Rules Reference & Homebrew Rules

This is the OOC forum for Star Wars: Dark Times
Post Reply
User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Rules Reference & Homebrew Rules

Post by Shurijo » Mon Sep 21, 2020 2:40 pm

Dice

Positive Dice
  • Boost Dice - (d6, blue, square) Benefits gained through luck, chance, and advantageous actions taken by characters.
  • Ability Dice - (d8, green, diamond) Characters aptitude or skill. Opposed by Difficulty dice.
  • Proficiency Dice - (d12, yellow, hexagon) Combination of ability and training. Can add 1 Proficiency die by investing DP. Ability dice upgrades to Proficiency dice.
Negative Dice
  • Setback Dice - (d6, black, square) Problems and obstacles (lighting, terrain, situational)
  • Difficulty Dice - (d8, purple, diamond) Challenging of complexity of task.
  • Challenge Dice - (d12, red, hexagon) Extreme adversity and opposition. Difficulty dice upgrades to Challenge dice.
Force Dice
  • Force Dice - (d8, white, hexagon) Used for Force.
Positive Dice Results
  • Success - (starburst). Appears on Boost, Ability, Proficiency dice. Canceled by Failure result. If at least 1 Success in pool after cancellations, then skill check is successful. Multiple Success results influences magnitude of success. Example: In combat, each Success is added to damage. So 4 net Successes would inflict 4 damage and 1 net Success would inflict 1 damage.
  • Advantage - (Rebel wings with dot in center). Appears on Boost, Ability, Proficiency dice. Canceled by Threat result. Advantages result in positive consequence or side effect (regardless of task success/failure). Multiple Advantages results influences magnitude of advantage. Example: used for critical hits, activating weapon's special ability, recovering strain, perform additional maneuver.
  • Triumph - (circle with flare/lightsaber). Appears on Proficiency dice. Counts as Success (in addition to Triumph effects). Potentially canceled by Failure. Trigger incredible effects, such as critical hit, activate weapon's special quality (requires 2 Advantages or just 1 Triumph).
Negative Dice Results
  • Failure - (downward triangle). Appears on Setback, Difficulty, Challenge dice. Cancels Success results. If at least 1 Success in pool after cancellations, then skill check is successful. Multiple Failure results DOES NOT influence magnitude of failures.
  • Threat - (Empire logo/hexagon). Appears on Setback, Difficulty, Challenge dice. Cancels Advantage results. Threat result in negative consequence or side effect (regardless of task success/failure). Multiple Threats results influences magnitude of threat. Example: takes longer for skill task, leave opening in firefight, suffering strain.
  • Despair - (circle with hollow downward triangle). Appears on Challenge dice. Counts as Failure (in addition to Despair effects). Potentially canceled by Success. Trigger incredible bad effects. Multiple Despair are cumulative (each one does separate Failure and special effect).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Task Difficulty
  • Simple Tasks = 0 Difficulty dice
  • Easy Tasks = 1 Difficulty dice
  • Average Tasks = 2 Difficulty dice
  • Hard Tasks = 3 Difficulty dice
  • Daunting Tasks = 4 Difficulty dice
  • Formidable Tasks = 5 Difficulty dice
  • Impossible Tasks = 5 Difficulty dice and must spend Destiny Point

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Dice Pool Examples

Post by Shurijo » Mon Sep 21, 2020 2:40 pm

Dice Pool Examples

Wookie (Int 2) with no Computer skill tries to hack security terminal: 2 Ability Dice due to Intellect

Droid (Int 3) with Computer 2 skill tries to hack same security terminal: Pick highest 2 or 3 for ability dice. So 3 starting Ability dice, then upgrade lower value (2) to Proficiency dice. End result is 1 Ability die and 2 Proficiency dice.

Twi'lek (Int 2) with Computer 3 skill tries to hack same security terminal. Result is same as above Droid. End result is 1 Ability die and 2 Proficiency dice.

Task difficulty and setbacks determined by GM.

Opposed Checks

Smuggler trying to sneak past security patrol.
Smuggler has Agility 4 and Stealth 2 = 2 Ability and 2 Proficiency dice.
Security patrol has Cunning 2 and Perception 1 = 1 Difficulty and 1 Challenge dice.
Dice pool is 6 dice = 2 Ability, 2 Proficiency, 1 Difficulty, 1 Challenge dice

Skill Assist

When assistance has higher characteristic or skill, then the player may use the assisting players value in place of their own.

