Author Topic: The Pretentious Title--D6 Post RPG
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/15/07 1:03pm Subject: The Pretentious Title--D6 Post RPG - Date Edited: 1/26 2:30pm (2 edits total) Edited By: Jedi_Dajuan
It has been nearly 20 years since Supreme Chancelor Palpatine exposed the Jedi plot to subvert the Republic, survived their assassination attemp, and was elected Emperor of the Galactic Republic.
His appointment rapidly lead to the end of the Separatist war, which ferrocreted his authority, popularity, and acceptance. The sudden appearance of Darth Vader as his "Most trusted assistant" and the authority bequethed unto him cause little more than a minor stir. That Vader's prime duty would be the eradication of the trecherous Jedi Order eased many nervous flutters.
Some of the older folk still remember when the Jedi were regarded with awe & reverence, and were considered a force for good, but they don't talk about that much. Some aren't too sure of their memmories. Others wonder if it wasn't all just a part of the Jedi plot. Neither group is interested in talking about these memmories. It's too dangerous. For the most part, the whole "Force" thing is regarded as part of the Jedi Con Job.

With the collapse of the separatists, there was no organized resistance to the Emperor's policies. But as time went on, many senators began to have their doubts. Some began to talk to each other, and use their resources to either directly resist, or subtly manipulate the police, to soften the edges. In the public, many young and not-so-young idealists have held demonstrations demanding that the Emperor stand down, or that liberties enjoyed under the Republic be restored. Some have turned violent. These were met with military force. Conscription of Academy pilots to fill ranks in the Imperial Space Navy began.
Governors have been assigned quotas to fill for enlisting Stormtrooper and ground-force personnel, as the Cloning facilities on Camino are no longer adequete to meet the Empire's growing need. How the governors fill that quota is up to them. Some use propaganda and recruiting. Others use press gangs, involuntary conscription, and less savory means. That only Humans seem to be subject to these drafts has prevented class warfare. Of course, only Humans are good enough for the Empire's service...

A purge has begun on "treasonous thought". Special bureaus have been created to "reform" traitors and council those who might be having treasonous thoughts. And if you don't realize you are a traitor, fear not: one of your neighbors or family can call a special "Dail-a-Snitch" hotline.

No one is sure exactly when militant resistance to the Empire began. Maybe because it lacked coordination in the beginning, and some attacks might have been mistaken for simple piracy. But resistance has been growing. Non-millitary political groups have begun to support these rebels. Even some senators... unofficially... just as unofficially they have begun funding, organizing, communicating, and recruiting...


Now accepting character ideas. Please PM. Yes, you can play Jedi, though remember how the Galaxy currently vies them.
Next post will contain rules summaries, house rules, and more on character creation for those without a copy of D6 rules (or otherwise unfamiliar with them.
Notes on characters: D6 does not have classes or levels. You gain skill points as you adventure and spend them to improve skills. Anyone can to anything--but some are better at some things than others. You do not have to start as a jedi to play a jedi--you can learn later. D6 does have templates. Templates act as rough frameworks for a character, and assign attributes and starting equipment, but can be modified and in no way limit character development. You do not NEED to use a template--it's simply a faster way of getting started. The core rule book has about 18 templates, and suppliments have about 60 scattered throughout. There are about 6 different jedi, 6 bounty hunters, gamblers, pilots, technicians, explorers, pirates, smugglers, kids, young senators, old senators, nobles, retired imperials, droids, and many, many more. PM me with what you want to play.
First 6 applicants win places in the game.
Please only apply if you can read & post at least once a week. If people post faster, the game will go faster.

Locked by request

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Jedi_Matt  2453 posts
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 7/15/07 1:14pm Subject: RE: The Pretentious Title--D6 Post RPG
I'm in.

