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Thread: house rules for Saga Edition

  1. #1
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    house rules for Saga Edition

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    because it is inevitable for almost any rpg, here are my house rules for the new Saga Edition of the Star Wars game.


    House Rules

    Classes
    Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.


    Combat
    Knock down: when a character makes a successful unarmed melee attack against a target, the target is moved 1 square directly away from the attacker and knocked prone. The target may choose to make an opposed Acrobatics tumble check to remain standing and hold on to their weapon (see below). On a successful check the target may move to any adjacent square. The target suffers any damage they would receive from the attack.

    A character with any martial arts feat that makes a successful unarmed attack against a target also causes the target to drop any object(s) they are holding in addition to being knocked prone. The target is also knocked 1d3 squares directly away from the attacker. Any dropped objects land 1d3 squares away from the target using the grenade deviation chart. A character with any martial arts feat that scores a critical hit with an unarmed attack against a target causes the target to instantly be knocked back (per the above rule), fall prone and drop whatever object(s) they are holding. The target cannot make an Acrobatics check to avoid being knocked prone by an unarmed critical hit.


    Equipment
    Medpac: functions as listed in the SECR.
    Advanced Medpac: functions as a normal medpac but adds +5 to the Treat Injury check. 250 credits.
    Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.
    Life Support pack: functions as a medpac but adds +10 to the Threat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.


    The Force
    Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A character must also have a mentor in order to take their first level into the Jedi Knight or Sith Apprentice PrC. A mentor is defined as any character with levels in the appropriate class or PrC.

    Vehicles
    Hyperspace travel times: hyperspace travel time is determined by the following formula: 1d12+3 or 1d10 (when traveling within the same region) hours x hyperdrive modifier + n days. Where n equals +1 day per region crossed during the trip. Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier + 0 days.



    Special:
    During the Rise of the Empire and Rebellion eras (up until the death of the Sith Lords at Endor) Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force or Farseeing check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
    The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  2. #2
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    Updated rules.

    House rules
    Disclaimer about the Force: I will not warn you if the action your character is about to take will give you a dark side point or not. I also will not define what the Force, the Light side and the Dark side are in an attempt to rationalize whether or not a dark side point is warranted for a character’s actions. We are all levelheaded people and have a somewhat firm grasp of good and evil, but know that this campaign is a heroic one. With that said I encourage players to flirt with the dark side if it befits you character concept, there really is no penalty to having dark side points, until you get enough to equal your Wisdom score that is! So have fun!

    Abilities
    When creating a character you may choose to roll your ability scores in front of the GM (me!) or if you are away from the gaming table you can use the point buy system using 30 points.

    Species
    Ithorians: Only Ithorian characters with the Force Sensitivity feat can utilize the Bellow special ability.

    Classes
    Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.

    Combat
    Knock down: when a character makes a successful unarmed melee attack against a target, the target is moved 1 square directly away from the attacker and knocked prone. The target may choose to make an opposed Acrobatics tumble check to remain standing and hold on to their weapon (see below). On a successful check the target may move to any adjacent square. The target suffers any damage they would receive from the attack.

    A character with any martial arts feat that makes a successful unarmed attack against a target also causes the target to drop any object(s) they are holding in addition to being knocked prone. The target is also knocked 1d3 squares directly away from the attacker. Any dropped objects land 1d3 squares away from the target using the grenade deviation chart. A character with any martial arts feat that scores a critical hit with an unarmed attack against a target causes the target to instantly be knocked back (per the above rule), fall prone and drop whatever object(s) they are holding. The target cannot make an Acrobatics check to avoid being knocked prone by an unarmed critical hit.

    Explosions: when a character takes damage from a frag grenade, thermal detonator, character scale missiles, or starship weapons that character is knocked 1d6 squares away using the grenade deviation chart and lands prone. The character also drops any object(s) they are holding.

    Variant Rule: Free Actions Aren't Free: Each round, a character can perform a number of free actions equal to 1 plus his Charisma modifier or Intelligence modifier (whichever is more), with a minimum of one free action allowed each round. This encourages characters with a higher Charisma or Intelligence -- the leaders and planners -- to coordinate the group even when they don't have any talents that can come into play. Conversely, it encourages the heavy-hitters to "shut up and shoot" instead of trying to over-plan their actions, thereby keeping the tempo of the fight moving along.


