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Sylvre Phire

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Everything posted by Sylvre Phire

  1. Conventions & Crossroads

    So, we're coming up on a year after my whole debacle with my former company. What debacle you may ask? Sorry, but that's... classified... At any rate, the fallout involved the loss of a friend, a decision (made by me) to cut said former friend out of my life, and a decision (made by my former group) to keep transporting the former friend to the locale where we met rather than seeing things from my side (ex: I'm capable of driving myself and running a game; the former friend, though a decent GM, relied on us to cart him around), all in the name of "Neutrality and inclusivity." Geek social fallacies, anyone? :mad: So, last October the first major convention rolled around and I was a wreck worrying about seeing the former friend and members of the former group at the con, wondering if they were going to confront me with "You either game with [former friend], or we won't play in your game", etc, etc, etc. I went as far as telling the concomm that the former friend was (and still is) persona non grata at my table and anywhere else near me due to the severity of his offense and my feelings over the outcome of the whole matter. Despite all that, fate decided I wasn't going to the convention - the economy and fuel prices, a half empty gas tank, and my being a foster parent being the deciding factors. Now the first game day of the year is coming up and I'm wondering if I should even bother. There's more behind it than just the aforementioned quagmire of drama and bile. I've noticed that - at least at the area cons I've attended - there's a lot of insularity. People aren't willing to just jump into a game sight unseen. I can remember setting up an L5R game at one con and sitting there for a half hour waiting for players. Meanwhile, tons of people sat idly at the RPGA tables, doing nothing, waiting for their next RPGA slot... Now, this isn't a rant about the RPGA... that's a totally different rant that I'll be more than happy to entertain you with another time... What it's all about is wasted effort. You see, I try to make my games special for conventions - simple plots to accommodate the slot lengths, decent character sheets for the pregens, etc. But it all gets wasted and I just sit there and wait... and wait... and wait... At first I thought maybe it was my timing - I know on Friday nights nobody really wants to jump into a deep game - their brains still are hurting from work. But I've been left sitting there with no players on Saturdays too... Currently, I'm gaming every two weeks with a classmate of my wife's and his (the classmate's) brother at my home. It's been awesome, but getting new players has been a real pain. I know from past experience "No gaming is better than bad gaming", but that's yet another rant for another time... Anyhow, I talked with my wife's classmate about it and he said a lot of it has to do with the continuity of the RPGA campaigns and the like, and the fact that a lot of gamers seem to use the conventions to a social end - namely meeting up with people they see only once or twice a year... That's all fine and good, but I guess I feel like maybe I'm doing something wrong. I'm not a neckbeard or a catpiss man by any stretch. I stay away from any nasty subject matter that night trigger people. Add to this the possibility of drama from my past, and you can see why I wonder if I should just pack it in and forget the convention gaming scene. I'm sure someone out there is going to say, "Just find a new convention." It's not that easy. I don't have the money or the means to just travel to another convention, be it another minor con out of state, or a major con like GenCon or Origins. Flying's not really an option for me due to my size and driving long distances is risky at best. I just don't handle long-distance driving well. The last time I tried, I kept nodding off behind the wheel. I'm sorry for the disjointed nature of this little rant, but I'm not really sure what to do. I miss taking pride in coming up with convention scenarios, designing the characters and such, but I don't want to waste my time and money on trying to run a game nobody will play in, and I'm definitely not willing to show up at a con where someone's just waiting to pounce on me and cause a lot of drama. TL;DR version: When did gaming become so sucky? Pax et bonum, Dale
  2. Looking for some feedback

    Hi! I'm in the process of starting my own e-publishing company and I'm looking for some feedback about what people would like to see with regard to OpenD6. One of the first products I'm looking at releasing are illustrated character sheets as part of character folios for OpenD6. What I'd like to know is what people think of the idea of providing players and GMs with character folios that include illustrated character sheets. Is this something people would buy, expect for free, refuse to buy and if so, why? If you were to purchase the product, what price would you expect to pay? You can find images of two of the three OpenD6 character sheet designs on my blog Constructive criticism and comments regarding the designs and idea are welcome both in this thread and on my blog. Thanks! Dale Meier Freestar Games
  3. Looking for some feedback

    Grimace-- Thanks for your feedback. Just so you know, I'm going to be doing everything for free. The business license and permit process was too much of a headache. Not to mention the fact that the SBA was a day late and a dollar short getting back to me regarding my help with said process. More later. Pax et bonum, Dale