In terms of character creation, can I be a Noghri Jedi? </munchkin>

 

-----signature-----
Excellence - "'Cause some American-accent informed me Kun is Koon and Yun is Yoon doesn't mean I'm going to Megazord myself into robotic obediance."
Locked Topic | Active Topic Notification | Private Message | Post History
Ender_Sai  28400 posts
Title: Manager Emeritus
Registered: Feb '01
44324_Kyle Katarn
Date Posted: 7/15/07 2:47pm Subject: RE: The Pretentious Title--D6 Post RPG
shock My god, they're here already! MUNCHKIN ALERT!

E_S

 

-----signature-----
In this truth he knew himself to be.
From sinking sands he stepped into light's embrace.
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/15/07 5:56pm Subject: RE: The Pretentious Title--D6 Post RPG
OK, now I'm ticked off:
I just typed up a huge post about rules with a nice long example, and for some reason, it didn't post! angry

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/15/07 8:48pm Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/15/07 9:21pm (4 edits total) Edited By: Koohii
Yes, you CAN play a Noghri Jedi. If you really want to...

I'm not going to retype the whole post, but here are some of the highlights. Hopefully this will explain matters a bit.
I use a hybrid of 1st and 2nd edition rules, based on what I like from each one and what is easier for ME.

The system itself is very simple.
Characters:
All characters are created equal: there is no worrying about bad rolls during character creation giving you wussy stats, back hit points, or not enough starting cash.
Attributes:
All characters have 18d divided among 6 attibutes. a D can be broken into 3 pips (either 3 +1s or a +1 and a +2). Human minimum is 2d, max is 4d. Aliens have different min/max depending on species. Characters starting with Force Powers use one of these 18 for each of the Force Attribues they take (Control, Sense, Alter) Starting characters then have 11D to add to individual skills. No more than 2D can be added to a single skill. (Darwinism note: add 2d to Dodge right away). You can use these dice to add to Force Powers once the first d has been bought with attribute dice.
The Attibutes are: Dexterity(most character-scale combat skills: Blaster, Dodge, Brawling Parry, Grenade, Heavy Weapons, Melee Weapon, Melee Parry, Lightsaber, etc), Knowledge(everything you know about Science, Planets, Languages, Aliens, Cultures, Intimidation, Willpower, Technology, Streetwise(criminal stuff), and so on), Mechanical(all piloting skills: Starfighter Piloting, Capital Ship Piloting, Astrogation, Gunnery, Shields, Communications, Repulsor-lift Operation, Beast riding, etc), Perception (all interpersonal skills: Coniving (lying), Command, Gambling, Seach, Investigation, Tailing/tracking), Strength (pretty obvious, Skills are Lifting, Climp/Jumping, Stamina. Also used to resist damage) and Technical (repair skills: First Aid, Blaster Build/Repair, Droid Program/Repair, Starship repair, Computer Program/Repair, Lightsaber Build/Repair...)

Templates:
There are 182 Templates (that I know of) scattered through the various books. Templates are guidelines for building your character and what equipment you start with. Examples are Gambler, Smuggler, Scout, Mercenary, Bounty Hunter, Jedi Knight, Young Jedi, Failed Jedi, Quixotic Jedi (always fun), Ewok Warrior, Wookie First Mate, Alien Student of the Force, Old Senator, Young Senator, Mon Calimari Courier, Retired Imperial Officer, Pirate, Con Artist, Pacifist, Noble-in-exile, Loyal Retainer, Protocol Droid, Computer Slicer and Debutante.

Classes and Levels:
There are none. The closes thing to a class is the template your character may or may not start with. As you adventure, you gain Skill Points, which you may spend to improve your character's skills.

