House Rules

Accurate Shooting

When a character fires, throws, or in any shape attacks another, a to hit roll is made using the character appropriate skill. If the character hits, damage is determined using the weapons damage statistic. If the attack roll is greater than what was required, it is natural to assume the attack would be more effective.

Normally in Star Wars: The Role Playing Game, this is not the case. As a result we decided to implement a rule to compensate. After trying a few variations, we came to the conclusion that the following works best:

For every 10 whole points that the character rolls above what the difficulty number is, +1D to the damage is gained.

Example: Ledala, the smuggler fires her weapon at the fleeing speeder bike. She rolls her skill in Heavy Blaster Pistol of 6D. The difficulty of the shot is 13. She rolls an amazing 24. Since the attack is 11 more than is required, the damage of the attack is 6D = 5D (for the Heavy Blaster) + 1D (for the accuracy of the shot).

Activating Force Powers

Normally, in Star Wars: The Roleplaying Game, when a Jedi wishes to activate a given power they must roll each individual Force Skill as separate actions in order to activate a given power. However, a Jedi may attempt to activate the power with a single action, however the MAP is still applied to roll(s).

Combining Certain Skills

-The skill Melee Parry is being merged into Melee Combat under the Dexterity attribute. In addition, the skill Brawling Parry is being merged with Brawling under the Strength attribute.

Lightsaber Combat

Time to use: Instantaneous

Required Powers: Control 2D, Sense 2D

Effects: To use a lightsaber most effectively, a Jedi learns this power. The Jedi uses this power both to wield this elegant but difficult-to-control weapon while also sensing his opponent’s actions through his connection to the Force.

When a character wishes to use lightsaber combat, the power automatically activates.

When using this power, the Jedi adds half his sense dice (rounded down) to his lightsaber skill roll when trying to hit a target or parry.

If the hit is successful, he may then add or subtract up to half the number of his control dice to the lightsaber’s 5D damage (rounded down). Players must decide how many control dice they are adding or subtraction before they roll damage.

Finally, the Jedi may use lightsaber combat to parry blaster bolts. To do this, the Jedi must declare that he or she is parrying that round, using the lightsaber skill as normal.

The Jedi may also attempt to control where deflected blaster bolts go, although this counts as an additional action. The Jedi must declare which specific shot he is controlling. Then, once the roll is made to see if the blaster bolt was parried by the Jedi, the Jedi makes a sense roll, with the difficulty being his new target’s dodge or the range (figured from the Jedi to the target). When a Jedi attempts to control the direction the bolt goes, the Jedi’s sense skill is affected by the normal multiple action penalty rules. The damage is that of the original blaster bolt.

Keeping this power “up” does not incur multiple action penalties. Being injured does not cause this power to drop unless the Jedi is rendered unconscious or dead.

New Use: Dodge

The Dodge skill may now be used to avoid being hit by melee attacks. This expands specializations to include melee weapons and unarmed attacks.

New Skill: (A) Martial Arts

Requires: Brawling 5D

For every 1D that a character invests in Martial Arts, they may pick one of the following techniques described below.

Click here to see hand-to-hand technique list.

Reactions (Dodge, ect.)

For the purposes of determining Multiple Action Penalties for Defense, the reaction skills are treated separately from other actions. This means that when attacked the character makes their defensive rolls at the full D (unless hindered by injury or other such hindrances). However, if the character is attacked in such a way that the Gamemaster deems a second reaction is required (a sudden melee attack during a firefight, flanking, and so on) then the character rolls their defensive action at a cumulative -1D multiple action penalty for every additional defensive roll required.

Routine Abilities

-When a character has at least 6D in any skill, he or she gains the ability to automatically succeed on non-combat rolls that the difficulty is less than or equal to 2 x the number of whole D that the character possesses in the skill.

Example: Geeto Isald has Alter 8D, giving him a routine 16 (difficult). Whenever Geeto wishes to use the Telekinesis power he may move any object weighing up to 1 metric ton automatically.

Two-Weapon Fighting

-When making attacks with two one-handed weapons, the attacker gains the ability to make two attack actions simultaneously (multiple actions are required to do such an attack). For example:

Kyle Katarn has Lightsabers 6D. He picks up a lightsaber from a fallen foe and decides to use two lightsabers in his next attack. There is a -1D penalty for off-hand weapons, and he must take two actions to make the attack. On his first action, Kyle rolls 5D for the attack with his primary saber, and 4D on the attack for his second.

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