New Rules for the Star Wars Game
- 1 Virtue, Vice, Goals and Motivations
- 2 Assistance
- 3 Abilities
- 4 Combat
Virtue, Vice, Goals and Motivations
- Each Character will select 1 item from each of the Tables found on pg 47 of the main rule book. The have the following impact on Intrigues:
- Goal: If the opponent knows your Goal and offers to aid you in completing your Goal, You reduce your DR toward that character by 1. Example: Bob Snow knows that Lord Larry's Goal is to seduce a young serving girl into his bed. Bob offers to help Lord Larry with that endeavor but wants more coin for his service. During this Bargain Intrigue, Lord Larry reduces his DR toward Bob Snow by 1 because Bob is offering to aid him. This reduction would not apply if Bob was unaware of Lord Larry's desire for the woman.
- Motivations: In an opponent knows what motivates you, they can be more influential. If your Intrigue opponent is aware of your Motivation and uses that knowledge during an Intrigue, they increase their degree of success by 1.
- Virtue and Vice: If your opponent is aware of your Virtue and uses that information during an Intrigue, they gain +3 to the result of any technique
- Discovering a characters Goal is a Cunning Test (Logic Applies), with a difficulty of the target's passive Cunning. This test can be made anytime after initial introductions are made, so long as the characters have interacted within the last Month.
- Discovering a Characters Motivation requires an Awareness (Empathy Applies) with a Difficulty of the target's passive Deception.
- Discovering a Characters Virtue and Vice are more difficult. For this chronicle it will be Knowledge (Streetwise) or Presence (Tact) with a difficulty of Formidable (12). Different Social interactions make this test more difficult. For each point that the target's Presence is different than yours (up or down) increase the difficulty by +3. Example. If Bob Snow (Presence 1) attempts to discover Lord Larry's (Presence 4) Virtue, his test would be at a Heroic (21). 3 times 3 (difference between 4 and 1) + 12.
- Vice and Virtue have impacts outside of those listed above. Your Vice and Virtue play a roll in guiding your actions. First, a Character may choose to follow their Virtue or indulge their Vice. Each may be used once per scene, and if the Characters actions are in line with their Virtue/Vice, they gain +1D to an Ability test during that Exchange. However, care should be given when selecting your Virtue and Vice. Situations may arise when characters are confronted with circumstances that trigger their Vice/Virtue. When this occurs, Characters may be called on to make a Will (Dedication) Test against a Difficulty determined by the Narrator, based on the events that triggered the Characters personality trait. If the Character fails this test, they suffer a -1D to all tests until they have taken an action that satisfies their Vice/Virtue, at which point the penalties no longer apply.
The following rules replace the Aid Another Character Action. A Character may attempt to aid another by testing the appropriate Ability. This test is at the same difficulty as the primary test. Each Degree of Success grants the Primary Character a Bonus Die, up to the Assisting Characters Ranks in the Ability being Tested. These Bonus Dice are subject to the normal limitations for the Primary Characters Tests.
This ability has been removed. It has been replaced by the Survival (Animal Handling) Specialty.
This Specialty replaces the Stamina Specialty. Whenever you take Injuries or Wounds you may test Endurance to overcome them. See the Character Condition Section for Injuries and Wounds and recovery.
Governs the construction, repair and use of Lightsabers.
Covers the use, maintenance and repair of Vibro weapons.
Scholars are valued for their wise counsel. Characters with the Knowledge Skill can impart their wisdom prior to another Character attempting a Test. The Advising Character makes a Knowledge (Education) Test against a Challenging (9) Difficulty. Each Degree of Success grants the Primary Character a Bonus Die on their test. The Primary Character gain only gain a number of Bonus Dice equal to the the Advising Character's Ranks in the Education Specialty. Providing Advice takes 5 minutes per Bonus Dice granted.
Covers the use of hand-blasters, including Sporting and Heavy Blasters.
Covers the use of Blaster Carbines and Blaster Rifles of all kinds.
This specialty replaces Bows and Crossbows Specialties. Any requirement based on those Specialties is satisfied instead by this Specialty.
Slug Throwers have been all but been replaced by Blaster technology, still they find use in many parts of the Galaxy. This specialty covers any kind of personal weapon that users a chemical charge to propel a bullet.
This Specialty covers the use of Heavy Weaponry and Artillery, including Starship weapons.
Mechanics is 'catch-all' skill for hands on technology. It covers everything from piloting and operating Starships to using various pieces of technology, like communication equipment, sensors and shields. Further it covers the repair (but not design, construction or reconstruction) of various tech.
The Drive skill covers the operation of ground-based craft of all kinds including wheeled, tracked, repulsor-lifted and walkers.
Capitol Ship Piloting
This Specialty is used whenever you are piloting large spacecraft classified as Capitol Ships, including Frigates, Destroyers, Cruisers and Battleships. Beyond basic flight operations, this also covers navigation and Astrogation.
