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OOC Thread Zero - The Rules and House Rules

Sylvre Phire

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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.

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:


Archaic Weapons; Blaster; Brawling Parry; Dodge; Grenade; Heavy Weapons*; Lightsaber; Melee; Melee Parry; Pickpocket


Alien Species; Bureaucracy; Business; Cultures; Intimidation; Languages; Law Enforcement; Planetary Systems; Scholar; Streetwise; Survival; Technology*; Tactics; Value; Willpower


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*


Bargain; Command; Con; Forgery; Gambling; Hide/Sneak*; Investigation; Persuasion; Search


Brawling; Climbing/Jumping; Lifting; Stamina; Swimming


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.

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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


Niman/Jar’Kai (Niman Subform)

Dun Möch

Inverse Dun Möch



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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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 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 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.


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.

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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,



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