Mar 18, 2017 18:43:15 GMT
Post by LegoBuilder on Mar 18, 2017 18:43:15 GMT
War rages across the galaxy.
Both the brutal Galactic Empire and the desperate Rebel Alliance reel in the face of terrible losses.
Though REBEL forces managed to destroy the superweapon called the DEATH STAR,
their victory did not come in time to save the world of ALDERAAN.
Fear and uncertainty swell in the galactic community.
Now, one small battle begins on the verdant world of ONDERON.
Deep in the jungle, Rebel intelligence has located a secret listening post built by MOFF DARDONO,
To spy on his rival ADMIRAL CORLEN.
The Rebel Alliance has sent a crack team of infiltrators to take the secret listening post,
and turn it into a forward REBEL command post in the Japrael System.
Now after hours of slogging through the humid jungle with it's poisonous plants, and annoying insects.
Our heroes step into the garage of their destination, Whisper Base.
I tried to make it look more like an opening crawl, but the yellow didn't work out very well.
So, anyway, this is an introductory adventure for the Star Wars RPG I will be running on here shortly. There will be several pre-generated characters for you to choose from, and after the adventure you can keep that character or get a new character with the appropriate starting XP.
THE RULES
The Core Mechanic
The core mechanic of the game revolves around the skill
check. The skill check determines whether specific actions
performed by characters succeed or fail, as well as any
consequences that may accompany that success or failure.
1. The player rolls a pool of dice for the skill being
tested, along with the dice corresponding to the
difficulty of the task, plus any situational dice.
2. Cancel out all the opposed symbols. If at least one net
Success symbol remains, the task succeeds.
3. Uncanceled Threat or Advantage influence
the overall success or failure with positive or negative
consequences or side effects.
THE DICE
When a character makes a skill check, the dice allow him
to quickly determine success or failure, as well as magnitude
and narrative implications. Beside each skill on the
character sheet, the dice pool they have in that skill is depicted. Below is the key to understanding
those icons and the dice they represent.
Ability Dice
Ability dice form the basis of most dice
pools rolled by the players. They represent
the character’s innate ability and characteristics
when attempting a skill check.
Proficiency Dice
Proficiency dice stand for the character’s
training and experience, and represent
how skillful he is at the task at hand.
Boost Dice
Boost dice are added for positive situational
conditions such as having allied
assistance, ample time, or the right equipment
to complete a task.
Difficulty Dice
Difficulty dice represent the inherent challenge
or complexity of a particular task a
character is attempting.
Challenge Dice
Challenge dice indicate particularly daunting
challenges posed by trained, elite, or
prepared opponents.
Setback Dice
Setback dice are often used to represent
relatively minor effects that impair or hinder
a character, such as poor lighting, obstructive
terrain, or insufficient resources.
Force Dice
Force dice represent the light and dark sides
of the Force. In dice pools, they are generally
used only for characters with Force
Sensitivity or under special circumstances.
Ten-sided Dice
d100: Percentile rolls are used to generate
numbers for finding results on tables, such
as the severity of a Critical Injury effect.
THE DICE SYMBOLS
The dice used in this game feature a number of
unique symbols used to determine success and failure as
well as additional context and consequences during task
resolution. These symbols allow the players to directly
contribute to the story, generating memorable details and
describing cinematic actions over the course of their adventures.
Below are the definitions of the different symbols,
with descriptions of how they may be used in play.
Advantage
Advantage indicates a positive consequence or side
effect that occurs regardless of a task’s success or failure,
such as slicing a computer in far less time than anticipated
or finding an opening during a firefight to duck
back into cover. Players typically decide how they want
to spend Advantage they generate. Each Advantage
is canceled by one Threat.
Success
If at least one Success remains after all cancellations
have been made, the skill check succeeds. The
more Success symbols remain, the greater the
magnitude of the success. During a combat check,
each extra success generates one extra damage. Each
Success is canceled by one Failure.
