TJS: Setting Background and House Rules

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TJS: Setting Background and House Rules

Postby PMiller » Fri Aug 26, 2011 10:02 pm

Dawn of Defiance is the name given to a series of 10 linked adventures set in the months after the events of Revenge of the Sith

Sourcebooks Allowed:
Core Rules
Clone Wars Campaign Guide
The Force Unleashed Campaign Guide (except Force Unleashed Abilities)
The Jedi Academy Training Manual (With some caution though since it is from after the Era)
The Knights of the Old Republic Campaign Guide
The Legacy Era Campaign Guide (Not the legacy material)
Scum And Villainy
Starships of the Galaxy
Threats of the Galaxy
Galaxy of Intrigue
Scavenger's Guide to Droids
The Rebellion Era Campaign Guide
The Unknown Regions
Galaxy at War


Character Creation:
Instead of rolling your ability scores, Dawn of Defiance uses the planned generation method as described on page 18, except you build a character with 28 points. Each ability score starts at 8. Use the chart below as a guide to determine how many points a specific ability score costs.
Code: Select all
Ability  Point       Ability   Point
Score    Cost         Score    Cost
9          1           14        6
10         2           15        8
11         3           16       10
12         4           17       13
13         5           18       16


Choosing a Species:
You may choose any species in the core rulebook with the exception of Ewoks, which are not available for play. Races from other sourcebooks are allowed, but subject to GM approval to ensure compatibility with the setting. This is the list of races not allowed: Ewoks, Felucians, Kaminoans, Nelvaanians, Vurks, Kissai, Massassi, Chodru-ji, Yuuzhan Vong, Jawa. Creating a near-human may be acceptable but subject to GM approval. Species found in RCR d20 source material that are not in Saga Edition will be reviewed on a case-by-case basis.

Droid Characters:
Playing a droid hero is allowed in the Dawn of Defiance campaign. Droid characters use Option 1: Playing a Custom Droid presented on page 186
of the core rulebook. You cannot play a standard droid model in the campaign. Droids have 23 points for ability scores.

Heroic Classes and Class Features:
All heroic classes in the core rulebook are available for play, although due to the Galactic Empire’s merciless policy towards Jedi, Force-using characters should be careful where they display their powers. Characters begin play with maximum credits at 1st level. Feats and Talents from the approved sourcebooks are allowed.

Backgrounds:
We will be using the Backgrounds as found in the Rebellion Era Campaign Guide starting on page 16. If you come up with a background not on the list, it is subject to approval by the GM on a case-by-case basis for the traits that go with it.

Equipment:
All equipment with a military or illegal rating is unavailable for purchase at character creation, with the following exceptions: heavy blaster pistol and hold-out blaster pistol. You must pay the additional license fee for any available equipment that has a restriction rating (see page 118 of the core rulebook). At 1st level, you need not make any skill checks to obtain an available item with a restriction rating; simply pay the additional license fee, and the item’s all yours.

Leveling Up:
Character Class HPs after 1st Level are as follows:
1d6 = 4 + Constitution modifier
1d8 = 5 + Constitution modifier
1d10 = 7 + Constitution modifier
1d12 = 8 + Constitution modifier
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Re: SW: Setting Background and House Rules

Postby PMiller » Fri Aug 26, 2011 10:28 pm

House Rules

Expectations:
Due to the nature of PBP format allowing people to participate during their free time on their busy schedules, the expectations is that players are available to normally post once every few days, but hopefully at least once per day.

While participating in any In Character(IC) activity, any extended absence of over 2-3 days should be communicated to the DM and other players as a courtesy on the appropriate Out of Character (OOC) thread. If the situation is such that the player’s character is doing nothing or just following along, posts stating such should be used to acknowledge that the player has been reading the other posts and is current on the events in game. Extended lapses in posting by a player can have adverse effects on the group’s enthusiasm for the game. Communication is the key on player absences; the DM can NPC the player for the duration if necessary. Holding up the game is rude and inconsiderate towards the other players.

Critical Care:
Critical Care (Trained Only; requires a medpac and surgery kit): You can attempt to use multiple medpacs on a creature in a 24-hour period. This requires one minute, and it expends the contents of one medpac. If you succeed on a DC 20 Treat Injury check, the creature regains a number of hit points equal to its character level, plus 1 hit point for every point by which your check result exceeds the DC. You take a –5 penalty to your Treat Injury check for every previous attempt at critical care in the last 24 hours, even if that attempt was unsuccessful.

