House Rulez
The house rules are pretty much going along with West End Games'(tm) Rules for Star Wars Role Playing Game 2nd Ed. However there are a few twists that I have added and I also wish to point out a few locations where you can get some other peoples house rulez.
I have to give credit where credit is due. I give credit to Robert Therriault for being my GM and passing on his use of rules that I have enjoyed using. (which are most of the rules listed here)
House
Rules
[
Skills ]
[ Combat ]
[ Weapons ]
[ Starship Modifications ]
[ Jedis ]
[Alcohol]
First topic iis the difference that I have when it comes to skills. That means increasing, the use of, the types of, and other modifications of the skill rules. When a character writes down on his character sheet a skill for the first time, ususally, it is written down in a way that is taken off of the base attribute. Such as Miles has a 4d Technical, when he picks Space Transport repair as his first skill the skill should be listed as Space Transport Repair 5d and is increased from there. So the next time the skill is increased it takes 5 character points to increase it to 5d+1. And normally you have to take a lot of time in/out of game, however you care to do it, and improve the skill slowly and increase it at only one pip at anytime.
Starting character skills and Increasing skills:
The way I treat skill is I treat them as new lesser attributes. When a character ,say Miles, starts off a charcter he has a Technical of 4d and when he chooses his skill he starts the skill off at 1d but when rolling he adds it to his base attribute. So that when he goes to roll he rolls 5d still just like normal. However when it comes time to increase the skill it takes only one character point to increase it to 1d+1 and I let my players increase their skills at 2 pips at a time if they have the character points. So you see just like the normal rules the skill increases exponetialy but by starting the skill at an easier number to increase the skill quicker they become actualy hero characters and don't stay dormant for a long time. Not to say that my characters improve significantly very quick because character points are a rare commodity in my games. and I can really start to suck them out of the characters during play so that it is difficult to improve their skills.
New Skills: (I can't take credit for most of these, they are skills released by WEG and other people who's names i have lost in paper work around my room[sorry, but if you know where i could post a site link 2 let me know])
Attribute: | Skill or (A) Advanced Skill: | Specialization and/or Description: |
Dexterity | ZeroGravity(0-G) Manuevering | Just what it looks like. The ability to manuever in a weightless atmosphere. |
Dexterity | Acrobatics | Can be used like a dodge, but also for something like tight rope walking. |
Dexterity | (A) Ace shot | Requires 5d in blaster skill. |
Knowledge | Scholar | Field of Study |
Knowledge | Tactics | Branch (squad, fleet, etc.) |
Knowledge | Engineering | The ability to design or understand technologies, or the furtherment of current technologies. |
Knowledge | (A) Lightsaber Design | Req. 5d in Lightsaber repair (technical). |
Knowledge | (A) Galactic Knowledge | Req. 4d in each (alien species, cultures, languages, and planetary systems.) |
Mechanical | (A) Ace Pilot | Req. 5d in one specified type of piloting (Starfighter, SpaceTransports, or Capital Ship piloting.) |
Mechanical | (A) Ace Shot | Req. 5d in starship gunnery. |
Strength | (A) Master of martial arts, Pro-Wrestler, or Heavy Weight Boxer | Req. 5d in brawling and a specialization of either martial arts, boxing, or wrestling. |
Technical | Lightsaber repair | no specializations, but only jedis can have this skill. |
Technical | Electronics | The study of DC and AC circuits. And the ability to manipulate those currents cith the use of tools. |
Technical | Emergency Energy Allocation | *See below* |
Technical | Jury Rig | The ability to make a quick fix on any object. Sometimes requires the dismantlement of the Mr. Coffee. |
Technical | (A) Invention | Req. 5d in Jury rig (most inventions come from mistakes and quick fixes..right?) |
*The Explaination of Emergency Energy Allocation:* (Technical Skill)
Every ship has systems requiring power. This skill allows a pilot, who has set up his vehicle to manipuilate power system designation, to move one point per use to another power requiring system.