Triumph
A Triumph counts as one Success symbol. In addition,
it indicates a spectacularly positive consequence or side effect
that occurs regardless of the task’s success or failure,
such as a Critical Injury with a successful combat check.
Threat
Threat indicates negative consequences or side effects
that occur regardless of a task’s success or failure, e.g., taking
longer to slice a computer terminal or leaving an opening
in a firefight that allows an enemy to duck into cover.
The GM decides how to spend Threat generated by the
PCs. Each Threat is canceled by one Advantage.
Failure
Each Failure cancels one Success. Multiple
net Failure symbols do not influence the magnitude
of the failure.
Despair
Despair counts as one Failure symbol, in addition
to a spectacularly negative consequence that occurs regardless
of the task’s success or failure.
Difficulty
The player adds a number of Difficulty dice π to his dice
pool according to the difficulty of the task he is attempting,
at the discretion of the Game Master. In addition to
the six different levels of complexity shown here, GMs
should remember to add Boost dice and Setback dice
for additional bonuses and complications arising from
the environment or circumstances. GMs can also upgrade
Difficulty dice π into Challenge dice to denote skilled
opponents or when Despair should be a possibility.
Simple Tasks (-)
Routine tasks for which the outcome is rarely in question.
Usually not rolled unless the GM wishes to determine
Initiative
, know the possible magnitude of
success, or indicate the possibility of complications.
Easy Tasks (1 Difficulty Die)
Picking a primitive lock, tending to minor cuts and
bruises, finding food and shelter on a lush planet, interacting
with minions and other faceless NPCs, shooting
a target at short range.
Average Tasks (2 Difficulty Dice)
Picking a typical lock, stitching up a small wound, finding
food and shelter on a temperate planet, interacting
with rivals and typical NPCs, shooting a target at medium
range or trying to strike a target while engaged.
Hard Tasks (3 Difficulty Dice)
Picking a complicated lock, setting broken bones or suturing
large wounds, finding food and shelter on a rugged
planet, interacting with charismatic or important
NPCs, shooting a target at long range.
Daunting Tasks (4 Difficulty Dice)
Picking an exceptionally sophisticated lock, performing
surgery or grafting implants, finding food and shelter on
a barren desert planet, interacting with NPC movers and
shakers or nemeses, shooting a target at extreme range.
Formidable Tasks (5 Difficulty Dice)
Picking a lock with no comprehensible mechanism, cloning
a new body, finding food and shelter on a planet without
an atmosphere, interacting with heroes and faction leaders.
Building a Die Pool
T
o determine a skill check’s dice pool, the player
compares the character’s skill rank and characteristic
rating. The higher of the two values determines
how many Ability dice π are added to the
skill check’s dice pool. Then the player upgrades
a number of those Ability dice into Proficiency
dice based on the lower of the two values.
For instance, a character with Intellect 3 and
Medicine 1 would have a dice pool of 2 Ability Dice and 1 Proficiency Die. A
character with Brawn 2 and Brawl 3 would have a
dice pool of 1 Ability Die and 2 Proficiency Dice. If a character has no ranks
in a skill, he simply rolls a number of Ability dice
equal to the related characteristic (found in parentheses
after each skill).
Characteristics
In this game, a character’s intrinsic abilities are
defined by six characteristics.
Agility
The Agility characteristic measures a character’s manual
dexterity, hand-eye coordination, and body control.
Brawn
A character’s Brawn represents a blend of brute power,
strength, and overall toughness.
Cunning
Cunning reflects how crafty, devious, subtle, and creative
a character can be.
Intellect
The Intellect characteristic measures a character’s intelligence,
education, and ability to reason and rationalize.
Presence
A character’s Presence characteristic is a measure of his
moxie, charisma, confidence, and force of personality.
Willpower
The Willpower characteristic reflects a character’s discipline,
self-control, mental fortitude, and faith.
