Editing D6 Simple Rules Overview for Empire Ascendant

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===General Rules for Knowledge Skills===
 
===General Rules for Knowledge Skills===
 
'''Information Difficulty'''
 
'''Information Difficulty'''
*Anyone knows that! - Very Easy
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*Anyone knows that! - 5
*Common knowledge - Easy
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*Common knowledge - 10
*Not widely known, but not secret - Moderate
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*Not widely known, but not secret - 15
*Specialized knowledge - Difficult
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*Specialized knowledge - 20
*Expert knowledge, top-secret - Very Difficult
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*Expert knowledge, top-secret - 30
  
 
'''What do I know about (common subject matter)'''
 
'''What do I know about (common subject matter)'''
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===General Rules for Repairs===
 
===General Rules for Repairs===
 
The difficulty to repair an object depends on the damage done to it:
 
The difficulty to repair an object depends on the damage done to it:
*Light damage - Easy
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*Light damage - 10
*Heavy damage - Moderate
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*Heavy damage - 20
*Severe damage - Difficult
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*Severe damage - 30
 
*Destroyed - cannot be repaired
 
*Destroyed - cannot be repaired
  
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Combine all these with several listings in the various Star Wars sourcebooks, and then multiply all that by your ship's Hyperdrive Multiplier.  See why it requires an Astrogation roll?
 
Combine all these with several listings in the various Star Wars sourcebooks, and then multiply all that by your ship's Hyperdrive Multiplier.  See why it requires an Astrogation roll?
  
Astrogation rolls are normally against Moderate difficulty, though this may vary slightly based on how well known the route is.  Without a nav computer or a way to calculate a jump, the base difficulty is Very Difficult.
+
Astrogation rolls are normally against TN 15, though this may vary slightly based on how well known the route is.  Without a nav computer or a way to calculate a jump, the base TN is 30.
  
 
====Time to Use:====
 
====Time to Use:====
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*9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days.
 
*9. . . Mynocks: mynocks or something similar attached themselves to the power cables, extending the trip's duration by 1D days.
 
*10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons.  It requires repairs before it can be operated again.
 
*10. . . Close Call: another system is damaged during transit, such as escape pods, nav computer, or weapons.  It requires repairs before it can be operated again.
*11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull.  Anyone in the damaged section must make Moderate Knowledge/Survival checks to avoid passing out.  Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.
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*11-12. . . Collision, Heavy Damage: the ship drops out of hyperspace due to collision with a realspace object, causing heavy damage and rupturing the hull.  Anyone in the damaged section must make MODERATE Knowledge/Survival checks to avoid passing out.  Failure means Strength/Stamina rolls each round to avoid passing out due to lack of air; the TN starts as Easy the first round, Moderate in the second, and so on.
  
 
===Bargain===
 
===Bargain===
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====Bribes====
 
====Bribes====
 
The difficulty for a successful bribe is based on who you're bribing:
 
The difficulty for a successful bribe is based on who you're bribing:
*Corrupt hick-planet judge - Very Easy
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*Corrupt hick-planet judge - 5
*Maitre-d'hotel at a swank restaurant - Easy
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*Maitre-d'hotel at a swank restaurant - 10
*Planetary official - Moderate
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*Planetary official - 15
*Imperial official - Difficult
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*Imperial official - 20
*Imperial Naval officer - Very Difficult
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*Imperial Naval officer - 30
  
 
The difficulty is modified by the size of the bribe:
 
The difficulty is modified by the size of the bribe:
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'''Difficulty of gaining access to information'''
 
'''Difficulty of gaining access to information'''
*Available to all - Very Easy
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*Available to all - 5
*Available to almost anyone - Easy
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*Available to almost anyone - 10
*Available to anyone who qualifies - Moderate
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*Available to anyone who qualifies - 15
*Somewhat restricted - Difficult
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*Somewhat restricted - 20
*Extremely restricted - Very Difficult
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*Extremely restricted - 30
  
 
'''Modifiers'''
 
'''Modifiers'''
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===Command===
 
===Command===
 
Rolling to command a group of NPCs has a difficulty based on their relative loyalty to you:
 
Rolling to command a group of NPCs has a difficulty based on their relative loyalty to you:
*Every reason to obey you - Very Easy
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*Every reason to obey you - 5
*Some reason to obey you (common interest) - Easy
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*Some reason to obey you (common interest) - 10
*No reason to obey you - Moderate
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*No reason to obey you - 15
*Skeptical or suspicious - Difficult
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*Skeptical or suspicious - 20
*Every reason not to trust you - Very Difficult
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*Every reason not to trust you - 30
  
 
===Computer Programming / Repair===
 
===Computer Programming / Repair===
 
The Difficulty to retrieve specific data is:
 
The Difficulty to retrieve specific data is:
*Public data - Very Easy
+
*Public data - 5
*Easy to access - Easy
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*Easy to access - 10
*Private data - Moderate
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*Private data - 15
*Secret data - Difficult
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*Secret data - 20
*Top-secret data - Very Difficult
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*Top-secret data - 30
  
 
If your roll is half or less than half of the Difficulty, the network intrusion is detected.
 
