* House Rules Explained - Standard Checks.   Posted by All powerful space wizard.Group: 0
All powerful space wizard
 GM, 2 posts
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Fri 10 Aug 2018
at 17:23
* House Rules Explained - Standard Checks
Typically, in this system, the GM decides difficulties somewhat arbitrarily, however in this format, that system doesn't work well.  Below I have compiled my guidelines for determining the difficulty of a check.  It will generally be left to the player to compare the chart and select the appropriate difficulty.  The chart below provides examples that are in no way comprehensive.  You'll need to interpolate as best you can and role an appropriate difficulty.  Major disagreements will be worked out with a secondary roll to be incorporated into the original, but we'll avoid that unless its egregious.

Action Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
AstrogationCore WorldFringe WorldEscape Battle or PursuitDebris/AsteroidsHand Calc
Athletics3' jump/obstacle5' jump/obstacleRope/Cliff ClimbDouble Axel with a flipPhysics Disagrees
CharmUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
CoercionUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
ComputersDatapadCommon Ship ComputerMilitary base, holoNet hubRegional HoloNetAncient Archive
DeceptionUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
DisciplineMinor ScarePinned DownSwarmedRancor RoarOrbital Bombardment
Leadership1 Minion2 Minions/1 Sargent3-5 Minions/1 Lieutenant10 Minions/ColonelMob/Force Users
MechanicsTighten ScrewsParts AvailableMissing PartsImprovised RepairUnknown Tech
Medicine> 0.5 Health< 0.5 HealthNeg Health/PoisonSerious SurgeryBattlefield Surgery
NegotiationUntrained Target, R=2,3Minor Merchant, R=4,5Trained Merchant, R=6,7$>10,000, R=8,9R=10
PerceptionOpen,DayCover,DayCover,DarkFind HiddenStealth
Piloting-Planetaryfast drivefast, congestedEvasive ManeuverEvade Pursuitevade w/ jalape
Piloting-SpaceEnter OrbitAvoid ObstacleEvasive ManeuverEvade PursuitAsteroid Field
ResiliencePutrid AirIntense Heat/ColdPoisonDiseaseCombination
SkullduggeryPick Mech LockRig Trap, PickpocketRig Bomb/SabotagePick Secure LockFool Sensors
StealthDark,Cover,NoiseDark, CoverCover, NoiseNoiseFool Sensors
StreetwiseDeal w/ Drug DealerDeal w/ FenceDeal w/ Gang LeaderDeal w/ Corrupt OfficialDeal w/ Mob Boss
Survival (track)Muddy groundDry, grassy groundDry, bare groundBroken Rocky groundSmooth Stone Ground
VigilanceAwake/AlertMinor DistractionNoisy Env.Engaged in other taskDark/Distracted

Knowledge Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
Core WorldsRecognize AccentSocial Norms/HistoryPoliticsHigh SocietyState Secrets
EducationGrade SchoolHigh SchoolBachelorsMastersPhd
LoreFairy Tales/LegendsCommon HistoryUncommon HistoryJedi StoriesSith stories
Outer RimRecognize AccentSocial Norms/HistoryPoliticsHigh SocietyState Secrets
UnderworldOuter RimMid RimCore WorldsClandestine OperatorsIlluminati
WarfareCommon HistorySimple TacticsAdvanced TacticsAnticipate OpponentMilitary Secrets
XenologyMajor SpeciesCommon SpeciesUncommon SpeciesRare SpeciesExotic

Ranged Combat Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)
Ranged HeavyEngaged/Short RangeMedium RangeLong RangeExtreme Range
Ranged LightEngaged/Short RangeMedium RangeLong RangeExtreme Range

Close Combat Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
BrawlN/AAlwaysN/AN/AN/A
GunneryN/AAlwaysN/AN/AN/A
LightsaberN/AAlwaysN/AN/AN/A
MeleeN/AAlwaysN/AN/AN/A