Weapons | Lifesupport | Movement | Shields | Sensors | Communications | Repolsurlift |
1pt / weapon | 1 point | 1pt / move | 1pt / shield die | 1 point | 1 point | 1 point |
Proton Torpedo can be overloaded with unused power to create a very powerful burst | If the 1 pt is used,Players have 5 rounds (min) before life support runs out and they begin to die. | Minimum move is 1 or ship stalls. | Shields Burn out automatically on the next round if a shield generator is increased by 2d. | Maximum increase is double normal (min. 1d) | Result of use is no comm, can not put more than one point into communications. | Is a battery that is charged by a type of alternator, if the point is used the battery is drained in one round and can not be recharged. (emergency use only) |
Combat Modifications:
Firing with two blasters:
Using two melee weapons:
The accuracy of shooting:. For every multiple of 10 points that the character rolls above what the difficulty number is, +1D to the damage is gained.
Multiple shots: No Blaster weapon can be fired more than 10 times in one round. I don't care what ure skill is. The reason for this is simple, no matter how fast you can pull your finger and aim, blaster weapons only have enough energy throughput to fire a blaster 10 times a round.
Blaster rules | Single Shot Damage | Burst Damage | Full Auto |
Light Repeating Blaster | 6d | 3d (1d6 people hit) | 2d |
Heavy Repeating (E-Web) | 8d | 5d (1d6 people hit) | 4d |
Damage: If a weapon is at close range(generally 0.1-3
meters) the damage code is doubled.
If a weapon is placed right up next to a persons body (0 meters)
the damage code is tripled!
Projectile Weapons that I like using in Star Wars:
[Note: Projectiles are considered blunt damage, thus Blast vests are +1d strength when saving.]
Weapon Name | Single Shot Damage | Burst Shot Damage | Full Auto |
Sub-Machine-gun | 2d | 2d (1d6 people hit) | 3d (area effect) |
Assualt Rifle | 3d | 3d (1d6 people hit) | 4d (area effect) |
Assualt S. G. | 4d | 3d (area effect) | |
Riot Gun | 8dstun | 5d (area effect) |
Different types of projectile rounds.
Armor Piercing | -1d to armor |
Gel Rounds | stun damage |
Explosive Rounds | +1d damage 10' Area Effect |
Flechette rounds | +2d damage to unarmored persons |
StarFighter and Space Transports Modification Limits
(Captital Starships are not considered by these rulez to have a 'limit')
Fighters have 15 points of modification.
Space Transports (Freighters) have 30 points of modifications.
The basis of the points of modification starts at whatever the factory considers its production model with no modifications. When increasing a statistic for a weapon, hull, shield, or etc. go by the rulez for upgrading as given by the WEG Star Wars Roleplaying Game 2nd ed.. Rules for upgrading meaning the costs involved to upgrade a system.
1 pip in hull resistance = 1 point of modification(pom)
1 pip in manueverability = 1 pom
1 dice in shield resistance = 3 pom's
1 space move increase = 2 pom's
10 metric tons of cargo support = 1 pom
5 cubic meters of cargo space = 1 pom
Increase in hyperdrive by 0.1 = 1 pom
Increase Hyper drive speed by x1 = 1pom
Additional Ion Cannon = 1 pom (Front or Back) / 2 pom Turret
(Starfighter only) Additional Missile or Torpedo bay = 3 pom (Front or Back) / 4 pom Turret
(Frieghter only) Additional Missile or Torpedo bay = 3 pom (Front or Back) / 6 pom Turret
Additional Laser = 2 pom (Front or Back) / 3 pom Turret
Additional Blaster = 1 pom per arm / 2 pom per arm for Turret
(Freighter only) Additional Tractorbeam = 3 pom
First off let me say that I believe you can fly with the use of Telekenisis. But only llimited amounts, and you had best be a master jedi. Telekenisis is usually used to slow a jedi's self down from falling. However still using Telekenisis on someone else results in a dark side point, regardless if you hurt them or not or if they gave you permission. (Thats for you Rob.)
