The Guild's Star Wars House Rules
| Basic Mechanics | Mishaps | Skills | Getting Force Points Back |
| Combat Rules | Experience Rules | To Become a Jedi |
Every attribute and skill has a die code (1D, 3D+1, etc.).
When making a skill or attribute roll, the first die (called the wild die) is a different color from the other dice. On the roll of a 2-5, simply add the rolled number to the other dice. On a roll of 6, the player gets to add that number to his score plus roll the wild die a second time adding the new roll to the score as well. Each time the wild die comes up a 6 after the first one, the player adds it to the score and rolls again until getting something other than a 6. On a roll of 1 on the wild die (first roll only), a mishap has occurred.
Penalties: When a character suffers a penalty, they lose the wild die and their highest die for that round. If more than one die is tied for highest roll, the character loses only one die.
Complications: Complications are just what the name implies - something that complicates life (eg. gun jams, out of ammo, dud grenade, broken tool, etc.). The GM decides what the complication is.
Characters can improve their skill roll by 1D by spending time "preparing" for the task. Characters may not prepare for use of the following skills:
DEXTERITY: brawling parry, dodge, lightsaber, melee combat, melee parry, running
MECHANICAL: archaic starship piloting, beast riding, capital ship piloting, capital ship shields, ground vehicles, hover vehicles, powersuit operation, repulsorlift vehicles, starfighter piloting, starship shields, swoop operation, space transports, walker vehicles
PERCEPTION: gambling, hide, sneak
STRENGTH: brawling, stamina, swimming
TECHNICAL: Applicable to all skills.
Characters may rush an action to take half the time. When rolling, the player rolls half the dice he normally would.
Two or more people may combine skills to accomplish a task. To do this, simply pick one character as the lead. For every additional character, add the number in front of the "D" for their skill to the total roll.
Example: Three people are repairing a ship. The leader has 5D ship repair and the other two have 4D+1 each. The leader makes a roll of 5D+8 (+4 from each helper).
Characters may use skills that they do not actually have written down on their character sheet. However, those skills are at a -1D penalty.
Players may take more than one action in a round. For each additional action, all rolls are lowered by 1D (eg. a character taking three shots suffers a -2D penalty to all actions).
Characters may spend force points to double the rolls of all actions in a round. This must be declared at the beginning of the round.
Force Points Back:
Doing Evil: When a character commits evil while spending a Force Point, the character doesn't get the Force Point back at the end of the adventure. In addition, he receives a Dark Side Point. Some examples of evil acts are:
Being Unheroic: When a character uses a Force Point to do something that is not particularly heroic, but not evil either, the character doesn't get the Force Point back at the end of the adventure. It is lost. Some unheroic acts are:
Being Heroic: When a character is heroic while spending a Force Point, the character gets the Force Point back at the end of the adventure. Some heroic examples are:
Being Dramatically Heroic: When a character is heroic at the dramatically appropriate moment, the character gets the Force Point back at the end of the adventure and receives another one, as well. Some dramatically heroic examples are:
Force Sensitive or Jedi characters must abide by the above rules at all times or risk receiving Dark Side Points. All characters may gain Dark Side Points for evil acts if the GM feels it is appropriate.
Movement: Every character or vehicle has a move listing. When players declare movement, the move tells the GM how much distance (in meters) the vehicle or character covers. A movement counts as an action.
Any character or vehicle may make up to four moves per round, each move counting as an action. Example: a character is piloting a landspeeder with a move of 90. He declares four moves for the round. His rolls are all at -3D. Players or vehicles may make one half-speed movement (over very easy, easy and moderate terrain) in a round without suffering a penalty to rolls.
Order of Operations:
Roll Initiative (or declare Full Defense)
Actions by Initiative Roll, highest to lowest
Initiative: Players and GMCs roll their dice in initiative skill to determine order of action. If Full Defense is the intent, then declare before initiative.
