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