  4. OpenD6 Core book?

    This is the corebook I'm referring to. Regarding the other items, I agree. Therein lies the rub - the fact that they weren't released under the OGL. What a loss. I did have one other thought regarding the scaling terms. Instead of using the terms from SWD6 (which we can't use anyway), could we use the terms - names - from the scaling system in the 3.5 OGL? Just a thought. Pax et bonum, Dale Meier Freestar Games
  5. OpenD6 Core book?

    As both a fan and developer, I have a few things I would like to see ported over to OpenD6, but I don't know about the legalities. All of these things come from the D6 version of Star Wars, hence my concern about copyright. These include: Cinematic scaling (using dice steps as an alternative to the granular system) Damage to armor and weapons Martial arts (this was in the SpecForces Handbook) Jury Rigging (presented in Cracken's Rebel Field Guide and Galladinium's Fantastic Technology) A system for designing planetary systems (this appeared in Planets of the Galaxy Vol. 1 and could be enhanced with info from Creatures of the Galaxy and Galaxy Guide 8: Scouts) A more "mechanical" system for desigining robots (as presented in Cynabar's Fantastic Technology: Droids) That being said, I think it would be best to look at the original green corebook. That had some excellent ideas with regard to making (Open)D6 more modular. Also, with all the talk of coding, has anyone thought to look into coding an OpenD6 rule set for Hero Lab? I'll probably have more to say later on. These are just my thoughts for the moment. Pax et bonum, Dale Meier Freestar Games
  6. For some species, the number four is particularly auspicious... for others, it is a dark omen... A band of fledgling heroes joins the Rebel Alliance, playing a key part behind the scenes while advancing to build their own resistance cell against the Empire. Along the way they'll gather allies and resources, all in the hope of restoring freedom to the galaxy. Their designation: Spec-Ops 4... I'm looking for up to up to six players for a D6 Star Wars game starting shortly before the Battle of Yavin and proceeding through the time period of the original trilogy and possibly beyond. The rules used will be 2nd R&E, minus the Wild Die, with some mods from the first edition. Players should be willing and able to post at least once a week (barring real life disasters and whatnot), write descriptively and think creatively both in and out-of-character. Alien and human PCs start with a straight 18D to attributes and 7D for skills - no mins and maxes as shown in the 2nd ed rules. Droid characters are allowed within reason. Characters can be scratch built or you can use a template from one of the books or boxed sets, including the Adventure Journal. Character templates from the 2nd R&E rulebook and GM's screen booklet are pretty much shoo-ins, templates from other books are subject to GM approval. I look forward to hearing from any and all interested players. Pax et bonum, Dale Meier
  7. Hey folks, sorry for the inactivity. I've had to deal with some drama elsewhere in my life but that is quieting down now. I intend to get some more work done on the campaign material and I've seen one character background so far (Janus, I believe that was your's, right?) but have not fully reviewed it next to the material in "Black Sands of Socorro". Thank you for your patience, guys. I really appreciate it. How goes the schooling, Kalzazz? Pax et bonum, Dale
  8. I would definitely shy away from #4 as well. At this stage, allocate 7D to your character's skills and when you get back get in touch with Janus Methedor, Kalzazz, and Rerun941 and work out a background connection with any (or all) of their characters. I'm kind of thinking the Arrogant Noble might be a good fit in the game, but that's just my opinion, please go with whichever of the first three speaks to you the most. Pax et bonum, Dale
