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Warriors of Gar.

For the solo adventures I am running I am primarily using 1st Edition rules with a few tweaks.

I am using 2nd edition difficulty number ranges.

Force Powers are mostly 2nd edition, dropping the Relationship modifier and reducing the difficulty of Enhance Attribute.

 

Dodge / Parry

If a character declares a Dodge / Parry they add the range to the difficulty.

If the Dodge / Parry is a Reaction no range is added.


Natural Healing

A character can heal naturally, but this process is both slower and much riskier than bacta healing.


Wonded

Strength Roll / Result

  • 2-4 Character worsens to incapacitated
  • 5-6 Character remains wounded twice
  • 7+ Character improves to wounded

Incapacitated

Strength Roll / Result

  • 2-6 Character worsens to mortally wounded
  • 7-8 Character remains incapacitated
  • 9+ Character improves to wounded twice

Mortally wounded
Strength Roll / Result

  • 2-6 Character dies
  • 7-8 Character remains mortally wounded
  • 9+ Character improves to incapacitated



Commonly used Force Powers

Accelerate Healing
Control Difficulty: Easy for wounded characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.
Time To Use: One minute.
Effect: A Jedi who uses this power successfully may make two natural healing rolls for the current day (12 hours apart) regardless of the severity of the injury. The Jedi gets a +2 modifier to both Strength rolls to heal. See Chapter Five, "Combat and Injuries" for healing rules. Accelerate healing may only be attempted once per day.


Remain Conscious

Control Difficulty: Easy for stunned characters, Moderate for incapacitated characters, Difficult for mortally wounded characters.

 

Enhance Attribute

Control Difficulty: n/a

Skill Roll Beats
Attribute Difficulty By

Attribute Increase

Duration

5-13

+1D

3 rounds

14-25

+2D

2 rounds

26+

+3D

1 round


 

Telekinesis

Alter Difficulty:

Very Easy for objects weighing one kilogram or less;
Easy for objects weighing one to ten kilograms;
Moderate
for objects 11 to 100 kilograms;
Difficult
for 101 kilograms to one metric ton;
Very Difficult
for 1,001 kilograms to ten metric tons;
Heroic
for objects weighing 10,001 kilograms to 100 metric tons.

Effect: This power allows the Jedi to levitate and move objects with the power of her mind alone.

 

Lightsaber Combat

Control Difficulty: Moderate.
Sense Difficulty: Easy.

Effect: Add SENSE to Lightsaber skill, Add CONTROL to Damage.

 

Dim Another’s Senses

Sense Difficulty: Easy, modified by proximity.

Alter Difficulty: Target’s control or Perception.

The attribute and skills are reduced as long as the power is kept up.

Effect: This power greatly reduces the Perception of the target character. If successful, reduce the character’s Perception and all Perception skills, depending upon the result.

Alter greater than or equal to Control
or Perception roll by
Reduce Perception by
0-5 -1 pip
6-10 -2 pips
11-15 -1D
16-20 -2D
21+ -3D

 

Affect Mind

Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions. Modified by proximity.

Sense Difficulty: The target's control or Perception roll.

Alter Difficulty: Very Easy for slight, momentary misperceptions, minor changes to distant memories, or if the character doesn't care one way or another. Easy for brief, visible phenomena, for memories less than a year old, or if the character feels only minor emotion regarding the conclusion he is reaching. Moderate for short hallucinations, for memories less than a day old, or if the target has strict orders about the conclusion. Difficult for slight disguises to facial features, hallucinations which can be sensed
with two senses (sight and sound, for example), for memories less than a minute old, or if the matter involving the conclusion is very important to the target. Very Difficult for hallucinations which can be sensed by all five senses, if the memory change is a major one, or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.

Effect: The target character's perceptions are altered so that he senses an illusion or fails to see what the user of the power doesn't want him to see

 

Battle Meditation

Control Difficulty: Varies based on the number of targeted individuals
Very Easy: 1-2 targets
Easy: 3-20 targets
Moderate: 21-100 targets
Difficult: 101-1,000 targets
Very Difficult: 1,001-10,000 targets
Heroic: 10,001+ targets.
Sense difficulty: Varies as Control Difficulty above
Alter Difficulty: Varies as Control Difficulty above

Rhis power can be kept up

Time to Use: 5 minutes.

Effect: Effect: Battle meditation has two possible effects. The Jedi can force her adversaries to abandon their assault and turn on each other, or she can alter the tide of the battle, strengthening her allies and at the same time weakening her enemies. Before initiating the power the Jedi must state which effect she wishes to use.

 

 

 

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Gamesmaster Section

Alien Races

Characters of the Warriors of Gar

Planets Guide New Equipment

New Starships

Warriors of Gar Campaigns

A few random RPG additions

Beyond the Blood Drift Campaign

Star Wars Miniatures Star Wars: Edge of the Empire

About the Warriors of Gar & Sithspawns Lair