Positive Results - In Space
CostResult Options
A
  • Add Boost to the next allied active character's Piloting, Gunnery, Computers, or Mechanics check.
  • Notice a single important point in the ongoing conflict, such as a fatal flaw in an enemy ship's course or a weak point on an attack speeder.
  • Inflict a Critical Hit with a successful attack that deals damage past armor ( A cost may vary).
  • Activate a weapon quality ( A cost may vary)
AA
  • Perform an immediate free maneuver, provided the active character has not already performed two maneuvers in that turn.
  • Add Setback to the targeted character's next Piloting or Gunnery check.
  • Add Boost to any allied character's next Piloting. Gunnery. Computers, or Mechanics check, including the active character.
AAA
  • When dealing damage to an opposing vehicle or ship, have the shot temporarily damage a component of the attacker's choice rather than deal hull damage or system strain. The effects of this are up to the attacker and the GM, and should make logical sense For example, damaging a ship's shield generator should drop its defense to 0 until the generator is repaired (ideally with a Mechanics check). However, it should not be too debilitating. See Tables 7-10 and 7-11 on page 259 for some possible components to disable.
  • Ignore penalizing terrain or stellar phenomena until the end of the active character's next turn.
  • If piloting the ship, perform one free Pilot Only maneuver (provided it does not break the limit of maximum number of
  • Pilot Only maneuvers in a turn).
  • Force the target ship or vehicle to veer off, breaking any Aim or Stay on Target maneuvers.
T
  • Upgrade the difficulty of the targeted character's next Piloting or Gunnery check.
  • Upgrade any allied character's next Piloting, Gunnery, Computers, or Mechanics check.
  • Do something vital to turning the tide of battle, such as destroying a capital ship's shield generator or losing a pursuing ship in an asteroid field.
TT
  • When dealing damage to an opposing vehicle or ship, have the shot destroy some important component of the attacker's choice rather than deal hull damage or system strain, leaving it completely inoperable until fully repaired. As with the above option for disabling a component, this should be agreed upon by the GM and player, but could include destroying the engines of a fleeing ship, taking out their hyperdrive, or blowing off weapons. See Tables 7 - 1 0 and 7-11 on page 259 for some possible components to destroy.


Negative Results, in space!
CostResult Options
T or D
  • If piloting a ship, sudden maneuvers force the ship to slow down by 1 point of speed.
  • The active character loses the benefits of a prior maneuver (such as executing Evasive Maneuvers or Aim) until he performs the maneuver again.
  • The character's active ship or vehicle suffers 1 system strain. (This option may be selected more than once.)
TT or D
  • An opponent may immediately perform one free maneuver in response to the active character's check.
  • Add Boost to the targeted character's next Piloting or Gunnery check.
  • The active character or an allied character suffers Setback on his next action.
TTT or D
  • The Initiative slot being used by the active player drops to last in the Initiative order.
  • The active character grants the enemy a significant advantage in the ongoing encounter, such as drifting straight into his line of fire, decreasing the difficulty of any checks made against the active character's ship or vehicle by one until the beginning of that character's next turn
D
  • The primary weapon system of the active character's ship (or the particular weapon system he is manning if he is acting as a gunner) suffers the effects of the Component Hit Critical (see page 258). This does not count toward the ship's accumulated Critical Hits.
  • Upgrade the difficulty of an allied character's next Gunnery, Piloting, Computers, or Mechanics check, including the current active character.
  • The active character suffers a minor collision either with one of his opponents within close range or with the stellar phenomena/terrain he is flying or driving through.
D (Plus failed check)
  • The active character suffers a major collision either with one of his opponents within close range or with the stellar phenomena/terrain he is flying or driving through.


