The Unknown Regions House Rules: Difference between revisions
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These characters are brand new at being spacers and will start with no additional XP beyond character generation. | These characters are brand new at being spacers and will start with no additional XP beyond character generation. | ||
== New Skills == | |||
There is a new skill, Knowledge: The Unknown Regions (Intellect) | |||
Knowledge: The Unknown Regions | |||
This skill represents a familiarity with the cultures, peoples, technology, ships, and history of this newly opened region of space, particularly The Pact Worlds. Much like Knowledge: The Outer Rim, knowing something about one part of the Unknown Regions may not help you in another part. Having this skill, however, means you have a chance at filtering out the wheat from the chaff when it comes to basic understanding of how things work here, and look less like a lost newcomer. | |||
For the purposes of this campaign, this skill is a class skill for all characters. | |||
= Combat = | = Combat = |
Revision as of 01:37, 1 July 2019
Star Wars: The Unknown Regions | |
---|---|
GM | |
Rotating | |
Player XP | |
80 | |
Ships | |
Sunrise Maiden · Extended Notes | |
Crew | |
Aryi Tehl · Bredoc Laurence Clearwater · Dunrel Za Sarad Kryze · Senroz · Zim'rikk | |
Allies | |
Chiskisk | |
Contacts | |
Elan the Drug Dealer The Hardscrabble Collective Clara-247 | |
Enemies | |
TBD | |
Gear | |
Group Gear | |
References | |
House Rules · Adventure Log The Unknown Regions - Setting Notes |
Character Creation
These characters are brand new at being spacers and will start with no additional XP beyond character generation.
New Skills
There is a new skill, Knowledge: The Unknown Regions (Intellect)
Knowledge: The Unknown Regions
This skill represents a familiarity with the cultures, peoples, technology, ships, and history of this newly opened region of space, particularly The Pact Worlds. Much like Knowledge: The Outer Rim, knowing something about one part of the Unknown Regions may not help you in another part. Having this skill, however, means you have a chance at filtering out the wheat from the chaff when it comes to basic understanding of how things work here, and look less like a lost newcomer.
For the purposes of this campaign, this skill is a class skill for all characters.
Combat
Wounds
- Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.
Cover
- Defence (Black Dice) granted by Cover adds to defense gained by other sources.
Initiating Combat
- If both parties are aware of each other, in combat range, and not hostile; the party initiating combat gains a blue die to initiative checks.
- If one party successfully performs an ambush (is aware of the incoming enemy, prepared and not detected prior to initiating combat) perform the following:
- Roll an opposed Cool vs. Vigilance check.
- Success grants a Blue to Initiative, with an additional blue per two additional successes
- Two advantage may be spent to gain a free maneuver before combat. Unspent Advantages carry over to the Initiative check
- Triumph may be spent for a top initiative slot, or for a free action (just action, not full round) before combat, or positively affect the battle.
- Failure has no effect.
- Three disadvantage may be spent to gain a black die to the initiative check
- Despair may be spent to lose your free maneuver in the first round, or negatively affect the battle.
- The ambushing party gains one blue die to initiative (regardless of roll outcome)
- Roll an opposed Cool vs. Vigilance check.
Integrated Grenades
- If a character with a readily accessible grenade is within grenade range of the target, they may spend to advantage to activate the grenades Blast quality at their target's location. This uses up the grenade.
- Grenades may still be use as per standard rules.
Starships and Travel
Pallets and Packaging
Note: Multiple packaging methods may be used on the same items, but they do not stack; only the best reduction is used.
- Boxing Up: Using Plasti-board boxes and foam available on any civilized world, items are stacked for shipping.
- Encumbrance of a box is calculated by adding together the encumbrance of all contained items, dividing by ten, then rounding up to the nearest whole number.
- Boxed items gain a blue die to resistance rolls against becoming damaged.
- Boxing items costs 25 credits per point of encumbrance of the box.
- An additional blue die for resistance by doubling the price of the box, or two for tripling.
- All boxes have a cumbersome rating equal to their encumbrance.
- Pallets: Pallets are specifically designed for load lifters, and to be easy to secure in cargo holds.