    Equipment

    Medpac: functions as listed in the SECR.
    Advanced Medpac: functions as a normal medpac but adds +5 to the Treat Injury check. 250 credits.
    Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.
    Life Support pack: functions as a medpac but adds +10 to the Threat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.

    The Force

    Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A character must also have a mentor in order to take their first level into the Jedi Knight or Sith Apprentice PrC. A mentor is defined as any character with levels in the appropriate class or PrC. Upon reaching their 7th heroic level a PC no longer needs a mentor in order to advance in the Jedi class.

    Heroes and the Dark Side: When your character’s Dark Side Score equals his or hers’ Wisdom score you character has fallen to the Dark Side and thus becomes an NPC controlled by the GM. However, you may still play your character if you want to be brought back to the light and begin working toward that goal. This option should be discussed with the GM so that we can make it story appropriate.

    Sensing the Dark Side: When you succeed on a Use the Force check to detect other Force-users you may also learn whether or not any Force-users within range are tainted by the Dark Side or have turned to the Dark Side. You know if the character is tainted (Dark Side Points equal to half their Wisdom score or less) or Dark (Dark Side Points equal to their Wisdom Score). The roll may still be opposed as normal and if the opposed roll is successful then you do not learn how much of a grasp the Dark Side holds over the character.

    The seductive Dark Side: For Force Sensitive characters the temptation to call upon the Dark Side is always present. By calling on the power of the dark side a Force Sensitive character may gain a single use of any one of the following Force powers; battle strike, dark rage, force grip, force lightning, force slam, or force thrust, at the expense of gaining a dark side point per power used. The use doesn’t count against the characters total number of Force power in their suite nor does the character need to have already selected the Force power as one of their suite of powers.

    Calling on the Dark Side of the Force: If your Dark Side Score is less than half your Wisdom, when you spend a Force Point to roll 1d6 and add the result to a skill check, attack roll, or ability check you may choose to call upon the dark side of the Force and gain an additional d6 to roll and then choose the higher result (as usual). In addition the character also receives 1 dark side point. This feature stacks with the Power of the Dark Side talent, so a character with this talent could potentially roll 3d6 and keep the better result and gain 2 Dark Side points.

    Variant Rule: Calling on the Dark Side: If your Dark Side Score is less than your Wisdom, you can call on the dark side to gain a temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost. Calling on the dark side is a major transgression (see page 94 of the Saga Edition Core Rulebook). Only heroic characters can call on the dark side.

    Variant Rule: The Measure of Evil:When you commit a dark side transgression, your Dark Side Score increases by a random amount: 1d3 for major transgressions, 1d3-1 for moderate transgressions, and 1d2 for minor transgressions. (This never reduces your Dark Side Score, even if the result is less than zero.)

    Atoning: Atoning to remove a dark side point from a character requires a period of self-reflection. To atone and remove a dark side point a character must spend 1d20 days in reflection, meditating upon their actions and atoning. The days need not be used all at once and can be spread out as far as needed. However no other dark side points can be removed before the initial atonement period is over. At the end of that time period the character spends their Force Point(s) as noted in the SECR and removes a single dark side point.
    Atonement may also span the course of an adventure. In this case the character spends their Force Point(s), as noted in the SECR, before the atonement period (the adventure). At the end of the adventure the atonement is fulfilled and the character may then atone for other Dark Side points. The GM determines whether a character can spend time in reflection or if atonement takes place over the course of an adventure.

    A character must spend an additional Force point for every additional dark side point they want to remove. Example: Jedi John has 5 DSPs. He spends his first Force point to remove one DSP. To remove the next DSP it will cost him 2 more Force points, to remove the 3rd DSP it will cost him 3 more Force points, etc... until he has removed all 5 DSPs. If he later gains another DSP and wishes to remove it, this one will cost him 6 Force points to do so. Atoning is required every time a character wishes to remove a DSP.

    “Lost” Force powers: With the loss of so many Jedi and the loss of the Jedi archives several Force Powers and Force Talents are now considered “lost” to time. The following powers may not be selected for a characters suite of Force powers: Rebuke, and Sever Force. The following talents may not be selected: Force Haze, Battle Meditation, Dark Side Scourge, Dark Side Sense, and Resist the Dark Side. If a character is able to locate a Force Sensitive individual that knows one or more of these lost Force Powers or Talents, the character may then train with the “master” and from that point on is able to select a lost Force Power to add to their suite of Force Powers or Talent the next time the character is able to gain a Force Power or Talent.