Droid assisting Smuggler. Smuggler has 2 Int, 3 Astrogation. Droid has 3 Int , 1 Astrogation. End result is 3 Int, and 3 Astrogation (chooses to use Droid's Int value). Which results in 3 Ability dice, then 3 updated to Proficiency dice. End result is 3 Proficiency dice.

Unskilled Assist

If assistance DOES NOT have higher characteristic or skill, then the GM 'MAY' (or may not) add a single boost dice to dice pool.

Note: Only 1 assistant per skill check. (Exceptions can apply to situations.)

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Combat Rules

Post by Shurijo » Mon Sep 21, 2020 2:40 pm

Combat

Step 1 - Determine Initiative

Each PC and NPC makes a simple (no opposed difficulty) Cool (known/planned/prepared to be attacked) or Vigilance (surprise attacked) check.

Count the number of successes, and sort by highest to lowest. Each result creates a slot for a character action. Resolve ties by comparing number of Advantages, PCs > NPCs if tied.

Note that this determines PC initiative slots, not individual PC order. For example, the result could be something like:

PC, PC, Enemy, PC, Enemy, Enemy, PC, PC

These are not 'named' slots, Players can switch around and take any available PC slot when resolving turns.

Step 2 Resolve Turns

During your turn you can make one or more incidentals, 1 maneuver, and 1 action.

1+ Incidentals - minor activities (similar to swift actions)
  • Speak
  • Drop item
  • Release grapple/hold
  • Minor movements such as shifting position, peeking around corner, or looking behind someone
1 Maneuver
  • Aim: adds +1 boost die, if Aim for 2 consecutive maneuvers then +2 boost
  • Aim Called shot either item or part of target: +3 setbacks, if spend 1 Aims then +2 setbacks (next turn), spend 2 Aims then +1 setback (next turn)
  • Assist: +1 boost
  • Guarded Stance: +1 setback to any attacks, gain +1 melee defense until end of next turn
  • Manage Gear = Drawing, Holstering, readying, loading weapon
  • Interact with environment: moving a large item, open/close door, taking cover
  • Manage Gear: draw, holster, ready, or load weapon, draw something from storage or put it away
  • Mount or dismount
  • Move: Short-Medium, 2 maneuvers for Medium-Long or Long-Extreme range (doesn't need to do 2 in same turn, can do 1 this turn, 1 next turn)
  • Engage or disengage from an opponent
  • Moving within short range
1 Action (usually requires skill check)
  • Change for a second maneuver
  • Activate an ability
  • Activate a Force power
  • Perform a skill check
  • Perform a combat check
Step 3 - Round Ends

New round begins

Step 4 - Combat Ends

After combat is resolved, PCs can catch breath and recover strain, and may take steps to help heal any wounded PCs.

Attack Dice Pool
This is a skill check. Take larger number between characteristic (ability) and skill rank. Larger number is total die count. Smaller number is upgraded die. So 3 Agility and 1 Light Ranged = 3 total die + 1 upgrade = 2 Greens (Ability) and 1 Yellow (Proficiency). Add in any other boosts or upgrades.

For grappling, bull rushes, etc., you use Unarmed Combat (Brawl, Brawn) skill check.


Calculating Defense Dice Pool
  • If ranged weapon, add difficulty die related to range band
  • If melee attack, always 2 difficulty die plus any related to a weapon
  • If firing into melee, add difficulty die (+1 using light ranged, +2 using heavy), Despair means hits ally (GM call)
  • Add in target's defense (melee or ranged) for equal setback die
  • Cover adds +1 ranged melee defense (which means 1 setback die)
Difficulty for ranged weapons:
  • Engaged/Short Range = 1 difficulty/easy
  • Medium Range = 2 difficulty/average
  • Long Range = 3 difficulty/hard
  • Extreme Range = 4 difficulty/daunting
Calculating Damage

If attack is successful, then add weapon's base damage + (Number of success as bonus damage). Subtract the target's soak from this value, then apply this damage to the target's wound/strain threshold. If the attack reduces target's wound threshold to <= 0, then roll d100 for a critical wound.