- Each pallet may contain between 50 and 100 encumbrance of items.
- Items under 5 encumbrance must be boxed first. (See above)
- Each pallet is 5 encumbrance and cumbersome 10. It cannot be lifted by less than 2 size 1 individuals.
- Pallets may only be used in cargo vehicles.
- Creating a pallet costs 50 credits.
- Small Shipping Containers: These containers are 6x2.5x2.5 meters and designed to be used with large machinery and stacked in massive bulk freighter holds.
- A shipping container may hold up to 500 encumbrance of items.
- Each shipping container is encumbrance 25. It cannot be lifted by less than 2 binary load lifters.
- Extremely cumbersome, each vessel may only hold a fixed number of these containers, even if it has cargo room left.
- Shipping containers are vehicle scale, and have an armor value of 1, and 3 hull points.
- Shipping containers cost 1,000 credits each.
Personal, Vehicle, Massive Scales
- Personal Scale: Operates as written.
- Breach: Breach(1) is now defined as Pierce(10).
- Massive Scale: Operates as current vehicle rules.
- Vehicle Scale: A new scale partway in between Personal and Massive. Most things (except some creatures) size 2, 3 or 4 use this scale.
- Damage Scale: Vehicle scale weapons, hull and armor operate on a 5 to 1 ratio with personal scale, and on a 1 to 2 ratio with Massive scale.
- Brawn: Droids and other creatures using standard attributes only use brawn for skill rolls; it is not applied to encumbrance, damage or soak.
Operational Costs
Source: Operational Costs Community Book
Fuel
- Heavy Freighter: 100+ Fuel Cells
- Usage:
- 1/2 per Takeoff or landing and reaching Jump Distance
- 1 per Hyperspace Jump
- 1 per 6 hours in Hyperspace
- 1 per 12 hours of Realspace Operation
- 1 per 1 hour of Maneuvers
- 1 per 1 hour of Atmospheric flight
- 1 per 24 hours of Standby
- 1 per each additional 2 Passengers beyond ship's maximum per day
- 1 per maximum cargo load (Realspace and Atmospheric ops)
Power
- Heavy Freighters carry their own power generators and don't need to rely on engines idling to be powered while in port
Crew Consumables
- Life Support: For every 2 additional beings beyond the ship's limit, the System Strain Threshold is reduced by 1
- Droids count against crew consumables, but do not count to the above formula affecting Life Support
Maintenance
- Maintenance is separate from Hull Trauma
- For every five (5) points earned of Maintenance Events, 1 hour of ship maintenance is required
- When a ship reaches 10 hours of required Maintenance, things can start going wrong with the ship
- Maintenance Events
- 1 point for Landing on a Planet
- 2 points for Landing on a Planet carrying Heavy cargo (50%+ of Encumbrance)
- 2 points for a heavy landing (3 points if carrying a Heavy cargo)
- 1 point for taking off from a planet
- 2 points for taking off from a planet if carrying a Heavy cargo
- 1 point for a Combat Encounter
- Any Collision that doesn't result in Hull Trauma
- 1 point per day per every 2 beings the life support system is required to support beyond its limit
- 1 per week of Flight or Continuous engine running
- 1 point for Landing on a Planet
- Hyperdrive Maintenance is required every 20 jumps or plot relevant jumps
- Costs around 1000 credits for full service at a port; money can be saved if players do it themselves, but cost of parts is still relevant
Characters
Extended Obligation Rules
- Both the Flaming Cantina and TLB can accrue Obligation, as separate entities (in our most recent adventure, the Obligation is on the ship, not so much on the company)
- These will get added to the Obligation listing as two separate entries
- If at the start of a session either one of these gets rolled, all PCs suffer a -2 Strain penalty for the session. This represents the fear and stress that our (collective) livelihood is being threatened and that we should address it.
- Unlike personal Obligation, both these new Obligation entries can be reduced to zero. (Personal Obligation can/should never go below 5 points.)
Downtime Activities
At the start of each story arc, players will determine what 'downtime' activities they were doing since the last story. This assumes there was time for a break (and there usually is). The GM will then determine what, if any, effects those activities had on that character.
These rules are still being developed over here.