    Special:
    During the Rise of the Empire and Rebellion eras (up until the death of the Sith Lords at Endor) Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force or Farseeing check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
    The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.

    Force Talents:
    Battlestrike: When activating battlestrike the bonus provided lasts until the end of the encounter or until the character’s next attack roll, which ever comes first. This way a character can not activate battlestrike at the beginning of the day and have it active until their next attack roll later in the day as the power indicates.

    Vehicles
    The following hyperspace rules replace the rules for determining travel time in the SECR and work WITH the rules presented in the Starships of the Galaxy for astrogation.

    Hyperspace travel: Travel within the same region of space; When traveling within the same region of space (Outer Rim for example) calculate the time using the following formula: 1d10 hours x hyperdrive modifier.

    Travel across multiple regions; When traversing multiple regions calculate the time using the following formula: 1d12+3 hours x hyperdrive multiplier + n days. Where "n" equals +1 day per region crossed.

    Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier.


    Hyperspace lanes: When traveling along a major hyperspace lane divide the total time in half.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  3. #3
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    Thought I would share my updated house rules for your perusal. What are yours?

    House rules
    Updated 4-14-2009


    Available books: All WotC published books are available to use for the game. However, all equipment presented in The Legacy Era Campaign Guide is unavailable for use, seeing as how most of that equipment has not been created yet.

    Disclaimer about the Force: I will not warn you if the action your character is about to take will give you a dark side point or not. I also will not define what the Force, the Light side and the Dark side are in an attempt to rationalize whether or not a dark side point is warranted for a character’s actions. We are all levelheaded people and have a somewhat firm grasp of good and evil, but know that this campaign is a heroic one. With that said I encourage players to flirt with the dark side if it befits you character concept, there really is no penalty to having dark side points, until you get enough to equal your Wisdom score that is! So have fun!

    Abilities
    When creating a character you should use the point buy system using 30 points.

    Species
    Ithorians: Only Ithorian characters with the Force sensitivity feat can utilize the Bellow special ability.

    Gen’Dai: the Gen’Dai species is banned as a playable species.

    Classes
    Jedi: Deflect talent: The deflect talent can only be used to deflect ranged attacks that originate from a blaster-type weapon or a slugthrower weapon. Deflect cannot be used to deflect grenades, missiles, flame throwers, and other weapons of that nature.

    Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.

    Retraining: Upon reaching level 7 a character may choose to retrain one feat or talent. To do so you must determine at what level the character took the feat or talent that you wish to replace. Then compare that to the new feat or talent the character wishes to learn. If the character at that level was eligible (would meet any prerequisites) for the new feat or talent, then they may replace the feat or talent at that level for their new one.

    Example: Todrin wishes to replace his Dead Eye feat for Weapon Focus (unarmed strike). He took Dead Eye at 3rd level and he also meets the prereqs for Weapon Focus (simple weapons) at 3rd level. So he retrains Dead Eye for Weapon Focus (simple weapons).

    Feats and talents that provide a static bonus such as Skill Focus are not available for training.

    Combat
    Explosions: when a character takes damage from a frag grenade, thermal detonator, character scale missiles, or starship weapons that deal area damage that character is knocked 1d6 squares backward and lands prone. The character also drops any object(s) they are holding.

    The Edge of Exhaustion: If you have already used your second wind(s) for the day, you can catch another second wind by voluntarily moving –1 persistent step down the condition track. The persistent condition remains until you’ve had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest.

    Equipment
    Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.

    Life Support pack: functions as a medpac but adds +10 to the Threat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.

    Comlinks: comlinks no longer function like real world cell phones in my game. Comlinks function as they do in the SECR. They are essentially a two-way walkie-talkie that you can adjust frequencies on, but some models do have a text messaging feature. They do not function as datapads.

    Homing Beacon: a homing beacon is a tiny .5 kg device that allows the user the ability to track a ship even through multiple hyperspace jumps. Homing beacons can be set to a frequency that communicates with your datapad, portable computer, personal computer, sensor pack, or vehicle computer. Homing beacons are difficult to detect and add a +10 equipment bonus to Stealth checks used to hide the device. Cost 200 credits, Availability Restricted.

    Nightvision goggles: is a .5 kg device that grants the wearer darkvision. However, in areas of bright light the wearer is considered blind due to the photoreceptors being flooded with light. Cost 300 credits, Availability Military.

