You have to choose a GM, or game master, who will control NPCs and enemies, as well as direct the story and guide the players.
The rest of the people are players. Use the following steps to create a player.
- Print out a character sheet here.
- Come up with a name and race. A good star wars name generator is here.
- Choose a class there are currently 3 classes: Jedi, Sith, and Soldier.
- Fill in this, and all other information other than above, with pencil. Write 1 for the level and the following stats: HP: 10, DEF: 4, ATK: 2, DAM: 0
- Use the 10 Skill Points to upgrade your defense and attack. 1 skill point equals one point of attack or defense.
- I also recommend starting with a certain amount of credits in your inventory. 500 credits is something to start with.
The attack and defense rules are similar to Star Wars Minis. Hit Points represent your health and damage determines how many HP are reduced when the attack is successful. But instead of rolling a d20 for attack, you roll a d6, a regular dice.
Combat turns go like the following. The player team makes an save of 4. On a success, they go first. They activate one character. The NPC enemies they are in combat with activate a single character or multiple characters. This depends on the GM's decisions entirely. To activate a character is to move it its speed, 12 meters unless said otherwise and attack, or vice versa. The character can move 24 meters if they do not attack.
A character levels up when it has a certain amount of XP, or experience points. They then get a number of skill points to advance their character, be it improving stats or gaining feats, special abilities that improve your character.
Here's a couple of rules for classes. Jedi and Sith are required to take the Force Sensitive feat when they create their character, although other classes may take it. Soldiers are required to take Double Attack. These feats do cost skill points, but must be taken. I may and hopefully will add more classes later, but this is what I have for now.
Pretty much everything else is for the players and GM to figure out. If you have any ideas or suggestions just comment on this post. I have here a list of some feats and items to start with, but feel free to come up with new ones, and even comment them so I can post them on here. Some, like Deception are assuming that you use rules that can be seen by reading the feat. Also, definitions of words like deceive are totally up to the GM. Now please note that you should probably stay near to the true definition of the word you are working with. You may have noticed that some of the feats, say Stealth, aren't dealt with in combat. Some of these may be used while you are just playing, not while you are actually fighting.
Feats:
Double Attack - 2 skill points; make attack twice if you don't move in your turn
Force Sensitive - 1 skill point; may reroll an attack one every time you activate
Force Choke - 2 skill points; 10 damage to a character you can see within 12 meters, save 4, requires Force Sensitive
Force Push - 2 skill points; move character back 12 meters, requires Force Sensitive
Deception - 1 skill point; make a save of 3, not of 4, to deceive someone
Stealth - 1 skill point; makes a save of 3, not of 4, to avoid detection
Sniper - 1 skill point; may attack from a range of 32
Items:
Blaster Rifle - 10 damage, range 24,
Blaster Pistol - 10 damage, range 20
Lightsaber - +10 damage, melee
Glowrod - Illuminates 10 meters around this character with light
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