Star Wars Homebrew RPG

Apr 10, 2019 6:03 pm
Hi everyone, I thought I would share the homebrew system I've been working on. Been using it in a play-by-post game and it seems to be working pretty well.

Anyone who's familiar with the old Star Wars D6 system by West End games will will be able to follow these rules very easily. I've basically taken those rules and combined them with Mini Six, which is basically a slimmed down version of the same system, and then thrown in a few house rules. The results are quicker and simpler character creation, a scaled down list of attributes and skills, and faster combat.

The main differences are:
-Four Attributes instead of Six (Strength, Agility, Knowledge, Perception)
-A more concise list of skills, eliminating the need for separate attack and parry skills or separate piloting skills for different types of ships
-Static defense values that result in fewer dice rolls during combat
-Simpler rules for Force Powers

The main rules are summarized below, with an indication of which system they come from. Additional rules not covered can also be found in the Mini Six rulebook (free download).

Let me know what you guys think!


Character Creation

For character creation we will be using the Mini Six rules (pg 4-5).

1: Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it.

2: Distribute 7 dice to skills and perks. No skill may have more than two dice assigned to it at character creation.

3: Select Complications.

4: Choose equipment


Attributes

Strength: represents physical strength, toughness, and amount of damage dealt when striking unarmed.

Agility: represents aim and coordination.

Knowledge: represents mental creativity and intelligence.

Perception: represents charisma, resolve, and leadership


Skills

Strength: Athletics, Brawling, Lift , Melee, Lightsaber, Stamina, Swimming

Agility: Blaster, Dodge, Ground Vehicles, Repulsorlift, Starship Piloting, Stealth, Throwing

Knowledge: Astrogation, Computers/Droids, Cultures, Demolitions, Gunnery, Languages, History, Medicine, Repair, Science, Search, Security, Star Systems, Tracking

Perception: Command, Courage, Diplomacy, Gambling, Seduce, Streetwise

Additional skills can be added with permission from the GM.

Specialization Skills can be increased for half the character point cost (or raised 3D per skill die during character creation)


Perk and Complications

Examples of perks and complications can be found in Star Wars D6 REUP (pg 28-30), Mini Six (pg 4-5) and Mighty Six (pg 38-56)

Special abilities tied to a character’s species can be added as perks for free.


Mini Six Game Mechanics

The difficulty levels used in Mini Six are the same as the ones in Star Wars D6, but the order in which actions are taken in a round is a little different (pg 6).

Very Easy (2-5): Nearly everyone can do it. These checks should only be made if a success is critical to the scenario at hand.

Easy (6-10): Characters will seldom have trouble with these tasks, but an untrained individual may find them challenging.

Moderate (11-15): Average character have a reasonable chance of failing at this level. Consistent success often requires training in the skill or a high level of natural ability.

Difficult (16-20): Tasks at this level are truly challenging. To succeed a character needs to be well skilled or very lucky.

Very Difficult (21-30): Challenges of this level fall into the domain of masters in the skill being used; few others will succeed at them.

Heroic (31+): These challenges are almost impossible. Only the very lucky or true masters can consistently succeed at them.


Order of Actions in a Round
(a round is considered to be approximately 10 seconds)
1. Declare all actions planned for the round.
2. Determine order of Initiative by rolling Agility for each character. Highest goes first.
3. Characters make rolls for all actions they are attempting. The target may get an opportunity to resist or avoid the action.


The Wild Die

The standard Star Wars D6 wild die rules are in play.


Roll Assistance

A character making a roll may receive a bonus by rolling an additional complementary skill or receiving assistance from another character. For this we are using the "Complement" rules from The Mighty Six (pg 8).

Skills, Attributes or abilities that have overlapping applications are considered Complementary. One roll acts as the primary. This might be the Skill with the highest die code, or the most closely related to the effort given the circumstances, it’s the GM’s call. The Complement bonuses are then added to it.

To determine the Complement bonus all the Complementary dice (applicable die codes) are pooled and rolled, each result of 6 counts as a +1 pip towards the outcome of the primary roll. Furthermore, when a 6 is rolled on the Complement pool’s Wild Die, this counts as an additional D or 3 pips. Rolling a 1 on the Wild Die on Complement rolls has no negative consequences.