SKILLS
Skills represent a character’s training or experience in
performing specific tasks.
Athletics (Brawn)
Athletics serves as a measure of the character’s overall
fitness. This skill governs climbing, swimming, jumping,
pushing, and pulling for an extended period of time.
Brawl (Brawn)
Unarmed combat is governed by the Brawl skill and deals
damage equal to the character’s Brawn characteristic.
Charm (Presence)
Charm measures the character’s knack for saying the
right thing at the right time, so long as the statement is
genuine. This skill is used for persuasion, appeals to a
target’s better nature, and sincere seduction attempts.
Coercion (Willpower)
When a character attempts to instill obedience in a target
through the use of threats or acts of physical intimidation,
including interrogation, he utilizes Coercion.
Computers (Intellect)
This skill indicates a character’s understanding of computer
hardware and software. Attempts to bypass a building’s
security systems, search through encrypted records, alter
a droid’s programming, or recover data from a corrupted
system are all under the purview of the Computers skill.
Cool (Presence)
The ability to stay calm and think as one’s life hangs in
the balance is represented by the Cool skill. A player
can test Cool to determine Initiative during encounters
for which the PC has calmly prepared to take action,
such as when setting up an ambush.
Coordination (Agility)
This skill measures flexibility and sense of balance. To
traverse narrow or unstable surfaces, slip free from restraints,
or even tumble down from a dangerous height,
a character tests Coordination.
Deception (Cunning)
Being able to lie believably is represented by the Deception
skill. It governs such actions as misrepresenting
an object’s value, cheating during gambling, distracting
an opponent through guile, feigning romantic interest,
and leaving a false trail for pursuers.
Discipline (Willpower)
The ability to maintain one’s composure and react in an
effective manner is governed by this skill. Discipline allows
a character to sense another’s motive, act normally
under duress, ignore fear effects, and resist temptations.
Leadership (Presence)
Leadership means being able to make smart decisions,
to remain firm and decisive when doing so, and to instill
loyalty and respect. The skill can also be used to sway a
crowd to take action, rally allies against insurmountable
odds, and reassert authority over a wayward underling.
Mechanics (Intellect)
This skill indicates a character’s familiarity with the inner
workings of planetary and atmospheric craft, droids,
weapons, and gadgets. Attempting repairs, modifications,
and even new construction all fall under Mechanics.
Medicine (Intellect)
The Medicine skill encompasses the ability to recall
anatomical and pathological knowledge, perform routine
first aid or triage, treat poison, and conduct surgery
.
Current Wounds | Medicine Check |
Half or less of wound threshold | Easy (1 Die) |
Over half of wound threshold | Average (2 Dice) |
Exceeding wound threshold | Hard (3 Dice) |
Critical Injury | See Severity Rating |
Melee (Brawn)
The training to use weapons to deadly effect while engaged
with an enemy makes up the Melee skill.
Negotiation (Presence)
The skill of Negotiation deals with bartering, selling,
and trading for goods and services, with the goal of receiving
the best possible price.
Perception (Cunning)
Perception encompasses all of a character’s natural
senses, which usually number five in Humans, but may
comprise more in some cybernetically enhanced beings
and alien species. This skill governs the ability to notice
traps or ambushes, pickpockets or sneaks, and subtle
clues or faraway objects.
Piloting (Planetary) (Agility)
This skill allows one to use repulsorlift vehicles, watercraft,
and aircraft under adverse conditions, or to outrun
an opponent during a race or chase.
Ranged (Heavy) (Agility)
Ranged weapons requiring two hands to wield or aim,
including blaster rifles and large thrown weapons such
as spears and throwing axes, rely on this skill.
Ranged (Light) (Agility)
Ranged weapons requiring one hand to wield or aim, including
blaster pistols and small thrown weapons such
as grenades, rely on this skill.
