Tuesday, January 10, 2017

Campaign Rules - Part One: Intro and Character Generation

Like any normal RPG campaign, Medstar-4 has some house rules. Overall, I use a mix of rules from the first edition (SW1E) (including the Star Wars Rules Companion and Star Warriors) and the second edition R&E (SW2R) rulebooks. I have not had a chance to really review the revised, expanded & updated (REUP) rulebook by Womp Rat Press. Before we dive into the rules governing the campaign, I'll preface them with Rule Zero:
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). I 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.

Character Creation
  • As this is a Rebellion Era campaign, there can only be two Jedi in the group. Check with the GM about character templates and concepts. You can find additional Force house rules here.
  • Character templates - essentially pre-generated characters you can customize - are available. The only thing that needs to be allocated on any given template is 7D for starting skills and specializations (see below). If a certain template interests you but you want to alter it in some way - making a Gambler a Rodian instead of a Human, for example - consult with the GM.
  • Scratch-built characters receive 18D for attributes and 7D for starting skills. Non-Force sensitive characters begin with five Character Points and one Force Point. Force-sensitive characters receive five Character Points and two Force Points, as well as the Force attribute.
  • Skills specializations may be used in this game; this is something to be determined by the GM and players at the start. You can keep it simple and allocate 1D each to seven different skills, or break down each die into pips (a "pip" being a +1 with 3 "pips" equaling 1D). The scale goes: 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2, 3D, and so forth. In the event specializations are not used, the GM will adjudicate skill usage accordingly. If a character attempts something they may not be familiar with (a technician trying transplant surgery, for example), the task difficulty may be increased. If the character is particularly good at something (a pilot flying their own modified tramp freighter), the task difficulty might be lowered. If specializations are used, a beginning character may spend 1D of their starting 7D to get three specializations, with 1D going to each specialization. These do not have to be under the same general skill. Starting characters may not have any general skills more than 2D higher than the governing attribute; they may not have any specializations more than 3D higher than the governing attribute.
  • Alien characters from templates (Ewok, Rodian Gunner, Wookiee, etc.) are the easiest way to bring aliens into the group. Scratch-built alien characters are subject to GM approval to keep within the canon of the campaign.
  • Droid characters are permitted, but are subject to GM approval. Template-based characters start with the stats for an established model presented in Cynabar's Fantastic Technology: Droids, The Rebellion's droid conversion section, the Rancor Pit droid conversion book, or the conversion book for Scavenger's Guide to Droids. Scratch-built droid characters must be created using the rules presented in Cynabar's. Additional equipment and software may be found in the aforementioned links, but those items must have a reference notation and are subject to GM approval.
Replacement Characters
In the event of a character being disabled, killed, turning to the Dark Side, etc., a replacement can be generated either from a template or scratch. A character's experience level is determined by the number of "dice" they have - basically the total of attribute and skill dice, Character Points (5 Character Points = 1D), Force Points (1 Force Point = 1D), "Pips" above starting levels (3 pips = 1D), and dice based on advantages or disadvantages provided by special abilities. The experience levels are as follows:
With regard to skill levels:
  • 1D is below Human average for an attribute.
  • 2D is Human average for attributes and many skills
  • 3D is the average level of training for a Human.
  • 4D is equivalent to professional-level training for a Human.
  • 5D is considered above average expertise.
  • 6D is considered about the best in a city or geographic area. 1 in 100,000 have this level of training.
  • 7D means the character is among the best on a continent. This level can be found in 1 in 10,000,000 people.
  • 8D means the character is among the best on the planet. This level is found in 1 in 100,000,000 people.
  • 9D indicates the character is one of the best in several star systems in the immediate area. Only 1 in a billion people have expertise at this level.
  • 10D One of the best in a sector.
  • 12D One of the best in a region
  • 14D+ Among the best in the galaxy.
With regard to overall experience:
  • Average: This character is truly average, and has probably only had one or two "adventures" in their lifetime, if any. The character has up to 20 dice.
  • Novice: This character is a little bit better than average within the 12D attribute range for NPCs. Beginning PCs have 31 dice (18D for attributes, 7D for skills, 1 Force Point, 5 Character Points). Novice characters in general have up to 35 dice.
  • Veteran: The veteran character is likely to be good in a few key skills, but weak in others. Veterans usually have 36-75 dice total.
  • Superior: A character at this level has had a great deal of experience and has 76 to 150 dice total.
  • Master: These characters are the pinnacle of heroism (or villainy). We're talking capabilities on par with Han Solo, Luke Skywalker, Darth Vader, and the Emperor. Such characters have over 150 dice!
Overall, players introducing replacement characters to the group should work with the GM and their fellow players to make sure the incoming characters fit and work well with the group. (EDIT: Some helpful guidelines can be found in this video by Seth Skorkowsky.)