Skills:
Starting characters then have 11D to add to individual skills.
Any time you want to do something, you roll the skill. If you haven't spent dice on the skill, you roll the base attribute associated with that skill (Computer Programming is Technical skill, Brawling is Strength, speaking an alien language is Knowledge, Bluffing the bureaucrat is Perception, driving the speederbike is Mechanical, etc). Thus, it is possible for any character to do anything. Just some are better suited to the task than others.
Skill Points:
Every character starts with 5 skill points. You can either invest them to improve skill right away, or save them. To improve a skill costs whatever the die code is. A 3d+1 blaster would cost 3 points to raise to 3d+2, and another 3 points to raise to 4d. You can also use skill points to save your backside. If you think you've rolled really poorly, you can burn up to 2 skill points to add to your total. They have the recurring 6 property of the wild die without the 1 disaster. If rolling to add to your strength to resist damage, you can spend up to 5 skill points.
Concentrations:
Suppose you don't want to be just an OK shot with a blaster, but want to be a master with a blaster pistol? Suppose you don't want to be just a fair pilot, but really good with X-Wings? Well, you could build your character with a skill concentration. This doubles your initial character-creation investment in the one specific area without affecting the base skill. In the first case, your character would have a blaster score the same as your base Dexterity, and a new skill Blaster:Pistol. Instead of adding 1D or 2D to your base Dex Attibute, your Blaster:Pistol skill would be 2D or 4D better.
What does having 3D mean?
OK, the average schmuck walking down the street has 2D in all Attributes, with one skill at 4D, and two others at 3D. Chances are, he or she has to make a living on the 4D skill, and the two 3D skills are somehow supportive or supplimental to the 4D. A taxi driver would probablly have 4D repulsor-lift operation, with 3D of local knowledge and 3D of Bargain. An executive would have bureaucrasy, bargain, and coniving (which one is 4D? what type of executive is s/he? Competent, Negotiator, or BS Marketing liar?).
Attributes:
<1D normally only possible for computers. Attrocious lack of ability.
1D Sub-par human
2D Human normal
3D Human above average
4D Incredible human maximum
5D Beyond possible for human
6D Max Wookie strength. Far past human
7D Only possible for certian aliens in specialized areas
Skills:
<1D Pathetic
1D Below human average
2D untrained human average
3D better than average
4D professional quaility: can make a modest living with this skill
5D Best in city
6D Best on Continent
7D Probablly best on planet
8D Probablly best in system
9D One of the best in the Galaxy
10D+ The Stuff of Legends!

Did it Work?
Success is determined as follows:
Your roll is lower than target #: you fail.
Your roll is >= target: you succeed.
Target number is:
5 for very easy
10 easy
15 moderate
20 difficult
25 very difficult
30 heroic
or opposed roll (your blaster vs bounty hunter's dodge)

Dice:
There is only one type of die used: the traditional 6-sided cube with 21 dimples in it. Many of them may be used and added together (never had more than 10 myself, and that was for using a Thermal Detonator).
Any time you roll dice, one die is a different size or color--doesn't matter, so long as it is different. If that die rolls a 6, you roll an additional die. If it is a 6, you keep rolling additional dice until it isn't a 6. You then add it all up. If the die is a 1, you loose it, and your highest other die. Furthermore, if the GM rolls a 1, something REALLY bad happened. Therefore it is possible for an amateur to get really lucky, and for Han Solo to step on the only dry twig in the entire rain forest.

Force Points:
Every character starts with at least 1 Force Point (Force Sensative start with 2). You can burn these to double all your dice skills for 1 round. If you spend it doing something heroic, the GM will award you a replacement at the end of the adventure. If you burn it at a climactic momment, you can earn a replacement and an additional 1 as a reward.

I'm Sorry, Did That Hurt? Deteriming Damage
Damage:
damage < resist-5 = no damage
damage <= resist = stun
damage > resist = wounded
damage > resist+5 = incapacitated
damage > resist+10 = mortally wounded
damage > resist+15 = dead

Wounded character getting a second wound is incapacitated. Incapacitated character getting second incapacitated wound is dead. Mortally wounded characters have only a few rounds to be stabalized. GM rolls 2d every round.
if the GM rolls less than the number of rounds the character has been mortal, character dies. (note: this means the first 2 rounds are free, as the GM cannot roll less than 2 on 3d, but round 14 is guaranteed fatal). Each wound catagory is a 1d penalty to all further actions until healed.

