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House Rules, Part II


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Force Notes | Miscellaneous Rules | Immortal Rules | Armor Rules | Ship Rules
Equipment, Vehicles, Vessels and Weapon Improvement Rules




Required reading for all players



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1. Tremors in the Force:
Jedi cause "tremors" whenever they use the Force; other Jedi can detect these ripples.
A Jedi who sparingly uses the Force and then only uses it in a minor way creates the faintest ripples, detectable only by powerful Jedi at close ranges (maximum range of around 20 kilometers). However, a Jedi who often uses the Force in grandiose displays creates very noticeable ripples that can be detected by other Jedi at vast distances (the other side of the galaxy).
In addition, when a Jedi reaches 5D in Control, Sense or Alter very powerful Jedi can sense the user crossing that threshold (the Emperor, Obi-One Kenobi, Yoda) no matter where they are in the galaxy.
Don't forget about Order 66!

2. Raising Force Skills:
Character Point Cost: Number before the "D." Double the character point cost without a teacher. Training Time: One day per Character Point spent if the character has a teacher. Two days per Character Point without a teacher. Training time may be reduced by one day for each additional Character Point spent (minimum of one day).

Example 1: With a Master: Control: 4D+1. Cost to raise 1 pip - 4 CPs. Time spend to raise 1 pip - 4 days.
Example 2: Without a Master: Control: 4D+1. Cost to raise 1 pip to 4D+2 - 8 CPs. Time spend to raise 1 pip - 8 days.

3. Force Powers:
A Jedi may be taught a new power each time a Force skill is improved one pip. The new power is chosen by the teacher and must use the improved skill (for instance, a Jedi improving Control could not learn a power based solely on Alter). A character may be taught a Force power without improving a Force skill, but the character must spend five Character Points. A power that uses two Force skills counts as two powers when being taught.

4. Intuitive Powers:
It is well known that some beings can push themselves to feats of great strength or endurance. Likewise, Jedi characters, when faced with an incredible challenge, may exhibit powers they had not previously learned.
At the GM's discretion only, characters may be "granted" powers in exceptional circumstances. This reflects the Force's mystic and often unpredictable nature. GM's may grant the power for "free," require the Jedi to spend a number of Character Points or Force Points to learn the power, or set other conditions. GM's may grant a Jedi a power on a one-time basis to indicate the importance of a particular task, or to "reward" characters that have performed exceptionally well by allowing them to subconsciously learn a new power.

5. The Lure of the Dark Side:
When a character with Dark Side Points uses a Force skill or a normal skill (for non-Jedi's), his skill roll gets a bonus of 1D per Dark Side Point.
A Jedi (or normal character) may refuse this bonus, but the difficulties of all Force powers (and normal skills) will be increased by at least one difficulty level to reflect the intense concentration needed to avoid the Dark Side's temptations. A character that has been seduced by the Dark Side and has given in to it no longer receives this bonus.

6. Dark Side Characters:
Returning to the Light. Dark Side characters can return to the light, but it is not easy.
A Dark Side character must prove his commitment to the light by spending a Force Point in a selfless manner at a dramatically appropriate time. Often, this requires the character to make a heroic sacrifice.
When a character is redeemed, the Dark Side exacts a final toll: he loses all Force Points and Character Points. The character's Dark Side Point total drops to five... He must atone to remove the remaining Dark Side Points or else he could very easily fall back under the sway of the Dark Side. The atonement process is long and difficult. Every two missions the character completes without any questionable acts is allowed to remove one Dark Side Point. If one mission is flawless and the second mission has even one act that is dark, both missions are lost and the Jedi must begin again.

7. Force Modifiers: Proximity and Relationship

Proximity Modifiers
User and target are: Add to Difficulty:
Touching --
In LOS, not touching +2
Not in LOS, 1-100 m away +5
101 m to 10 km +7
11 to 1000 km +10
Same planet, more than 1000 km +15
Same star system, different planet +20
Not in same star system +30

Relationship Modifiers
User and target are: Add to Difficulty:
Close relatives (spouse,
siblings, parent, child, etc.)
--
Close friends +2
Friends +5
Acquaintances +7
Slight acquaintances +10
Met once +12
Never met, know each
other by rep.
+15
Complete Strangers +20
Complete strangers, not
of same species
+30




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1. Black Market: The "Invisible Market" exists almost everywhere. Anything you can imagine can be had for a price. You just need to look in the right place and talk to the right being (again, for a price). Special items will be very hard to find. Black Market prices will be from x2 to x5 of the cost of the listed item.

