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ALTERNATIVE FORCE RULES UNDER CONSTRUCTIONS Dark Side Will of the Dark Side (WDS) -From the point the character has at least 1 DSP the Dark Side will try to influence the characters behaviour. This will at first small things, like making the character use unneccesary force and cause pain. As the DSPs increase the urges will be stronger and will change to real atrocities or calling on the Dark Side. The actions a character might be forced to take when succumbing to the Will of the Dark Side may gain the character a DSP. The mechanic works like an opposed test against the resisting characters Willpower or Control. The WDS is normally equal to the current number of DSPs a character have plus a number of situational dice, usually from 1D to 3D. These situational dice depends on the circumstances of the temptation and is determined by the GM. A character with DSPs who act in anger might have a 1D situational die. A character facing certain death which might be avoided by calling on the dark side might face 2D in situational dice. These dice might combine for a larger number of total dice. A character being goaded by a Dark Side character which at the same time threatens to kill the characters family/friends might face 3D in situational dice. Tainted by the Dark Side If a character has equal or more DSP:s than the number or Dice in either his Knowledge or his Perception, whichever is lower, he is ’tainted by the Dark Side’ and is dangerously close to falling to the Dark Side. After that, each time the character gets a DSP he must Resist the Fall or turn. If the Character ever gets an equal or higher number of DSPs than the number of dice in his Knowledge and Perception added together he turns automatically. Resist the Fall Willpower/Control Difficulty: Easy or opposed by the Will of the Dark Side (the GM rolls those characteristics to oppose

Alternative Force Rules

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New Force Rules for D6 Star Wars Rpg

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Page 1: Alternative Force Rules

ALTERNATIVE FORCE RULESUNDER CONSTRUCTIONS

Dark Side

Will of the Dark Side (WDS)-From the point the character has at least 1 DSP the Dark Side will try to influence the characters behaviour. This will at first small things, like making the character use unneccesary force and cause pain. As the DSPs increase the urges will be stronger and will change to real atrocities or calling on the Dark Side. The actions a character might be forced to take when succumbing to the Will of the Dark Side may gain the character a DSP.The mechanic works like an opposed test against the resisting characters Willpower or Control. The WDS is normally equal to the current number of DSPs a character have plus a number of situational dice, usually from 1D to 3D. These situational dice depends on the circumstances of the temptation and is determined by the GM. A character with DSPs who act in anger might have a 1D situational die. A character facing certain death which might be avoided by calling on the dark side might face 2D in situational dice. These dice might combine for a larger number of total dice. A character being goaded by a Dark Side character which at the same time threatens to kill the characters family/friends might face 3D in situational dice.

Tainted by the Dark Side If a character has equal or more DSP:s than the number or Dice in either his Knowledge or his Perception, whichever is lower, he is ’tainted by the Dark Side’ and is dangerously close to falling to the Dark Side. After that, each time the character gets a DSP he must Resist the Fall or turn. If the Character ever gets an equal or higher number of DSPs than the number of dice in his Knowledge and Perception added together he turns automatically.

Resist the Fall Willpower/Control Difficulty: Easy or opposed by the Will of the Dark Side (the GM rolls those characteristics to oppose you) whichever is higher. If the character uses Control to Resist the Fall he cannot use any DSP bonus but must also lower his Control by a number of dice equal to the number or DSPs the character has. This is due to the efforts of not using the Dark Side, similar to the rule that raises the difficulty number one level when not using the Dark Side bonus when using Force Skills.Capsule: this is used whenever a Tainted character gains a dark side point to avoid falling to the dark side If you successfully use this technique you do not become a Dark Side character. If you ever have a Dark Side score equal to or higher than the total of your Perception and Knowledge attributes added together you automatically fail to use this technique and become a dark side character.

Page 2: Alternative Force Rules

From Rancor Pit .: Characters may be made Force Sensitive with the expenditure of at least 1 Attribute die into the Force Sensitive ability ---- Only Attribute dice may be used to increase Force Sensitive at character creation; Skill dice may not be used (though they may be used for individual Force Powers) ---- Non-Force Sensitives may become Force Sensitive (1D) for 20CP in game.

.: Force Sensitive behaves as an Attribute for Force use ---- Advancement of Force Sensitive ability at Advanced Skill costs (xD+y -> xD+(y+1) requires 2x CP) ---- Advancement of Force Sensitive without an instructor requires 3x standard skill advancement cost (3x xD => xD+1)

.: Force Powers are skills of the Force Sensitive ability ---- Advancement of Power die codes conducted at specialization cost ---- Advancement of Power die code without an instructor conducted at standard skill cost ---- Force Powers with prerequisites require 2D invested in the prerequisite Powers before they can be trained ---- Starting Skill dice may be allocated to Force Powers at character creation at standard Skill costs (1D => 1D)

.: A Teacher must have at least 3D in Force Sensitive or a Power. They must also have at least 3D above the student's current ability to be teach.

.: Force Powers requiring more than one of the standard Force Skills (C/S/A) have their difficulties set as the highest of the Force Skills listed in their descriptions.

.: Force Powers may be used untrained ---- Force Powers without prerequisites simply use the Force Sensitive ability ---- Force Powers with prerequisites may be attempted at +5 difficulty for the first missing prerequisite, compounded by +2 for each additional missing prerequisite power ---- All Untrained Force Power use subject to GM approval ---- Force Sensitives WITHOUT knowledge of the Force (ie. an introduction to Jedi training, etc) CANNOT attempt any Force Powers consciously! Force Sensitive may be used, at GM discretion, to sense "tremors" in the Force or otherwise augment the characters in a story appropriate manner; a coincidental push to help them succeed in critical moments, etc.

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IDEER OCH TANKAR

Skall ‘Force Skills’ vara ‘Abilities, medans ‘Force Powers’ funka som ‘skills’??

Ex

Control 3D

Control Pain 4D+2

Force Skills will now be Force Abilities, otherwise stay the same.

Page 3: Alternative Force Rules

Force Powers will now be separate skills.

These will be bought separatly. To keep Jedis from becoming even worse CP-sinks than in

the RAW (as there will be several more skills to raise) you will probably get a 'free' skill

dice when you advance a Force Ability.

However the structure will not stay the same, there will be less skills but each will in

general cover a larger area of actions.

For example Force Sense will cover, telepathy, Farseeing, Danger Sense, etc. The

different applications will have different difficulties.

Force Body will cover Control Pain, Accelerate Healing, Detoxify poison, etc.

The exact structure is still being set, but these are the principles. Im basically working

with the D6 Powers and the Wookie lists of powers.

Next problem to solve: How to have Force Skills (ie RAW Force Powers) using several

Force Abilities interact without having to roll more than one roll (perhaps two skill rolls for

those relying on three Abilities with no single Ability as the most influental).

CORE POWERS

CONTROL

Force Speed

Force Cloak

Hide Force

SENSE

Force Sight

Farseeing

Force Empahty

Telepahty

ALTER

Telekinesis

CONTROL

Force Body

Reduce Stamina

Detoxify Poison

Control Pain

Remain conscious

Force Sight

Enchance Senses

Shift Senses

Page 4: Alternative Force Rules

True Sight

Force Listening

Translate

Enhance Senses

Shift Senses

Telepathy

Receptive

Projected