The Force:
There are 3 Force Attibutes: Control, Sense, and Alter. there are a wide variety of force Powers, each of which involve or are based on at least one of those skills. Some force powers, by their very nature, are exclusively dark-side, and their use will incure an automatic DSP. Force Lightning and Telekenetic Injure/kill are good examples (These books pre-date the prequels). There is an entire book just on "The Force," but that should give you a good foundation.

Lightsabers:
Lightsaber is a skill under dexterity. Anyone can develop it. Any character can figure out how to turn on a lightsaber and use it. But, since the difficulty to hit with one in combat is 20, and the average of skill needed to roll 20 consistently is 6d, most characters don't do this. Normally, only Jedi.
Lightsaber combat is a Force Power. To activate it, you need to roll a Control of 15, and a sense of 10. Each one of those is an action. Thus, once you roll your control of 15, you are at a 1d penalty to roll Sense. While lightsaber combat is up, you are at a 2d penalty to do anything not involving the lightsaber.
(Some argue that you are at a 2d penalty to do ANYTHING, but that doesn't make sense to me). Your Sense skill adds onto your Lightsaber skill, allowing you to hit more. Your Control adds to the 5D damage allowing you to damage more.
You can deflect blaster bolts by rolling higher on your Sense than the person shooting at you. Mind you, that's an extra action...
Unlike melee & brawling, Lightsaber skill is both attack and defence (melee and brawling have a separate parry skill for each one--melee parry and brawling parry)

The Dark Side:
If you do something dispicablly evil, you can get a dark side point. Whenever you get a DSP, the GM rolls a die. If he rolls less than the # of DSP the character has, the character goes over to the Dark Side, becomes an NPC, and is lost forever. Since it is impossible for a GM to roll lower than a 1 on a D6, you will be safe the First time. The Dark Side, like a drug dealer, gives you the first hit for free. Each DSP a character has adds 1D to all force skills and powers.
Anyone can get a DSP! But non-Force Sensative characters have to do something really horrificly evil or nasty (or deliberately kill another PC), where as Force Sensative characters are on a much tighter ethical leash.

Initiative:
There is none. Everything happens at once! War is chaos. Exception: Haste (see below)

Actions:
A round is 3-5 seconds. THe more you try to do, the harder it is. For every
additional action beyond the first, there is a 1d penalty to all actions.
Thus: Dodge & Shoot (one of the most common combat combinations) has a 1d
penalty to both rolls. Shoot twice is the same 1d penalty. Dodge & shoot
twice is 3 actions, with 2d penalties to all rolls. Etc. Switching from stun
to kill or vice versa is an action. Turning on a lightsaber is an action.
Throwing a grenade is an action. Slicing into a computer to bypass security
is an action. Applying a medpack to injured character is an action.
Time:
In a hurry? Want to shoot the other guy before he can draw? Have to patch up the other player before he dies? You can Haste your actions. This means that you go before the other people, or rush what your doing. The results may be sloppy, but they might get the job done and time is of the essence. This incurs a 1D penalty, but, you go first. Each Hasted action counts as an additional -1D, so 2 hasted blaster shots would be -3D (-1d for 2 actions, -1d for each hasted action).
On the other hand, if you have the chance to take your time, you can do a better job with extra preparation. You can only do so much prep work though, and it doesn't build up. Maximum benefit is +1D.

Equipment:
Your character starts with whatever equipment is needed or appropriate. The templates list equipment for each type. If you're building your own character, PM me to make sure we agree--no one should be starting with 5 Thermal Detonators and a ship faster and more heavily armed than the Millenium Falcon.