Resilience (Brawn)
This skill reflects the body’s ability to push itself beyond
reasonable limits. Make a Resilience check when trying
to stay awake, resist toxins, endure hostile environments,
or stave off the effects of starvation.
Skulduggery (Cunning)
Skulduggery encompasses a range of skills that are crucial
to performing criminal actions. These include picking
pockets and locks, breaking into and out of secure
facilities, sleight of hand, disguise, setting traps, and
other mischief.
Stealth (Agility)
This skill reflects the ability to avoid notice by an opponent,
eluding any or all of its senses. Stealth allows a
character to follow targets without being detected, use
camouflage, and conceal other people and objects.
Streetwise (Cunning)
This skill represents a character’s ability to navigate
the criminal underworld, be that finding a fence or infochant,
picking up on subtle references, or knowing the
right way to approach a person or group and to open a
conversation without coming across as a threat.
Streetwise also governs a character’s
knowledge of specific facts and information involving local
criminals, organizations, and schemes.
Survival (Cunning)
Recognizing the dangers of the natural environment,
handling domesticated animals, finding food and shelter,
and tracking a subject—whether game or bounty—
are all determined using this skill.
Vigilance (Willpower)
In combat situations for which the characters are unprepared,
test this skill to determine Initiative order.
Additionally, a Vigilance check can be made to see
how well a character anticipated the situation and to
determine whether a piece of gear or an environmental
advantage might be available.
COMBAT
Step 1: Determine
Initiative
Each Player Character and Non-Player Character (NPC)
makes a Simple (-) Cool or Vigilance check depending
on whether he was planning the attack or surprised. Rank
the results in order from highest number of Successes ≥
to lowest number. Each result creates a slot for a character
action. Resolve ties by comparing the number of
Advantages
, with PCs acting first if the number is still tied.
Step 2: Resolve Turns
Each round begins at the top of the Initiative order.
The players and GM fill each Initiative slot one at a time
with a character turn. If the Initiative slot was rolled
by a Player Character, then the players agree on one
Player Character to fill the slot from among the PCs who
have not yet acted that round. That Player Character
then takes his turn.
If the Initiative slot was rolled by an NPC, then the
GM chooses one NPC to fill the slot from among the
NPCs who have not yet acted that round. That NPC
then takes his turn.
During a turn the character has option of undertaking
one or more incidentals, a maneuver, and an action.
Incidentals
Incidentals are minor activities that require very little
time or effort. There is no hard limit to the number of
incidentals a character can perform during his turn, but
the GM may veto excessive numbers of them or actions
constituting more complex maneuvers. Examples of incidentals
include:
• Speaking to another character.
• Dropping an item held in one’s hands.
• Releasing someone the character is holding.
• Minor movements such as shifting position, peeking
around a corner, or looking behind a person.
Maneuvers
Maneuvers are activities that are not complex
enough to warrant a skill check, but do involve time
and effort on the part of a character. Characters are
allowed one free maneuver during their turn and may
elect to suffer two strain in order to perform up to one
more. Maneuvers may be repeated this way (e.g., aiming
twice). Examples of maneuvers include:
• Drawing, holstering, readying, or loading a weapon.
• Drawing an item from storage or putting it away.
• Aiming a weapon to gain one Boost die ∫.
• Moving one range band closer to or farther
away from an enemy.
• Opening a door, diving behind cover, dropping
prone, or standing up.
Actions
Actions are any activities complex enough to warrant
a skill check and can range from slicing open
a computer system to shooting a blaster. A character
may only perform one action in a turn. He may exchange
his action for a maneuver instead but may not
perform more than two maneuvers per turn. Examples
of actions include:
• Slicing a computer or opening a locked door.
• Firing a weapon or slashing with a vibroknife.
• Punching or grappling an opponent.
• Performing first aid on an ally with Medicine or using
Leadership to bark a series of orders.
• Sneaking up on a vigilant foe or climbing a cliff.