The Use of Alcohol in Star Wars:
Slightly modifed and
adapted from David
Lucas' drinking rules
Smugglers, pirates and players love to party like it's 2199.
These rules give you a guideline on how the handle the mechanics
of such a binge. Following the damage table below, roll the
Stamina or the Hold Liquor specialization, and compare it to the
damage code of the alcohol consumed. Apply the indicated result
and away you go!
The damage the drink inflicts is the proof of the alcohol- IE:
Everclear does more damage than Zima. Also, all drinks are
cumulative.
Drink Damage > Stamina |
Results |
0-5 | Buzzed: -1D x30 minutes |
6-10 | Drunk: -2D+2 x1 hour |
11-15 | Hammered: -3D+1 x1.5 hours |
16-20 | Wasted: -3D+2 x3 hours |
21-25 | Plowed: incapacitated, but may be resuscitated by artificial means. -4D x6 hours |
26-30 | Passed out: incapacitated, but may be resuscitated. -5D x8 hours |
31+ | Alcohol Poisoning: +1 Wound level for every 5 |
After the allotted time
has passed, all drinking damage has been healed and dice lost
have been recovered (except for alcohol poisoning). However, even
though the drunkard has recovered, the character is still -1D
from the hangover and morning fuzziness. This last for 1/2 the
time it took the character to recover (duration for a hangover
from a Wasted level is 1.5 hours, and so on). The dice loss
applies to everything- except the Stamina/Hold liquor dice. That
remains unaffected during the drinking binge.
An example: Sidney and Jared decide to test their manliness
in a drinking contest. Jared starts slow with a Cloud City
Foo-Foo (+2 damage) and rolls a 18 (with his 6D Stamina)- he's
fine, for now. Sid (with an 8D Hold Booze), jumps to the hard
stuff right away, downing a pitcher of lum in one shot. The
damage is 16, and Sid rolls a 28- he too is fine. Jared, not to
be outdone, moves on to the mixed drinks. He gulps down an
afterburner for 17 damage (2D+1, a 6 on the wild die and the +2
from the Foo Foo), and gets a 28. Sid, goes for the gusto, and
slams a Tatooine Sunrise for 35. and he only gets a 28- The
damage exceeded his roll, making him officially drunk. For the
next round of drinks, Jared detoxifies the alcohol in his system
and watches his drinking buddy. Sid, slams a Starshine Suprize
for 44 damage. Sid, with a lousy roll gets a 18, a 1 on the wild
die, and promptly passes out in his nachos.
Mixed Drinks | Damage Code |
Afterburner | 8D/drink |
Cassandran Choholl | 1D+2/drink |
Corellian Whiskey | 1D+2/drink |
Elshandruu Pica Thundercloud | 1D/drink |
Eth fire water | 2D+2/drink |
Flameout | 2D+1/drink |
Hoojib's Revenge | 1D/drink |
Meltdown | 1D+2/drink (a narcotic hallucinogen) |
Pink Lizard Thunderbolt | 1D+1/drink |
Reactor Core | 1D/drink (a narcotic hallucinogen) |
Renan Irongut | +2/sip, 2D/guzzle |
Revenge of the Jedi | 6D/drink |
StarShine Suprize | 3D/drink |
Savareen Brandy | 1D/drink |
Tatooine Sunburn | 5D/drink |
More Samples:
Beers and Laugers | Damage Code |
Bidziil | 2D/drink |
Dantic | +1/drink, 1D/pitcher |
Daranu | +2/drink |
FozBeer | +1/drink |
Lum | 3D/pitcher |
Rodian Ale | 1D+2/drink |
Ryll Beer | +1/drink |
Skannbult Likker | +1/drink |
Thuris Stout | +2/drink |
Brandy/Vodka | +2/Shot |
These Damage codes assume peak condition of the drinker under optimal drinking conditions. If the drinker has not had anything to eat all day, add 2D to the overall damage against him (Rodian Ale plus Tatooine Sunburn after not eating= 9D+2)
I still seek a good way of pricing beverages: any helpful ideas email me: MaNiAC.