The Unknown Regions House Rules
Star Wars: The Unknown Regions | |
---|---|
GM | |
Rotating | |
Player XP | |
80 | |
Ships | |
Sunrise Maiden · Extended Notes | |
Crew | |
Aryi Tehl · Bredoc Laurence Clearwater · Dunrel Za Sarad Kryze · Senroz · Zim'rikk | |
Allies | |
Chiskisk | |
Contacts | |
Elan the Drug Dealer The Hardscrabble Collective Clara-247 | |
Enemies | |
TBD | |
Gear | |
Group Gear | |
References | |
House Rules · Adventure Log The Unknown Regions - Setting Notes |
Characters
Character Creation
These characters are brand new at being spacers and will start with no additional XP beyond character generation.
Characters not from the Unknown Regions (which should be most of you; Lisa's Chiss navigator being a notable exception) should not have the new Knowledge (Unknown Regions) skill trained at the start of the game. You will have opportunities to learn this as time goes on.
Additional Obligation and Starting Gear:
- Focus your initial starting credits on gear unique to your character.
- In order to keep the additional Obligation down to a manageable level, characters will be permitted one (1) piece of gear worth up to 1000 credits. This singular item should be a signature piece for the character.
- Any reusable 'duty' gear necessary to do a job competently (i.e. tools for jobs) will be provided by TLB to those characters.
- An initial set of consumables (e.g. stimpacks) will be provided by TLB at the start of the campaign.
- If your character lacks armor, TLB will provide one Duty Uniform (suit of Heavy Clothing) with the TLB logo stitched in (Def 0, Soak 1, Enc 1 (0 when worn), HP 0).
- If your character lacks a ranged weapon, TLB will provide one light blaster pistol (Ranged (Light), Dam 5, Crit 4, Medium, Enc 1, HP 2, Stun Setting).
- If your character lacks a melee weapon, TLB will provide one of
- Truncheon (Melee, Dam 2, Crit 5, Enc 2, HP 0, Disorient 2)
- Snap Baton (Melee, Dam 1, Crit 4, Enc 1, HP 1, Disorient 2)
- Combat Knife (Melee, Dam 1, Crit 3, Enc 1, HP 0)
New Skills
There is a new skill, Knowledge: The Unknown Regions (Intellect)
Knowledge: The Unknown Regions
This skill represents a familiarity with the cultures, peoples, technology, ships, and history of this newly opened region of space, particularly The Pact Worlds. Much like Knowledge: The Outer Rim, knowing something about one part of the Unknown Regions may not help you in another part. Having this skill, however, means you have a chance at filtering out the wheat from the chaff when it comes to basic understanding of how things work here, and look less like a lost newcomer.
For the purposes of this campaign, this skill is a class skill for all characters. However, you may not put points into it at character generation, only after your character has adventured in the Unknown Regions. The area is too new to have acquired much in this skill at this time.
Obligation or Duty?
The campaign is definitely an Outer Rim-style game where the players will be making deals, friends, and enemies as they adventure. Obligation seems appropriate here. The Duty mechanic implies that there is a large organization ready and willing to support you with a large amount of material support handy. While the team may be working for TLB who provides some support, this is limited at this time due to the expansion activities the company is going through - resources are spread thin and the team cannot, and should not, count on significant support.
Extended Obligation Rules
- Both the ships and the organization formed by the PCs can accrue Obligation, as separate entities
- These will get added to the Obligation listing as two separate entries
- If at the start of a session either one of these gets rolled, all PCs suffer a -2 Strain penalty for the session. This represents the fear and stress that our (collective) livelihood is being threatened and that we should address it.
- Unlike personal Obligation, both these new Obligation entries can be reduced to zero.
Downtime Activities
At the start of each story arc, players will determine what 'downtime' activities they were doing since the last story. This assumes there was time for a break (and there usually is). The GM will then determine what, if any, effects those activities had on that character.
These rules are still being developed over here.
Combat
Wounds
- Characters (except minions) do not fall unconscious at 0 wounds, instead they may continue to act normally, but suffer a critical with any hit.
Cover
- Defence (Black Dice) granted by Cover adds to defense gained by other sources.
Initiating Combat
- If both parties are aware of each other, in combat range, and not hostile; the party initiating combat gains a blue die to initiative checks.
- If one party successfully performs an ambush (is aware of the incoming enemy, prepared and not detected prior to initiating combat) perform the following:
- Roll an opposed Cool vs. Vigilance check.
- Success grants a Blue to Initiative, with an additional blue per two additional successes
- Two advantage may be spent to gain a free maneuver before combat. Unspent Advantages carry over to the Initiative check
- Triumph may be spent for a top initiative slot, or for a free action (just action, not full round) before combat, or positively affect the battle.