* Triumphs count as success when adding extra damage points


Range Bands

The GM may say you are Short Range to Enemy1 and Long Range to Enemy2. That means firing your blaster at Enemy1 would be an Easy difficult (1 opposed die) and Enemy2 would be a Hard (3 dice).

Maps are not used in this setting. Instead, there are 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.
Spending Advantage and Triumph in Combat

1 Advantage
  • Recover 1 strain (repeatable).
  • Add 1 Boost die to the next allied active character's skill check.
  • Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel.
  • (Urban Environment) Rupture a pipe carrying water or another liquid, creating an area of difficulty terrain around the target
  • (Boarding Actions) Attack strikes a terminal or power cable, showering the target in sparks. The next attack against the target character gains the Disorient 2 quality.
  • (Wilderness Environment) Exposes or draws attention to a concealed enemy, adding 2 Boosts to the next check to detect them.
  • (Wilderness Environment) Attack drops an insect hive, ignites swamp gas, or otherwise badly startles the target, inflicting 1 strain on the target an each other character within short range.
2 Advantages
  • Perform an immediate free maneuver. Do not exceed the two maneuver per turn limit.
  • Add 1 Setback die to the targeted character's next skill check.
  • Add 1 Boost die to any allied character's next skill check, including the active character.
  • Activate a ranked weapon quality
  • (Urban Environment) Shattered transparisteel, shrapnel, or debris strikes the targeted character, inflicting 1 strain
  • (Urban Environment) Power to the area is cut off or light sources destroyed, possibly resulting in darkness
  • (Boarding Actions) A nearby power conduit discharges into the target character, who must succeed at an Average (2 purple) Resilience check or be staggered for one round; the character is disoriented for one round for each threat generated.
  • (Boarding Actions) The attack hits a control panel and causes a bulkhead door (chosen by player) to close or open.
  • (Wilderness Environment) Attack ignites dry foliage or other flammable material near the target, starting a fire with a rating of 2.
3 Advantages
  • Negate target's defense bonus this round
  • Ignore Environmental Penalties through next turn
  • Target is disabled instead of suffering wounds/strain
  • +1 melee or ranged defense until end of next turn
  • Target drops weapon they’re wielding
  • (Urban Environment) Dislodge large amount of rubble or duraseteel plating onto the targeted character staggering them for 1 round.
  • (Urban Environment) A vehicle, power supply, ammunition store, or fuel container near the target explodes, inflicting 10 damage (or more, at GM's discretion and based on environment) to all engaged characters.
  • (Urban Environment) The attack seriously damages the target's cover, reducing the Setback it adds by 1.
  • (Boarding Actions) A computer terminal or control panel near the target explodes, dealing 10 damage (or more, at GM's discretion) to all engaged characters.
  • (Wilderness Environment) Attack damages an important piece of survival gear carried by the targeted character.
  • (Wilderness Environment) Attack kicks up a cloud of sand, frightens a flock of birds, or otherwise distracts the target, causing them an each other character within short range to lose their free maneuver on their next turn.
1 Triumph
  • Upgrade the difficulty of the targeted character's next skill check.
  • Upgrade any allied character's next skill check, including the current active character.
  • Turn the tide of battle by doing something such as shooting the controls to the nearby blast doors to seal them shut.
  • Do a critical hit
  • (Urban Environment) Attack collapses the street for floor beneath the targeted character; they suffer a fall from short or medium range and is immobilized for 1 round.
  • (Urban Environment) Attack collapses a wall or other considerable section of a building near the targeted character, staggering the target and anyone engaged with them for 1 round.
  • (Boarding Actions) Attack knocks the target into an exposed power cabling or smashes them into a computer terminal, inflicting strain equal to the damage caused by the attack.
  • (Wilderness Environment) Attack collapses a tree, rocks, snow bank, or other large mass onto the targeted character, who is knocked prone and immobilized until they pass a Hard (3 purple) Athletics or Coordination check, requiring an action.
  • Any 1, 2, or 3 Advantage use
2 Triumphs
  • Destroy a piece of equipment carried by target

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Incidentals, Maneuvers, and Actions for Ground Combat