Performing a Skill Check
What a character can do with a skill outside of an encounter
is the same as what he can do with it inside of
an encounter. However, actions that would take more
than about ten seconds in game time may require more
than one action to perform.
Performing a Combat Check
A player makes a combat check when he uses a combat
skill to attack a target. This is also referred to as an attack.
Resolve a combat check by completing the following steps:
1. Declare an attack and select targets.
2. Roll the appropriate dice pool for the related combat
skill. Add Difficulty dice based on the range and
type of attack, and add dice for situational factors
.
3. Determine success and deal damage. In combat,
each uncanceled Success adds +1 damage to
a successful attack, affecting each of the targets if
there are more than one.
4. Resolve any remaining Advantage and Triumph
.
5. Resolve any remaining Threat and Despair.
6. Subtract the target’s soak value from the damage
inflicted. Apply any remaining damage to the target’s
current wounds or strain. Finally, apply any Critical
Injuries by rolling a d100 and locating the corresponding
effect on the Critical Injury table.
Step 3: Round Ends
Once all the PCs and NPCs have taken their turns, the
round ends and a new one begins, starting from Step 2.
Step 4: Combat Ends
Once the fighting has been resolved, the GM ends the encounter.
Each Player Character has a chance to catch his
breath and recover strain, and may take steps to help heal any
wounded Player Characters.
Range Bands
Engaged
If two or more targets are close enough to interact directly
with each other, they are considered to be engaged. Engaged
also indicates that a person is close enough to an
item to use it. Moving to engage with or disengage from
an enemy within short range requires one maneuver.
Short Range
Short range indicates a distance of up to several meters
between targets. Moving to another spot within
short range is usually easy to do and generally requires
one maneuver. Many thrown weapons and small firearms
are most accurate at this range.
Medium Range
Medium range can be up to several dozen meters away.
More reliable pistols can reach to medium range, but few
thrown weapons can reach this far. Moving from short to
medium range generally requires one maneuver.
Long Range
Long range is farther than a few dozen meters. Blaster
rifles can reliably reach this far without too much trouble.
However, moving from medium range to long range
requires two maneuvers.
Extreme Range
Extreme range is the farthest range at which two targets
can interact. High tech sniper weaponry and some vehicle-mounted
armaments may cover this range. Moving
between long and extreme range requires two maneuvers.
Initiative
Each Player Character and Non-Player Character (NPC)
makes a Simple (-) Cool or Vigilance check depending
on whether he was planning the attack or surprised. Rank
the results in order from highest number of Successes ≥
to lowest number. Each result creates a slot for a character
action. Resolve ties by comparing the number of
Advantages
, with PCs acting first if the number is still tied.
Step 2: Resolve Turns
Each round begins at the top of the Initiative order.
The players and GM fill each Initiative slot one at a time
with a character turn. If the Initiative slot was rolled
by a Player Character, then the players agree on one
Player Character to fill the slot from among the PCs who
have not yet acted that round. That Player Character
then takes his turn.
If the Initiative slot was rolled by an NPC, then the
GM chooses one NPC to fill the slot from among the
NPCs who have not yet acted that round. That NPC
then takes his turn.
During a turn the character has option of undertaking
one or more incidentals, a maneuver, and an action.
Incidentals
Incidentals are minor activities that require very little
time or effort. There is no hard limit to the number of
incidentals a character can perform during his turn, but
the GM may veto excessive numbers of them or actions
constituting more complex maneuvers. Examples of incidentals
include:
• Speaking to another character.
• Dropping an item held in one’s hands.
• Releasing someone the character is holding.
• Minor movements such as shifting position, peeking
around a corner, or looking behind a person.
Maneuvers
Maneuvers are activities that are not complex
enough to warrant a skill check, but do involve time
and effort on the part of a character. Characters are
allowed one free maneuver during their turn and may
elect to suffer two strain in order to perform up to one
more. Maneuvers may be repeated this way (e.g., aiming
twice). Examples of maneuvers include:
• Drawing, holstering, readying, or loading a weapon.