Actions: Players and GM's declare and act in order of initiative, highest roll to lowest. Initiative is declared by making the following roll:
|Combat character||1D + ((2 * Dexterity) + Perception)|
|Intermediate character||1D + ((1.5 * Dexterity) + Perception)|
|Non-combat character||1D + (Dexterity + Perception)|
It's up to the GM to declare what characters consitute a "combat", "intermediate", or "non-combat" character. Some exaples for Combat types would be the Jedi or Bounty Hunter templates; for Intermediate, the Gambler template, and for Non-Combat, the Kid or the Young Senatorial templates.
Attacking: When attacking, with either a ranged or melee attack, the player will roll the appropriate skill against a difficulty number set by the GM. Rolling equal to or greater than the difficulty results in a successful hit. Various modifiers may help or hinder the success of the roll (determined by GM).
A character who begins a round with a weapon holstered may draw that weapon, but it counts as an action (reduce all other actions in that round by -1D).
If a weapon has a fire control rating, add the number of dice of fire control to the appropriate skill.
Some weapons have a fire rate. This is the maximum number of times that the weapon can be fired in that round or rounds (eg.: fire rate of 1/2 means once every two rounds).
When making an attack roll, for every ten points rolled above the difficulty number, damage is increased by one die.
Dodging: If, when attacked, the player wishes to dodge, he may do so, but it counts as an action, and so suffers the multiple action penalty (above).
Damage: When hit by an attack, damage is rolled for the attack against the target's strength roll. The hit effects are:
|Dmg > STR by:||Effect|
|13-15||Character mortally wounded|
Stun: Stunned characters suffer a -1D to skill and attribute rolls for the rest of the round and for the next round. If a character is hit by a number of stuns (in the same round) equal to or greater to his strength dice, he falls unconscious for 2D minutes.
Wound: Wounded characters fall prone and can take no actions for the rest of the round. They suffer a -1D to skill and attribute rolls until healed. A second wound results in the character becoming incapacitated.
Incapacitate: Incapacitated characters fall prone and are knocked unconscious for 10D minutes. They can't do anything until healed. If an incapacitated character is wounded or incapacitated again, he becomes mortally wounded.
Mortal Wound: Mortally wounded characters fall prone and unconscious. The character can't do anything until healed. They may die - at the end of each round, roll 2D. If the roll is less than the number of rounds that the character has been mortally wounded, the character dies. A mortally wounded character who is incapacitated or mortally wounded again is killed.
Weapons may be set on stun to avoid killing their target. Setting a weapon to stun counts as an action for the round. Damage is rolled normally, but treat any result above stunned as unconscious. Stunned characters are unconscious for a number of rounds equal to the number of damage points taken above the strength roll (eg. strength roll 10, damage 20 = stunned for ten rounds).
Armor can reduce the effects of damage (see the book).
The cost to raise specialized skills is half the normal cost, rounded up.
Characters may improve their move score one meter at a time. The point cost is the character's current move rating. May not be improved above the species max.
Characters who are not force sensitive at creation may become force sensitive. The cost is twenty character points plus the character must have an extremely heroic (difficulty 50) transfer force roll. If the Jedi fails the roll, characters may spend, at a later time, another 10 points for another roll. This may be done until the roll is successful.
Characters may advance attributes at a cost of 10 times the number in front of the die. Characters must have a teacher (or simulator) except in specific cases. Training time is two months if the skill is below 4D. If it is above 4D, the training time is six months. When advancing an attribute, players must make a roll (with the old rating) against a roll of the attribute maximum. If the player's roll is lower or equal, the attribute advances. If the player rolls higher, then a second roll can be made at a later time at a cost of one-quarter the initial cost per roll until the roll is successful.
become a Jedi:
Characters must find a teacher. The cost to learn the new force skill is twenty points per skill and the time to learn the new skill is one week. After learning the skill, starting level is 1D. Characters get three force powers when the new skill is learned. The learned powers are up to the player (subject to GM approval), but may not be any combined skill powers.
To advance Jedi skills:
With a teacher, the cost and time is as per raising a skill normally (up to teacher's level). Without a teacher or beyond the old teacher's level without a new teacher with higher level, the costs and times are doubled.
As each force skill is raised one pip, the character may get a new force power. If with a teacher who knows the power desired, there is no additional cost. Without a teacher, or if the teacher doesn't know the power in question, the cost is an additional five character points, plus one week, and the player must know of the power's existance.