Editing
Empire Ascendant
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==House Rules== [[D6 Simple Rules Overview for Empire Ascendant]] All of the following House Rules are noted with full text on the above D6 Simple Rules page. They show up in both places for easy reference. ===Difficulty Numbers=== *Very Easy . . . 3-5 *Easy . . . 6-10 *Moderate . . . 11-15 *Difficult . . . 16-20 *Very Difficult . . . 21-30 *Heroic . . . 31+ ===Combat=== ====Initiative==== #'''Declaration Phase:''' Determine your actions, including multiple actions, or declaring Full Dodge. #'''Initiative Roll:''' Roll 1D per character, actions proceed in ascending order (1s go first, 2s go second, etc.). #'''First Action Segment:''' Resolve first action for each character in initiative order. #'''Subsequent Action Segements:''' Repeat for subsequent actions, until all declared actions are resolved. #'''End of combat round.''' ====Defenses==== Defenses are a static number. Normally, the Target Number (TN) of any ranged attack is simply based on the range, and any melee attack is based on the weapon employed. Characters have two choices during the Declaration phase of initiative in terms of defense: #'''No defense/not declared:''' The TN is modified by the character's appropriate static Defense score. #'''Full Dodge:''' The character declares that they will do nothing except defend themselves. The TN is modified by the character's static Dodge + 10. Static Defense are calculated as such, and should be noted on your character sheet: *''Brawling Parry'' = (Brawling Parry skill dice x3) + pips *''Dodge'' = (Dodge skill dice x3) + pips *''Melee Parry'' = (Melee Parry skill dice x3) + pips Example: A character with a Dodge skill of 5D+1 would have a static Dodge score of [(5x3)+1] = 16. ====Damage==== When you are hit, simply subtract the Soak roll (Strength + Armor) from the Damage roll. '''Damage Roll > Soak Roll by // Effect''' *0-3 . . . Stunned *4-8 . . . Wounded *9-12 . . . Incapacitated *13+ . . . Mortally Wounded The effects of each level of damage is: *''Stunned:'' You suffer -1D to all rolls (except Damage and Soak) for the rest of the round and for the next round. *''Wounded:'' You fall prone and cannot act for the rest of the round. You suffer -1D to all rolls (except Damage and Soak) until healed. If you are wounded twice, you become Severely Wounded. *''Severely Wounded:'' Same as Wounded, but you suffer a -2D penalty instead of -1D. If you are wounded again, you become Incapacitated. *''Incapacitated:'' You fall prone and are knocked unconscious. *''Mortally Wounded:'' You fall prone and are knocked unconscious. Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die. A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round. ====Scaling==== When fighting in the same scale, no modifiers are factored in. When fighting out of scale, the following modifiers come into play. When dealing damage to a smaller target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls (or the noted static defense bonus). Smaller scaled targets attempting to dodge attacks from -- or attempt to attack -- a larger opponent add the different to their defense and attack rolls. '''Scale // Modifier''' *Character . . . None *Speeder . . . +2D / +6 to Dodge *Walker . . . +4D / +12 to Dodge *Starfighter . . . +6D / +18 to Dodge *Capital Ship . . . +12D / +36 to Dodge *Planetary . . . +24D / +72 to Dodge ====Mooks==== Certain enemies may be classed as Minions or Henchmen: *Minions are defeated on any successful hit. *Henchmen are defeated whenever they would normally be Wounded. ===Force Points=== Due to the nature of Play-by-Post games, expending Force Points to double the dice rolled on a specific roll would likely pose too many timing/editing issues. Instead, Force Points will have a different function: Spending a Force Point allows a character's dice to "explode" whenever they roll a natural "6", and this effect lasts for an entire Scene or Encounter. Exploding dice mean that any dice that come up as a "6" can be rolled again, and the new roll added to the total in addition to the "6." Each additional time the die comes up as a "6" it continues to explode, leading to the possibility of dramatically high rolls. Otherwise, Force Points operate the same in terms of regaining them, or gaining new ones for particularly dramatically appropriate heroic actions. ===The Force=== We will be using the full roster of Force Powers from the sourcebook ''Tales of the Jedi Companion''. ====Lightsabers==== As we will be using Force Powers as defined in the ''Tales of the Jedi Companion'' sourcebook, note that Lightsabers no longer automatically add a Force user's Control dice to the damage rating, nor can blaster bolts be parried/deflected. Use of the Lightsaber Combat power is necessary to do either/both of these things. ====Force Powers==== =====Initial Force Powers===== Whenever a character gains their first 1D in any of the three Force Skills -- Control, Sense, and Alter -- they receive any three Force Powers of their choice covered by that particular skill. If a character beings with 1D in multiple Force Skills, and chooses a Power that utilizes multiple Skills, note that this counts as a choice for '''BOTH''' Skills. =====Learning Force Powers===== Rather than have a laundry list of prerequisites, as 2nd Edition has for various Force Powers, I will run things a bit looser. Any Force Powers can be learned in-game (so long as you have dice in the governing Force Skill), but they require a teacher, or significant training time to unlock, and have a ''Learning Difficulty''. The Force-user must make an appropriate roll with a TN of 5, modified by +5 for each listed prerequisite (i.e., a Power with no prereqs would be TN 5, one with 2 listed prereqs would be TN 15). The actual roll varies based on the situation, though it will usually default to the governing Force Skill. Other appropriate rolls might be Perception (for mind-affecting powers), Strength/Stamina (for physically-enhancing or telekinetic powers) or Knowledge (for altering others). The time it takes to learn a power is variable as well, though down-time can often be assumed to include some amount of training. Powers with generally lower difficulties to successfully activate tend to only take a few weeks of study with a teacher, or a month or two without. Comparatively harder powers take proportionally more time. No amount of time, teacher training, or dice rolls allow a character to avoid spending the requisite Character Points to learn new/higher level Force Skills or Powers. =====Extended Example of Force Powers===== For example, Roark Garnet starts the game with Control 1D. He may choose any three Control Force Powers, say Absorb/Dissipate Energy, Concentration, and Control Pain. As soon as he gains 1D in Sense, he could choose three new powers immediately, but they have to be Sense Force Powers. If he wanted to learn Lightsaber Combat (a Control and Sense Force Power), he'd have to do so in-game using the Learning Difficulty rules and possibly rolling his Lightsaber skill to learn it, as well as either having a teacher or spending weeks or even months practicing. But, if Roark started the game with 1D in both Control and Sense, he has 6 Power choices: 3 in Control and 3 Sense. If he were to choose Lightsaber Combat (again, both a Control and Sense Force Power), that would count as 1 of his Control choices '''AND''' 1 of his Sense choices, leaving him only 4 Powers left (2 in Control, 2 in Sense).
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information