Weapons & damage:
Sporting blasters 3d+2
Holdout blasters 3d+1 (only have d6 shots in them, but very easy to conceal)
blaster pistol: 4d
Blaster riffle, blaster Carbine, Heavy blaster pistol: 5d (differnece is in range adjustments)
lightsabers: 5d + control (the greater the character's control ability, the more damage s/he can do. It is also possible to pull the punch, and do less to no damage, but I've never seen this used in any RPG I was in) (Minimum roll of 20 to hit, roll less than 10 and you hurt yourself)
Lightfoil: 3d + control. Lightfoils are cheap, mass-produced sabers made by a corporation for stylish fops in the Tapani Sector. They are inferior in every way. there is a 1/6 chance that when engaged with another lightfoil or lightsaber blade, the lightfoil will switch off. Turning it back on is an extra action.
Club: Strength +1d
Knife Strength +1d+1
Sword: Strength +1d+2
Vibroblade: Strength +2d (if you roll less than 5, you hurt yourself.
Minimum roll of 15 to hit)
VibroAx: Strength +2d+2 (see vibroblade)
Force Pike: Strength +3d (same)
Grenade: 5d (1meter radius) 4d 3meter radius.
Thermal detonator 10 1meter rad/ 8d 3 meter rad/ 6d 5 meter rad/ 4d 7meter
radius/2d 9meter rad/ 1d 10 meter radius. Note: you cannot throw a thermal
detonator and be outside it's blast radius--not even a wookie with a high
grenade skill can do it. Now, you can set it with a time delay and run... or
drop it from a speeder and pray, but that's about it.

Look at the Size of That Thing!
There are 6 scales or size categories:
Character
Speeder
Walker
Starfighter
Capital Ship
Death Star/Planetary
While it is easier to hit something larger, it is harder to damage, because, well, it's bigger. A character shooting a blaster at a Star Destroyer might damage a minor piece of equipment, but hardly likely to take down the entire ship. Likewise, it is very difficult for a TIE fighter to selectively hit one person in a crowd. Unfortunately, TIE fighters aren't normally picky, and will happily strafe a crowded park in hopes of hitting the 1 rebel agent present.
For each level of difference, there is a 2d adjustment. Thus, the character shooting at the star destroyer has +8d to hit, but the star destroyer has +8d to resist damage. Blaster riffles only do 5d of damage, so you can see for yourself where this is likely to end up.
On the other hand, a character shooting a speeder bike has +2d to hit, where the speeder bike has +2d to resist. Speederbikes have a body of 3D, which with that bonus is 5d. It is quite possible to damage or even destroy a speeder bike after just a couple of shots.

A number of House Rules will be in effect:
Normally, starting characters only get 7D to add to skills. We will be adding 11D. dancing
Cheering: normally, when you want to help someone, you have to use the same skill (First Aid to help bandage, Starfighter piloting to help fly the ship, etc) The Die code of your skill is the bonus given (ie: 3D+2 skill means you add +3 to whoever you're helping. But, if you have a crummy level in that skill, why not start cheering someone on? Cheering is a skill under perception. You can use your Cheering Die code. (Note, cheering someone who is trying to sneak around doesn't make sense and won't work)
The Dark Side is Hungry!: If you devote your time to the Dark Side, it will decrease the cost of your Force Powers. But beware, once you start down the Dark Path... You'll be SAH-hhhhhhhrrieeeeeeeeeeee.
Core rule:
For every Dark Side Point a character has, their Force Powers increase by 1d. This reflects the seductive POWER of the dark side.
House rule refinement:
Eventually, the Dark Side gets impatient. If you do not continue down the dark path, that bonus lessens 1d per adventure. This does not mean the DSP go away, just that the Dark Side needs to be fed new henious deeds to continue with it's rewards. Dark side points must be actively repented to remove their taint completely.
If a character is incapacitated, s/he can make a moderate Stamina roll (15) to remain conscious. A mortally wounded character must make a very difficult roll (25)

Core rule:
Using a Force Point at a climactic momment not only regains the force point, but the GM can award a second, bonus point.
House Rule Refinement:
The climactic momment has to be non-character scale combat. Thus, burning the FP to fire a blaster at 8 people won't do it, nor will slicing down the lead villain with a melee weapon. Using a speeder cannon to take out a cloud-car, or freightor laser turret on TIE fighter Squadron, however, does count.
Ship combat.

In the movies, even hits that don't do severe damage still cause some chaos in internal systems that send sparks flying. Some people call this the "Leaky shield" effect. To reflect this, I created and use a table of random items that could be damaged or disabled in combat.

