Sunday, July 24, 2011

Static Defenses, Movement

-Instead of requiring an additional action, characters roll defenses at the beginning of the round to defend against attacks. The first roll counts for the entire round.
IE: A stormtrooper shoots Thom. Thom rolls Dodge, and get a 16. The difficulty to shoot Thom for the rest of the round is 16.

Static Defense: You can choose to have a static defense of 3*Die+Modifier rather than an active defense. Thus, a dodge of 5d6 has a defense of 15.

2d6:7
2d6+1=8
2d6+2=9
3d6=10
3d6+1=11
3d6+2=12
4d6=14
4d6+1=15
4d6+2=16
5d6=18
5d6+1=19
5d6+2=20
6d6=21
6d6+1=22
6d6+2=23
7d6=25

Cheat Sheet:
Movement: Humans have a base move of 30.
You can move up to 30 feet without it counting as an action

Running:
Every character has a base move of 30. Every extra 30 feet has an additional running difficulty of +5
5=60 feet
10: 90 feet
15:120 feet
20:150 feet

Jumping
Roll Climb/Jump. The base difficulty is 5, which allows a character to jump 1/4 of his movement, Vertically and horizontally.
Every +5 increases the distance by 1 meter (3 feet).

For every 'move' the character spends, he gains a +5 bonus to jump. (IE, a human moving 30 feet receives a +5 bonus).

5:8 Feet
10: 11 feet
15: 14 feet
20: 17 feet

Tuesday, April 26, 2011

Setting Information

Setting Info:

The Turusk System was discovered thousands of years ago by the Sith Empire, and named for it's founder, Darth Turusk.

Turusk discovered that 13 planets in the system were suprisingly suitable for human habitability in terms of size and distance from the sun. Using human (and compatible alien) slaves and prisoners he colonized the worlds and turned the system into a private 'hideaway' for his own use. The slaves were kept in a primitive state and not allowed to learn reading or writing.

Towards the end of the Second Sith War, a group of Jedi pursuing Darth Turusk followed him to his home system. They laid siege to his citadel on the planet Turuska, but never succeeded in apprehending him. The Jedi raised an army of liberated slaves to lay siege to Darth Turusk, who retaliated with nuclear weapons. The resulting devastation scourged the planet. The death toll and EMP shockwaves had destroyed all technology. The Jedi and Darth Turusk were left isolated on a devastated world on opposite continents. Both sides had no choice but to attempt to rebuild society and begin anew.

Thousands of years later, the surrounding systems flourished and developed space travel. They had no idea of their origins. After a brief period of peace and communication, the individual planets within the system began what was known as "The Discovery Wars".

The planets of Turuska had known of each other since the discovery of basic astronomy. Even the most primitive telescopes had revealed evidence of life on other planets. Out of reach for each other for centuries, the planets of Turusk coexisted peacefully, sharing information and stories through signal and radio.

Things changed once interplanetary space travel developed. Meeting for the first time, planets squabbled over resources and political differences. Space ships were armed. A swirling chaotic brawl broke out between the planets, resulting in the deaths of millions. Peace was called for with the advent of a single devastating tactic: the asteroid mass driver. It was a temporary peace, and planets continued to fight amongst each other for sometime.

That is, until the Union arose. The planets Bellephron, Xingxe, Ussura and Malachor VII created an alliance, forming a single interplanetary government known as the Democratic Interplanetary Union. They decreed all planets in the system should join. Shortly after, the Confederacy of Planets arose, a temporary military alliance formed by planets fighting to maintain independence. The Union refrained from using weapons of mass destruction in an effort to preserve planets they hoped to soon absorb. The Confederacy lent them the same courtesy. As such, the war was a bloodbath, fought primarily with ships and men.

The Union won. Superior technologically and united under one government, they could not be matched by the Confederacy. After years of war, one planet fell after another. The Union organized coups of Confederate planets, and turned allies and brothers against each other. By the end of the Clone Wars, the Confederacy surrendered and was absorbed into the Union.

***
Factions

The Democratic Interplanetary Union

Head of State: Emperor Sturmstrung IV
Members during the Unification Wars: Bellephron, Xingxe, Ussurua, Malachor VII, Carrodos, Acheron, New Korriban

The Democratic Interplanetary Union AKA "The Union" is an interplanetary democratic repulic. The executive head of state is the President, who is elected every 4 years. There is currently no term limit for presidency.

Behind the President is the Legislative Council, which consists of the elected heads of each planet in the Union.