  9. Here is the start of the guidelines and house rules for this campaign. Rule Zero (Game Rules): Every rule, race, power, technology, variant rule, etc. is subject to change or removal at the discretion of the GM. Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, "grandfathering" is not guaranteed). The GM will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting. Rule Zero (Canon): My canon may differ from the established canon of the novels and sourcebooks. Some worlds, characters, and technology may be different from what is presented in the novels. This is because I don't have the time or money to invest in all the novels that have come out over the years and also because I disagree with some directions the Star Wars universe has been taken (or pulled). I refuse to argue about canon and continued arguments will result in player ejection. The point of this game is for everyone to have fun, including the GM. Character Generation 1) Starting characters receive 18D for attributes, 7D for skills, regardless of species. No attribute can be above 5D or below 2D; starting skills cannot be more than 2D above the governing attribute. 2) Only two Jedi in the group at a time, either two padawans or a padawan and teacher. 3) In the event of character death, a player may create a new character using the following experience scale: one year - 3D for skills, 3 Character Points; two years - 7D for skills, 7 Character Points, 1 Force Point; three years - 10D for skills, 10 Character Points, 1 Force Point; four years - 15D for skills, 15 Character Points, 2 Force Points. This is in addition to the starting base of 18D for attributes, 7D for skills, 5 Character Points and 1 Force Point (2 Force Points for Force-sensitives). 4) Scratch-built non-Jedi characters may start with one Dark Side Point; in return, they receive two additional skill dice to be used on non-Force skills only. 5) Droid characters are allowed; protocol (3PO, Siak, et.al) and astromech droids (R2 through R5) will be accepted with little to no GM input; other types will require GM approval. Scratch-built droid characters must be created using the rules in Cynabar's Fantastic Technology: Droids. 6) Some alien species may be restricted; please state your character's species in your character concept. Notable races excluded from PC generation include the Charon, Ugors, and Noghri. 7) The GM has the final say over what characters and character concepts are allowed in the campaign. 8) The following restrictions apply with regard to character templates. If a book is not listed here, please ask to ensure there are no restrictions on any of the templates listed in it. Rulebook: In the 2nd edition R&E rulebook the Rookie New Republic Pilot is allowed with minor name and background changes. Heroes & Rogues: The only Imperial templates allowed are the Space Rescue Corps Officer and the Wealthy Physician. New Republic templates will not be allowed until the campaign reaches that part of the timeline. Lords of the Expanse boxed set and Player's Guide to Tapani: The COMPNOR Military Liaison, ISB Agent, and JAN Operative templates are not valid as PC templates. Game Rule Mods 1) No Wild Die. 2) No advanced skills; specializations are allowed. The following skill list will be used for the game: DEXTERITY: Archaic Weapons; Blaster; Brawling Parry; Dodge; Grenade; Heavy Weapons*; Lightsaber; Melee; Melee Parry; Pickpocket KNOWLEDGE: Alien Species; Bureaucracy; Business; Cultures; Intimidation; Languages; Law Enforcement; Planetary Systems; Scholar; Streetwise; Survival; Technology*; Tactics; Value; Willpower MECHANICAL: Astrogation; Beast Riding; Communications; Ground Vehicle Ops.; Hover Vehicle Ops; Jet/Rocket Pack Ops; Powersuit Ops; Repulsorlift Ops.; Sensors; Starship Gunnery*; Starship Piloting*; Starship Shields* PERCEPTION: Bargain; Command; Con; Forgery; Gambling; Hide/Sneak*; Investigation; Persuasion; Search STRENGTH: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming TECHNICAL: Armor Repair; Computer Programming/Repair; Demolitions; Droid Programming/Repair*; Ground Vehicle Repair; Hover Vehicle Repair; Medicine*; Starship Repair*; Weapon Repair Asterisks (*) indicate first edition skills. The Archaic Weapons skill covers all firearms, bows, thrown weapons, and the Wookiee bowcaster); Heavy Weapons covers blaster artillery, missiles, and vehicle-mounted weapons); Ground Vehicle Ops. covers walker operation.; Jet Pack and Rocket Pack Ops. have been rolled into the same skill (characters may specialize in either jet pack or rocket pack ops or a particular model of pack); Repulsorlift Ops. covers swoop ops.; Starship Gunnery, Piloting and Shields now cover archaic starships and ships of all scales by specialization (archaic, starfighter, space transport, capital, etc.); Ground Vehicle Repair includes walker repair; Medicine is no longer an advanced skill, making First Aid a specialization of that skill; Starship Repair now encompasses all types of ships and ship systems by specialization); Weapon Repair replaces Blaster Repair and encompasses all weapons by specialization. 3) A die-code simplification table can be found in the back of the D6 Space rulebook (free at DriveThru RPG) for those players who do not wish to do a lot of math or who have difficulty with math.
