Post by Paul on Dec 14, 2009 10:25:15 GMT -6
This doesn't mean I am going to adopt some of these and I really doubt I will get any replies but what are anyones thoughts on these?
www.penandpapergames.com/forums/showthread.php?t=3170
www.penandpapergames.com/forums/showthread.php?t=3170
House rules
Updated 10-25-2009
Available books: All WotC published books are available to use for the game. However, all era specific equipment presented in The Legacy Era Campaign Guide is unavailable for use, seeing as how most of that equipment has not been created yet.
Disclaimer about the Force: I will not warn you if the action your character is about to take will give you a dark side point or not. I also will not define what the Force, the Light side and the Dark side are in an attempt to rationalize whether or not a dark side point is warranted for a character’s actions. We are all levelheaded people and have a somewhat firm grasp of good and evil, but know that this campaign is a heroic one. With that said I encourage players to flirt with the dark side if it befits you character concept, there really is no penalty to having dark side points, until you get enough to equal your Wisdom score that is! So have fun!
Abilities
When creating a character you should use the point buy system using 30 points.
Species
Ithorians: Only Ithorian characters with the Force sensitivity feat can utilize the Bellow special ability.
Gen’Dai: the Gen’Dai species is banned as a playable species.
Classes
Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.
Force Adept Prestige Class: The Force Adept prestige class now gains a full base attack bonus progression. However, it does not gain the listed defense scores but gains a +2 to Reflex, Fortitude, and Will defenses.
Retraining: Upon reaching a new level a character may choose to retrain one feat or talent. To do so you must determine at what level the character took the feat or talent that you wish to replace. Then compare that to the new feat or talent the character wishes to learn. If the character at that level was eligible (would meet any prerequisites) for the new feat or talent, then they may replace the feat or talent at that level for their new one. (Similar to the retraining rules in D&D 3.5)
Example: Todrin wishes to replace his Dead Eye feat for Weapon Focus (unarmed strike). He took Dead Eye at 3rd level and he also meets the prereqs for Weapon Focus (simple weapons) at 3rd level. So he retrains Dead Eye for Weapon Focus (simple weapons).
Feats and talents that provide a static (always on) bonus such as Skill Focus or Weapon Focus are not available for retraining.
Combat
Explosions: when a character takes damage from a frag grenade, thermal detonator, character scale missiles, anti-personal mines, starship weapons that deal area damage, or any other type of explosive device, that character is knocked 1d6 squares backward and lands prone. The character also drops any object(s) they are holding.
The Edge of Exhaustion: If you have already used your second wind(s) for the day, you can catch another second wind by voluntarily moving –1 persistent step down the condition track. The persistent condition remains until you’ve had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest.
Equipment
Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.
Life Support pack: functions as a medpac but adds +10 to the Treat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.
Comlinks: comlinks no longer function like real world cell phones in my game. Comlinks function as they do in the SECR. They are essentially a two-way walkie-talkie that you can adjust frequencies on, but some models do have a text messaging feature. They do not function as datapads.
Homing Beacon: a homing beacon is a tiny .5 kg device that allows the user the ability to track a ship even through multiple hyperspace jumps. Homing beacons can be set to a frequency that communicates with your datapad, portable computer, personal computer, sensor pack, or vehicle computer. Homing beacons are difficult to detect and add a +10 equipment bonus to Stealth checks used to hide the device and a DC 30 Use Computer check to detect the broadcasted signal. Cost 1,000 credits, Availability Restricted.
Nightvision goggles: is a .5 kg device that grants the wearer darkvision. However, in areas of bright light the wearer is considered blind due to the photoreceptors being flooded with light. Cost 300 credits, Availability Military.
Computers, holonet and slicing: During this time period the Holonet has been restricted for Imperial Military use only. Meaning everyday holonet access is restricted. This has been a significant blow to the galactic community and has essentially cut off thousands of star systems from communicating with the rest of the Galaxy. Occasionally there will be news broadcasts, but only what the Empire wants the galaxy to know. Planets now must rely on their own subspace transmission relays so that they can still communicate with their own population.
Accessing the Holonet has become extremely difficult; to simply gain a connection you must succeed on a Use Computer check DC 25. Then an opposed Use Computer check must be made against the Holonet to determine if the illegal connection has been noticed. The Holonet has an Intelligence of 40, a Will Defense of 30, a +25 to Use Computer, and a starting attitude of hostile.
However, individual planetary subspace transmissions (basically the internet) are still relatively intact. The normal Use Computer rules apply to dedicated planetary transmissions, yet these are often much slower than the Holonet. While using a planetary subspace transmission double the normal time it would take for any Use Computer check.