Any character can start with as much cyber-wear/cybernetics as they wish for free. (of course, there are Role-playing problems as well as game-mechanics penalties with being a cyborg, and no player has ever taken my up on this)

Stupidity is it's own reward.

If you waste RPG time on getting nookie for your fictional character (boy are we geeks sometimes) there will be RPG consequences.

Drugs & Narcotics:
To reflect the fact that some extremely violent street criminals were using substances that messed with their body chemistry, during one battle I did the following:
Because of stimulants, the gang members Stamina target number to stay conscious when incapacitated was reduced to 10, and they could stay conscious when mortally wounded by rolling a Stamina of 15. (note, being conscious when mortally wounded is not necessarily a good thing...)
Also: Strength Attribute was variable: 3D base + d3, determined each round of a brawling or melee attack.
Because of depressants, with a Stamina roll of 10 or better, users could ignore the effects of wounded status, and with a 20 ignore incapacitated status.
Addiction:
Like Dark Side points, any character stupid enough to choose to put these poisons into themselves voluntarily risks addiction. I created addiction points using the same rules as DSP. Oddly enough, as soon as he heard that, the player who was behaving so stupidly straightened up a bit.
Mortality Cookoff & wound status:
Normal rules: for every round that a character is mortally wounded, the GM rolls 2d. If the GM rolls less than the number of rounds the character has been at MW, the character dies. Since you cannot roll less than 2 on 2D, the first 2 rounds are safe. By extension, after 14 rounds, the character is definately Dead.
Because of the drugs in system, GM rolls a 6d every round. On a 1, the character worsens or dies. On a 6, the wound status effect improves by one level (character is still mortally wounded, but functions as if only incapacitated). Thus those who appear dead seem to come back to life.
Med Packs:
Difficulty levels for applying medpacks were increased by 3 levels to reflect the amount of drugs in system. Also, base assumption is that 3 medpacks have been applied to the character already. Thus, it would take at least 3 days to clean out one of these character's systems.
Those under the influence obtain double the number of DSP they normally would.

Your lifting score determines the number of like items you can carry. If your lifting is 5d, 5d+1, or 5d+2, you can carry 5 medpacks, 5 blasters (holdout, carbine, riffle, pistol, sporting), 5 thermal detonators, etc.
But if you pick of a 6th object, even a 6th pencil, you are encumbered.
Exceptions: backpacks/jetpacks: you can only carry 1. Detonite cubes: you can carry 5-10 times your lifting score (depending on how generous I feel that night).

Any Jedi who builds his own lightsaber gets to determine what color it is.
Otherwise, the color is:
a)the same as their instructor's
b)whatever color I decide they find.

Parries:
using a melee weapon to parry against a brawling attack can injure the attacker, but only if the brawling attack roll is under 15. The defender can make a free attack that does not count against his total # of actions. If the attack roll is under 5, and the parry roll is greater than 15, then the attacker takes damage as if hit. These do not stack.
You can use a blaster to parry a melee weapon, but the blaster is damaged.
Brawling parry against melee weapons or lightsabers can work, but the parry must be either 15 greater or double the attack roll, whichever is larger.
Parrying a lightsaber with a melee weapon will result in destruction of the melee weapon (only lightsabers and lightfoils can block lightsabers and lightfoils).


OK, originally, I typed up a nice example of a battle between Sir Goodie TwoShoes and BountyHunter BadGuy and his minions, but unfortunately that is lost to cyber-ether, and I am NOT going to retype all that.
Hopefully all this is enough to get those of you not familiar with D6 enough information to get busy with character ideas. As always, PM me with any questions.

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Yuul_Shamar  2975 posts
Registered: Nov '04
40710_Jacen Solo
Date Posted: 7/18/07 6:33pm Subject: RE: The Pretentious Title--D6 Post RPG
I want in!!!!!!!!!!!!!

sending tell on character.

