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House Rules
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Delkarnu
Lieutenant Commander
Lieutenant Commander


Joined: 02 Sep 2008
Posts: 190
Location: Saratoga Springs, Upstate NY

PostPosted: Wed Dec 10, 2008 6:06 am    Post subject: House Rules Reply with quote

Character Creation:

Species: All allowed
Attributes: +6D to alien stats
Skills: 10D, 2D max to any skill
list 1 additional skill per D in attribute as trained at attribute level
Untrained Skills will be more difficult or unusable

No Melee Parry, use Melee Combat for attack and defense
No Brawling Parry, use Brawling for attack and defense
2,000 credits at start
Any reasonable equipment supported by background and skills


Jedi Characters:
1 skill per pip (up to 6)at creation
all powers in the jedi powers pdf are allowed, ask on custom abilities
Time is approx 3BBY, so known Jedi are hunted (inquisitors, bounty hunters, etc)
Few Jedi around, so finding teachers is difficult

Combat:
Brawling and melee combat MAPs are done per opponent, extra strikes or damage will be given based on result of the opposed roll.
Dodges must be stated in actions, unless it is a surprise attack and you get a dodge based on a perception check

Combined Abilities
Bonuses to rolls will be given if multiple skills are used together
Examples: Using Con to distract someone while another player pickpockets
Using proper intimidation to enhance a bargain or persuasion attempt


Hidden actions and checks
If all the other characters should know about an action, post it in the forum, if it is a hidden action, pm it to me, results will be kept between us until it affects the other characters or they make a con roll.
Example: Only two characters are present to accept payment and you successfully negotiate for more money, but keep the extra for yourselves. No one else will know, but when you split the rest up amongst the others, they will get an opposed con rolls to detect the deception

All checks for player knowledge, will be posted only if all characters know the information, otherwise I will pm it to the player(s) and let them react to it.
Example: Its your characters shift to guard camp, and you hear someone approaching. I'll pm that to you and its up to you whether you investigate on your own or warn the other players.


Tactics:
A tactics check will be made whenever the team comes up with a plan:
Good plan - High roll: Plan has a very high chance of success, bonus rewards may be found
Good plan - Bad roll: plan has a high chance of success
Good plan - complication: high chance of success, but there will be unforeseen obstacles or consequences

Poor plan - high roll: you'll notice areas in the plan that could pose a problem
poor plan - bad roll: you wont notice any flaws and will have to deal with them as they arise
poor plan - complication: Twisted Evil


Troig Character:
Each head gets a separate character sheet at 10D
All attributes and Force Skills must match and stay equal
7D skills match at creation, 3D unique to each head
All full body skills (dodge, melee, brawling, sneak, etc.) must remain equal
both players must spend full cp cost to raise shared skills
non-shared skills can be used by the other head at attribute level


Last edited by Delkarnu on Wed Dec 17, 2008 12:37 pm; edited 4 times in total
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Delkarnu
Lieutenant Commander
Lieutenant Commander


Joined: 02 Sep 2008
Posts: 190
Location: Saratoga Springs, Upstate NY

PostPosted: Wed Dec 10, 2008 6:07 am    Post subject: Reply with quote

Post any rule questions below.
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Flyboy2002
Captain
Captain


Joined: 12 Jan 2008
Posts: 525
Location: California

PostPosted: Tue Dec 16, 2008 1:12 pm    Post subject: Reply with quote

If we were to have 3d in dex and we add 1D to blaster to 4D do we only get two other skills under Dex or do we get to have 3 skills outside of the ones we add skill points to??
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Delkarnu
Lieutenant Commander
Lieutenant Commander


Joined: 02 Sep 2008
Posts: 190
Location: Saratoga Springs, Upstate NY

PostPosted: Tue Dec 16, 2008 1:31 pm    Post subject: Reply with quote

blaster at 4d + 3 skills
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