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by Halfbat |
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House Rules: Fires -
Dark Side LightSabers -
Take High -
Transgressions and Dark Side Points -
Character Generation -
RCR House Rules -
RCR Character Generation -
Fire-fighting Fires do not have Wound Points, but inflict damage. They do have a DC, however, reflecting their strength. Fire-fighting, particularly onboard ships, is a gradual process whereby the fire is reduced from its starting DC (initial strength), whatever it is, to nothing in varying increments, at which point the fire is out! The process of fighting the fire is mainly an Int bonus ability roll - that is, roll vs the DC of the fire with the leading fire-fighters Int bonus as a modifier, together with +2 per person involved in fighting the fire as a support bonus. Taking 10 would be possible if the situation involves a manageable threat to the fire-fighters (e.g. a street fire), but take 20 is never possible. A Take 10 multiplies the time to fight the fire by 5.
For example, a serious but localised fire on-board a star freighter will start as a DC25. With standard on-board extinguishers will reduce in intensity by 5 for each successful roll as the fire is brought under control. For first-level characters successful in putting out the fire, this would count as a challenging Encounter Goal, earning 300 XP at least - perhaps more.
Tests can be taken every 5-10 rounds (depending on the fire) until the fire is out. Any failure in fighting the fire of 5 or more, however, means the character closest to the fire will take 1D6 damage (to VP first) unless they make a Reflex SV, and for any fire-fighting roll which fails by 10 or more the DC will increase by 5, reflecting the fire flaring up under inept fire-fighting or mistakes.Onboard a small freighter or in enclosed conditions up to four people can fight a fire at any one time, though this would depend on the space available. Normally, in such cramped conditions neither Take 10 or Take 20 is possible, though this is up to the individual situation. DMs are +2 per fire-fighter with the Spacehound Talent or other relevant starship talents or feats.
| "Take High" Values by Hit Dice | |||
|---|---|---|---|
| d4 | d6 | d8 | d10 |
| 3 | 4 | 6 | 8 |
From time to time, such as for Hit Points or perhaps Force Points, a hero may "Take High"
on the dice. The values for "Take High" per die
type is given to the right, so in the case of D6's for Bonus Dice, this means "Take 4".
Whilst this avoids the risk of getting a low score and gives a pretty good score, it also removes the chance
of getting a very high score.
* * * Potential option with Saga * * *
Earning Dark Side Points is not directly as per the rules. We will be using the
"Transgressions" systems suggested by GM Sarli. Effectively, every time a Dark Side power is used
or an evil act is committed, a Transgression is earnt. Whenever the number of Transgressions a
character has earnt exceeds their Dark Side Points, an additional Dark Side Point is earned
and the number of transgressions is reset to zero.
Transgressions are recorded as "decimal places". For example 4.3 Dark Side Points shows a character
with 4 DSPs and 3 Transgressions towards their 5th; a character with 0.1 DSP's has none, but has
a single Transgression - the next will earn them their first DSP.
If a light-side Force user wields a saber created by a dark-side character (typically those light-sabers with a deep red blade), use of the will make them feel uneasy and perhaps more likely to call on the dark side. If they spend a force point while using it, or if the user uses any combat-enhancing Force abilities whilst using the dark-side saber, they will call on the Dark Side of the force as such usage well be a twisted reflection of the dark side.
PCs will be told that they feel the dark side ready to fill them if they open themselves up to the force. What they do is up to them!
This is based on Corran Horn's approach in "I, Jedi" by M Stackpole). The crystals in a light-saber are attuned at creation. Therefore if a dark side character had succumbed at the time of the creation of a crystal, then the crystal they create is imbued with malevolence: the dark side of the force. Such a saber could be an opening into hate and anger, and would be "unclean": a light side user could use it but would feel the connection and would be very uncomfortable wielding it even in pursuit of a light side aim. This translates as a -4 circumstance DM for just using such a lightsaber (Note: a "pure Jedi" style of GM-ing would have a perfect reason in giving a DSP for a Jedi just managing to justify to themselves using such a tainted weapon!).
If a dark side wielder had attuned such a crystal whilst still "grey" or on the light side, then the saber would, therefore, not be tainted. A wielder turned to the dark-side could get any bonuses from a saber they previously created whilst a light side advocate. However, such users will not care how the crystal was attuned in any other lightsaber they acquired providing they could use it to further their own ends (the dark side), so will not suffer any penalties - but will also not receive any bonuses.
Dark-side users will not automatically contaminate a light-side blade they use: the crystal was already attuned at creation.
Page Updated 7th November 2007 by Halfbat