The Union arose from an alliance between "The Core Worlds", the wealthiest inhabitants of the entire system. After the Discovery Wars, it was decided to form a single government to prevent further conflict. All worlds in the system were forced to join.


The Confederacy of Planets
Former Members: Ralph, Montegue, Rancor II, Freedon Nadd, Ragnos, Darkon

***
Planets:

Turuska

Turuska is shrouded in mystery. Legends on every planet in the system foretell woe and misfortune whenever Turuska appears in the night sky. Astronomers and explorers have labelled the planet an impenetrable wasteland devoid of value. The planet is known to be inhabited, but those who have dared venture beneath the swirling clouds of radioactive dust have never returned.

Rumors persist that the Union won the war with mysterious alien technology gleaned from visits to the planet's surface. Confederate veterans still tell wild stories of super-soldiers and secret agents able to shoot lightning and deflect bullets with their bare hands.

**

The C.O.R.E (Ralph)
AKA The Planet Formerly Known As Ralph

Up until recently, this planet was known as the Kingdom of Ralph, ruled by the tyrannical (or benevolent) ruler, King Ralph XXXIV(34th). The planet hosts a wealthy but rustic people, fond of hotdogs, sports and religion. The Kingdom of Ralph was deposed in a coup by his brother Bob, who joined the Democratic Interplanetary Union. The planet has now been renamed the Congressional Organized Regions of Eminence, a convuluted name which many people believe was chosen so people would refer to the planet as "The CORE".

In reality, the system is located more along the outer regions of the Turusk system. Most people simply continue to call the planet "Ralph".

Ralph is very wealthy due to mineral and agricultural resources. It has no standing army but maintains a reasonably well trained militia, which happens to be armed with the best weapons available for sale in the entire system.

***
The Democratic Republic of Xingxe

In 3123, a coalition of rebels and Chenzhen monks overthrew the Shin Wa Planetary Emperor, founding the Democratic Republic of Xingxe. For one hundred years Xingxe focused on "Internal Harmony". After making contact with other planets in the Turuska system, The Republic quickly developed it's "Celestial Navy", becoming one of the foremost powers in the system.

Xingxe acted as a mediator in many conflicts during the Interplanetary Wars, maintaining it's independence and the 'balance of power' between states. Xingxe prospered as its neighbors were devastated by many years of warfare.

Eventually, the time came for peace. After meeting with Kaiser Sturmstrung IV of Bellephron, President Mei Fa Lu formed the Democratic Interplanetary Union, an institution devoted to ending space warfare, and solving disputes between states through legal means, rather than violent ones.

Xingxe is the source of the Union's economic power and technological prowess. Fushinku City hosts Turuska's Intersystem Stock Market, which trades in goods and securities from every planet in the system.

Xingxe also produces most of Turuska's consumer electronics, skycars, and consumer and commercial space vessels.

The Bellephron Imperium

Under the reign of Emperor Sturmstrung IV, the Bellephron Imperium leads the Democratic Interplanetary Union. This leads to some confusion- how is a Democracy led by an Emperor? The fact is, every planet in the Union receives a number of votes to elect the leader of the Union based on population. The Emperor simply happened to found the Union. Government officials state that in the Union's first election in 3245 (2 years from now), that the Emperor will simply be another candidate on the ticket.

Bellephron is the system's leader in the sales and manufacture of arms, and forms the bulk of the Union's military. Military service on Bellephron is compulsory for all adults, and the military is the planet's largest employer.

Bellephron also provides the Union's feared System Intelligence Service, which has been adapted from His Majesty's Own Intelligence Service. The SIS is both brutal and efficient, and has proven most effective in stamping out any post-war resistance. It is rumored in many circles that the SIS hosts a School of Interrogation, where new recruits test out techniques on live prisoners.

The Royal Coven Of New Korriban
New Korriban is a theocracy led by the Church of the Sith, and still holds true to the principles of the system's founder, Darth Turusk. During the Unification War, New Korriban joined the Union in the interest of uniting the planets of the system as foretold, and spreading the Church of The Sith.

All citizens of New Korriban participate in the Church, which is led by a hierarchy of priests all known as Darths. It has a long history of four thousand years and remains constant despite numerous attempts of subversion and overthrow by 'Jedi' agitators.

All Sith believe in the Force, and the power of the Darkside, but few, if any at all still wield it. New Korriban was originally a planet of slaves, and as such, Darth Turusk and his Sith apprentices mined out any potential Force users within it's population.
The leaders of the Church are purported to have control of the "Power of the Darkside", but most academics are dubious of this idea. It is believed that if the Force ever existed, it no longer remains among the citizens of New Korriban.