Positive results - on land
CostResult Options
A
  • Recover 1 strain.
  • Add B to the next allied active character's check.
  • Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder.
  • Inflict a Critical Injury with a successful attack that deals damage past soak ( A cost may vary).
  • Activate a weapon quality ( A cost may vary).
AA
  • Perform an immediate free maneuver, provided the active character has not already performed two maneuvers in that turn.
  • Add Setback to the targeted character's next Piloting or Gunnery check.
  • Add Boost to any allied character's next Piloting. Gunnery. Computers, or Mechanics check, including the active character.
AAA
  • Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round.
  • Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.
  • When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM, and the effects are up to the GM (although Table 6-10 : Critical Injury Result is a good resource to consult for possible effects). The effects should be temporary and not too
  • excessive.
  • Gain + 1 melee or ranged defense until the end of the active character's next turn.
  • Force the target to drop a melee or ranged weapon he is wielding.
T
  • Upgrade the difficulty of the targeted character's next check.
  • Upgrade any allied character's next check, including that of the current active character.
  • Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
TT
  • When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.


Negative results - on land
CostResult Options
T or D
  • The active character suffers 1 strain
  • The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he performs the maneuver again.
TT or D
  • An opponent may immediately perform one free maneuver in response to the active character's check.
  • Add Boost to the targeted character's next check.
  • The active character or an allied character suffers Setback on his next action.
TTT or D
  • The active character falls prone.
  • The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for his escape.
D
  • The character's ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
  • Upgrade the difficulty of an allied character's next check, including that of the current active character.
  • The tool or melee weapon the character is using becomes damaged (see page 172)

This message was last updated by the GM at 17:39, Fri 10 Aug 2018.

All powerful space wizard
 GM, 3 posts
 Exhaust Port
 That means out, not in!
Fri 10 Aug 2018
at 17:23
House Rules Explained - Combat
Typically in this system, the combat order is determined by creating a rotating pool between the PC and NPC sides based on a vigilance or cool role.  Individual players are not assigned a specific slot, but are free to take whatever PC slot the group determines as advantageous.  This again, does not work will with RPOL as it can takes days for the PCs to agree on the order.

For our game, we will play a more traditional order.  PC and NPC initiative rolls will determine the action order.

Triumphs DO NOT affect initiative order, other than still counting as a success.  They will grant a free maneuver during the first round of combat if Vigilance is used, if cool is used the PC regains 3 strain.

Initiative Roll Example
CharacterSuccessAdvantage
PC Bill21
PC Fred12
PC George03
NPC Trooper 112
NPC Trooper 220
NPC Trooper 310

Initiative Order Example
CharacterSuccessAdvantage 
PC Bill21 
NPC Trooper 220 
PC Fred12 
NPC Trooper 112 
NPC Trooper 310 
PC George03 

A PC may, at his/her discretion sacrifice their high initiative slot for a lower position, but once done, the new position is locked for the remainder of the encounter.
All powerful space wizard
 GM, 4 posts
 Exhaust Port
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Fri 10 Aug 2018
at 17:24
House Rules Explained - Advantage, Triumph, Despair
Typically in this system the player who rolls an advantage or triumph is, in consultation with the GM, allowed to affect the story to varying degrees; while threats and despairs are determined solely by the GM.  This again, does not work well with RPOL as it would involve a discourse for nearly every single check in the game, introducing unwanted delay.

So, players will be fully in charge of advantage, triumph, AND 3 or fewer threats .  As the GM, I will continue to utilize despairs (and the despair equivalent of 4 threats or greater), Muah ha ha!

Below I have some charts that will hopefully set boundaries on what scale the various results can be used to affect the story.  This is all interpretive, which I think will make this just that much funner.  Again, this is to demonstrate scale only, but should not limit your thinking.