• Drawing an item from storage or putting it away.
• Aiming a weapon to gain one Boost die ∫.
• Moving one range band closer to or farther
away from an enemy.
• Opening a door, diving behind cover, dropping
prone, or standing up.
Actions
Actions are any activities complex enough to warrant
a skill check and can range from slicing open
a computer system to shooting a blaster. A character
may only perform one action in a turn. He may exchange
his action for a maneuver instead but may not
perform more than two maneuvers per turn. Examples
of actions include:
• Slicing a computer or opening a locked door.
• Firing a weapon or slashing with a vibroknife.
• Punching or grappling an opponent.
• Performing first aid on an ally with Medicine or using
Leadership to bark a series of orders.
• Sneaking up on a vigilant foe or climbing a cliff.
Performing a Skill Check
What a character can do with a skill outside of an encounter
is the same as what he can do with it inside of
an encounter. However, actions that would take more
than about ten seconds in game time may require more
than one action to perform.
Performing a Combat Check
A player makes a combat check when he uses a combat
skill to attack a target. This is also referred to as an attack.
Resolve a combat check by completing the following steps:
1. Declare an attack and select targets.
2. Roll the appropriate dice pool for the related combat
skill. Add Difficulty dice based on the range and
type of attack, and add dice for situational factors
.
3. Determine success and deal damage. In combat,
each uncanceled Success adds +1 damage to
a successful attack, affecting each of the targets if
there are more than one.
4. Resolve any remaining Advantage and Triumph
.
5. Resolve any remaining Threat and Despair.
6. Subtract the target’s soak value from the damage
inflicted. Apply any remaining damage to the target’s
current wounds or strain. Finally, apply any Critical
Injuries by rolling a d100 and locating the corresponding
effect on the Critical Injury table.
Step 3: Round Ends
Once all the PCs and NPCs have taken their turns, the
round ends and a new one begins, starting from Step 2.
Step 4: Combat Ends
Once the fighting has been resolved, the GM ends the encounter.
Each Player Character has a chance to catch his
breath and recover strain, and may take steps to help heal any
wounded Player Characters.
Range | Difficulty |
Engaged | Melee (Easy), Ranged (Light) (Average), Ranged (Heavy) (Hard) |
Short | Easy (1 die) |
Medium | Average (2 dice) |
Long | Hard (3 dice) |
Extreme | Daunting (4 dice) |
Range Bands
Engaged
If two or more targets are close enough to interact directly
with each other, they are considered to be engaged. Engaged
also indicates that a person is close enough to an
item to use it. Moving to engage with or disengage from
an enemy within short range requires one maneuver.
Short Range
Short range indicates a distance of up to several meters
between targets. Moving to another spot within
short range is usually easy to do and generally requires
one maneuver. Many thrown weapons and small firearms
are most accurate at this range.
Medium Range
Medium range can be up to several dozen meters away.
More reliable pistols can reach to medium range, but few
thrown weapons can reach this far. Moving from short to
medium range generally requires one maneuver.
Long Range
Long range is farther than a few dozen meters. Blaster
rifles can reliably reach this far without too much trouble.
However, moving from medium range to long range
requires two maneuvers.
Extreme Range
Extreme range is the farthest range at which two targets
can interact. High tech sniper weaponry and some vehicle-mounted
armaments may cover this range. Moving
between long and extreme range requires two maneuvers.
Wounds, Strain, and Critical Hits
Wounds and Wound Threshold
During his adventures a PC may suffer physical damage, or
wounds. When a PC suffers wounds greater than his wound
threshold, he is incapacitated until his wounds are reduced
enough to fall at or below his wound threshold (likely
through healing). He also immediately suffers one Critical
Injury. While incapacitated, the PC is unconscious, unaware
of his surroundings, or unable to interact with them.
