sunn-Childe, begins attacking the Imperials outright. Sunn-Childe’s exploits inspire many, including a young Lando Calrissian. He mysteriously vanishes after one adventure. -11 A teenage Han Solo and Dengar participate in a swoop race through the crystal swamps of Agrilat (on Corellia). Solo wins, grievously wounding Dengar in the process. Imperial doctors wire Dengar with cybernetic parts, burning whole emotions out of Dengar’s brain by surgery, and begin training him to be an assassin. They hold out the promise of restoring Dengar’s emotions if he serves them well. Han goes on to win the swoop racing championship of the entire Corellian system. -8 The Player Characters begin their adventures. For a calendar and current date, go to the Galactic Calendar page. |
Special House Rules | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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![]() GM Special Game Note:![]() NOTE: 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. 1. 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. This includes email not directly related to the game. 2. Nudity: This will not be allowed in any form. This means images. You will be dropped from the game after the first warning. This includes email not directly related to the game. 3. 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. This includes email not directly related to the game. 4. 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, Out Of Character or Partially 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. 5. Posting: A minimum of 1-2 posts per week is expected under normal circumstances. More is best if at all possible. This goes for the GM as well. :-) 6. 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. 7. Dice Rolls: Will be handled by the GM using a Dice-Rolling Program. Images of the results will be emailed if requested. 8. 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. 9. 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. 10. 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. 11. PC Vehicles and Ships: Will also be available for players to select a vehicle or ship. The Vehicle Section is up but incomplete. The Ship Section is now available, though limited in its selection. I have Word files of additional ships that I can email if requested. As above, other Star Wars sites can be used for examples and stats. Special Notes:
Character GenerationGM NOTE: Following is a list of character types that will NOT be allowed:
2. Force Sensitive Restrictions: Coynites, Houk, Klingons and Wookiees cannot be Force Sensitive. Gotals may be Force Sensitive but their cones will become desensitized and no longer function. PC's, other than those listed above, may choose to become Force Sensitive after the campaign starts for 20 Character Points. 3. Starting Character Point Bonus: Every PC will receive an extra 20 Character Points to customize their character. Backgrounds give additional 5-20 CP's based on the detail and the content. Once the Campaign has started the Character Points received will increase based on how far along the Character's have moved in the Timeline. 4. Character Point Slot: No more than 20 CP's may be placed in the Character Point slot at the beginning of a campaign or at any time until they join a Resistance Group or the Alliance (PC's get 10 free at the start). Once the Party joins they may have up to 30 CP's in the slot. The only way to have more than 20/30 is to earn them while gaming. All remaining CP's go in the Extra Character Point slot to be used to raise skills and such between adventures. NOTE: Once the Full Might of the Empire is enacted, PC's may have as many Character Points in the Character Point Slot as they wish. 5. Dark Side Point Bonus: A bonus of 10 CP's will be given for each Dark Side Point taken, to a maximum of five (Immortals are exceptions to this; see notes on that character type for details). All DSP's need to be explained in detail in the character background or they will NOT be allowed. 6. Cyber Point Bonus: A bonus of 5 CP's will be given for each Cyber Point taken. All cybernetics must be the standard, unmodified type. However, if a PC desires something different they will have to discuss it in detail with the GM. Terms should be made to benefit both the Player and the GM. 7. Beginning Skill Limits: No skill may be above 7D (with the exception of Specialization’s and Talents, which can be up to 9D) at the beginning of any campaign. A maximum of 1D of the initial 7D may be used for specializations. The 1D is equal to three specialized skills, which get 1D added to each of them above the original skill (or Attribute if they don't have the base skill). 8. Beginning Attribute Limits: Beginning characters are not allowed to raise Attributes with the exception of moving a maximum of 3 pips (1D) around, not to exceed Racial Maximum of the Attribute for the Species. 9. Standard Equipment List: This may be used during Character Generation only. Click here to go to that section. Once the campaign is underway, it may be used only as a reference. All prices will vary according to location and availability. Black Market prices will be from 2 to 5 times higher and will also be based on location and availability. Some items on the Black Market may actually be less then the standard price. 