The Force
Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A mentor is defined as any character with levels in the appropriate class or PrC. Upon reaching their 7th heroic level a PC no longer needs a mentor in order to advance in the Jedi class.
Temptation of the Dark Side: the rules for the seductive Dark Side as presented on page 85 of The Force Unleashed Campaign Guide are available for Force Sensitive characters to use.
Atoning: The optional rule for atoning on page 85 of The Force Unleashed Campaign Guide will also be used.
“Lost” Force powers: With the loss of so many Jedi and the loss of the Jedi archives due to Order 66, several Force Powers are now considered “lost” to time. The following powers may not be selected for a characters suite of Force powers: All Force Training Regiments, All Lightsaber Training Regiments, Combustion, Detonate, Fold Space, Force Light, Sever Force, Malacia, Memory Walk, Mind Shard, Morichro, Phase, Plant Surge, Shatterpoint, and Thought Bomb. If a character is able to locate a Force Sensitive individual that knows one or more of these lost Force powers, the character may then train with the “master” and from there is able to select a lost Force Power to add to their suite of Force powers the next time the character is able to gain a Force power.
Special: During the Rise of the Empire and Rebellion eras, Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the current Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.
Vehicles
The following hyperspace rules replace the rules for determining travel time in the SECR and work WITH the astrogation rules presented in the Starships of the Galaxy.
Hyperspace travel: Travel within the same region of space; When traveling within the same region of space (Outer Rim for example) calculate the time using the following formula: 1d10 hours x hyperdrive modifier.
Travel across multiple regions; When traversing multiple regions calculate the time using the following formula: 1d12+3 hours x hyperdrive multiplier + n days. Where "n" equals +1 day per region crossed.
Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier.
Hyperspace lanes: When traveling along a major hyperspace lane divide the total time in half.
Updated 10-25-2009
Available books: All WotC published books are available to use for the game. However, all era specific equipment presented in The Legacy Era Campaign Guide is unavailable for use, seeing as how most of that equipment has not been created yet.
Disclaimer about the Force: I will not warn you if the action your character is about to take will give you a dark side point or not. I also will not define what the Force, the Light side and the Dark side are in an attempt to rationalize whether or not a dark side point is warranted for a character’s actions. We are all levelheaded people and have a somewhat firm grasp of good and evil, but know that this campaign is a heroic one. With that said I encourage players to flirt with the dark side if it befits you character concept, there really is no penalty to having dark side points, until you get enough to equal your Wisdom score that is! So have fun!
Abilities
When creating a character you should use the point buy system using 30 points.
Species
Ithorians: Only Ithorian characters with the Force sensitivity feat can utilize the Bellow special ability.
Gen’Dai: the Gen’Dai species is banned as a playable species.
Classes
Multi-classing: When a character chooses to multi-class into another class they may choose to take the feat Skill Training instead of selecting one of the starting feats for the given class.
Force Adept Prestige Class: The Force Adept prestige class now gains a full base attack bonus progression. However, it does not gain the listed defense scores but gains a +2 to Reflex, Fortitude, and Will defenses.
Retraining: Upon reaching a new level a character may choose to retrain one feat or talent. To do so you must determine at what level the character took the feat or talent that you wish to replace. Then compare that to the new feat or talent the character wishes to learn. If the character at that level was eligible (would meet any prerequisites) for the new feat or talent, then they may replace the feat or talent at that level for their new one. (Similar to the retraining rules in D&D 3.5)
Example: Todrin wishes to replace his Dead Eye feat for Weapon Focus (unarmed strike). He took Dead Eye at 3rd level and he also meets the prereqs for Weapon Focus (simple weapons) at 3rd level. So he retrains Dead Eye for Weapon Focus (simple weapons).
Feats and talents that provide a static (always on) bonus such as Skill Focus or Weapon Focus are not available for retraining.
Combat
Explosions: when a character takes damage from a frag grenade, thermal detonator, character scale missiles, anti-personal mines, starship weapons that deal area damage, or any other type of explosive device, that character is knocked 1d6 squares backward and lands prone. The character also drops any object(s) they are holding.
The Edge of Exhaustion: If you have already used your second wind(s) for the day, you can catch another second wind by voluntarily moving –1 persistent step down the condition track. The persistent condition remains until you’ve had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest.
Equipment
Antidote Kit: may be used in place of a medpac to treat poison and adds +5 to the Treat Injury check. 250 credits.