2. Bonus Character Point Awards (added to CP slot during an adventure):

Inginuity 1-2 CP's
Humor 1-2 CP's
Exceptional die rolls/right moment (no FP spent) 1 CP
Good role-playing (acting in-character) 1-3 CP's

Destruction of the following (added to points received at the end of an adventure):

Ship Type CP Bonus
Death Star 350
Super Star Destroyer 200
Torpedo Sphere 150
Imperial-class Star Destroyer 50
Victory-class Star Destroyer 30
Nebulon-B Escort Frigate 20
Gamma-class Assault Shuttle (fully loaded) 10
Skipray Blastboat 5
TIE Fighter (any type) .5
Any Test Platform or Antagonist 10-150+

3. Imperial Credits (IC):
They come in the following denominations: .1, .2, .5, 1, 2, 5, 10, 20, 50, 100, 200, 500, 1000, 2000, 5000, 10,000, 20,000 and 50,000 credit coins.
All coins are the same size and shape but have their value printed on the face as a hologram and the Emperor's image printed on the obtuse. They are also holo-date stamped. Credit sticks are also available but leave an electronic "path" which can be traced. Their value is unlimited.

4. Fake ID's:
These forged identities range tremendously in quality and between different forgers. Once contact has been made, you can chose between five ID Classes. A Class I ID can stand up to a causal inspection, whereas a Class V ID can stand up to a very thorough investigation.
Once the ID is created, determine the forgery level by rolling a D6 and adding it to the ID Class modifier. This is the difficulty for someone to see through the ID. The costs shown on the table below are typical prices and are only meant as a guideline.

ID Class Modifier Cost
Class I +10 5000
Class II +15 9000
Class III +20 14,000
Class IV +25 20,000
Class V +30 30,000




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1. Immortal Force Points:
Immortals get one Force Point for every 100 kills, or .01 per kill. If they spend their Force Point – for evil or good – they will always get it back at the end of an adventure. Immortals can never gain extra Force Points.

2. Immortal Quickening Points:
Immortals may have unlimited Quickening Points which can only be used in combat or special situations.

3. Note:
There are additional details about Immortals that are explained on the Character Template. If you have questions look there first then ask the GM.



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1. Skills for Operating Powered Armor:
  • Armor Weapons: used to fire blasters and other firearms mounted on the armor.
  • Melee Combat: used even if the weapon is part of the suit. Some armor gives a power-assisted bonus to melee damage.
  • Missile Weapons: used for built-in weapons. Includes mini-proton torpedo launchers and grenade launchers.
  • Brawling Combat: punching an opponent without a weapon. Some armor gives a power-assisted bonus to brawling damage.
  • Powersuit Ops: allows a character to move and maneuver in powered armor. This skill is also used in the place of Dodge. The Powersuit Ops skill works in much the same way as piloting a starship or a speederbike.
2. Getting In and Out of Powered Armor:
To get into or out of powered armor in a hurry requires the following Powersuit Ops roll: 1) Light Non-Powered/Powered Armor -- Difficult, 2) Medium NP/P Armor -- Very Difficult, 3) Heavy NP/P Armor -- Heroic. Failure means waiting until the next round to try again at the same difficulty. The character may not do anything else during the round except put on or remove the armor. If the armor explodes while the character is still in the suit they take 3D damage for Non-Powered and 5D damage for Powered Armor (or as listed with the armor) at point-blank range.

3. Powered Armor and Water:
Will sink like a rock in water unless it is equipped for water operation.



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1. Engaging the Hyperdrive:
All ships must fly 50 units away from a planet in order to engage the hyperdrive. This rule does not apply to ships with Warp capabilities.