    Computers, holonet and slicing: During this time period the Holonet has been restricted for Imperial Military use only. Meaning everyday holonet access is restricted. This has been a significant blow to the galactic community and has essentially cut off thousands of star systems from communicating with the rest of the Galaxy. Occasionally there will be news broadcasts, but only what the Empire wants the galaxy to know. Planets now must rely on their own subspace transmission relays so that they can still communicate with their own population.

    Accessing the Holonet has become extremely difficult; to simply gain a connection you must succeed on a Use Computer check DC 25. Then an opposed Use Computer check must be made against the Holonet to determine if the illegal connection has been noticed. The Holonet has an Intelligence of 40, a Will Defense of 30, a +25 to Use Computer, and a starting attitude of hostile.

    However, planetary subspace transmissions (basically the internet) are still relatively intact. The normal Use Computer rules apply to dedicated planetary transmissions, yet these are often much slower than the Holonet. While using a planetary subspace transmission double the normal time it would take for any Use Computer check.

    The Force
    Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A mentor is defined as any character with levels in the appropriate class or PrC. Upon reaching their 7th heroic level a PC no longer needs a mentor in order to advance in the Jedi class.

    Temptation of the Dark Side: the rules for the seductive Dark Side as presented on page 85 of The Force Unleashed Campaign Guide are available for Force Sensitive characters to use.

    Atoning: The option rule for atoning on page 85 of The Force Unleashed Campaign Guide will also be used.

    “Lost” Force powers: With the loss of so many Jedi and the loss of the Jedi archives several Force Powers are now considered “lost” to time. The following powers may not be selected for a characters suite of Force powers: Fold Space, Force Light, Sever Force, Malacia, Mind Shard, Morichro, Phase, Plant Surge, Shatterpoint, and Thought Bomb. If a character is able to locate a Force Sensitive individual that knows one or more of these lost Force powers, the character may then train with the “master” and from there is able to select a lost Force Power to add to their suite of Force powers the next time the character is able to gain a Force power.

    Special: During the Rise of the Empire and Rebellion eras, Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
    The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.

    Vehicles
    The following hyperspace rules replace the rules for determining travel time in the SECR and work WITH the astrogation rules presented in the Starships of the Galaxy.

    Hyperspace travel: Travel within the same region of space; When traveling within the same region of space (Outer Rim for example) calculate the time using the following formula: 1d10 hours x hyperdrive modifier.

    Travel across multiple regions: When traversing multiple regions calculate the time using the following formula: 1d12+3 hours x hyperdrive multiplier + n days. Where "n" equals +1 day per region crossed.

    Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier.

    Hyperspace lanes: When traveling along a major hyperspace lane divide the total time in half.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  4. #4
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    Yet another update to my house rules!

    Another house rule update!

    House rules
    Updated 10-25-2009


    Available books: All WotC published books are available to use for the game. However, all era specific equipment presented in The Legacy Era Campaign Guide is unavailable for use, seeing as how most of that equipment has not been created yet.

    Disclaimer about the Force: I will not warn you if the action your character is about to take will give you a dark side point or not. I also will not define what the Force, the Light side and the Dark side are in an attempt to rationalize whether or not a dark side point is warranted for a character’s actions. We are all levelheaded people and have a somewhat firm grasp of good and evil, but know that this campaign is a heroic one. With that said I encourage players to flirt with the dark side if it befits you character concept, there really is no penalty to having dark side points, until you get enough to equal your Wisdom score that is! So have fun!

    Abilities
    When creating a character you should use the point buy system using 30 points.

    Species
    Ithorians: Only Ithorian characters with the Force sensitivity feat can utilize the Bellow special ability.

    Gen’Dai: the Gen’Dai species is banned as a playable species.

    Classes
    Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.

    Force Adept Prestige Class: The Force Adept prestige class now gains a full base attack bonus progression. However, it does not gain the listed defense scores but gains a +2 to Reflex, Fortitude, and Will defenses.

    Retraining: Upon reaching a new level a character may choose to retrain one feat or talent. To do so you must determine at what level the character took the feat or talent that you wish to replace. Then compare that to the new feat or talent the character wishes to learn. If the character at that level was eligible (would meet any prerequisites) for the new feat or talent, then they may replace the feat or talent at that level for their new one. (Similar to the retraining rules in D&D 3.5)

    Example: Todrin wishes to replace his Dead Eye feat for Weapon Focus (unarmed strike). He took Dead Eye at 3rd level and he also meets the prereqs for Weapon Focus (simple weapons) at 3rd level. So he retrains Dead Eye for Weapon Focus (simple weapons).

