Post by ritt on Dec 24, 2015 16:50:54 GMT -6
I haven't playtested these rules yet. I conjured them up while thinking to myself on a long drive after seeing The Force Awakens and the wings could fall off the first time it flies. If this was an actual physical Star Wars product, it would be a bootleg action figure in a really sleazy Chinatown dollar store. Special thanks to hedgehobbit, Jeff Rients, Swords & Wizardry, and Newt Newport's Crypts & Things for inspiration.
ABILITY SCORES: 3d6 straight down the line. Don't cheat. Don't flip out if they're low, they can and probably eventually will go up. The GM will tell you what system he's using ability mods from. I think I'll go with Lamentations of the Flame Princess or Swords & Wizardry but you could use OD&D, Basic D&D, 3rd ed... whatever system you know and are comfortable with.
RACES: Most PCs are humans or human-like aliens. If you want to be something weirder: Each +1 in an ability that you're better than humans at costs you -2 from another score (So a Wookie could burn two INT or whatever for +1 STR). If you want non-human powers like water-breathing, wings, etc, each costs 2 CHA points and requires GM approval. You can't take CHA any lower than 3. Most droids are NPCs but if you insist playing a droid and the GM says it's OK it costs a flat 4 CHA. Droids obviously don't have to eat, breathe, etc. and can't be Jedi.
CHARACTER CLASSES
TROOPER
Attack Bonus: Your level +1
Defense Class: Your DEX, minimum 11. +1 if wearing armor (This is the only benefit armor ever gives in the game. Did armor ever help the stormtroopers or Boba Fett?).
Hit Dice: 10+ CON mod HP at first level. 1D10 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of STR, CON, or DEX.
Save: 18+. Goes down by one for each level after first until it becomes 3+.
Skills: Military vehicles, repairing weapons, athletics, intimidation, demolitions, heraldry.
Special: At 3rd level your DC goes up by one and get criticals on a “19” as well as a “20”.
ACE
Attack Bonus: Your level
Defense Class: Your DEX, minimum 12. +1 if in an environment where you can use objects for cover.
Hit Dice: 8+ CON mod HP at first level. 1D8 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of DEX, CHA, or INT.
Save: 16+. Goes down one for each level after first until it becomes 2+.
Skills: All vehicles, bluffing & charming, repairing own vehicles, sleight of hand, stealth, athletics.
Special: Instead of adding a flat +3 to the save when using a skill (See below), you can optionally add 1d6. Also, at 3rd level your DC goes up by one.
JEDI
Attack Bonus: Your level if using lightsaber or unarmed. Otherwise +0.
Defense Class: DEX +1, minimum 13. +1 if you have a lightsaber active.
Hit Dice: 6+CON mod HP at first level. 1D6 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of WIS, DEX, or CHA
Save: 17+. Goes down one for each level after first until it becomes 2+.
Skills: Athletics, ancient lore, teaching, oratory, etiquette, building & repairing lightsabers or your own ship.
Special:Casts spells as a magic-user, except no spellbook is needed. Can draw spells from both MU and cleric lists. Attack spells take the form of telekinetically chucking objects, force lightning, or force choking.
NON-COMBAT TASKS: Roll a save. Add +3 if you and the GM agree it's an area that one of your skills covers. Add or subtract an ability score modifier if the GM agrees. All rolls of natural "1" always fail. Try to get the save number or above. For really difficult or tricky maneuvers the GM might make you roll twice and take the lowest result.
COMBAT: Roll and add your attack bonus, with a DEX mod for ranged or a STR mod for melee (Lightsaber wielders use the highest of DEX, STR, or WIS. They must use WIS if fighting blind). All rolls of natural "1" always fail. You hit if you get the DC or above. If you roll a natural "20" you get a crit and can either do double damage or 1) destroy or enemy's weapon, 2) push them back ten feet, or 3) other options if the GM allows. For really difficult or tricky attacks the GM might make you roll twice and take the lowest result.
Lightsabers do 2d6 damage. Most other weapons do 1d8. Your STR mod is added to melee damage, your DEX mod is added to ranged damage, and your WIS mod to lightsaber damage. Damage is subtracted from HP, when HP hits 0 you must save to stay conscious and further damage comes off CON. If CON hits 0, make a save with no modifiers: If you make it, you live but something is cut off or destroyed and you must get a cybernetic replacement. If you fail you die (Or are permanently destroyed, if a droid). Either way you are down and out for that battle.