Character Templates
Character templates are the best way to hit the ground running in this game. Below is a breakdown of character templates book-by-book, including books released by the good folks in the various D6 SWRPG communities.

Star Wars RPG 2e R&E/2e R&E GM Screen - As this is a Rebellion era campaign, all templates from these books are open for players. There are two exceptions to this, however. The Rookie New Republic Pilot will just be a Rookie Rebel Pilot with the appropriate background and gear changes (the character's sibling died at Scarif or Yavin and the New Republic uniform is swapped out for a Rebel uniform). The New Republic Bureaucrat template is not allowed.

Classic Heroes - The templates in this book require GM approval before being allowed, especially the Clone Wars Veteran template; I need to work out how to stat up clone troopers more consistently based on the material presented.

The Dark Times - As with Classic Heroes, the templates in this book require GM approval, especially the Renegade Clone template.

Death in the Undercity - The Quarren Miner and Quarren Deep-Hunter are off the table.

Galaxy Guide 6: Tramp Freighters - No problems with the Tramp Freighter Captain template.

Galaxy Guide 8: Scouts - The only templates I'll allow as starting characters are the Scout Droid and the Ex-Imperial Scout. The Prospector template is probably best used as a mid- or late-campaign cast replacement. The Corporate Scout is off the table.

Galaxy Guide 10: Bounty Hunters - All three templates in this book are off the table.

Galaxy Guide 14: The Dark Side - All templates in this book are off the table.

Heroes & Rogues - All Imperial templates are off the table except for the Space Rescue Corps Officer and Wealthy Physician. These require some changes to their background to fit in with the group. Independent templates need GM approval for use. All of the Rebel templates are allowed, but the New Republic templates are off the table.

Lords of the Expanse/Player's Guide to Tapani - The COMPNOR Military Liaison, ISB Agent, JAN Operative, and Mining Guild Recruiter are off the table. The Corporate Slicer, Freeworlds Artist, Freeworlds Trader, Herglic Archaeologist, and HoloVid Gossip Columnist might work as mid- or late-campaign cast replacements, but that remains to be seen.

Pirates and Privateers - The Veteran Spacer template would work well as a tramp freighter crewmember. The other three templates (Privateer Captain, Alliance Observer, and Boarder) would probably be best as cast replacements later in the campaign if necessary.

Platt's Smugglers Guide -
Most of the templates in this book are allowed. The spaceport-related templates (Sludir Crate-Buster, Pack Tracker, and Comm Slicker) are not really a good fit, however.

Rules of Engagement: The Rebel SpecForce Handbook - Most of the templates in the back of the book are fine. SpecForce Infiltrators, Pathfinders, and Heavy Weapon Specialists might be hard to justify as part of an MSU's personnel, but stranger things have happened (Max Klinger actually became a good company clerk, made sergeant, and stopped wearing dresses by the end of MASH, after all).

Star Wars Adventure Journal - There are some articles which have variations of templates in other books (such as the Outlaw Tech and privateer templates), as well as new templates (the swoop gang templates come to mind). Some templates, like the Naive Youth and Merc Combat Medic, are actually used for NPCs. If you want to use any of those templates, let me know so we can discuss it..

Tales of the Jedi Companion -
The templates in this sourcebook are allowed, but will need some tweaking to bring them up to Rebellion-era standards.

Most - if not all - of the templates can be found here as well as some variants and new templates. Please ask me about the new templates (like the Jedi Consular and Guardian templates, for example) if you want to run one of them. Also, per the guidelines given in the first edition rulebook, if you want to change something about a template - swap some dice codes around, change Force powers (the TotJ Jedi templates have powers listed on them), etc., let me know and we'll work it out..

 EDIT: Back in 2016, I was inspired to create a new template, the Guardian of the Whills. Here are the images of both the template and the blank character sheet.