    Feats and talents that provide a static (always on) bonus such as Skill Focus or Weapon Focus are not available for retraining.

    Combat
    Explosions: when a character takes damage from a frag grenade, thermal detonator, character scale missiles, anti-personal mines, starship weapons that deal area damage, or any other type of explosive device, that character is knocked 1d6 squares backward and lands prone. The character also drops any object(s) they are holding.

    The Edge of Exhaustion: If you have already used your second wind(s) for the day, you can catch another second wind by voluntarily moving –1 persistent step down the condition track. The persistent condition remains until you’ve had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest.

    Equipment
    Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.

    Life Support pack: functions as a medpac but adds +10 to the Treat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.

    Comlinks: comlinks no longer function like real world cell phones in my game. Comlinks function as they do in the SECR. They are essentially a two-way walkie-talkie that you can adjust frequencies on, but some models do have a text messaging feature. They do not function as datapads.

    Homing Beacon: a homing beacon is a tiny .5 kg device that allows the user the ability to track a ship even through multiple hyperspace jumps. Homing beacons can be set to a frequency that communicates with your datapad, portable computer, personal computer, sensor pack, or vehicle computer. Homing beacons are difficult to detect and add a +10 equipment bonus to Stealth checks used to hide the device and a DC 30 Use Computer check to detect the broadcasted signal. Cost 1,000 credits, Availability Restricted.

    Nightvision goggles: is a .5 kg device that grants the wearer darkvision. However, in areas of bright light the wearer is considered blind due to the photoreceptors being flooded with light. Cost 300 credits, Availability Military.

    Computers, holonet and slicing: During this time period the Holonet has been restricted for Imperial Military use only. Meaning everyday holonet access is restricted. This has been a significant blow to the galactic community and has essentially cut off thousands of star systems from communicating with the rest of the Galaxy. Occasionally there will be news broadcasts, but only what the Empire wants the galaxy to know. Planets now must rely on their own subspace transmission relays so that they can still communicate with their own population.

    Accessing the Holonet has become extremely difficult; to simply gain a connection you must succeed on a Use Computer check DC 25. Then an opposed Use Computer check must be made against the Holonet to determine if the illegal connection has been noticed. The Holonet has an Intelligence of 40, a Will Defense of 30, a +25 to Use Computer, and a starting attitude of hostile.

    However, individual planetary subspace transmissions (basically the internet) are still relatively intact. The normal Use Computer rules apply to dedicated planetary transmissions, yet these are often much slower than the Holonet. While using a planetary subspace transmission double the normal time it would take for any Use Computer check.

    The Force
    Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A mentor is defined as any character with levels in the appropriate class or PrC. Upon reaching their 7th heroic level a PC no longer needs a mentor in order to advance in the Jedi class.

    Temptation of the Dark Side: the rules for the seductive Dark Side as presented on page 85 of The Force Unleashed Campaign Guide are available for Force Sensitive characters to use.

    Atoning: The optional rule for atoning on page 85 of The Force Unleashed Campaign Guide will also be used.

    “Lost” Force powers: With the loss of so many Jedi and the loss of the Jedi archives due to Order 66, several Force Powers are now considered “lost” to time. The following powers may not be selected for a characters suite of Force powers: All Force Training Regiments, All Lightsaber Training Regiments, Combustion, Detonate, Fold Space, Force Light, Sever Force, Malacia, Memory Walk, Mind Shard, Morichro, Phase, Plant Surge, Shatterpoint, and Thought Bomb. If a character is able to locate a Force Sensitive individual that knows one or more of these lost Force powers, the character may then train with the “master” and from there is able to select a lost Force Power to add to their suite of Force powers the next time the character is able to gain a Force power.

    Special: During the Rise of the Empire and Rebellion eras, Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the current Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
    The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.

    Vehicles
    The following hyperspace rules replace the rules for determining travel time in the SECR and work WITH the astrogation rules presented in the Starships of the Galaxy.

    Hyperspace travel: Travel within the same region of space; When traveling within the same region of space (Outer Rim for example) calculate the time using the following formula: 1d10 hours x hyperdrive modifier.

    Travel across multiple regions; When traversing multiple regions calculate the time using the following formula: 1d12+3 hours x hyperdrive multiplier + n days. Where "n" equals +1 day per region crossed.

    Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier.