  10. OOC Thread Zero - The Rules and House Rules

    Just to let you know, I am going to put up a sector guide. I have to admit I was caught off guard by how the material on Wookieepedia has changed since I originally conceived the info in my original Sumitra sector guide a couple years ago. At any rate, I'm going to do some research and checking before I post the sector guide. Additionally, the sector the game is set in may very well change as well. Pax et bonum, Dale
  11. OOC Thread Zero - The Rules and House Rules

    Force Stunts Beginning Jedi often get shafted when it comes to using their skills, not just because of the aforementioned dilemma, but also because their skills aren’t necessarily made applicable to other aspects of the game. The descriptions of the skills given in the rules point toward this, but nothing is really given beyond their use to actuate the Jedi’s powers. The skills are defined as follows: Control: Control is the Jedi’s ability to control her own body. A Jedi with control can access her own internal well of Force energy, learning harmony with and mastery over the functions of her own body. Sense: Sense teaches a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the Jedi. Alter: A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions. This option is only open to Jedi and Force-sensitive characters who do not have powers appropriate to the situation. A Force-sensitive or Jedi character may apply a GM-specified number of dice from one or more Force skills to the skill being used. In a sense, this is best described as getting a “hunch’ or “gut feeling” through the Force.or just plain “getting lucky”. Once the character has learned the appropriate Force power(s), their awareness of the Force is markedly acute in those areas and they no longer have to rely upon “hunches” or “gut feelings” any more. Force Points and Stretching Abilities Sometimes players of Jedi characters find themselves in tight situations with no possible way out – either their Force skills are insufficient for the job or their regular skills aren’t appropriate for the situation. As a result, they may need to stretch their abilities. To do this, I allow the player to burn one or more of the character’s Force Points to do something normally above the caliber of their current skill levels. For example, the player of a Jedi healer – a new player to the game – found himself in a rut with a wounded comrade. Knowing that his medicine skill wasn’t up to par and having only accelerate healing, control pain, and detoxify poison (and not acclerate another's healing), he asked if his character could use accelerate healing to help his fellow rebel. Knowing the rules wouldn’t allow for it under a strict interpretation, I gave the player the chance to have his character do something heroic. In exchange for one Force Point, I ruled that the character could “trust to the Force” and briefly expand his healing powers beyond himself.
  12. OOC Thread Zero - The Rules and House Rules

    I’ve heard a number of complaints from players that Jedi characters and their powers don’t “work right” in the D6 edition of Star Wars as compared to the d20 editions. While the d20 edition of the RPG does have some elegance when it comes to Force powers, the fault does not lie in the D6 system alone. What follows are a number of house rules I’ve added in order to give novice Jedi characters (and even experienced ones) a bit more “oomph” when it comes to combat and other aspects of the mysterious Force. The Concentration Factor One thing players sometimes overlook is the power Concentration. The description of the power makes it evident that even novice Jedi are trained to use it to bolster their fledgling skills. “When using this power, the Jedi clears all negative thoughts from her mind, feeling the Force flowing through the universe and her own being. “The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill of dodges or parries.” The rules make it clear that a beginning Jedi character may have – at most – one power per die in each skill and that multi-skill powers effectively take up one “slot” in the power roster. This forces players into a conundrum, either choose concentration, which lets them boost any skill for one action, thus leaving their Force skills relatively useless in other situations, or choose one or two other powers which are pretty much useless because their skills are so low. To avoid this dilemma, beginning Jedi characters receive the concentration power as a freebie. This allows the player to choose another power which is actually useful because the character can use concentration to boost their Force skill roll in using another power. Lightsaber Styles and Techniques The canon of the expanded universe has revealed that there are a number of different styles of lightsaber combat. Some did not come to light until the New Republic and New Jedi Order eras while others have been taught to Jedi Knights throughout the millennia. I have written up D6 rules based on the rules for each form presented in the d20 and Saga books and info presented on Wookieepedia. If your character specializes (or plans to specialize) in a certain form, let me know and we'll work it out. Below is a list of the various forms. Form "Zero" Form I – Shii-Cho or The Determination Form Form II: Makashi or The Contention Form Form III: Soresu or The Resilience Form Form IV: Ataru or The Aggression Form Form V: Shien / Djem So or The Perseverance Form Form VI: Niman or The Moderation Form (the Diplomat’s Form) Form VII: Juyo / Vaapad or The Ferocity Form Sokan Niman/Jar’Kai (Niman Subform) Dun Möch Inverse Dun Möch Trà kata Lightsaber Duels In addition to the rules above, lightsaber duels will be governed by Peter Schweighofer's "Dueling Blades" rule variant.