If you fail the Treat Injury check, the creature overdoses on the medicines in the medpac, causing it to take damage equal to its damage threshold. If this would reduce the creature to 0 hit points, it dies unless it can spend a Force Point to save itself. You can attempt to perform critical care on yourself, but you take a –5 penalty on your Treat Injury check.

Multiple Second Winds:
Instead of having one second wind per day, every heroic character can catch a second wind a number of times per day equal to 1 + [class bonus to Fortitude Defense] + [Constitution modifier], with a minimum of 1. Any ability that would add an extra second wind (such as the Extra Second Wind feat or the Tough as Nails talent) instead adds a number of second winds equal to this base number. As always, you can catch a second wind no more than once in a single encounter, no limit outside of encounters.

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.

Species Issues:
If a species possesses a trait that is functionally the same as a class talent, such as the Sullustan Heightened Awareness and the Scout class Acute Senses, the species trait can substitute for the class talent wherever the talent is needed as a prerequisite for gaining other class talents.

GAMORREAN SPECIES TRAITS (addition)
Primitive: You may substitute Weapon Proficiency (advanced melee weapons) at 1st level in place of one of the prohibited ranged weapon proficiencies.

Heroic Class Issues:
ATHLETICS (Str) (new)
The Climb, Jump, and Swim skills all become an Athletics skill, although each still requires a different Skill Focus. Athletics is a class skill for Jedi, Scouts, and Soldiers.

BLOCK
If an opponent attacks with an unarmed strike or a natural weapon, a successful use of Block causes normal damage to the opponent. If an opponent attacks with a melee weapon other than a lightsaber, a successful use of Block causes normal damage to the opponent’s weapon.

FORCE SENSITIVITY (addition)
Special: Characters wishing to be Force Sensitive must take this feat at 1st level.

FORCE TRAINING (addition)
Prerequisite: If you begin play in the Jedi class, Use the Force is not required.
Benefit: If you begin play in the Jedi class and select this feat at 1st level you also gain Use the Force as a trained skill.

SOLDIERS
At 1st level, Soldiers may exchange Weapon Proficiency (rifles) for Weapon Proficiency (advanced melee weapons).

Feats Issues:
CHARGING FIRE (addition)
Special: You may not combine this feat with aiming or the Deadeye feat.

QUICK DRAW (addition)
Special: You can reload a weapon that uses an energy cell, power pack, or ammo clip as a swift action instead of as a move action.

SKILL TRAINING (revision)
Benefit: The chosen skill does not need to be one of your class skills.

VEHICULAR COMBAT (revision)
Benefit: Can be used multiple times per round with a cumulative -5 penalty per additional use.

The Force Issues:
Powers with the [light side] descriptor incur a penalty to your Use the Force check to activate equal to your Dark Side Score.

Battle Strike continues to increase in effect by an additional 1d6 for every 5 points that the character’s Use the Force check exceeds 25.

Dark Rage continues to increase in effect by an additional +2 for every 5 points that the character’s Use the Force check exceeds 25.

Force Grip continues to increase in effect by an additional 2d6 for every 5 points that the character’s Use the Force check exceeds 25.

SURGE (revision)
DC 10: You gain a +10 Force bonus on Jump checks and your speed increases to 2x normal until the start of your next turn. Surge speed continues to increase in effect by an additional 2x, and the Force bonus to Jump checks by an additional +10, for every 5 points that the character’s Use the Force check exceeds DC 10 (i.e., 4x/+20 at DC 15, 6x/+30 at DC 20, etc.).

Combat Issues:
CRITICAL HITS (revision)
If a natural 20 is required to hit the target’s Reflex Defense a critical hit is not scored.

SPEED (addition)
Moving while prone is at 1/3 base speed (rounded down).

AID ANOTHER (revision)
Anyone trained in a skill, or with a +5 or better Base Attack Bonus, may provide a larger bonus when using the Aid Another action. For each 10 points by which the helper exceeds the base DC (10), the bonus granted increases by +1.

CHARGE (addition)
You may not charge an enemy that you have withdrawn from in the same round.

AIM (revision)
You can take two consecutive swift actions in the same or consecutive rounds to more carefully line up a ranged attack. If you take any other actions while aiming, including reactions, the aim is ruined and must be begun anew.

REPOSITION (new)
You may take a single 1-sq step as a swift action. This does not apply to vehicles.

FULL-ROUND ACTIONS (revision)
A full-round action can span two rounds. You cannot make any other actions, except reactions, until the full-round action has been completed.