    Hyperspace lanes: When traveling along a major hyperspace lane divide the total time in half.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


  5. #5
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    Here are the onyl houserules I have for the game.

    1. Destiny Mechanic and thus Destiny Points are banned. The game is already designed to be player friendly, it does not need this mechanic.

    2. Non-Force Sensitive characters may never have more than 1 plus their Wisdom modifier Force Points, which do not replenish every time a player gains a level. Force Points are gained and lost as they were in WEG d6.

    3. Force Points may used to grant a bonus to all task resolution rolls for the entire round or as a bonus to a single Defense for the round.

    4. If you have the ability to roll multiple d6 (or d8 - Strong in the Force) due to character level, you may choose to roll a single die. If you do and roll the maximum number for the roll...a 6 or 8 as appropriate, roll again and add the result of the scond roll to the first.

    5. Ignition, Force Grip, and Ballistakinesis are Darkside Powers. In the case of Ballistakinesis, if you are a member of the Jensaarai tradition, it is not a Darkside Power.

    6. Due to extremely gritty nature of my game, First Aid with medpacs may be performed a number of times equal to 1 plus Constitution modifer in a 24 hour period, but no more than once per encounter.

    7. Damage sustained from a Thermal Detonator causes the character to be affected by radiation sickness...-1 step persistent condition...unable to heal damage through natural means...an attack is made each day against the characters Fortitude Defense, attack is 1d20 + 10...if radiation attack exceeds Fortitude Defense, move -1 persistent step down the condition track. This may be avoided by being treated with long term care and submersion in a Bacta Tank.

  6. #6
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    Quote Originally Posted by Dytrrnikl View Post
    Here are the onyl houserules I have for the game.

    1. Destiny Mechanic and thus Destiny Points are banned. The game is already designed to be player friendly, it does not need this mechanic.
    I have thus far been unhappy with the way Destiny affects the game. The next Saga game I run will not use Destiny.

    Quote Originally Posted by Dytrrnikl View Post
    2. Non-Force Sensitive characters may never have more than 1 plus their Wisdom modifier Force Points, which do not replenish every time a player gains a level. Force Points are gained and lost as they were in WEG d6.
    Why?

    Quote Originally Posted by Dytrrnikl View Post
    3. Force Points may used to grant a bonus to all task resolution rolls for the entire round or as a bonus to a single Defense for the round.
    I like the adding to Defense! I might steal that! Question though, do you allow it as a reaction or stick with the rule that they must spend it on their turn?

    Quote Originally Posted by Dytrrnikl View Post
    4. If you have the ability to roll multiple d6 (or d8 - Strong in the Force) due to character level, you may choose to roll a single die. If you do and roll the maximum number for the roll...a 6 or 8 as appropriate, roll again and add the result of the second roll to the first.
    Cool.

    Quote Originally Posted by Dytrrnikl View Post
    5. Ignition, Force Grip, and Ballistakinesis are Darkside Powers. In the case of Ballistakinesis, if you are a member of the Jensaarai tradition, it is not a Darkside Power.
    I will probably do the same for Force Powers in my next game.

    Quote Originally Posted by Dytrrnikl View Post
    6. Due to extremely gritty nature of my game, First Aid with medpacs may be performed a number of times equal to 1 plus Constitution modifer in a 24 hour period, but no more than once per encounter.
    This is good, I like this.

    Quote Originally Posted by Dytrrnikl View Post
    7. Damage sustained from a Thermal Detonator causes the character to be affected by radiation sickness...-1 step persistent condition...unable to heal damage through natural means...an attack is made each day against the characters Fortitude Defense, attack is 1d20 + 10...if radiation attack exceeds Fortitude Defense, move -1 persistent step down the condition track. This may be avoided by being treated with long term care and submersion in a Bacta Tank.
    This is cool too.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    I adapted the Spirit of the Century minion rules for a one-shot, 'bout a year ago; they work largely the same as they do in SotC, just with d20 trappings. Since minions aren't supposed to be anywhere near a "challenge" (rather a complication to a challenge), an individual minion is weak; their strength lies in the number set to a given task ("shoot that PC", mostly)

    Single Mook: Defenses all 10; 1 HP; BAB +0; no skills, feats, Force points.