  13. "Star Wars: Spec-Ops 4" is fine, Grimace. Thanks for your quick reply on that. Pax et bonum, Dale
  14. Okey dokey, folks -- @Janus - PM sent regarding your lightsaber form rules with an answer to your skill question. @Whill - Are you in? I'm going to go ahead and start working on an OOC thread and will post a regional map to start off with. At this time I'm going to leave recruitment open in hope of recruiting one or two more players. EDIT: Um, speaking of which, how does one go about starting up a game around here... It looks like it's subforum, and I'm sure as a user I don't have the system privileges to start up a subforum for the game... :confused: Pax et bonum, Dale
  15. I can try. Looking through some of the descriptions, it's obvious that not all of them have examples shown in the EU canon. For example, Form "Zero" and Form I are classified as very basic, rudimentary forms, dating back to the early days of the Jedi Order before the invention of the lightsaber. By the way, we've got two slots open yet. You wouldn't happen to be interested in joining? Pax et bonum, Dale
  16. Just a side note/personal commentary on the lightsaber styles and techniques. It's been a while since I looked at these last and I'm not entirely sure I had the write ups complete. Looking through it, some of it appears a bit "cookie-cutter" in the requirements department. If you have any questions, concerns or constructive comments, let me know; I might pull them out and work them over some more. EDIT: I found another version that might fit better. I'm still going to tinker before we really get into forms and the like, with your input. Pax et bonum, Dale
  17. Dun Möch Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, receptive telepathy (Sense), friendship (Sense/Alter). Warning: Using this form of lightsaber combat will automatically gain a character one Dark Side Point. Notes: When wielding a lightsaber, either in combat or non-combat situations, a Jedi skilled in Form VI may use their sense dice to bolster either command, intimidation or persuasion and their related specializations; alternately, they may use (an adequate amount of) their sense dice to negate a multiple action penalty and roll the required Perception skill normally. From Wookieepedia: Dun Möch was a form of combat that used distraction and doubt, usually through taunting, in conjunction with lightsaber battle. The Sith aimed to completely dominate an opponent's spirit through whatever means possible by employing their own lightsaber combat doctrine. Dun Möch commonly involved spoken taunts, jeers, and jests that exposed the opponent's hidden, inner weaknesses and/or doubts, which had the end result of eroding the opponent's will. Such a thing can be quite deadly, especially against Jedi, since concentration was a must when using the Force. Doubts can easily break that connection. Other variations on Dun Möch involved usage of the Force to throw large, weighty objects at the Sith's opponent during combat, which both distracts the opponent from the battle and could potentially cause damage. Dun Möch in use Darth Vader was seen to use Dun Möch against Obi-Wan Kenobi on the Death Star, but with little success. He used it again facing Luke Skywalker in their duel on Bespin's Cloud City to great effect, and again in the duel on the second Death Star. Darth Tyranus used it on Geonosis, taunting Obi-Wan Kenobi, Anakin Skywalker, and Yoda respectively. Tyranus would later focus this skill on Anakin during their rematch onboard the Invisible Hand. Darth Sidious also used this form against Yoda in his duel against the Grand Master. Boomerang effect If not carefully applied, Dun Möch could backfire upon the user, spurring the intended target to anger instead of overwhelming him/her with fear. Taunted by Darth Tyranus, Anakin Skywalker called upon the dark side of the Force to enhance his combat ability onboard the Invisible Hand and ultimately defeated the experienced Sith Lord. Inverse Dun Möch In addition, Luke Skywalker used the very opposite of Dun Möch onboard the second Death Star. The young Jedi attempted to turn Darth Vader to the light by infusing love through spoken words. Luke was successful and Anakin Skywalker ultimately redeemed himself and brought balance to the Force. Around 4,000 years earlier, this method may have been used by Revan on the Star Forge to redeem Bastila Shan, and was used by the Jedi Exile to defeat Darth Sion, who could not be defeated by normal means. Game Note: For game purposes, treat inverse Dun Möch as a use of the Diplomat’s Form (Form VI). Trà kata Trà kata was a form of lightsaber combat. It took advantage of a lightsaber blade's ability to be turned on and off, a unique quality in a melee weapon. Quickly shutting off then re-igniting the blade could cause confusion in one's opponents, allowing for diversionary feints in combat. Jedi Master Corran Horn used a variant of this technique during the Yuuzhan Vong War, one notable occurrence being while he was battling Shedao Shai on Ithor. During the battle Horn and Shai were locked in combat and Horn deactivated his lightsaber then ignited it again into Shedao Shai killing the temporary Supreme Commander. Rule Notes: More of a technique than a complete style, Trà kata is considered just another specialization under the lightsaber skill and has no additional rules applied to it. Lightsaber Variants and Specializations There are a number of variants on the lightsaber, including the great lightsaber (greatsaber), shoto (short lightsaber or shortsaber), lightwhip (as wielded by Githany and Lumiya), double-bladed lightsaber (also known as a lightstaff, lightsaber lance, doublesaber, or saberstaff), lightsaber cane (sabercane), dual-phase lightsaber, and others exist. These are all considered specializations for the lightsaber and lightsaber repair skills. These specializations are used only when the Jedi is using one weapon and when a form or style of lightsaber wielding is not specified. Otherwise, the character’s actions default to the form specialization or the base lightsaber skill.