New Korriban hosts the Union's Paranormal Research Divison and holds the secret to many unique technologies. The Church's holy templars wear personal shields that deflect bullets and energy weapons, and charge into battle wielding "Force Swords", projections of energy shields with focused monomolecular blades.

Many veterans of the Unification War still have nightmares fighting against (or alongside) these dark, fanatic warriors.

Other Planets:

Union:
The Constitutional Monarchy of Ussura
The Federal League of Malachor VII
Planet Carrodos
The United Nations of Acheron

Confederacy:
The Libertarian State of Montegue
The Free Nations of Rancor II
The Freedon Nadd Republic
The Empire of Marka Ragnos
The Kingdom of Darkon

Friday, February 11, 2011

Notes From Episode 2 (2/5)

-PCs headed for the Planet Ralph
-Bribed a planetary controller with a job in the Parks Dept.
-Met a contact, Bo Stephenson
-Boy, now named Leaf, was revealed to have 1 Million bounty.
-Leaf probably has psychic powers
-Acquired IDs,
Zips Moffington= Leaf, Sally-Anne Johanson = Vera, Jimmy Dean Wilkins= Thom , Kat and Minn chose to keep their names.
-Decided to head to Bellephron in order to sell to General Shepards the alien blaster
-Vera has an implant in her head planted there by a mob boss
-She has a 200,000 bounty on her head, she owes Harhem-Al Kamir, leader of the Invisible Brotherhood., 500,000

-Thom,Vera, Kat and Leaf get 1 Plot point,
-Everyone gets 6 Character Points

*Names of NPCs might not be exactly correct, working from memory

Monday, January 17, 2011

Force-Power Specific Manipulations

The Manipulations below are conversions of specific Force-Powers from Star Wars D6

Keywords:

Maintained (-2 to difficulty)
Most Force powers are maintained. That is, a Jedi must concentrate to keep the power active. Normally maintaining a power doesn't cost anything, but during combat certain things might change that.

A Force user that has been damaged must 'maintain' the ability by rolling his Sense skill vs the opponent's damage. Rolling a tie or higher than the damage indicates success. This occurs after determining damage normally, and any penalties from normal damage apply to the roll.

A Force user maintaining multiple powers must maintain each power separately. For every power the Jedi is maintaining, he receives -1D to his Metaphysics attribute.

Energy (+5)
Manipulations that deal energy damage (bypassing most armor) increase the difficulty by 5.

Lethal Mental Damage (+4)
In Star Wars, lethal mental damage is the hallmark of the dark side, and providence of the Sith Lords. Lethal mental damage increases the difficulty of a manipulation by 4 per 1D.

Stun Mental Damage (+2)
Mental damage that only deals stun damage only increases the difficulty by +2 per 1D.

Conjuration and Teleportation
Powers that conjure items from nothing or involve teleportation are generally outside the realm of Star Wars or Serenity. While they certainly exist in the worst examples of the EU, I would prefer to stay out of it.

Lightsaber Combat
Skill Used: Sense
Difficulty: 15
Effect: +1D to the Lightsaber Skill, can block blaster bolts (17)
Range:Personal (-2)
Target: Personal (2)
Duration: Maintained (-2)
Description: The Force user gains enhanced ability to use a lightsaber. He gains +1D to his lightsaber skill, and an additional +1D for every 5 result points.

The Force user may deflect blaster bolts and other small projectiles by rolling his lightsaber skill against the opponent's firearms, gunnery or throwing skill.

The Force user may reflect blaster bolts back at his enemy by rolling a firearms skill against the enemies' dodge skill. This counts as an "extra action" and occurs at -1d6.

The character may instead use this power to improve his melee weapons skill. Most melee weapons take damage when deflecting projectiles and cannot reflect blaster bolts. (Although some, like portable rayshields, can).

Force Lightning
Skill Used: Channel
Difficulty: 15
Effect: Physical Damage (Energy) 4D (13)
Target Size: Person (+2)
Range: Point Blank (+0)
Duration: 2 rounds (0)
Description: Drawing upon her hatred, the Jedi summons a blast of electricity to destroy her target.
After successfully using this ability, the Jedi rolls her Channel ability against the target's dodge ability.
A successful hit deals damage equal to 4D. Add the result point bonus to the amount of damage done.
The Jedi has access to Force Lightning for 2 rounds, although it may be used only once per round.

Armor that does not protect energy damage does not protect against this skill. However, armor that specifically protects against electricity or harsh-environmental effects does.