- Failure has no effect.
- Three disadvantage may be spent to gain a black die to the initiative check
- Despair may be spent to lose your free maneuver in the first round, or negatively affect the battle.
- The ambushing party gains one blue die to initiative (regardless of roll outcome)
- Roll an opposed Cool vs. Vigilance check.
Integrated Grenades
- If a character with a readily accessible grenade is within grenade range of the target, they may spend to advantage to activate the grenades Blast quality at their target's location. This uses up the grenade.
- Grenades may still be use as per standard rules.
Starships and Travel
Pallets and Packaging
Note: Multiple packaging methods may be used on the same items, but they do not stack; only the best reduction is used.
- Boxing Up: Using Plasti-board boxes and foam available on any civilized world, items are stacked for shipping.
- Encumbrance of a box is calculated by adding together the encumbrance of all contained items, dividing by ten, then rounding up to the nearest whole number.
- Boxed items gain a blue die to resistance rolls against becoming damaged.
- Boxing items costs 25 credits per point of encumbrance of the box.
- An additional blue die for resistance by doubling the price of the box, or two for tripling.
- All boxes have a cumbersome rating equal to their encumbrance.
- Pallets: Pallets are specifically designed for load lifters, and to be easy to secure in cargo holds.
- Each pallet may contain between 50 and 100 encumbrance of items.
- Items under 5 encumbrance must be boxed first. (See above)
- Each pallet is 5 encumbrance and cumbersome 10. It cannot be lifted by less than 2 size 1 individuals.
- Pallets may only be used in cargo vehicles.
- Creating a pallet costs 50 credits.
- Small Shipping Containers: These containers are 6x2.5x2.5 meters and designed to be used with large machinery and stacked in massive bulk freighter holds.
- A shipping container may hold up to 500 encumbrance of items.
- Each shipping container is encumbrance 25. It cannot be lifted by less than 2 binary load lifters.
- Extremely cumbersome, each vessel may only hold a fixed number of these containers, even if it has cargo room left.
- Shipping containers are vehicle scale, and have an armor value of 1, and 3 hull points.
- Shipping containers cost 1,000 credits each.
Personal, Vehicle, Massive Scales
- Personal Scale: Operates as written.
- Breach: Breach(1) is now defined as Pierce(10).
- Massive Scale: Operates as current vehicle rules.
- Vehicle Scale: A new scale partway in between Personal and Massive. Most things (except some creatures) size 2, 3 or 4 use this scale.
- Damage Scale: Vehicle scale weapons, hull and armor operate on a 5 to 1 ratio with personal scale, and on a 1 to 2 ratio with Massive scale.
- Brawn: Droids and other creatures using standard attributes only use brawn for skill rolls; it is not applied to encumbrance, damage or soak.
Operational Costs
Source: Operational Costs Community Book
Fuel
- Heavy Freighter: 100+ Fuel Cells
- Usage:
- 1/2 per Takeoff or landing and reaching Jump Distance
- 1 per Hyperspace Jump
- 1 per 6 hours in Hyperspace
- 1 per 12 hours of Realspace Operation
- 1 per 1 hour of Maneuvers
- 1 per 1 hour of Atmospheric flight
- 1 per 24 hours of Standby
- 1 per each additional 2 Passengers beyond ship's maximum per day
- 1 per maximum cargo load (Realspace and Atmospheric ops)
Power
- Heavy Freighters carry their own power generators and don't need to rely on engines idling to be powered while in port
Crew Consumables
- Life Support: For every 2 additional beings beyond the ship's limit, the System Strain Threshold is reduced by 1
- Droids count against crew consumables, but do not count to the above formula affecting Life Support
Maintenance
- Maintenance is separate from Hull Trauma
- For every five (5) points earned of Maintenance Events, 1 hour of ship maintenance is required
- When a ship reaches 10 hours of required Maintenance, things can start going wrong with the ship
- Maintenance Events
- 1 point for Landing on a Planet
- 2 points for Landing on a Planet carrying Heavy cargo (50%+ of Encumbrance)
- 2 points for a heavy landing (3 points if carrying a Heavy cargo)
- 1 point for taking off from a planet
- 2 points for taking off from a planet if carrying a Heavy cargo
- 1 point for a Combat Encounter
- Any Collision that doesn't result in Hull Trauma
- 1 point per day per every 2 beings the life support system is required to support beyond its limit
- 1 per week of Flight or Continuous engine running
- 1 point for Landing on a Planet
- Hyperdrive Maintenance is required every 20 jumps or plot relevant jumps
- Costs around 1000 credits for full service at a port; money can be saved if players do it themselves, but cost of parts is still relevant