  18. I figured I might as well post the house rules on lightsaber dueling forms in order to try and drum up a couple other players for the last two slots as well as giving you the info. \sw\ Lightsaber Styles and Techniques\sw\ The canon of the expanded universe has revealed that there are a number of different styles of lightsaber combat. Some did not come to light until the New Republic and New Jedi Order eras while others have been taught to Jedi Knights throughout the millennia. While there was a basic foundation to lightsaber combat, there were a number of “forms”, some unique, others derived from earlier forms. Some forms were derived from martial arts and religious tenets. Each form or technique has its own attacks and other maneuvers. Forms and techniques themselves are considered specializations of the lightsaber skill and require all at least two of the three Force skills (control, sense, and alter) and the lightsaber combat power to be truly effective. Some of the material below comes from Wookieepedia (starwars.wikia.com). The seven forms were not merely swordplay moves, they represented seven different kinds of philosophy. In addition, a lightsaber was not necessary to execute the seven forms: each form could be applied in unarmed combat. Jedi Masters Mace Windu, Obi-Wan Kenobi and Kit Fisto had demonstrated such talent during the Battle of Haruun Kal and the Bio-Droid Threat respectively. Form "Zero" Form "Zero," while not an actual form of lightsaber combat per se but rather an ethical principle, was the idea that Jedi should know when to use their lightsaber and when to find an alternative means of solving a problem. This idea was defined by Jedi Master Yoda to address the need of the Jedi to restrain themselves when tempted to use "aggressive negotiations," and instead use another well-developed Jedi skill, such as the Jedi mind trick. This was a form used to arrive at a solution without resorting to violence. In the days of the New Jedi Order, Jedi Master Kyle Katarn would teach his students, among whom were Jaden Korr and Rosh Penin, that often the sight of an unignited lightsaber would be enough to cause individuals that might be potential enemies to become more cooperative. Katarn had applied this principle himself years earlier to extract information from an uncooperative bartender in Reelo Baruk's cantina on Nar Shaddaa. Rule Notes: Form “Zero” should be considered the foundation of a Jedi character’s lightsaber skills, namely the base lightsaber skill itself rather than a specialization. Form I: Shii-Cho or The Determination Form Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat. Notes: When wielding a lightsaber, the character gains +1D on opposed attack rolls when attempting to disarm an opponent or when defending if an opponent attempts to disarm them. Form II: Makashi or The Contention Form Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, Burst of Speed (Control). Notes: A character who specializes in this form gains a +1D bonus when dodging or defending against lightsaber attacks. Form III: Soresu or The Resilience Form Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat. Notes: A character specializing in Form III gains a +1D bonus on attack rolls when deflecting projectiles and blaster bolts back at the opponent or a +1D bonus to dodge blaster and slugthrower fire. Form IV: Ataru or The Aggression Form Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense). Notes: Jedi skilled in Form IV can use their natural agility to gain an edge against their opponents. They may add up to half their Dexterity dice to their damage roll when wielding a