 

-----signature-----
Most Eager Newbie - Spring RPF awards 2008
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/19/07 11:20am Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/19/07 11:35am (1 edits total) Edited By: Koohii
I have now received 4 applicants. Once character details are worked out, we will be getting started.
2 more spots are still available--it's not too late.

In the mean time, to aid with character building, here are links with the skills used in WEG D6 SW.here
and here.

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Gry Sarth  1930 posts
Title: Moderator: LACWAC
Registered: Jun '99
14536_Wedge Antilles
Date Posted: 7/20/07 9:32am Subject: RE: The Pretentious Title--D6 Post RPG
Hey there Koohi. We've known each other for a long time, and I'd love to join in on your game. I can't supply a character idea yet, since I haven't read your campaign idea. For now I just dashed to the end of the thread to guarantee my spot!

Where will this game be run?

And a Noghri jedi? Really...?

 

-----signature-----
If it weren't for bad luck I'd have no luck at all.
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/20/07 9:50am Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/20/07 9:54am (1 edits total) Edited By: Koohii
I am still accepting applications. 2 slots open.
So far I have a fighter pilot, a political attache', a medic, and a spoiled debutante.
Plenty of room and a wide variety.

Yes, a Nohgri Jedi is possible.
Not necessarily wize, but possible.

For those wanting to know what the D6 Force Powers list looks like, you can find it in two parts here and here.
Note: these are just the powers and what Force Attibutes they are associated with. Actual use is a much, much longer matter to go into.

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Gry Sarth  1930 posts
Title: Moderator: LACWAC
Registered: Jun '99
14536_Wedge Antilles
Date Posted: 7/20/07 10:08am Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/20/07 10:10am (1 edits total) Edited By: Gry Sarth
Ok, got around to reading everything, and I just wanted to make clear what rules are being used. I play with 2nd Ed R&E so I want to be clear on the differences:

- Starting dice, you raised from 7D to 11D. Ok.
- Character Points are called Skill Points, but are otherwise the same.
- Specializations are called Concentrations, and seem to be a bit different (no +1 pip for +1D). Could you explain exactly how they work, both in creation and in advancement?
- No "Wounded Twice" status, it's straight to Incapacitated.
- Haste. Never heard of that in that sense. Can you always opt to "haste" and thus automatically win initiative? What happens if two adversaries choose to "haste"? Taking multiple "haste" actions in the same round means I could perform a number of actions before anyone else gets to do anything? Otherwise why make mulptiple "haste" actions in the same round?
- Scale. Capital scale, instead of being 12D above Character scale, is now 8D.

I think that's it. Besides you house rules which are quite clear.

And I see you haven't really outlined the actual campaign. Anything goes, that's it?

 

-----signature-----
If it weren't for bad luck I'd have no luck at all.
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/20/07 10:20am Subject: RE: The Pretentious Title--D6 Post RPG
Concentration and Specialization work roughly the same. Your initial investment is doubled (1D becomes 2D, 1 pip becomes 2 pips). Advancement of a specialization is 1/2 the #D, rounded up.

Initiative: War is chaos. Everything happens at once. Yes, you can double haste, tripple haste, etc, but I didn't want to go into that level of complexity in the initial post--would have if someone sent me a supremo gunslinger type. Each haste is an additional 1D.

What are the chances someone is going to try to take on a star destroyer, or even a Carrik Light Cruiser, with a blaster riffle, and expect to do serious damage? +8D is usually more than enough size disparity discouragement.

Campaign is set in classic era. I was planning on tailoring the adventures to suit the characters.

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Gry Sarth  1930 posts
Title: Moderator: LACWAC
Registered: Jun '99
14536_Wedge Antilles
Date Posted: 7/20/07 10:37am Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/20/07 10:38am (1 edits total) Edited By: Gry Sarth
Koohii posted:
Concentration and Specialization work roughly the same. Your initial investment is doubled (1D becomes 2D, 1 pip becomes 2 pips). Advancement of a specialization is 1/2 the #D, rounded up.

Ok, so it's the same as specialization on advancement, but harder on character creation.