Post by Shurijo » Mon Sep 21, 2020 2:41 pm

Incidentals, Maneuvers, and Actions for Ground Combat

1+ Incidentals - minor activities (similar to swift actions)
  • Speak
  • Drop item
  • Release grapple/hold
  • Minor movements such as shifting position, peeking around corner, or looking behind someone
1 Maneuver per turn (can swap Action for a 2nd Maneuver)
  • Aim - Add 1 boost die to next combat check OR target specific location for 2 setback dice
  • 2xAim - 2 Maneuvers spent for Aim, gives 2 boost dice to next combat check OR target specific location for 1 setback die
  • Assist - give one ally 1 boost die on next action
  • Guarded Stance - Take 1 setback die to be targeted and 2 setback die by melee and brawl attacks
  • Interact with environment - Move large item (flip table over), open/closer door, take cover
  • Manage Gear - draw and ready weapon, holster weapon, reload weapon, put item into storage (pack/pocket), remove item from storage
  • Mount - Get on/off trained mount animal, vehicle
  • Move - change range bands, engage/disengage opponent
  • Stance Change - go prone (gain setback on melee/brawl to gain setback when targeted at range, and enemy gets boost when targeting melee), stand from prone or kneeling
  • Preparation - fulfill preparation requirements
1 Action
  • Perform Second Maneuver - do second maneuver, cannot use this to gain a 3rd maneuver
  • Activate - activate a trait which takes an action, activate Force Power
  • Skill - do something that requires skill check
  • Attack - make single action with a weapon, autofire or 2-weapon adds 1 difficulty

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Incidentals, Maneuvers, and Actions for Space Combat

Post by Shurijo » Mon Sep 21, 2020 2:41 pm

Incidentals, Maneuvers, and Actions for Space Combat

1+ Incidentals - minor activities (similar to swift actions)
  • Speak
1 Maneuver per turn (can swap Action for a 2nd Maneuver)
  • Speed Change - Increase speed by 1 OR decrease speed by 1
  • Fly/Drive - Change range to target (may require multiple actions)
  • Move - Change location aboard ship
  • Evasive Maneuvers - For a ship of silhouette 1-4 and speed 3+, upgrade Difficulty die to Challenge die for to hit and to be hit until end of pilot's next action
  • Stay on Target - For a ship of silhouette 1-4 and speed 3+, upgrade Ability die to Proficiency die for to hit and to be hit until end of pilot's next action
  • Punch It - For a ship of silhouette 1-3, change to any speed taking strain equal to change
  • Aim - Add 1 Boost die to next attack OR add 2 Setback dice to next attack making a component hit (spend 3 Advantage to make a Major System Failure hit)
  • Aim (2nd) - Add 2 Boost dice to next attack OR add 1 Setback die to next attack to make a Component hit (spend 3 Advantage to make a Major System Failure hit)
1 Action
  • 2nd Maneuver - Perform a second maneuver this turn
  • Activate Power or Trait - Activate trait which takes an action OR activate Force Power
  • Use Skill - Do something that requires a skill check
  • Attack - Gunnery skill (usually), make a single action with weapon
  • Gain the Advantage - Pilot skill by speed (only if Speed 4+ and silhouette 1-4), Ignore evasive maneuver penalty and pick Defense Zone of target to hit with ship's weapons
  • Plot Course - Astrogation 2 Difficulty or Piloting 3 Difficulty or Perception 3 Difficulty , reduce terrain penalty by 1 Setback die per Success
  • Copilot - Piloting skill 2 Difficulty, downgrade pilot's next piloting difficulty once per each Success
  • Jamming - Computers 2 Difficulty, target requireds Computers 2 Difficulty to use comms, +1 target for each Advantage, upgrade difficulty for each 2 Success
  • Boost Shields - Mechanics 3 Difficulty, 1 stress, increase 1 zone's defense by 1, +1 zone per additional Success
  • Manual Repairs - Athletics 3 Difficulty and metalworking tools, remove 1 point of hull trauma, +1 per additional 2 Success, maximum once per encounter per ship
  • Fire Discipline - Leadership or Discipline skill 3 Difficulty, add 1 boost die to next Gunnery attack on target ship, and gunner may spend 3 advantage to inflict 1 System Strain in addition to normal damage, +1 Gunnery per additional 2 Success
  • Scan the Enemy - Perception skill 3 Difficulty, learn target's weapons, modifications, and thresholds. 2 Advantage to learn current hull and strain
  • Slice Enemy's Systems - Computers skill 3 Difficulty, target suffers -1 defense per success. Each Triumph disables a weapon system for one round. May spend 2 Advantages to inflict 1 strain
  • Spoof Missiles - Computers skill 2 Difficulty or Vigilance skill 3 Difficulty, Guided weapons upgrade once, plus additional per 2 Success until start of spoofing crewmember's next turn