lightsaber one-handed. When wielding a lightsaber two-handed, the damage bonus may reach a maximum of the Jedi’s Dexterity dice. Form V: Shien / Djem So or The Perseverance Form Prerequisites: Force-sensitive, control, sense, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense). Notes: Jedi skilled in Form V receive a +1D bonus to deflect blaster or projectile fire (Shien subform) or lightsaber blows (Djem So subform). Additionally, the character may attempt to deflect attacks which miss by 5 or less. By burning a Force Point, they may attempt to deflect attacks that miss by 10 or less; the Force Point is burned but the character does not double the number of dice rolled. From Wookieepedia: Djem So lightsaber design Lightsabers belonging to Djem So practitioners sometimes had a solid casing (either as a whole or in multiple sections for maximum protection against power surge deterioration) and a heavily shrouded or beveled blade emitter. The beveled emitter was designed to designate separate facets of the blade for either offensive or defensive purposes. Their hilts also commonly included ridged, occasionally thick, hand grips, as Djem So required its users to maintain a solid grip on the lightsaber hilt. Notes: A Jedi specializing in the Djem So subform of Form V and using a lightsaber specially constructed for that subform suffers no penalty. Jedi without such a lightsaber suffer a -1D penalty to the specialization. Form VI: Niman or The Moderation Form (the Diplomat’s Form) Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, receptive telepathy (Sense), friendship (Sense/Alter). Notes: When wielding a lightsaber, either in combat or non-combat situations, a Jedi skilled in Form VI may use their sense dice to bolster either command, intimidation or persuasion and their related specializations; alternately, they may use (an adequate amount of) their sense dice to negate a multiple action penalty and roll the required Perception skill normally. Form VII: Juyo / Vaapad or The Ferocity Form Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense). Notes: When the Jedi’s attack roll is successfully countered by the defender’s roll, subtract each 5 and 6 rolled by the Jedi from the defender’s roll. Sokan Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense). Notes: When wielding a lightsaber a Jedi may move through, within, and away from a threatened area without drawing an attack a number of times as determined by their Dexterity dice: Jedi’s DEX = Number of Squares 1D - 1D+1 = 1 square 1D+2 - 2D+1 = 2 squares 2D+2 - 3D+1 = 3 squares 3D+2 - 4D+1 = 4 squares 4D+2 - 5D = 5 squares Sokan was more of a principle of lightsaber combat than a true form. Developed by the ancient Jedi Knights during the Great Hyperspace War, Sokan teaching revolved around using the environment itself to gain a tactical advantage in combat. Sokan involved maneuvering so that swift strokes of the lightsaber could be aimed towards the opponent's vital areas, using quick tumbles, jumps, and movements. Combatants made use of large amounts of terrain, trying to maneuver their opponents into vulnerable areas during the course of battles that involved Sokan techniques. This technique allowed for great speed and mobility and left no openings in one's defense. Niman/Jar’Kai (Niman Subform) Prerequisites: Force-sensitive, control, sense, alter, lightsaber, lightsaber combat, combat sense (Sense), and danger sense (Sense). Notes: A Jedi skilled in this form of dual-saber combat may make two attacks, two parries, or one of each without penalty. Beyond that, the character begins racking up dice penalties to their actions.