If a person is bound or somehow held use the target's minimum AC.
MONSTERS & NPCS: Use their Hit Dice for attack bonus. Saves start at 19+ for 0 HD creatures and go down by one per HD after the first.
ABILITY SCORES: 3d6 straight down the line. Don't cheat. Don't flip out if they're low, they can and probably eventually will go up. The GM will tell you what system he's using ability mods from. I think I'll go with Lamentations of the Flame Princess or Swords & Wizardry but you could use OD&D, Basic D&D, 3rd ed... whatever system you know and are comfortable with.
RACES: Most PCs are humans or human-like aliens. If you want to be something weirder: Each +1 in an ability that you're better than humans at costs you -2 from another score (So a Wookie could burn two INT or whatever for +1 STR). If you want non-human powers like water-breathing, wings, etc, each costs 2 CHA points and requires GM approval. You can't take CHA any lower than 3. Most droids are NPCs but if you insist playing a droid and the GM says it's OK it costs a flat 4 CHA. Droids obviously don't have to eat, breathe, etc. and can't be Jedi.
CHARACTER CLASSES
TROOPER
Attack Bonus: Your level +1
Defense Class: Your DEX, minimum 11. +1 if wearing armor (This is the only benefit armor ever gives in the game. Did armor ever help the stormtroopers or Boba Fett?).
Hit Dice: 10+ CON mod HP at first level. 1D10 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of STR, CON, or DEX.
Save: 18+. Goes down by one for each level after first until it becomes 3+.
Skills: Military vehicles, repairing weapons, athletics, intimidation, demolitions, heraldry.
Special: At 3rd level your DC goes up by one and get criticals on a “19” as well as a “20”.
ACE
Attack Bonus: Your level
Defense Class: Your DEX, minimum 12. +1 if in an environment where you can use objects for cover.
Hit Dice: 8+ CON mod HP at first level. 1D8 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of DEX, CHA, or INT.
Save: 16+. Goes down one for each level after first until it becomes 2+.
Skills: All vehicles, bluffing & charming, repairing own vehicles, sleight of hand, stealth, athletics.
Special: Instead of adding a flat +3 to the save when using a skill (See below), you can optionally add 1d6. Also, at 3rd level your DC goes up by one.
JEDI
Attack Bonus: Your level if using lightsaber or unarmed. Otherwise +0.
Defense Class: DEX +1, minimum 13. +1 if you have a lightsaber active.
Hit Dice: 6+CON mod HP at first level. 1D6 +CON mod each level after. If a “1” is rolled on the hit dice, add +1 to the lowest of WIS, DEX, or CHA
Save: 17+. Goes down one for each level after first until it becomes 2+.
Skills: Athletics, ancient lore, teaching, oratory, etiquette, building & repairing lightsabers or your own ship.
Special:Casts spells as a magic-user, except no spellbook is needed. Can draw spells from both MU and cleric lists. Attack spells take the form of telekinetically chucking objects, force lightning, or force choking.
NON-COMBAT TASKS: Roll a save. Add +3 if you and the GM agree it's an area that one of your skills covers. Add or subtract an ability score modifier if the GM agrees. All rolls of natural "1" always fail. Try to get the save number or above. For really difficult or tricky maneuvers the GM might make you roll twice and take the lowest result.
COMBAT: Roll and add your attack bonus, with a DEX mod for ranged or a STR mod for melee (Lightsaber wielders use the highest of DEX, STR, or WIS. They must use WIS if fighting blind). All rolls of natural "1" always fail. You hit if you get the DC or above. If you roll a natural "20" you get a crit and can either do double damage or 1) destroy or enemy's weapon, 2) push them back ten feet, or 3) other options if the GM allows. For really difficult or tricky attacks the GM might make you roll twice and take the lowest result.
Lightsabers do 2d6 damage. Most other weapons do 1d8. Your STR mod is added to melee damage, your DEX mod is added to ranged damage, and your WIS mod to lightsaber damage. Damage is subtracted from HP, when HP hits 0 you must save to stay conscious and further damage comes off CON. If CON hits 0, make a save with no modifiers: If you make it, you live but something is cut off or destroyed and you must get a cybernetic replacement. If you fail you die (Or are permanently destroyed, if a droid). Either way you are down and out for that battle.
If a person is bound or somehow held use the target's minimum AC.
MONSTERS & NPCS: Use their Hit Dice for attack bonus. Saves start at 19+ for 0 HD creatures and go down by one per HD after the first.