10. Jedi Abilities: Jedi PC's may choose their own Force Powers based on a good background. Be sure not to select a power that requires another first. Jedi's cannot use Force powers while sleeping. However, they will get a resistance roll as required. A Force-using PC who becomes a "Jedi" in deed, or through an honorary title, may learn Force Powers through the Force. To do so requires the Jedi to try to use the power of his or her choice. If successful 10 times (with a +5 modifier for not mastered and a +10 reduced by 1 each time down to a +1 for not being known) the Force will give the Jedi whatever power was chosen. However, any Jedi who currently has Dark Side Points cannot learn Force Powers in this manner. See also “Force Notes.” 11. Special Abilities: See chart in the House Rules Part 4 section for complete information. The maximum allowed is two per character at the start of the Campaign. More may be added later on. Special Abilities are optional. 12. Star Trek PC Types: The different types of PC's that can have a Star Trek background are below:
For information regarding Star Trek Equipment and Ships, see Star Trek Items. Be advised that this section is still under construction and will have limited items. 14. Ambidexterity: Character Point Cost: If the character's Dexterity is 4D or greater, the cost is 7 character points. If the character's Dexterity is 3D to 3D+2, the cost is 15 character points. If the character's Dexterity is 2D+2 or less, the cost is 30 character points. Training Time: The training time is 1 week (5 days) per character point spent, with a minimum of 1 month (35 days). No teacher is required for this process. Attributes, Skills and Character Points1. Raising Skills: Skills used during adventures may be raised during Down Time without training. Skills not used during an adventure need an instructor and training time. Three days training per pip up to 4D. One week training per pip with skills between 4D and 7D. Above 7D, the training time is two weeks per pip. The training time may be reduced one day per CP to a minimum of one day. Training time and Character Point cost will be doubled without an instructor. 2. Adding New Skills: Any new skill can be added if attempted during and adventure or through training with an instructor. This includes Attribute skill use that governs the skill in question. The cost is the number of Character Points required to raise the skill one pip above the Attribute. 3. Adding/Raising Advanced Skills: May be learned if the prerequisite is met and the PC pays 2 CP's to get the Advanced skill at 1D. Training time with an instructor is one week per Character Point spent. Training time without an instructor is 2 weeks per CP spent. Cost is the number before the "D" x2 with an instructor and x4 without one. The training time may be reduced one day per CP to a minimum of one week. 4. Raising Attributes: The cost is the number before the "D" times 10. All skills under the attribute raise with the exception of Advanced skills. Training time is one month for attributes below 4D. Above 4D, training time is two months. 5. Move Increase: The same as raising an Attribute with a one-week minimum. Cost for raising the Move rate is the current value. Example: 10 move to 11 move costs 10 CP's and 5 weeks training time with an instructor (45 extra CP's reduce training time to 1 week), 20 CP's and 10 weeks without an instructor. 6. Character Point spending other than increasing skills:
Healing, Damage, Weapons and Combat1. Stuns & Wounds:
2. 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. 3. 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. 4. 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. 5. 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. 6. Fastflesh Medpacs: Using a fastflesh medpac allows the use of addition medpacs and reduces the difficulty level by one. 7. Wild Die: The Wild Die is used for all rolls, including Damage and Initiative. 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. 8. 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. 9. 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. 10. Weapon Strengths: All weapons (except Star Trek and Time Lord) resist damage with 2D Strength unless otherwise noted. 11. 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. 12. 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. When using the scale rolls, apply the difference between the two scales: this is now called the “adjusted modifier.”
13. 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. 14. 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. 15. Surprise: 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). 16. 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. 17. Movement:
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.
Maneuvers: 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: Collision damage depends on how fast the character or vehicle was moving.
Ramming: 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: Vehicle Damage is modified as follows:
Lost Moves: 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 SkillsRepair 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. Drives: 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.
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