Combat

For combat we are using the "Fast Static Combat" rules for Mini Six (pg 7).

Attacking a Target: The Target Number, or TN, is the number needed to successfully hit the target. The base target number on an attack is based on the target’s static defense score.

Range: Add the range modifier to the Dodge score in all cases (Point Blank/ Hand-to-Hand -5, Medium +5, Long +10).

Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75%
cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.

Static Defenses: In the simplified combat system characters precalculate their Dodge, Block, and Parry prior to the game. This static number becomes the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total.

Block = (Brawling skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Strength attribute dice x 3) + pips plus armor value.

Full Dodge: If the character does nothing except dodge until his next turn they will add 10 to their Dodge score, and apply range and cover as usual. This result is useful against any number of attacks.

Resisting Damage: When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage. The player or GM then checks the Wound Level chart to see how badly the target was wounded.

Unharmed: 0 or less
Stunned: 1 – 3
Wounded: 4 – 8
Severely Wounded** 4 – 8
Incapacitated: 9 –12
Mortally Wounded: 13 – 15
Dead: 16+
*Note: Any additional damage less than or equal to the character’s current level moves him up by one level.
**Note: A character is Severely Wounded if the result is between 4 and 8 and he already has the Wounded level.


Vehicle / Starship Combat

For vehicle and starship combat, we are using the Mini Six rules on vehicle combat (pg 8), as well as the damage table from Star Wars D6.

To hit, the attacking player rolls Piloting/Repulsorlift/Vehicle + Maneuverability vs the target’s Piloting/Repulsorlift/Vehicle + Maneuverability.

If the attacking character is not the pilot, but manning a turret or other vehicle weapon instead, roll Gunnery + Maneuverability.

If the attacking character is commanding a capital ship, roll Command + Maneuverability.

If the hit was successful the character would roll the vehicle’s Body (+ Shields if applicable)
to resist the damage and consult the following chart to determine
how severe the damage is:

Damage Roll ≥ Body Roll: Temporary Effect (one round)
Damage Roll ≥ 2 x Body Roll: Permanent Effect (repair required)
Damage Roll ≥ 3 x Body Roll: Permanent Effect (part destroyed)

Once the severity of the damage is determined the GM may roll randomly on the the following chart or use common sense to determine which part is damaged.

1: Lose 1D from Maneuverability
2 – 3: Random System Damaged
4 – 6: Structural Damage

Effects of Damage:

Maneuverability: Each time this is affected the vehicle loses 1D.
This can go negative becoming a penalty to the driver’s skill roll.

System Damaged: Randomly select a vehicle’s system and it
either becomes broken or loses 1D from its rating (if applicable).
Systems include: Shields, Hyperdrive, Sublight Engines, Comms, Sensors, Weapon System.

Structural Damage: The vehicle damage is determined by taking the attacker’s damage roll minus the target vehicle’s body roll and comparing that value to the Star Wars D6 vehicle damage chart:

No Damage: 0 or less
Shields Blown / Controls Ionized: 1 – 3
Light Damage: 4 – 8
Heavy Damage: 9 –12
Severe Damage: 13 – 15
Destroyed: 16+


The Force

In order for a character to be Force Sensitive, the Force Sensitive (3) Perk must be purchased during character creation. "The Force" is then added as an additional attribute set at 1D. The attribute may then be increased as part of the initial 12 dice distribution.

The following skills are then added under the Force Attribute:

Control: The Jedi's ability to control her own body. A Jedi with control can access her own internal well of Force energy, learning harmony with and mastery over the functions of her own body.

Sense: Teaches a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that connect all living things and gains the ability to understand how all things are interconnected. Sense governs powers such as detecting danger and learning information about the world around the Jedi.

Alter: A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

During character creation, Force Skills may not be increased by more than 1D.

Character point cost to raise a Force skill is doubled.

Individual Force Powers can be added as Specialization Skills.

When the character attempts to use the Force, she describes what she's trying to do and then the GM decides which skill that falls under and has her roll accordingly. (GM uses the Mini Six "Simpler Magic System" as a reference to determine difficulty)


Character Points, Force Points, Dark Side Points, and Character Advancement

We are using the standard Star Wars D6 Rules
Last edited April 10, 2019 8:52 pm

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