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Using the Force

Post by Shurijo » Sun Sep 27, 2020 5:21 pm

Using the Force

To "use the Force," you make a Force Power Check with a dice pool that consists of Force dice equal to your Force Rating. While some talents may add an extra Force die to your pool, you may never exceed more dice than your current Force rating.

Force Rating = how many dice you roll

Force Die = the white die that has Light Side and Dark Side results

Force Power Check = When you roll to see if you are able to successfully activate a power. Also used for some talents that allow LS/DS pips to be converted to skill successes and/or advantages. Light Side pips are counted as a "success." Blanks and Dark Side pips are ignored. Also, you may choose to not use a success (you don't need to spend all of the successes).

Force-sensitive character = Any character with a Force rating of 1 or higher.

Committing Force Dice = When a PC commits a Force Dice, they count their Force rating as one lower than normal for each Force die committed. Force dice can remain committed to a power or ability for multiple game
rounds and while committed provide the PC with an ongoing effect.

Force Power Check and Skill Check = Roll the skill check as normal and add in the Force dice (equal to current Force Rating, minus any committed). The talent explains what can happen with the Force die results. Usually, a Light Side pip can be converted to a success or advantage.

Spending Force Power Checks before Skill Check = For example, if a Force user used the Force to move an object towards a button. The Force Power Check would occur first (be rolled first). If the Move power was successful, then the PC would roll a skill check to determine whether the object successfully pressed the button. If the Force Power Check failed, then no skill check would be used.

Using Dark Side Points
In a Force Power Check, a character may convert Dark Side pips to 'success' with dire consequences. There must be one Light Side destiny points. This results in:
  • Flipping a Light Side destiny point to the Dark Side (requirement)
  • Player suffers strain equal to the number of Dark Side pips turned to successes
  • Player suffers conflict equal to the number of Dark Side pips turned to successes
Dark Side Characters
When a Dark Side character performs a Force Power Check, their DS pips count as successes and the LS pips count as blanks. Additionally, when they want to use a LS pip, they can flip a DS destiny point to LS and suffer strain and conflict in the same manner described for LS users.

User avatar
Shurijo
Admin
Admin
Posts: 13979
Title: Scourge of the Jedi
User Class: Sith Lord

Homebrew Rules

Post by Shurijo » Fri Oct 09, 2020 12:29 pm

Homebrew Rules

**Change to Using Multiple Destiny Points in 1 or 2 PC games**
When a talent says "character may spend 2 Destiny points," this will assume a standard game of 4 Player Characters (so the Destiny pool would have 4 total points). The cost will be divided by 4 (rounded up, since we can't do half points). So in a 1 or 2 PC game, that talent would only cost 1 Destiny point. In a 3 or more PC game, it would cost as written in rules.

**Change to Mentor**
A mentor makes it easier for members of the group to obtain Force powers and skills. When a Player Character purchases the basic version of a Force power, they may decrease the cost of the basic power by 5. Alternatively, when a Player Character purchases the first rank of a skill (rank 1), they may decrease the cost of the skill by 5. This requires the Mentor character (PC or NPC) to have purchased at least 2 additional Force talents of the Force power (basic power + 2) or a total of 3 skill points invested in a specific skill. The apprentice must have trained with the Mentor during the same chapter prior to the end of the chapter or the Mentor must be part of the group between chapters when the XP is awarded. A character may only use this feature once per game session/XP award.

**Calling on the Dark Side Destiny Points**
A player use a Dark Side Destiny Point and suffer 5 conflict points. The Destiny Point does not flip to Light Side.

**Change to Falling Damage**
A controlled jump halves the Falling Damage and Strain listed for Falling. For example, a Short range jump defaults to "5 - soak" wounds and 5 strain. Additionally, as far as using "Move Force Power" on landings to soften your falls, you can use 2 pips to reduce by one band and 3 pips to reduce by two bands (assuming you have the appropriate "range" upgrades.)

Post Reply