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D6 Simple Rules Overview for Empire Ascendant
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==The Force== We will be using the full roster of Force Powers from the sourcebook ''Tales of the Jedi Companion''. ===Force Points=== Every character starts with 1 Force Point (some templates may have 2). 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. When a Force Point is spent in this manner, one of several possible outcomes occurs: *''Doing Wrong:'' You expend the Force Point in an act of evil or willful negligence, and gain a Dark Side Point as well. *''Being Unheroic:'' You expend the Force Point in an act of minor selfishness. *''Being Heroic:'' You expend the Force Point, but regain it at the end of the adventure (as determined by the GM), having committed an act of self-sacrifice or in the service of others. *''Being Heroic at a Dramatically Appropriate Moment:'' You expend the Force Point, but you will regain it at the end of the adventure along with an additional Force Point, having committed an act of ultimate selfishness to the benefit of both others and the unfolding story itself. ====Dark Side Points==== *Whenever you gain a Dark Side Point, the GM rolls 1D. If the result is less than the number of Dark Side Points, the character goes over to the Dark Side and is consumed by evil (i.e., no longer a Player Character). *When a character with Dark Side Points rolls any Force Skill, they may take a +1D bonus per Dark Side Point they have. Refusing to do so increases the difficulty of the roll by one level as the character attempts to resist the temptation of the Dark Side. **Characters who have gone over to the Dark Side lose this bonus. ===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).
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