Critical Injuries
A particularly dangerous type of wound is a Critical Injury.
These injuries continue to affect the character until he
receives the proper medical treatment to recover from
the injury, even if the short-term effect has expired. The
difficulty of the Medicine check is determined by severity
of the injury.
When a character suffers a Critical Injury, he rolls a
d100 and locates the corresponding result on the Critical Injury table.
Each Critical Injury a character suffers
from adds +10 to any subsequent Critical Injury check.
Strain and Strain Threshold
While wounds represent physical damage, strain represents
mental and emotional stress. Players may suffer
strain voluntarily to help accomplish tasks, but involuntary
or external stress factors such as fear or environmental exposure
also inflict strain, as do weapons with a Stun setting.
When a character suffers strain greater than his strain
threshold, he becomes incapacitated until his strain is reduced
so that it no longer exceeds his strain threshold.
To recover from strain, the character need only catch
his breath, eat a good meal, or spend time relaxing with
friends by rolling a Simple (-) Discipline or Cool check
(player’s choice). Each Success recovers one strain.
When NPCs suffer strain damage, they apply it as
wounds (after subtracting their soak value) unless they
have been given a strain threshold.
During his adventures a PC may suffer physical damage, or
wounds. When a PC suffers wounds greater than his wound
threshold, he is incapacitated until his wounds are reduced
enough to fall at or below his wound threshold (likely
through healing). He also immediately suffers one Critical
Injury. While incapacitated, the PC is unconscious, unaware
of his surroundings, or unable to interact with them.
Critical Injuries
A particularly dangerous type of wound is a Critical Injury.
These injuries continue to affect the character until he
receives the proper medical treatment to recover from
the injury, even if the short-term effect has expired. The
difficulty of the Medicine check is determined by severity
of the injury.
When a character suffers a Critical Injury, he rolls a
d100 and locates the corresponding result on the Critical Injury table.
Each Critical Injury a character suffers
from adds +10 to any subsequent Critical Injury check.
Strain and Strain Threshold
While wounds represent physical damage, strain represents
mental and emotional stress. Players may suffer
strain voluntarily to help accomplish tasks, but involuntary
or external stress factors such as fear or environmental exposure
also inflict strain, as do weapons with a Stun setting.
When a character suffers strain greater than his strain
threshold, he becomes incapacitated until his strain is reduced
so that it no longer exceeds his strain threshold.
To recover from strain, the character need only catch
his breath, eat a good meal, or spend time relaxing with
friends by rolling a Simple (-) Discipline or Cool check
(player’s choice). Each Success recovers one strain.
When NPCs suffer strain damage, they apply it as
wounds (after subtracting their soak value) unless they
have been given a strain threshold.
Enemies
When the minion group sustains damage equal to
Rivals
Nemeses
Minions
Minions are inferior to PCs, and thus operate in groups.
They rely on strength in numbers to compensate for
their deficiencies. This is represented in three ways:
• Anything that would inflict strain on a minion inflicts
wounds instead. Minions cannot voluntarily suffer strain.
• When operating as a group, minions are treated
as a single adversary. The group uses one Initiative
slot, combines its members’ wound thresholds
into a single pool, and performs one action and one
maneuver on its turn. Anyone attacking a minion
group attacks the group as a whole, and the minion
group applies soak equal to an individual minion’s
soak value once against any successful attacks.
When the minion group sustains damage equal to
an individual minion’s wound threshold, one minion
is defeated and the group’s size decreases by one.
Critical Hits deal damage to minion groups equal to
one individual minion’s wound threshold.
• Individual minions do not have ranks in skills. They instead
possess “group only” skill ranks. A minion group
counts the number of additional minions after the
first as the number of ranks in any of its listed skills
(so a group of four minions making a Ranged [Light]
check would count as having three ranks in Ranged
[Light]). However, the minions may only do this with
skills listed in their profile as “group only.” Any
other skill checks they make are untrained
and use only the base characteristic.