Koohii posted:
Initiative: War is chaos. Everything happens at once. Yes, you can double haste, tripple haste, etc, but I didn't want to go into that level of complexity in the initial post--would have if someone sent me a supremo gunslinger type. Each haste is an additional 1D.

Well, if you're firing at point blank, the difficulty is really low. With the "haste" rules any average character could riddle an enemy with shots before he gets a chance to do anything in return.

Koohii posted:
What are the chances someone is going to try to take on a star destroyer, or even a Carrik Light Cruiser, with a blaster riffle, and expect to do serious damage? +8D is usually more than enough size disparity discouragement.

But the difference between a Starfighter and a Capital ship goes from 6D to 2D, which is substantial.


Not questioning your rules, just discussing them.

 

-----signature-----
If it weren't for bad luck I'd have no luck at all.
Locked Topic | Active Topic Notification | Private Message | Post History
Koohii  3974 posts
Registered: May '03
6249_Veers
Date Posted: 7/20/07 1:28pm Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/20/07 1:34pm (1 edits total) Edited By: Koohii
Gry Sarth posted:
Ok, so it's the same as specialization on advancement, but harder on character creation.

Yep, though you can add a specialization at any time.

Gry Sarth posted:
Well, if you're firing at point blank, the difficulty is really low. With the "haste" rules any average character could riddle an enemy with shots before he gets a chance to do anything in return.

This is true. It's generally getting the drop on someone.

Gry Sarth posted:
But the difference between a Starfighter and a Capital ship goes from 6D to 2D, which is substantial.

Yes, but Starfighters are supposed to be capable of seriously damaging capital ships, esp with Proton Torpedoes.

Gry Sarth posted:
Not questioning your rules, just discussing them.

happy Quite alright.

Dang it--I was going to mention something else, but completely forgot about it.

Amusingly, everyone so far is playing humans.

 

-----signature-----
Create happy mediums: Free prozac to all psychics & Jedi
I'm met 6yo adults and 36yo children
Still working toward Ni-Kyu Go Ju Ryu
Locked Topic | Active Topic Notification | Private Message | Post History
Yuul_Shamar  2975 posts
Registered: Nov '04
40710_Jacen Solo
Date Posted: 7/20/07 8:14pm Subject: RE: The Pretentious Title--D6 Post RPG
hi all, just wanted to put in a post before the start of the game and introduce myself.
i'm a bit new to d6 star wars, but quite experienced in the pre-saga D20. anyway i have the basics down now and btw, im the afore mentioned medic happy

 

-----signature-----
Most Eager Newbie - Spring RPF awards 2008
Locked Topic | Active Topic Notification | Private Message | Post History
GrandAdmiralJello  60108 posts
Title: Emperor
• EUC
• JCC

Registered: Nov '00
44644_Imperial Laurels
Date Posted: 7/20/07 9:32pm Subject: RE: The Pretentious Title--D6 Post RPG - Date Edited: 7/20/07 9:52pm (1 edits total) Edited By: GrandAdmiralJello
My character is the self-made 'pampered imperial noble.'

Human, naturally--Human High Culture and all that good stuff.

 

-----signature-----
SPQR
Vates Jυλιαδις
Moribus antiquis res stat Romana virisque - Ennius
Tu regere imperio populos, Romanæ, memento; hæ tibi erunt artes;
pascisque imponere morem, parcere subjectis et debellare superbos - Virgil
Locked Topic | Active Topic Notification | Private Message | Post History
Gry Sarth  1930 posts
Title: Moderator: LACWAC
Registered: Jun '99
14536_Wedge Antilles
Date Posted: 7/20/07 9:35pm Subject: RE: The Pretentious Title--D6 Post RPG
Greetings all.

Well, I'm certainly not playing a human. I love to play different alien species, I think they tend to add a lot to roleplay. I've only ever made one human Star Wars character...

 

-----signature-----
If it weren't for bad luck I'd have no luck at all.
Locked Topic | Active Topic Notification | Private Message | Post History