2. Calculating Hyperspace Jumps:
Calculating a route takes one minute if the character is using a well-traveled route or is using pre-calculated coordinates. In emergencies, a character can try to jump into hyperspace in one round instead of one minute. The astrogation difficulty is doubled and the character rolls each round until he either beats the difficulty number or suffers an astrogation mishap.
Calculating a route between known systems takes about 10 minutes. These calculations take 1-3 hours if the ship has never jumped to the destination system before. If the character doesn't know where they are, it takes one day to determine the ship's current position and then compute hyperspace coordinates.

3. Starship Movement:
Starship movement works just like vehicle movement.
A ship can move once per turn. The pilot picks one of five speeds: cautious, normal, cruising, high, and all-out speed. The terrain difficulties are modified by speed, just as in vehicle movement.
Acceleration and Deceleration: Starships may increase or decrease their speed one level per round.
Maneuvers: Apply the same modifiers as for vehicle movement.
Movement Failures: Use the same results as for vehicle movement failures. If a starship gets a "collision" result and there's nothing to run into, the ship goes spinning wildly out of control for the rest of the round and the next round.

4. Tractor Beams:
A captured ship that doesn't resist can automatically be reeled in towards the attacker at five space units each round. If the target ship resists, roll the tractor beam's damage against the target ship's hull code. If the target ship's hull code roll is higher, the ship breaks free. If the tractor beam rolls equal to or higher than the target ship, find result on chart below.

Tractor beam damage
roll >= hull roll by:
Space units reeled in Target ship's damage:
0-3 No change No damage
4-8 1 -1 Move
9-12 2 -2 Moves
13-15 3 -3 Moves
16+ 4 -4 Moves

5. Starship Damage:

Lightly Damaged:
Starships can be lightly damaged any number of times. Roll 1D to see which system is damaged for each hit taken.
  1. Ship loses -1D from maneuverability (if the ship's maneuverability has already been reduced to 0D, it suffers -1 Move).
  2. One on-board weapon emplacement was hit and destroyed.
  3. One on-board weapon emplacement was rendered inoperative by a major power surge; it's lightly damaged.
  4. Hyperdrive damaged. Double the time to calculate any astrogation courses; if the pilot wants to try to jump to hyperspace in one round, add an extra +10 to the astrogation difficulty. The hyperdrive may be fixed with one hour of work and a Moderate repair roll.
  5. The ship loses -1D from its shield code. If the ship has no dice remaining in shields, it suffers the controls ionized result.
  6. The ship suffers -1 Move.
Heavily Damaged:
Heavily damaged ships have taken a much more serious amount of damage. If a heavily damaged ship is lightly damaged or is heavily damaged again, it becomes severely damaged.
  1. Ship loses -2D from maneuverability. If its already 0D, it suffers -2 Move.
  2. Ship loses a weapons system in one fire arc. All weapons of one type in one fire arc are disabled by a major power surge or system failure.
  3. Weapons system destroyed. All weapons of one type in one fire arc are destroyed.
  4. Hyperdrive damaged. Increase all astrogation difficulties by +10 until the drive is fixed with a Moderate repair roll and one hour of work.
  5. Ship loses -2D from shields. If it has no shields remaining, it suffers "2 controls ionized."
  6. Ship suffers -2 Move.
Severely Damaged:
A severely damaged ship that is lightly damaged, heavily damaged or severely damaged again is destroyed.
  1. Dead in space. All drives and maneuvering systems are destroyed. The vehicle is adrift in space.
  2. Overloaded generator. The ship's generator is overloading; unless it's shut down it will explode in 1D rounds and destroy the ship.
  3. Disabled hyperdrives. The ship's hyperdrives - main and backup - are damaged. The ship cannot enter hyperspace until they are fixed with a Moderate repair roll and one hour of work.
  4. Disabled weapons. All weapons systems lose power. Roll 1D: 1-4: Weapons are severely damaged but may be repaired. 5-6: All weapons aboard the ship are destroyed.
  5. Structural damage. This ship is so badly damaged that it begins to disintegrate. The crew has 1D rounds to evacuate.
  6. Destroyed.
6. Fuel Cells:
Capitol Ships have length x 150 fuel cells as standard. This may be increased at a rate of one cell per .1 tons of cargo space. The fusion generators on board can recharge spent cells at a rate of one cell per hour.
Stocklight Freighters have 100 fuel cells as standard. This may be increased at a rate of one cell per .1 tons of cargo space. A small fusion generator can recharge spent cells at a rate of one cell per day.
Starfighters have 50 fuel cells as standard. This amount may not be increased. The small fusion generator carried on ships with R2 units can recharge spent cells at a rate of one cell per day.