If your roll is half or less than half of the Difficulty, the network intrusion is detected.
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===Con===
 
===Con===
 
The difficulty of a con is based on who you are trying to con:
 
The difficulty of a con is based on who you are trying to con:
*Your own grandma - Very Easy
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*Your own grandma - 5
*A naive teenager - Easy
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*A naive teenager - 10
*A stormtrooper with no orders preventing the request - Moderate
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*A stormtrooper with no orders preventing the request - 15
*A customs inspector - Difficult
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*A customs inspector - 15
*Jabba the Hutt - Very Difficult
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*Jabba the Hutt - 30
  
 
Modifiers include:
 
Modifiers include:
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===Demolitions===
 
===Demolitions===
 
The Difficulty is based on the size and/or structure you are trying to blow up:
 
The Difficulty is based on the size and/or structure you are trying to blow up:
*Very flimsy object (plywood door) - Very Easy
+
*Very flimsy object (plywood door) - 5
*Flimsy ojbect (hardwood door) - Easy
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*Flimsy ojbect (hardwood door) - 10
*Average (transparisteel, durasteel door) - Moderate
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*Average (transparisteel, durasteel door) - 15
*Lightly armored object (blast door) - Difficult
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*Lightly armored object (blast door) - 20
*Heavily armored object (starship hull) - Very Difficult
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*Heavily armored object (starship hull) - 30
  
 
Note that standard detonite comes in a fist-sized cube that deals 1D damage like a grenade.
 
Note that standard detonite comes in a fist-sized cube that deals 1D damage like a grenade.
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===Languages===
 
===Languages===
 
Most people understand most galactic languages.  When someone says something and they aren't speaking in Basic, roll this skill to see if it's understood.
 
Most people understand most galactic languages.  When someone says something and they aren't speaking in Basic, roll this skill to see if it's understood.
*Simple phrase - Very Easy
+
*Simple phrase - 5
*Simple sentence or concept - Easy
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*Simple sentence or concept - 10
*Moderatley complex paragraphs or concepts - Moderate
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*Moderatley complex paragraphs or concepts - 15
*Complex concepts or long-winded explanation - Difficult
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*Complex concepts or long-winded explanation - 20
*Complex, technical or culturally-specific concepts - Very Difficult
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*Complex, technical or culturally-specific concepts - 30
  
 
===Stamina===
 
===Stamina===
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===Streetwise===
 
===Streetwise===
 
Difficulty is based on how common the goods / services are that you are looking for.
 
Difficulty is based on how common the goods / services are that you are looking for.
*Very common (lawyer, blaster) - Very Easy
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*Very common (lawyer, blaster) - 5
*Common (petty thief, drugs) - Easy
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*Common (petty thief, drugs) - 10
*Moderately common (skilled pickpocket, rare drugs) - Moderate
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*Moderately common (skilled pickpocket, rare drugs) - 15
*Difficult to find (safecracker, heavy ordinance) - Difficult
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*Difficult to find (safecracker, heavy ordinance) - 20
*Very difficult to find (renowned thief, unregistered starship) - Very Difficult
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*Very difficult to find (renowned thief, unregistered starship) - 30
  
 
'''Modifiers'''
 
'''Modifiers'''
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A failed Swimming roll means you start drowning.  Roll 2D each round to determine whether you die, just like a Mortally Wounded character.
 
A failed Swimming roll means you start drowning.  Roll 2D each round to determine whether you die, just like a Mortally Wounded character.
  
Saving a drowning character requires two Swimming checks, with the multiple action penalty.  The second check is against Moderate difficulty in order to save the victim.
+
Saving a drowning character requires two Swimming checks, with the multiple action penalty.  The second check is against TN 15 in order to save the victim.
  
 
==Combat==
 
==Combat==
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====Range Difficulty====
 
====Range Difficulty====
*Point-blank - Very Easy
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*Point-blank - 5
*Short - Easy
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*Short - 10
*Medium - Moderate
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*Medium - 15
*Long - Difficult
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*Long - 20
  
 
====Other Difficulty Modifiers====
 
====Other Difficulty Modifiers====
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*# The vehicle begins to break apart and will crash in 1D rounds.
 
*# The vehicle begins to break apart and will crash in 1D rounds.
 
*# The vehicle crashes and explodes, and is Destroyed.
 
*# The vehicle crashes and explodes, and is Destroyed.
*''Destroyed:'' Make a Survival roll (Moderate difficulty) to get to eject or bail out; the vehicle is irreparably obliterated.
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*''Destroyed:'' Make a Survival roll (TN 15) to get to eject or bail out; the vehicle is irreparably obliterated.
  
 
==Starships==
 
==Starships==
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*# The hull tears apart and starts to disintegrate; the crew has 1D rounds to evacuate.
 
*# The hull tears apart and starts to disintegrate; the crew has 1D rounds to evacuate.
 
*# The ship explodes and is Destroyed.
 
*# The ship explodes and is Destroyed.
*''Destroyed:'' Make a Survival roll (Moderate difficulty) to get to escape pods or eject; the ship is irreparably obliterated.
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*''Destroyed:'' Make a Survival roll (TN 15) to get to escape pods or eject; the ship is irreparably obliterated.
  
 
==Vehicle & Starship Combat==
 
==Vehicle & Starship Combat==
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# The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment.
 
# The target can choose to evade as a reaction (normal multiple action penalties apply), rolling Piloting + Maneuverability and adding this roll to the TN of all attacks aimed at the ship in this segment.
 
# Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties).  Roll shield Operation skill vs. a TN based on the range.  If successful, add Shield dice to the Soak roll.
 
# Shields can be deployed as a reaction if the ship is hit (normal multiple action penalties).  Roll shield Operation skill vs. a TN based on the range.  If successful, add Shield dice to the Soak roll.
#*Long Range - Easy
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#*Long Range - 10
#*Medium Range - Moderate
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#*Medium Range - 15
#*Short Range - Difficult
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#*Short Range - 20
 
# Damage dice are modified by the range: Medium -1D, Long -2D.
 
# Damage dice are modified by the range: Medium -1D, Long -2D.
 
# The Soak roll is the ship's Hull + Shields (if they were successfully deployed).
 
# The Soak roll is the ship's Hull + Shields (if they were successfully deployed).

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