AREA ATTACKS (revision)
A thrown object that fails to hit Reflex defense 10 misses the targeted spot. It will land a distance from the intended spot by +1 square for every 3 points by which the attack roll missed, and an additional +1 for each 3 squares of distance to the intended spot. Roll 1d8 to determine the direction in which the objected deviated: 1 means long (along the direction of the throw), 2 is long and to the right, 3 is to the right, 4 falls short and to the right, 5 falls short, 6 falls short and to the left, 7 is to the left, and 8 is long and to the left.

DIAGONAL MOVEMENT (revision)
Moving diagonally has a cost of 2 for the first diagonal square moved into in that round, 1 for the second diagonal square moved into, 2 for the third, 1 for the fourth, et cetera.

PRONE TARGETS (clarification)
Being prone behind a low wall blocks line of sight, and gives you total cover against all attacks except those from explosions (such as grenades and missiles).

Additional Things:
FALLING DAMAGE (addition)
A falling walker lands prone if the pilot fails a DC 20 Pilot check.

LIGHT SOURCES (TABLE 14-4 of Core Rules) (addition)
Lightsabers illuminate a 1-square radius. If the holder is using a dual-phase blade at full extension, they light up a 2-square radius (the threatened squares).
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Re: SW: Setting Background and House Rules

Postby J'hera Zed » Fri Aug 26, 2011 10:44 pm

Species Homebrew:

Sciurus (Squirrel)
Ability Adjustments: -4Str; +4Dex;
Tiny (.4m): 4 SQ Speed (2 legs); 8SQ Speed (4 legs), Carry Capacity x .5kg, +2 Ref Defense, +10 Stealth
Racial Bonus Feat: Weapon Finesse
Racial Bonus: +2 Acrobatics
Racial Bonus: +2 Climb
Racial Bonus: +2 Jump
Racial Penalty: -2 Swim
Low-light vision
Automatic Languages: Sciurus
Have nuts will travel the Galaxy
J'hera Zed - Sciurus Jedi
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Re: SW: Setting Background and House Rules

Postby PMiller » Sat Aug 27, 2011 12:02 am

Example IC Spoiler Block for Players in combat:

spoiler: show
Move Action:
Standard Action:
Swift Action:
Free Action:

HP: 30/30; Second Winds 3/3 remaining
Ref: 21 (19ff) Fort: 16 Will: 14
Damage Threshold: 16 Condition Track:
FP: 4

Weapon in Hand: Heavy blaster rifle (29/30)
Grenades: 4 frag, 2 Stun
Medpacs: 2

Special Combat Actions: Point Blank Shot, Precise shot
Force Powers Available (UtF +7): Surge, Force Slam, Battlestrike x 2
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Re: TJS: Setting Background and House Rules

Postby PMiller » Sun Sep 04, 2011 5:36 pm

Link for Galaxy Maps:
The Star Wars Atlas
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Re: TJS: Setting Background and House Rules

Postby PMiller » Fri Apr 27, 2012 6:13 am

Image Image

The Banshee, Baudo Class Space yacht
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Re: TJS: Setting Background and House Rules

Postby PMiller » Wed Jun 27, 2012 6:30 am

Backpack
A regular backpack holds 4kg of gear in its inner compartment and an additional 1kg in each of its two external compartments, for a total of 6kg of carrying capacity.

Cost: 100 Credits
Weight: 1 kg


Handbag
On some worlds, it is considered fashionable for members of a particular gender to carry handbags. These can come in many shapes and sizes, and are sometimes referred to as purses or tote bags. A typical handbag has a total of 2kg of carrying capacity.

Cost: 50 Credits
Weight: 0.5 kg

Clothing Outfits
Casual wear: Clothing styles are as diverse as the multitudes of planets and cultures inhabiting them, many varieties of dress and clothing adorn the denizens of the galaxy. In general, casual wear emphasizes comfort and personal expression over presentation and uniformity.
Business attire: Business attire is more formal than casual, and often designed particularly for elements of presentation, offering a sharp, well groomed look without being overly formal. This usually amounts to some form of jacket, pants, and either a shirt or blouse amongst most human cultures.
Formal attire: Strict rules govern what should and should not be worn within a formal context. While the rules may differ from culture to culture, the purpose of formal attire is usually for attendance to formal social events.

Cost: 50 Credits (Casual); 200 (Business), 500 (Formal).*
Weight: Varies
* The quality of materials used to tailor the particular outfit, fashion trend, along with renown of special designer creations may affect the final price of an outfit.
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