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House rules
Post new topic   This topic is locked: you cannot edit posts or make replies.    The Rancor Pit Forum Index -> Strike Team Three: Into the Fire - noctum_carpe -> House rules
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noctum_carpe
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Location: Lidköping, Sweden

PostPosted: Fri Oct 19, 2007 3:33 am    Post subject: House rules Reply with quote

House rules
19D+1 for attributes unless you are force sensitive.
Then its a special case.

12D for skills and mabye some more skills based on your chars (Bonus for good backgrounds) background. You also have 3 free specializations.

Money and equipment based on your backgrounds.

I dont use Melee parry and brawling parry, they dont exist.

Grenade skill does not exist, its a speciality under Thrown weapons. You should proably have demolitions as well if you want to know how to use them for real.

The melee skill is under strenght not dexterity.

Beast riding is under dexterity

Vechile blasters is under mechanical

If you want to be force sensitive you only start with 18D in attributes and if you want force skills you reduce your attribute base by +1 for each skill. So if you want control 1D, sense 1D and alter 1D you start with 17D.

Force skills Cost doubble after char creation. You can by individual powers thou. that costs a flat +1 for 1D in a power then you rasie it as a speciallity in cost. You can have no more than your lowest force power in a spec. After char creation you pay a flaat 5 cp to aquire 1D. Unless you have a teacher the cost doubbles again for all the core force skills.

So if you have sense 1D+2 and control 2D+1 you maximum lightsabercombatskill is 1D+2 and you roll. Sense + lightsaber combat skill and control + lightsaber combat skill to activate the force power.

There is an advanced skill known as Cool under fire for lack of better name that adds to willpower, preception and the like just like a regular advanced skill in stressed situations its appropriate for military chars.

When raising base skills with specializations after char creation you specialization also goes up.
For example.

Dak has languages 2D+1 (S) Huttese 3D+1 and raises his languages skill to 2D+2 his spec goes up to 3D+2 as well.
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Last edited by noctum_carpe on Mon Dec 10, 2007 6:16 am; edited 1 time in total
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noctum_carpe
Vice Admiral
Vice Admiral


Joined: 12 Apr 2005
Posts: 2477
Location: Lidköping, Sweden

PostPosted: Mon Dec 10, 2007 6:15 am    Post subject: Reply with quote

New Dsp rules
Number of dsps Mod
1 +1D
2 +1D
3 +2
4 +2
5 +1
6 +1
7 +1
8 +1
9 +1
10 +1
11 +1
12 +1


When one has dsp/dsps and uses the force or calls on the dark side. You have to roll willpower to avoid the temptation from the darkside to twist, the user to evil.

1-2 easy
3-4 moderate
5-6 Difficult
7-8 Very difficult
9-10 Heroic
11-12 Heroic +10

If you use the force while you char has dsps and fail your willpower roll you must act on the impulses from the dark side. This is true even if you avoid the bonus of the dark side. But then you get a bonus/penalty to your willpower roll by control-number of dsps. The higher control you have the better you can resist the dark sides temptation.

1-4 dsps impules is petty evil, and general nastynes, that does not hurt anyone very much

5-8 dsps impules is continues evil, hurting people badly.

9-12 dsps Is pure evil, you kill if someone contradict you or if you dislike the color of their clothing.

If you fall, you will still louse you char but you will roll 2D6 to see if you do, of course in the end it will probably be quicker as you have become more and more corrupted. Also the same rule as before about increasing difficulty for the force if you dsps and dont want to use the bonus still apply.

Concentration

The difficulty for the concentrate roll will vary based on a willpower roll and the situation. So it will be more difficult to use concentrate in combat or when its possible to be distracted.
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