Special Rolls and Unique Rules

For a Star Wars game, you need a handful of additional concepts to do things just right.

Initiative

Initiative is the order for players to take turns inputting their own ideas into the fiction.

When the situation is narrow or tense enough that it matters who gets to act first in the situation, the GM will call for an Initiative roll. This is based on what's happening in the fiction at that moment and on how you describe your intended actions.

If everyone is standing on equal footing and ready to take action, the GM will call for a contested roll based on whoever gets the most successes from a STAT+SKILLSET roll. In some cases this could be a physical contest as two players attempt to quick draw on each other. In some cases it could be a charisma roll as a group of players attempt to read each other and weed out the traitor before they can strike. In some cases it's as simple as who is wise enough to react quickly.

When making a roll against another Force sensitive, or in a situation where clairvoyance can aid a Jedi character, and if they are in a situation where they might be able to anticipate a threat by paying attention to the Force, the player can attempt to set their initiative by rolling their Sense stat.

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Hero Points

Hero Points are like Exertion Points in that they buy off negative consequences and provide bonus successes, but they are associated with your Character per session, not with a Skillset.

Your Starting Hero Point is between 1 and 5. Each character starts each session with at least one Hero Point. You can spend XP to increase your Starting Hero Points.
You can spend Hero Points to do the following…
Buy Automatic Successes Before You Roll - Spend one Hero Point and you will not fail - instead of rolling the Stat your GM calls for, simply count the dice you would have rolled as having succeeded. Even if the Difficulty is 10 the dice you buy with a Hero Point do not count as 'double successes' but just as one. If you have a Skillset that affects the roll, roll the dice for that Skillset alone and add any successes to the ones you gained from your Stat.

Re Roll All Your Misses - spend one Hero Point after a roll to pick up all the dice that did not hit the target number and re-roll them, including 1s. This is the only way to erase/re-roll 1s.

Fuel a Special Aspect - some Aspects require the burning of a Hero Point to achieve something exceptional and rare within the fiction. These Aspects will have a specific in-fiction trigger to clarify when they can be used.

Buy Good Fortune - when something is ambiguous in the fiction, and the results could be up in the air, you can spend one Hero Point for the odds to be greatly in your favor. This could be a door that's mysteriously unlocked when it should be blaster sealed shut. Or an ally happening to show up when you least expected it (but really needed it). Spending a Hero Point for Good Fortune is allowed whenever you might have a fictional moment of good luck that can sway the story in your favor. This is still a negotiation between you and your GM, though, so don't get cocky, kid.

Turn all X's into /'s for one line of Harm or Stress - when you are up against the ropes and need a second wind, you can spend a Hero Point to turn all your X's into /'s in one category: Temp Damage, Crit Damage or Stress. When you do this any /'s that are already there are also erased entirely. This reflects a moment of heroic energy and pride, where you shrug off all the hurt that's been put on you so far, and redouble your efforts.


Gaining and Loosing Hero Points

Fanmail - when you do something in character, or make a hard choice, or describe such an awesome action, the group you are playing with can gift you one Hero Point for making the game awesome. When you see another player having a Moment of Inspiration, take a token from the center of the table and show the GM. If they say yes the player is rewarded with an HP. If the GM says no, give the token to the GM and it will be worth more XP at the end of the session.

Turn For The Worst - the mirror to Buying Good Fortune - any time you see the same golden opportunity for things to go well, you can, instead, gain a Hero Point for things to get worse. The door that was supposed to be locked is in fact an impenatrable force field. The friend you were hoping might show up does, only in binders and with a bounty hunter towing him. When you opt for something to go wrong you get an HP. If it sinks the circumstances for everyone, and all your fellow players agree, you can, as a group, gain one Hero Point for all to make things that much more unfortunate. Most often a Turn for the Worst is instigated by your GM, when they see the chance to clarify the fiction in a particularly sour way.

Loose a Turn - when the GM wants to bribe you with an HP, one option is to offer to ignore the Initiative for one Action, allowing their NPC to go before you, taking your turn. You can still roll to react or soak what they throw at you, but that's your only action for this round. The benefit is that you get an HP.

Session Start - Every PC has a set rating for how many Hero Points they have at the start of each session. That rating can go up as you level up your character by spending _XP_ on that rating. To a max of 5.

High Difficulty Bonus Dice

At the start of a session you can pick your High Difficulty Bonus rating. This means that, whenever you make a roll at that difficulty you gain a bonus for doing something that tough. There are three High Difficulties you can set for yourself, once you pick one, you gain the bonus whenever you make any roll at that difficulty or higher.

Dif 8 - Whenever you make any roll at Difficulty 8, 9, or 10, you gain one bonus die to your pool.
Dif 9 - Whenever you make any roll ad Difficulty 9 or 10, you can reset your Exertion for the Skillset you're using. If the roll is made without an applicable Skillset, you can choose to take 2 bonus dice to your roll, or take one Hero Point.
Dif 10 - Whenever you make any roll at Difficulty 10, you get one Hero Point for the attempt, whether you fail or not. You can immediately spend said HP on that roll.

XP

At the end of a session your GM will ask you questions. For every question you answer with Yes, mark XP.

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