Like its name suggests, the Repair specialty covers the making repairs to damaged equipment. This includes everything from patching holes, repairing hyperdrives, restoring power, fixing droids and speeders. The Difficulty of this Test is determined by the level of damage and complexity of the system being fixed. These Tests are almost always Extended Tests.
This Specialty is used whenever you are piloting small starships classified as Starfighters, but also includes atmospheric fighters and Shuttles. Beyond basic flight operations, this also covers navigation and Astrogation, if the starship is capable of Hyperspace Jumps.
This Specialty is used whenever you are piloting medium spacecraft classified as Starships, including transports, patrol craft and military gunships. Beyond basic flight operations, this also covers navigation and Astrogation.
This Specialty governs the use of mechanical and electrical systems, from ancient hydro-mechanical, electro-mechanical, electric, digital to modern holonet transceivers.
Presence represents a characters force of personality. While it can be impacted by your characters Status or Rank, it is more about how your character carries themselves, how they presents themselves to others. With nothing but a stern look they can silence on lookers and drive conversations. This Ability replaces Status.
The Character's very presence is enough to bolster their allies and drive them to excel. A Character may make a Presence (Inspiration) Test at a Challenging (9) Difficulty. For each Degree of Success, the Inspiring Character generates a Bonus Die which may then be distributed to Characters that witnessed the speech, however no character may gain more than a one Bonus Die in this way. During Warfare Scale Conflicts, Units are considered Characters for this purpose.
You test Presence when determining initiative during Intrigues. Your reputation greatly improves the attitudes of others and the respect you command grants you the opportunity to speak first.
Presence is more than your bearing, it also includes your training and education in social etiquette, customs and traditions and the expected behavior of others. You may test Presence to determine what would be the appropriate action or response in a social situation. Further, those with high Presence (4 or more) will often be more willing to consider you if you adhere to social conventions. At the start of an Intrigue with a character with a Presence of 4 or above, you may test Presence (Tact) against their Intrigue Defense. If you succeed you gain a Bonus Die that may be used at any point during the Intrigue, plus an additional Die for every 2 Degrees of Success beyond the first.
Your Rank in Presence partially determines your Intrigue Defense.
This Specialty replaces the Animal Handling Ability. Any rule that requires the Animal Handling Ability is satisfied by this Specialty.
This Specialty covers hacking, decoding, and overriding computers, droids, and electronic security systems. Common Systems are a Challenging (9) Difficulty, Excellent Systems are a Hard (15), and high end Military Encryptions are a Heroic (21) or higher.
The Will Skill allows a Character to make assistance from others more effective. When a Character is making a Test and is being added by at least two additional Characters, their aid can be coordinated by another character. The Coordinating Character makes a Will (Coordination) Test at a Challenging (9) Difficulty. For every Degree of Success, the Supporting Characters each gain an Bonus Die to their attempt to lend aid. Any test that benefits from Coordination takes twice as long to complete.
Stamina replaces Health from ASOIAF. I never like the term Health. Stamina replaces Health in all aspects, and it functions in same way. It represents your characters physical ability to stay in combat, but also their will to fight. Once your Stamina is gone, your character submits and is defeated.
These rules are designed to handle up to a half-squad (5 dudes) of tertiary characters as a single individual. Take the Stats of a single tertiary Character. For each additional Dude beyond the first add the Tertiary Characters Endurance to their Stamina. Then Consult the following:
1 Extra Dude - +1 to all Rolls
2 Extra Dudes - +1 to all Rolls
3 Extra Dudes - +1B to Tests
4 Extra Dudes - +1D to Tests
(Example: a 10 man Squad of Stormtroopers would become two 5 man mobs. If the Stormtroopers had Endurance 2, Marksman 3 (Blasters 1B) you would have two mobs that acted like a single individual with an Endurance of 2, Stamina 14 and Marksman 4 (Blasters 2B)+2.)
Attacks and Actions are taken against the Mob as a single target, as appropriate – some actions just don’t make sense. Each time the Mob is successfully hit, reduce the Bonuses they are provided down one step. So if you successfully hit the 5 man mob, it would lose the +1D.
These Bonuses only apply to combat Lesser or Greater Actions.
The Test result of a Dodge Action now replaces your Base Combat Defense, that is the Sum of your Awareness, Athletics and Agility. It does not replace any modifiers that are added to or subtracted from that sum. These modifiers are applied to your new Combat Defense (the result of your Test).
Fatigue, Injuries and Wounds
- Fatigue: You may take a number of points of fatigue equal to the total of your Endurance and Will Abilities.
- Injuries and Wounds: You are only defeated after you have taken Injuries or Wounds in excess of your Ranks in Endurance.
These rules replace the rules for Counterattack (Greater) found in the ASOIAF Core Rulebook.
- On your turn, you may take a Greater Action to declare a Counterattack. From that point forward, anytime you are attacked you may simultaneously make an attack against the attacking character. You may make a number of such attacks during the Combat Round equal to your Ranks in the Fighting Ability at no penalty. Each attack made using this action above your Ranks in Fighting imparts a cumlative -1D to your Fighting Test Pool. Once declared this Action lasts for the remainder of the current Combat Turn.