    Multiple Mooks:
    - For 2-3 minions, +2 to attack and damage rolls
    - For 4-6 minions, +4 to attack and damage rolls
    - For 7-9 minions, +6 to attack and damage rolls
    - For 10 or more, +10 to attack and damage rolls

    (Yes, this means that minions lose effectiveness as they lose numbers; this is intentional in FATE and quite in the spirit of Star Wars.)

    The one-shot was low-level, so I didn't adapt minion quality from SotC, but it wouldn't be too difficult to tweak the base mook stats or gains from multiple minions to reflect a tougher minion.

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    Why?
    I'm still working on this one. Something that I miss from WEG d6 is the 6 force point maximum for non-force-sensitive characters. I enjoyed the mechanic that illustrated they're lack of reliance or belief in the Force. I've been tweaking this one for awhile. Currently I'm looking at either 1/2 Wisdom Score or possibly just a flat 6 maximum limit.

    I did fail to mention, that I eliminated the need for player's to spend FPs to use talents. I mean, heck, they're talents, they shyould not have an associated cost to use. I'd have to check my notes, but I believe for those Force Powers that have an FP kicker or Destiny Point Kicker, I ruled that if the player rolls a natural 20 on the Use Force Check, that they get the FP kicker and if the spent a FP during teh round, they get the Destiny Point kicker.


    I like the adding to Defense! I might steal that! Question though, do you allow it as a reaction or stick with the rule that they must spend it on their turn?
    Stick to the rule that they must spend it on their turn.

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    Quote Originally Posted by Sascha View Post
    I adapted the Spirit of the Century minion rules for a one-shot, 'bout a year ago; they work largely the same as they do in SotC, just with d20 trappings. Since minions aren't supposed to be anywhere near a "challenge" (rather a complication to a challenge), an individual minion is weak; their strength lies in the number set to a given task ("shoot that PC", mostly)

    Single Mook: Defenses all 10; 1 HP; BAB +0; no skills, feats, Force points.

    Multiple Mooks:
    - For 2-3 minions, +2 to attack and damage rolls
    - For 4-6 minions, +4 to attack and damage rolls
    - For 7-9 minions, +6 to attack and damage rolls
    - For 10 or more, +10 to attack and damage rolls

    (Yes, this means that minions lose effectiveness as they lose numbers; this is intentional in FATE and quite in the spirit of Star Wars.)

    The one-shot was low-level, so I didn't adapt minion quality from SotC, but it wouldn't be too difficult to tweak the base mook stats or gains from multiple minions to reflect a tougher minion.
    I'm actually going to start a new thread about this since I am against minions in Saga.

    Quote Originally Posted by Dytrrnikl View Post
    I'm still working on this one. Something that I miss from WEG d6 is the 6 force point maximum for non-force-sensitive characters. I enjoyed the mechanic that illustrated they're lack of reliance or belief in the Force. I've been tweaking this one for awhile. Currently I'm looking at either 1/2 Wisdom Score or possibly just a flat 6 maximum limit.

    I did fail to mention, that I eliminated the need for player's to spend FPs to use talents. I mean, heck, they're talents, they shyould not have an associated cost to use. I'd have to check my notes, but I believe for those Force Powers that have an FP kicker or Destiny Point Kicker, I ruled that if the player rolls a natural 20 on the Use Force Check, that they get the FP kicker and if the spent a FP during teh round, they get the Destiny Point kicker.


    Stick to the rule that they must spend it on their turn.
    I think the difference between Force Points in Saga and FPs in d6 is that Saga (and Eberron, and 4e) look at Force Points/Action Points as simply a boost to the PC for whatever reason. Call it extreme effort, luck, The Force, what-have-you, it all has the same mechanical affect. In d6, IIRC, they were, as you say, a measure of a characters connection to the Force.

    Which, personally I don't think is a needed game mechanic, measuring a character's connection to the Force. And I as a player really like the idea of Action Points because sometimes it is really crappy to be 1 or 2 points from a needed check! and even with FPs you then must decide if you want to spend that resource or not.

    So, to make a short story long, I like Force Points as they are.
    "I'm afraid it is you who are mistaken. About a great, many things."

    "It is not the rules that make or break a game, it's the GM and the players."


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    Thanks for those rules.

    My house rules are:

    1.Jensaarai can twice per day use a dark force power but if they use a dark force power after that it will move them down by two.Since they have extreme dicispline it lets them use the darkside but used to much they corrupt faster.

    2. Kel dorian's get a permant +2 on enemys if they have the orphan or law enforcement background.(only use this if there is alot of story and the short term version is in rebel era book.)

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