Rivals
Rivals operate under the same rules as PCs, except
they have no strain threshold. Whenever they are
dealt strain, they suffer an equal number of wounds
instead. Exceeding their wound threshold may smash or incapacitate them, as the narrative requires.
Nemeses
Nemeses follow the same rules as PCs do,
including the ability to suffer strain.
DestinyDestiny is one way the Force guides and
Light side Destiny Points favor the PCs and can be used
However, the light side and dark side are two sides of the
Destiny
surrounds the characters. The concept
of destiny and the Player Characters’
ability to tap into and influence this
resource is represented by Destiny Points.
Destiny is interwoven with the
Destiny is interwoven with the
Force, which pervades the galaxy.
Light side Destiny Points favor the PCs and can be used
to aid them in their actions. Dark side Destiny Points impede
the PCs and are used by the GM to imperil them
and complicate their actions.
However, the light side and dark side are two sides of the
same coin struggling for balance, each enduring the other
side’s strengths and exploiting the other side’s weaknesses.
As the pool of light side Destiny Points ebbs, the dark
side’s Destiny Point pool grows, and vice versa. Whenever
the players or GM activate a Destiny Point, its token
should be flipped over to represent the reaction in the
Force.
The GM should encourage frequent use of the Destiny
The GM should encourage frequent use of the Destiny
Points to illustrate the fluid exchange of light and dark.
Whoever’s turn it is has the option to spend a Destiny
Point first, after which the GM or the affected player has the
opportunity to respond with another Destiny Point (though
both effects still take place). Destiny Points are not flipped
over until the roll in question has resolved, so they
cannot be immediately reused.
LIGHT SIDE DESTINY POINTS
A Helping Hand: A player may spend one light side
Destiny Point to upgrade his starting dice pool for a skill
or combat check once.
Raising the Stakes: A player may spend one light side
Destiny Point to upgrade the difficulty of an NPC’s skill
or combat check once.
Luck & Deus Ex Machina: Destiny may also be used
by players to introduce “facts” and additional context directly
into the narrative. For instance, the PCs just happen
to have breathing masks for the atmosphere they’ve encountered,
find a spare stimpack while quickly scavenging
through a medical facility, or notice a (previously nonexistent)
terrain feature they can duck behind for cover
DARK SIDE DESTINY POINTS
A Stumbling Block: The Game Master may spend one
dark side Destiny Point to upgrade the difficulty of a
Player Character’s skill or combat check once.
Disturbance in the Force: The Game Master may spend
one dark side Destiny Point to upgrade the starting dice
pool for an NPC’s skill or combat check once.
So, these are the complete abridged rules for the RPG. I'll have characters ready in a few days. For now, read through the rules and begin understanding them.
LIGHT SIDE DESTINY POINTS
A Helping Hand: A player may spend one light side
Destiny Point to upgrade his starting dice pool for a skill
or combat check once.
Raising the Stakes: A player may spend one light side
Destiny Point to upgrade the difficulty of an NPC’s skill
or combat check once.
Luck & Deus Ex Machina: Destiny may also be used
by players to introduce “facts” and additional context directly
into the narrative. For instance, the PCs just happen
to have breathing masks for the atmosphere they’ve encountered,
find a spare stimpack while quickly scavenging
through a medical facility, or notice a (previously nonexistent)
terrain feature they can duck behind for cover
DARK SIDE DESTINY POINTS
A Stumbling Block: The Game Master may spend one
dark side Destiny Point to upgrade the difficulty of a
Player Character’s skill or combat check once.
Disturbance in the Force: The Game Master may spend
one dark side Destiny Point to upgrade the starting dice
pool for an NPC’s skill or combat check once.
So, these are the complete abridged rules for the RPG. I'll have characters ready in a few days. For now, read through the rules and begin understanding them.