7. Ship Fuel Consumption:
One month of realspace travel uses one fuel cell. One hour of combat (or part thereof) uses one fuel cell. Each time a ship enters hyperspace it uses one cell. Every 12 hours (or part thereof) in hyperspace uses one cell.

8. Missile Weapons:
In my opinion, the ranges for missile weapons are totally unrealistic. You have to be right on top of something to hit it! That is fine...unless you get a Target Lock! In my system, the ranges for Torpedoes and Concussion Missiles given by West End Games should be the range of the weapons to hit, firing without a Target Lock. Multiply the weapons ranges by ten for ranges of the weapons with a target lock. Here's how the mechanics work:
  1. Firing any type of missile weapon takes two actions: One action to get a target lock, and another action to fire them (You can still fire without a target lock, but the range is reduced).
  2. To accomplish this, the first action includes beating the difficulty for the range PLUS the current NET speed (in space units) of your ship and the opposing ship as the difficulty. What NET speed means, is that the difficulty is the DIFFERENCE (always added to the difficulty) between your speed and your target's speed. Modifiers that also apply here: +5 to difficulty trying to get a lock on a Starfighter at short range. +5 to difficulty to lock onto a Capital ship at long range. The second action (assuming the first was successful) is the normal rules for firing any weapon.
Example: A proton torpedoe has a range of 1/3/7 without a target lock. With a target lock, the range is 10/30/70. If you fired a torpedoe at a ship at medium range, the LOCK difficulty would be (NET SPEED + MEDIUM RANGE DIFFICULTY). If you beat the difficulty, you get a good lock and can fire the next time you can take an action. When you are able to fire, you roll your skill plus fire control of the weapon versus the range to target OR the dodge of the other ship if they dodge.



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1. Equipment Improvement Time:

Scale Time/Pip*
Character 1 Day
Speeder 2 Days
Walker 4 Days
Starfighter 1 Week
Capitol Ship 1 Month
Death Star/Planet 2 Months
* May not be reduced below 1/2 listed base when spending extra CP's

All items that enhance a PC's skill or attribute cost an extra 3 CP's per pip.
Every pip increase given to armor decreases Dexterity and all skills by the same amount. Dexterity Enhancements may be installed for an extra 3 CP's per pip of compensation. Powered armor does not need to be compensated for loss of Dexterity.
No item may be improved beyond +2D (by a PC) except those with the appropriate Advanced skill(s).
Purchased weapons cost 9 CP's to install and take double the normal amount of time. Spending extra CP's may reduce the time required.
No Character Points need to be spent if someone else (an NPC) does the work.

2. Improving Vehicles, Vessels, and Weapons:
Modification Limit: Stats may only be increased one "pip," one move level or one hyperdrive level at a time. Increases in the charts below reflect modification above the original stat. No system may be improved more than +2D, or more than four moves. It requires a Professional Mechanic to increase any item above +2D (max. of +3D). A new improvement roll can be made every month of game time. As with repairs, the costs are a percentage of the item's original value; if someone else does the work, double or triple the cost.

Hyperdrives and Maneuvering Thrusters:

The difficulty and cost depends upon the old hyperdrive modifier compared to the new one. Failures on these rolls could permanently damage the hyperdrive, or cause it to function sporadically.

