Tag: Rules

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  • Rules

    The majority of Rules used in this campaign can be found in "Star Wars d20: Revised":http://www.4shared.com/office/8DntesBB/star_wars_-_d20_-_revised_core.htm, "Star Wars: Hero's Guide":http://www.4shared.com/office/sx8HmpdL/Star_Wars_Heros_Guide.html? …

  • Combat Modifiers

    Here is a complete list of all combat modifiers Called Shot +3 to Target’s Defense (Double chance of critical) Disarmament Attack +5 to Target’s Defense (Disarms opponent) (If using an energy weapon against someone who is not wielding an energy …

  • Force Feats

    Here is a complete list of all force feats and their vitality costs-for more information see the main rule book. -Alter (0 Vitality)-You can use Affect Mind, Drain Energy, Force Grip, Force Lightning, Force Strike, Heal Another, and Move Object Skills …

  • Force Points

    The rules regarding the use and procurement of force points Adds a bonus to all die rolls for one round except damage rolls, though you may if in melee but if you do so you gain one Dark side point. Force Users may also expend a force point to regain …

  • Force Powers

    A complete list of Force Powers and their vitality costs (Including rules for Lightsabers)-for more information on their use-see the rule books. -Affect Mind-2 (alter perception)-4 (Suggestion)-classic Jedi Mind Trick -Battlemind-2+plus bonus achieved …

  • General Rules

    This section covers rules regarding size, max modifiers, general difficulties, and actions. Each turn you get 1 move action point, 1 attack action point, and 2 minor action points A Move action point can be spent moving or burned to gain two minor …

  • Immediate Actions

    These are actions that can be taken at any time and are immediate. *Dodge*-after taking a hit but before damage is taken, Reflex save (DC10+modified hit roll divided by 2), burns one minor action from your next round, if successful attack misses and no …

  • Jamming, Fumbles, and Catastrophic Failures

    A roll of a 1 always counts as an automatic miss and results in a fumble (if in melee), a jam (if rolled during a ranged attack), or a catastrophic failure (for skill checks) Fumbles-after rolling a 1 for an attack roll in melee immediately make a …

  • Jerry Rigged Repairs

    Making Jerry Rigged Repairs-increase repair skill difficulty by +3 Effects of Jerry Rigged Repairs -1 to all rolls using the system (per Jerry Rigged Repair) Increase difficulty for repairing the system by +1 (per Jerry Rigged Repair) Roll 1d10 each …

  • Movement

    *Average walking speeds* Small Creatures 8m/10s Medium Creatures 10m/10s Large Creatures 12m/10s *Movement Speeds* (Acceleration costs 1 minor action) Walking briskly doubles your base speed at the cost of 1 vitality per hour Jogging triples …

  • Ranged Combat Rules and Blast Weapons

    -1 to hit per range increment over 1 and reduce damage by 10% (rounded up-i.e. 6 damage would become 5, 12 would become 10, etc.) per 10 range increments (rounded down-i.e. 0-9 increments there is no penalty, 10-19 suffers ac10% reduction, 20-29 suffers a …

  • Rest and Regaining Vitality

    For each hour you are engaged in non-strenuous activity you regain 1 vitality times your current level divided by 5 (rounded up) After 5 hours of continuous rest you regain half of your total vitality After 8 hours of continuous rest you regain all of …

  • Taking Damage

    -Once you have lost 1/4th of your hit points you suffer -1 on all rolls -Once you have lost ½ of your hit points you suffer -2 on all rolls -Once you have lost 3/4ths of your hit points you suffer -3 on all rolls and you halve your movement statistic …

  • Space Combat

    Here is collection of all rules and tables relating to space combat. *Naval Combat* -Takes a ten full rounds to power up shields (5 if the ship does nothing else) -Three full rounds to power up a battery (max die roll >30) x5 damage modifier after …

  • Classes

    *Classes* -[[Fringer]] -[[Noble]] -[[Scoundrel]] -[[Scout]] -[[Soldier]] -[[Tech Specialist]] -[[Jedi Guardian]] -[[Jedi Consular]] -[[Force Adept]] -[[Sith Warrior]] -[[Sith Inquisitor]] -[[Jedi Class Notes]]

  • Fringer

    +*Fringer*+ *Class Skills:* Climb (Str), Craft* (Int), Gamble (Wis), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Pilot (Dex), Profession* (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis …

  • Sympathy, Factions, Favors, and Obligations

    *Sympathy*-Sympathy is ranked from 0-5 and represents how sympathetic an organization is to you. Your sympathy rating is added to all dealing with that members of that faction. Your sympathy rating in a faction is increased by aiding the faction in the …

  • Noble

    +*Noble*+ *Class Skills:* Appraise* (Int), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Disguise (Cha), Entertain* (Cha), Knowledge* (Int), Read/Write Language* (none), Ride (Dex), Sense Motive (Wis), and Speak Language* (none) *Skill Ranks per …

  • Scoundrel

    +*Scoundrel*+ *Class Skills:* Appraise* (Int), Astrogate (Int), Balance (Dex), Bluff (Cha), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information …

  • Scout

    +*Scout*+ *Class Skills:* Astrogate (Int), Climb (Str), Computer Use (Int), Craft* (Int), Demolitions (Int), Disguise (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession* (Wis), Read/write …

  • Soldier

    +*Soldier*+ *Class Skills:* Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Repair (Int), and Treat Injury (Wis) *Skill Ranks per Level:* 4+ Intelligence …

  • Tech Specialist

    +*Tech Specialist*+ *Class Skills:* Astrogate (Int), Computer Use (Int), Craft* (Int), Demolitions (Int), Disable Device (Int), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language* (none), Repair (Int), Search (Int), and Treat Injury …

  • Jedi Guardian

    +*Jedi Guardian*+ *Class Skills:* Balance (Dex), Climb (Str), Computer Use (Int), Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Pilot (Dex), Profession* (Wis), and Tumble (Dex) *Skill Ranks per Level:* 4+ Intelligence modifier, * …

  • Jedi Consular

    +*Jedi Consular*+ *Class Skills:* Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Pilot (Dex), Profession* (Wis), Read/Write Language* (none), Sense Motive (Wis), Speak …

  • Jedi Class Notes

    *Jedi Ranks* (To gain these benefits a Jedi Class must be your primary class) -Once you have 7 levels of Jedi Classes you are knighted +1 Reputation -Once you have at least 8 levels of Jedi Classes you may declare a path if a Jedi Class is your …

  • Force Adept

    +*Force Adept*+ *Class Skills:* Climb (Str), Craft* (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge* (Int), Listen (Wis), Profession* (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis) *Skill Ranks per …