Advantage/Triumph
AdvantageCombatMechanicsStealth
1Rec 1 Strain, Boost to next playerShorten time 20% eachShorten time 20% each
2Free PC Maneuver, Add Boost or SetbackAdd Boost to next MECH checkBoost to next Stealth check
3Add or remove +1 Defense, Enemy drop weaponAdd boost to next checkBoost to all stealth checks
4 or 1 triumphUpgrade check or difficultyAdditional function(1 session)Distract guards, walk openly
8 or 2 triumphDestroy piece of gearPermanent new function to a toolFound extra loot/data

Threat
# of ThreatCombatMechanicsStealth
1Cause 1 Strain, Boost to next NPCTook longer 20% eachTook longer 20% each
2Free NPC Maneuver, Add Boost or SetbackMinor DamageSetback to next PC check
3Character falls proneTripped alarmMake guards suspicious
4GMs PurviewGMs PurviewGMs Purview

Combat Modifiers
ConditionModifier
Engaged with Ranged Light+1 Difficulty
Engaged with Ranged Heavy+2 difficulty
Ranged attack at engaged targetUpgrade +1 (D to C)
Melee Attack on prone target+1 Boost
Melee Attack while prone+1 Setback
Ranged Attack on a prone target+1 Setback
Two weapon attack+1 Difficulty
Attack on +2 silhouette-1 Difficulty

All powerful space wizard
 GM, 5 posts
 Exhaust Port
 That means out, not in!
Fri 10 Aug 2018
at 17:27
House Rules Explained - Roll Result Accounting
When making posts we need to be specific as to how our successes and advantages are going to be spent.  Per the tables, you could conceivably get 3 advantage, spend 2 for one effect, and save the remaining 1 for another effect.  Built it into your narrative as you wish, but each roll should have an OOC distribution for the specifics.

Example OOCs below

OOC
Dice Pool: 1A1P3D1B (1B from Truks advantage)
Results: 2Fail, 3Adv

2Adv - Saving a boost for next check

OOC
Dice Pool: 1A2P3D1S1B (1S from Darkness, 1B Macrobinoculars)
Results: 3succ, 3Threat

2Adv - Extra Maneuver
1Adv - Recover 1 strain

All powerful space wizard
 GM, 6 posts
 Exhaust Port
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Fri 10 Aug 2018
at 17:28
House Rules Explained - Typical Actions and Manuevers
typical Combat

Each ROUND of combat is comprised of each characters TURN.

One
Turn consists of
  Several Incidentals (Actions that require little thought or time)
        Speaking
        Drop and Item
        Peek around a corner

  ONE Maneuvers (examples below) - TWO maneuvers by suffering 2 strain
        Aiming a weapon (1 boost die)
        Moving
        Open a door
        Dive behind cover
        Stand up

  ONE Action (examples below)
        Sacrifice your action for a second maneuver (0 strain)
        Slice a computer
        Open a locked door
        Fire a weapon
        Punch or grapple an opponent
        Perform First Aid
        Sneaking up on a vigilant foe
        Climb a cliff

Unless a talent or super awesome die roll says otherwise, a character may not perform more than two maneuvers during his turn.  So 1 Action + 2 Maneuvers = 2 strain, 2 Maneuvers+0 actions = 0 Strain.
All powerful space wizard
 GM, 7 posts
 Exhaust Port
 That means out, not in!
Fri 10 Aug 2018
at 17:28
House Rules Explained - Range Bands
Movement

Unless I post a map, which will likely be rare, movement will be narrative

The distance between two points—people, objects, or adversaries—is defined by general range categories. These range categories are used to determine how far a ranged attack can reach, how far apart two people are from each other, how much effort is needed to move between two places, and so on. The most common ranges are short, medium, long, and extreme
range. Another relative position engaged exists to represent characters who are in extremely close proximity to each other.

To move between range bands

Extreme to Long = two maneuvers
Long to Medium = two maneuvers
Medium to Short = one maneuver
Short to Engaged = one maneuver

Extreme = The furthest distance that two objects can interact (say 100 meters to 500 meters
Long = Farther than a few dozen meters (say 25 meters to 100 meters)
Medium = Several Dozen Meters (say 5 meters to 25 meters)
Short = Several Meters (say 2 meters to 5 meters)
Engaged = Grappled or in Hand to hand combat