 

Character Skills
Medstar-4 uses a hybrid of the two skill lists in SW1E and SW2R. While the second edition did expand character skills, it did so a bit haphazardly. Essentially, what I've done is pruned and reorganized the skill list so it has the simplicity of the first edition skills but retains the skill specializations. Advanced skills, which seemed to work a bit backwards to me, are not used. Instead, they're just treated as skill specializations. Where necessary, I've renamed skills to better define them and prevent confusion. The specializations shown are examples only; many other specializations could (and do) exist.

Here's the list of skills and specializations as it currently stands:

DEXTERITY
  • Archaic Weapons - Black powder pistols, matchlocks, muskets, slugthrowers, Wookiee bowcasters, etc.
  • Armor Weapons - Armor-based weapons (wrist lasers, flamethrowers, personal deflector shields, etc.)
  • Blaster - Blaster pistol, blaster rifle, etc.
  • Dodge
  • Grenade
  • Heavy Weapon - Vehicle weapons, blaster artillery, repeating blasters, etc.
  • Lightsaber - Type of lightsaber (greatsaber, lightstaff, etc.) or lightsaber form (Form Zero, Shii-Cho, etc.)
  • Melee - Swords, knives, axes, vibroblades, etc.
  • Pickpocket
KNOWLEDGE
  • Alien Races - Specific species
  • Bureaucracy - Specific planetary or administrative government or branch within it
  • Business - Specific field of business, corporation, trade guild, etc.
  • Cultures - Planetary or social group
  • Languages - Specific language or dialect
  • Planetary Systems - Specific system or world
  • Scholar - Specific field of study, such as law, Jedi lore, xenoarchaeology, etc.
  • Streetwise - Specific planet or criminal organization
  • Survival - Specific environment
  • Tactics - Squad, fleet, capital ship, ground assault, etc.
  • Technology - Specific type of technology, such as droids, speeders, starships
  • Value - Specific market or type of goods
  • Willpower
MECHANICAL
  • Astrogation - Specific trade route, region, or system
  • Beast Riding - Specific creature
  • Communications - Type of device (subspace radio, comlink, etc.)
  • Ground Vehicle Ops. - Type or model of ground vehicle
  • Jet Pack Ops. - Jet or rocket pack
  • Hover Vehicle Ops. - Type or model of hover vehicle
  • Powersuit Ops. - Type of suit (spacetrooper armor, servo-lifter, etc.)
  • Repulsorlift Ops. - Type or model of repulsorlift
  • Sensors - Type of sensor (hand scanner, starship sensor, etc.)
  • Starship Gunnery - Type of ship or weapon type (concussion missiles, ion cannons, capital ship gunnery, etc.)
  • Starship Piloting - Type or model of ship (capital, starfighter, X-Wing fighter, aerofighter, etc.)
  • Starship Shields - Type of shield system (capital ship, starfighter, etc.)
PERCEPTION
  • Bargain – Specific market or type of goods
  • Command – Specific troop type or group
  • Con – Disguise, fast-talk
  • Forgery – Specific item
  • Gambling – Specific game
  • Hide – Camouflage
  • Intimidation – Interrogation, bullying
  • Investigation – Particular city or urban area
  • Persuasion – Debate, storytelling, flirting, oration
  • Search – Tracking
  • Sneak – Specific terrain type
STRENGTH
  • Brawling – Boxing, martial art style
  • Climbing/Jumping – Climbing, jumping
  • Lifting
  • Stamina
  • Swimming
TECHNICAL
  • Armor Repair – Armor type (stormtrooper, bounty hunter, etc.)
  • Blaster Repair – Blaster pistol, blaster rifle, etc.
  • Computer Programming/Repair – Specific computer system or type
  • Demolition – Target type (building, wall, bridge, etc.)
  • Droid Programming/Repair – Specific droid type or class
  • Ground Vehicle Repair – Specific vehicle type
  • Hover Vehicle Repair – Specific vehicle type
  • Medicine – First aid, trauma surgery, xenobiology, genetics, psychology, etc.
  • Repulsorlift Repair – Type of repulsorlift vehicle
  • Security – Security system type
  • Starship Repair – Specific ship type, model or individual ship
  • Weapon Repair – Archaic weapon type, melee weapon type, etc.
FORCE
  • Control
  • Sense
  • Alter
The Force attribute is something I picked up from a house rule article in the Adventurer's Journal #4. As noted earlier in this post, you can find the Force house rules for this game here. In the next part we'll go over general rules for combining actions, combat, etc.

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