Hyperdrive Maneuverability
Old/New value Difficulty Cost Pip Increase Difficulty Cost
x4/x3 Easy 10% +1 Easy 5%
x3/x2 Moderate 15% +2 Moderate 10%
x2/x1 Very Difficult 25% +1D Difficult 15%
x1/x.5 Heroic 35% +1D+1 Very Difficult 20%
+1D+2 Heroic 25%

Move Space
Move Increase Difficulty Cost Space Increase Difficulty Cost
+5 Moderate 10% +1 Moderate 10%
+10 Difficult 15% +2 Difficult 15%
+15 Very Difficult 25% +1D Very Difficult 20%
+20 Heroic 35% +1D+1 Heroic 25%

Shields
Pip Increase Difficulty Cost
+1 Easy 15%
+2 Moderate 25%
+1D Difficult 30%
+1D+1 Very Difficult 35%
+1D+2 Heroic 50%

Weapons: fire control and/or damage Weapons: range
Pip Increase Difficulty Cost Range Increase Difficulty Cost
+1 Easy 15% +5% Easy 5%
+2 Moderate 25% +10% Moderate 10%
+1D Difficult 30% +15% Difficult 15%
+1D+1 Very Difficult 35% +20% Very Diffucult 20%
+2D Heroic 50% +25% Heroic 25%

3. Armament Rating:
The scale used to measure the offensive and defensive nature of a starship. The basic scale is:
  • 0 = no weaponry
  • 1 = light defensive weapons only
  • 2 = light defensive and offensive capabilities
  • 3 = medium defensive and offensive capabilities
  • 4 = heavy defensive and offensive capabilities
4. Tools:
  • Arion Drill: To make holes in things.
  • Ceriline welding torch: For spot welding duridium.
  • Diagnostic Scanner: Helps to pinpoint the source of problems.
  • Halite Imaging Electrograph: Monitors hot spots in ship's electronic systems.
  • Hand Laser Saw: To cut through things.
  • Hydrospanner: Like a wrench.
  • Karlisite Depolarizer: Used to reduce the charge of a metallic substance. Used while installing new parts and preventing meltdowns.
  • Magnon Spirograph: Used to measure efficiency of hyperdrive systems.
  • Micron Calipers: Device used to make tiny little adjustments. Used for hyperdrive repair.
  • Pneumatic Riveter: To connect things in a space worthy fashion.
  • Relotian Dionizer: To negate the effects of an ion blast (takes about a day per system) or any other ionic contamination.
  • Synthion Canister: Storage and application device for Synthion foam.
  • Virimon Pump: Fire Extinguisher.
5. Ship Systems:
  • Activation Matrix: The part of the hyperdrive that allows it to jump to hyperspace.
  • Anion Discharge System: How the ship gets rid of ion drive byproducts.
  • Alluvial Dampers: Keeps the ship from shaking itself apart at high speeds.
  • Central Computer System: What it says.
  • Computer Feedback Circuits: Keeps the computer aware of the status of the various systems.
  • Computer Control Circuits: Enables the computer to activate and deactivate ship's systems.
  • Hyperdrive: Takes the ship past light speed.
  • Inertial Dampers: Keeps the crew from getting that chunky salsa look when the ship makes a fast turn.
  • Interphase Transducers: Converts energy from the power plants into a form usable by the hyperdrive.
  • Microimpact Dampers: Keep the ships drive systems from jolting themselves out of alignment.
  • Power Plant: Source of energy for all ships systems.
  • Trianolubricant Injection system: Keeps those ion drives swimming.
6. Fuels:
  • Amicron Mix: Acts as a radiation soak, and is used to shield any system that leaks dangerous radiation. Should be changed fairly often.
  • Antioxidant Induction Fluid: Keeps the Activation Matrix from covering itself with a thick rust like layer, which prevents hyperdrive use.
  • Cephalex Shielding: A waxy gray insolent used to protect the other systems from the ship's power plant.
  • Fuel Cells: Containers of fusible material used by power plants. Burnt out fuel cells can be recycled, or recharged through a fusion charger.
  • Frigidon Mix: Very cold fluid. Passed through certain systems in partially insulated tubes to keep them from overheating. Also poured on things to make them more brittle.
  • Synthion Foam: Insulates, keeps pests out, reduces emissions, and holds things together in a pinch.
  • Trianolubricant Fluid: Keeps ion drives from overheating.

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