You browse the Galactic Holonet long enough and sure enough you find more then a few unsavory things - and I don't mean the dancing, semi-clothed Twileks you think we don't know about (we do ) - more like crackpot theories on how this is all a game and not real. These insane citizens of the galaxy, probably living in their aunt's basement on a moister farm somewhere out on Tatooine, have even gone so far as to try to put rule-theories on reality, how destiny plays out, how to harness the power of god-like "plot devices", attempt to quantify things like "Strength scores" at all cost, and that there need to be x number of post per day or the universe collapses! Truly insane ideas. But for some reason, you've bookmarked this page on the Holonet anyway; Not something one should tell the local underworld psychologist about if you have actually bought into this Theory... Hypothesis... "Wild Guess of OOCness".
((This thread will include mechanical information the players should be aware of. It will come to include things such as House Rules and other important OOC information. THIS IS NOT THE GENERAL OOC THREAD))
Athletics: Refers to a combination of the Climb, Jump and Swim skills. If you choose to train any one of these skills, you are considered trained in all of them. Any ability (racial or otherwise) which modifies any of these skills applies only to the applications of that specific "subskill".
Knowledge Tactics: As a move action, the tactics of an enemy subtype (i.e. all those using the same icon) can be analyzed. You'll learn their planned role and how to deal with them. For example, an enemy using the stormtrooper stock stats will likely be behind cover and firing aoes at the party en mass (low health, low attack, aoe weapon, well armored from returned fire). You'll discover the best way to deal with them is to charge them with melee weapons and get behind their cover in flanking maneuvers.
Looting is done by a player giving a perception roll at the end of combat. A loot table will look like this when combat in an area has ended and the perception roll is what the player in question can select up to.
Perception DC - Item
5 - Item 1a(taken by player A) 5 - Item 1b(taken by player A)
5 - Item 1c
10 - Item 2 15 - Item 3 (plot item)(Taken by player B)
20 - Item 4
25 - Item 5
If you roll an 11 perception, you can only loot items below your roll. Duplicate items, like multiple blasters, will be individually placed on the list (like item 1a, item 1b, etc) so you can keep track of how many are left to loot. Please copy and past the list (like we do with map updates) showing what items are remaining for following players to loot. Plot important items will be marked. As all important things like credits are pooled, useful items are on a first post, first looted basis. The first who wants to loot the shiny lightsaber is the first who posts it and has a high enough DC to loot it - it's not the end of the world if your not the first to pick one up.
A PLAYER CAN ONLY LOOT A NUMBER OF ITEMS UP TO THEIR STRENGTH MODIFIER (minimum of 1) FROM THE LIST. We're not keeping track of weight, so stronger characters (those who could carry more) can end up looting more items per encounter instead.
Weapon Proficiency: Advanced Melee Weapons: All classes can potentially select this feat as part of their muilticlassing list in addition to the standard starting feats of the second class they can normally choose from.
Skill Training Feat: is no longer governed solely by your Class Skills. You may train in any skill when you acquire this feat.
Attacks of Opportunity
Firing a ranged weapon will now provoke an attack of opportunity from adjacent melee combatants using melee weapons they are proficient with.
Multiple Second Winds
Instead of having one second wind per day, every heroic character can catch a second wind a number of times per day equal to 1 + [class bonus to Fortitude Defense] + [Constitution modifier], with a minimum of 1. Any ability that would add an extra second wind (such as the Extra Second Wind feat or the Tough as Nails talent) instead adds a number of second winds equal to this base number. As always, you can catch a second wind no more than once in a single encounter.
In starship combat, you can decide that you want to target a specific component of the ship, with different effects. For example, shooting off the ship's engines or communications array. You can always go for a "generic hit" as if this house rule didn't exist as well. Each component is obviously smaller than the whole ship, so the Reflex Defense you need to hit might be higher. If you miss that component, you miss the ship altogether.
Make sure you specify which component you're targeting in your post, or I'll assume you're going for a "general hit". Since the bridge is rather small and at the front of the ship, you cannot target it if you're attacking from behind. The engines are large enough to be attacked from any direction.
A collision between starships deals damage according to the other ship's size, but (in the case of ramming) always uses the ramming ship's STR modifier. For example, an X-Wing (Gargantuan) ramming a TIE Fighter (Huge) would deal 6d6+
16 damage from the TIE Fighter. If the TIE Fighter were to ram the X-Wing, it would deal 4d6+
The TIE Fighter's STR modifier
12 to the X-Wing, while the TIE Fighter would get 6d6+12 damage. This damage is reduced as usual by the shields and DR of each ships, and the other normal rules apply (half damage on a miss, target can evade with a pilot check).
Damage to Occupants: Each occupants of a ship receives damage from the collision equal to the amount of damage that exceeds the ship's damage threshold before taking into account the ship's shields and DR. For example, if a gargantuan starfighter rams an X-Wing and deals 52 point of damage, the X-Wing's shields absorb 15 points, the DR reduces that by another 10, leaving 27 points of damage to the X-Wing itself. The pilot (and the astromech droid), however, receive 6 points of damage each: 52 -
X-Wing's damage threshold
46 = 6. If the other ship is at least one size category smaller than your own ship, you can only take a single swift action on your next turn. This applies both the the ramming ship and the rammed ship. While a YT-1300's occupants would not be shaken by the collision with a TIE Fighter, they would be shaken by a collision with an X-Wing or larger ship.
Components - For crafting and item/ship modifications. These also serve as a combined "junk items". Under normal rules as writen, the item's straight up credit value is equivalent to it's raw resources to craft. These are a nice thing you can't put much of a credit value on that stays constant. What's junk to one world is gold to the next. It's an easy way to inspire crafters in the party by having the resources on hand and in the field, as well as having flexible credit flow as needed. I.e. These can be traded for other currency on worlds that don't take those worthless republic credits, or cartel coins, or whatever the currency is in the area.
Daracards - Datapad entries. These codex entries are short paragraphs that add more to the story and what the heroes have come across.
Is possible at any level-up provided it is discussed with the GM beforehand. Radical changes to character concept will be entertained only if they are supplemented by the character's IG development.