Life Support pack: functions as a medpac but adds +10 to the Treat Injury check. May also be used in place of a medpac to revive a character from death and adds +5 to the Treat Injury check. 500 credits.
Comlinks: comlinks no longer function like real world cell phones in my game. Comlinks function as they do in the SECR. They are essentially a two-way walkie-talkie that you can adjust frequencies on, but some models do have a text messaging feature. They do not function as datapads.
Homing Beacon: a homing beacon is a tiny .5 kg device that allows the user the ability to track a ship even through multiple hyperspace jumps. Homing beacons can be set to a frequency that communicates with your datapad, portable computer, personal computer, sensor pack, or vehicle computer. Homing beacons are difficult to detect and add a +10 equipment bonus to Stealth checks used to hide the device and a DC 30 Use Computer check to detect the broadcasted signal. Cost 1,000 credits, Availability Restricted.
Nightvision goggles: is a .5 kg device that grants the wearer darkvision. However, in areas of bright light the wearer is considered blind due to the photoreceptors being flooded with light. Cost 300 credits, Availability Military.
Computers, holonet and slicing: During this time period the Holonet has been restricted for Imperial Military use only. Meaning everyday holonet access is restricted. This has been a significant blow to the galactic community and has essentially cut off thousands of star systems from communicating with the rest of the Galaxy. Occasionally there will be news broadcasts, but only what the Empire wants the galaxy to know. Planets now must rely on their own subspace transmission relays so that they can still communicate with their own population.
Accessing the Holonet has become extremely difficult; to simply gain a connection you must succeed on a Use Computer check DC 25. Then an opposed Use Computer check must be made against the Holonet to determine if the illegal connection has been noticed. The Holonet has an Intelligence of 40, a Will Defense of 30, a +25 to Use Computer, and a starting attitude of hostile.
However, individual planetary subspace transmissions (basically the internet) are still relatively intact. The normal Use Computer rules apply to dedicated planetary transmissions, yet these are often much slower than the Holonet. While using a planetary subspace transmission double the normal time it would take for any Use Computer check.
The Force
Advancing levels: A character must have a mentor in order to take a level in or advance in the Jedi class. A mentor is defined as any character with levels in the appropriate class or PrC. Upon reaching their 7th heroic level a PC no longer needs a mentor in order to advance in the Jedi class.
Temptation of the Dark Side: the rules for the seductive Dark Side as presented on page 85 of The Force Unleashed Campaign Guide are available for Force Sensitive characters to use.
Atoning: The optional rule for atoning on page 85 of The Force Unleashed Campaign Guide will also be used.
“Lost” Force powers: With the loss of so many Jedi and the loss of the Jedi archives due to Order 66, several Force Powers are now considered “lost” to time. The following powers may not be selected for a characters suite of Force powers: All Force Training Regiments, All Lightsaber Training Regiments, Combustion, Detonate, Fold Space, Force Light, Sever Force, Malacia, Memory Walk, Mind Shard, Morichro, Phase, Plant Surge, Shatterpoint, and Thought Bomb. If a character is able to locate a Force Sensitive individual that knows one or more of these lost Force powers, the character may then train with the “master” and from there is able to select a lost Force Power to add to their suite of Force powers the next time the character is able to gain a Force power.
Special: During the Rise of the Empire and Rebellion eras, Force-Sensitive characters suffer a –10 circumstance penalty on all Use the Force checks to determine the location and goings-on of any dark side character. If attempting to discern the location or activities of the current Sith Lords the Use the Force check must succeed at an opposed roll vs. a Use the Force check from the reigning Dark Lord of the Sith, also at the same circumstance penalty.
The Sith Lords need not be aware of the Sense attempt. Even if the check succeeds, the information gained is vague (“…the dark side surrounds the chancellor…”) unless it is something the Sith want them to see.
Vehicles
The following hyperspace rules replace the rules for determining travel time in the SECR and work WITH the astrogation rules presented in the Starships of the Galaxy.
Hyperspace travel: Travel within the same region of space; When traveling within the same region of space (Outer Rim for example) calculate the time using the following formula: 1d10 hours x hyperdrive modifier.
Travel across multiple regions; When traversing multiple regions calculate the time using the following formula: 1d12+3 hours x hyperdrive multiplier + n days. Where "n" equals +1 day per region crossed.
Example: When traveling from the Core to the Outer Rim use the formula 1d12+3 hours x hyperdrive modifier + 5 days (for crossing through 5 regions of space). Or when traveling only in the Outer Rim use the formula 1d10 hours x hyperdrive modifier.
Hyperspace lanes: When traveling along a major hyperspace lane divide the total time in half.