  19. Yes, I've received the attachment. I'm going to do some comparison with the SpecForces Handbook and see what exactly they revised. Overall, it looks promising. Pax et bonum, Dale
  20. Okay, so we've got Kalzazz, Rerun941, Bren, and Janus Methedor interested here... I'm going to give it until the end of the week before cutting of recruitment so we can get started, okay guys? Pax et bonum, Dale
  21. Cool beans. You might consider working with Janus to determine if your characters have a connection of any kind. Pax et bonum, Dale
  22. It's not necessary for your character to be officially connected with the Jedi Order. I guess I wasn't clear in my explanation - when I was talking about padawans, I was referring to the fact that your character might have talent but little or no training. Your character could be someone who has latent talent and is being hunted by the Empire. For example, there's the Naive Youth template in the Adventure Journal (basically The Kid template with 1D taken from an attribute and placed in a Force skill). You might consider working with Kalzazz on a connection between your characters. Pax et bonum, Dale
  23. I go by the SpecForces Handbook for martial arts. Pax et bonum, Dale
  24. Force Stunts Beginning Jedi often get shafted when it comes to using their skills, not just because of the aforementioned dilemma, but also because their skills aren’t necessarily made applicable to other aspects of the game. The descriptions of the skills given in the rules point toward this, but nothing is really given beyond their use to actuate the Jedi’s powers. The skills are defined as follows: Control: Control is the Jedi’s ability to control her own body. A Jedi with control can access her own internal well of Force energy, learning harmony with and mastery over the functions of her own body. Sense: Sense teaches a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the Jedi. Alter: A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions. This option is only open to Jedi and Force-sensitive characters who do not have powers appropriate to the situation. A Force-sensitive or Jedi character may apply a GM-specified number of dice from one or more Force skills to the skill being used. In a sense, this is best described as getting a “hunch’ or “gut feeling” through the Force.or just plain “getting lucky”. Once the character has learned the appropriate Force power(s), their awareness of the Force is markedly acute in those areas and they no longer have to rely upon “hunches” or “gut feelings” any more. Force Points and Stretching Abilities Sometimes players of Jedi characters find themselves in tight situations with no possible way out – either their Force skills are insufficient for the job or their regular skills aren’t appropriate for the situation. As a result, they may need to stretch their abilities. To do this, I allow the player to burn one or more of the character’s Force Points to do something normally above the caliber of their current skill levels. For example, the player of a Jedi healer – a new player to the game – found himself in a rut with a wounded comrade. Knowing that his medicine skill wasn’t up to par and having only accelerate healing, control pain, and detoxify poison (and not acclerate another's healing), he asked if his character could use accelerate healing to help his fellow rebel. Knowing the rules wouldn’t allow for it under a strict interpretation, I gave the player the chance to have his character do something heroic. In exchange for one Force Point, I ruled that the character could “trust to the Force” and briefly expand his healing powers beyond himself.
  25. I’ve heard a number of complaints from players that Jedi characters and their powers don’t “work right” in the D6 edition of Star Wars as compared to the d20 editions. While the d20 edition of the RPG does have some elegance when it comes to Force powers, the fault does not lie in the D6 system alone. What follows are a number of house rules I’ve added in order to give novice Jedi characters (and even experienced ones) a bit more “oomph” when it comes to combat and other aspects of the mysterious Force. The Concentration Factor One thing players sometimes overlook is the power Concentration. The description of the power makes it evident that even novice Jedi are trained to use it to bolster their fledgling skills. “When using this power, the Jedi clears all negative thoughts from her mind, feeling the Force flowing through the universe and her own being. “The individual Jedi concentrates on one specific task at hand. If the skill roll is successful, the Jedi may add +4D to any one action in that round. The Jedi may do nothing other than using the concentration power and using that one skill for one action. The Jedi receives no bonus if anything else is done in that round, including duplicate uses of the same skill of dodges or parries.” The rules make it clear that a beginning Jedi character may have – at most – one power per die in each skill and that multi-skill powers effectively take up one “slot” in the power roster. This forces players into a conundrum, either choose concentration, which lets them boost any skill for one action, thus leaving their Force skills relatively useless in other situations, or choose one or two other powers which are pretty much useless because their skills are so low. To avoid this dilemma, beginning Jedi characters receive the concentration power as a freebie. This allows the player to choose another power which is actually useful because the character can use concentration to boost their Force skill roll in using another power. Lightsaber Styles and Techniques The canon of the expanded universe has revealed that there are a number of different styles of lightsaber combat. Some did not come to light until the New Republic and New Jedi Order eras while others have been taught to Jedi Knights throughout the millennia. I have written up D6 rules based on the rules for each form presented in the d20 and Saga books and info presented on Wookieepedia. If your character specializes (or plans to specialize) in a certain form, let me know and we'll work it out. Below is a list of the various forms. Form "Zero" Form I – Shii-Cho or The Determination Form Form II: Makashi or The Contention Form Form III: Soresu or The Resilience Form Form IV: Ataru or The Aggression Form Form V: Shien / Djem So or The Perseverance Form Form VI: Niman or The Moderation Form (the Diplomat’s Form) Form VII: Juyo / Vaapad or The Ferocity Form Sokan Niman/Jar’Kai (Niman Subform) Dun Möch Inverse Dun Möch Trà kata Lightsaber Duels In addition to the rules above, lightsaber duels will be governed by Peter Schweighofer's "Dueling Blades" rule variant.
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