Telekinesis
Jedi telekinesis is extremely varied. Refer to page 101 and page 97 in D6 Space for the range of available targets and difficulties. When used in combat, characters using Telekinesis must roll Channel to 'hit' the target. Targets can resist using either a successful Willpower or Lifting roll.


House Rules V1.5

Character Creation Rules:

For starting characters, the maximum is 5D and the minimum is 1D for all attributes. Extranormal however, can remain at 0d for most characters.


The maximum number of dice added to any one skill is 3D


We will be using Wound Points only in this game


Characters Start with 0 Plot Points, and 1 Force Point


The Metaphysics attribute and skills under it cost double the normal amount of points.


A metaphysics character has a list of manipulations. Every manipulation costs 1/3 a creation point (One pip on a skill die) or after character creation, 2 character points. Some manipulations may be disallowed to starting characters, such as non-stun mental damage.


Characters may choose to start with Cybernetics, and/or one of the templates/packages in Chapter 3, "Aliens and Human Offshoots". You may also refer to D6 Aliens or the numerous D6 Star Wars resources available on the web.


Guidelines for Certain Disadvantages

Depending on how they feel about you, The Union may be an (R1)-(R3) enemy. If you are being actively hunted, such as the Tams were hunted by the Alliance in Serenity, you would consider them an (R3) enemy. Whereas Shepard Book might consider the Alliance an (R1) Patron.


If your character has a DSM IV mental disorder, you might want to consider taking Quirk. The rank of Quirk would depend on the severity of the disorder and how difficult it is to resist the symptoms in an important situation.


A Jedi has a 'starting package' consisting of certain Advantages and Disadvantages, depending on the setting and type of Jedi. Consult myself if you are playing a Jedi character.


Technology:

The Turusk system does not have hyperdrives or more advanced droid AI systems.


Manipulations:

A character has a list of manipulations. You cannot use a manipulation unless it is listed on your character sheet.


At character creation, manipulations cost 1/3 of a creation point.

While advancing, every additional manipulation costs 2 character points.


Minor permutations and creative use of manipulations is allowed and encouraged. The cost of manipulations is doubled without a teacher. Due to the highly customizable nature of manipulations, they will be monitored and adjucated very tightly.


Plot Points:

Plot points are awarded for making the story more interesting. They are there to encourage players to use and embrace their disadvantages and stranger character traits.


Spending Plot Points: You can spend a plot point to add +1d to a die roll, or re-roll your wild die. You can only spend 1 plot point per turn.


Gaining Plot Points: The principle way to gain plot points is to play out your Disadvantages such that they have an effect on the plot of the story. For example, if you have the Cultural Unfamiliarity disadvantage, you would gain a plot point if you accidentally consume an important diplomat's children (which are small and delicious) at an dinner party. Outside of this, you may gain plot points if your character's actions make the story more interesting, according to the GM.


Characters begin with no plots points. You can have up to 5 plot points.


Force Points:

Ignore the previous post about Force Points, we will be using Fate Points, the mechanic that is already in place instead.



Lightsabers:

Lightsaber is a seperate skill from melee weapons, and involves using a lightsaber


The base difficulty to use a lightsaber is 20. If a character rolls less than 15 on a non-opposed roll, the character injures himself, dealing damage equal to the base damage of the lightsaber.


A character using a lightsaber who fights a character using a weapon that cannot block lightsabers gains +10 to his attack roll.


A character using such a weapon can negate this bonus by allowing the lightsaber to automatically deal damage to the object used on a successful defense roll. Damage to this object does not 'bleed through' to the wielder, so if someone uses a chair to block a lightsaber, and the chair is chopped in half, the chair wielder is not damaged.


The Lightside and the Darkside

Characters gain Dark Side points for committing acts of great evil. Murder, rape, slavery, all the usual suspects. Darkside characters may receive penalties or bonuses against certain powers or in certain locations.


A character that has fallen so far that the party refuses to follow him is turned over to the GM as an NPC, and the player must create a new character. Usually this NPC will become a villain in the game.


Energy Weapons

Lightsabers and blasters are energy weapons. They ignore any protections that aren't listed as "Energy". In the D6 Space, the only effective armors would be "Reflec Armor".


Fire and lightning also count as energy damage, and ignore armor as well. (Unless the armor is specifically electricity or heat resistant, such as many protective industrial suits)


Blasters and laser weapons are popular on Union worlds, but not out on the Fringes of the system.


Source Book Integration

Weapons and equipment available in Star Wars D6 books are also available (at discretion) in this game. Anything written in D6 space supersedes anything written in Star Wars books