Game Rules
GETTING STARTED

After you have created your character take a look at your sheet, your going to need your credits
(resource), a basic weapon(what ever weapon pro. you got) which is limited to either a
sword/knife, a blaster pistol, or blaster rifle, and also some basic armor only if your character
has the armor pro(you get the best armor type your character can wear). Also if your character
has the starship background they get a free generic ship of the level they have in that
background.

After that your character is ready for the open hyper space trails of star wars. If you choose you
can go to the store and pick up certain other items that your character might need to buy with
your starting credits, weather it be weapons, med packs, stims, whatever really. It really helps
to have a desktop role play guide for this as those are the items you can buy at those prices.
Then you can be off to the local cantina for drinks and some brawling.

HOW TO PLAY(read only if you never played Vampire: The Masquerade LARP, as the rules are
pretty much the same, otherwise skip to COMBAT)

When ever you want to do something in game you either teleplay for it and/or throw chops.
Chops are just rock, paper, scissors and we all know how to play that, right? RIGHT?!?!?!?!
Anyway, whenever you are doing something and you need to throw a chop you also bid 1 trait
from the corresponding attribute, Diplomacy checks would be Cha traits, and Knowledge
checks would be Int traits and so on. Though you only have to bid 1 trait if you are performing
the action, if an action is being preformed against you, you do not bid a trait but they have to. If
you lose the initial chop you lose that trait for the evening, unless you refresh with a willpower.
Even when you retest with an ability and win you still lose the trait because you lost the initial
chop. If you tie on a chop you would compare traits and who ever has the highest wins,
however if traits are also the same then tie goes to the defender, the person whom the action
was performed against.

If you have played vampire and you just read that you just wasted about 5 minutes of your time,
it plays similar to vamp, but combat is different from vampire.

COMBAT

Initiative:
When entering combat you need to see who goes first, and this is accomplished by
comparing traits. If you are using ranged you go off of your Dex traits and add weapon modifier
and any feats that give you a bonus to initiative, or even change what you bid, to it for your total,
but use Str for melee with your weapon and feat modifiers for your total. After that if you have
the same traits as someone else go off base traits(no modifiers) to see who goes first, if still
tied just chop until one of them wins and gets to go before the other person.

Hitting & Damage:
Now that you have found someone to kill you need to hit them, this is accomplished by first
chopping. When you chop you bid 1 trait(see rules above in HOW TO PLAY for rules on
chopping) and see if you hit or not. Now combat does have ties on attacks(auto win on ties no
matter traits), but no ties for defense. This was done on purpose it is supposed to be that way,
I say if I hit you your gonna take the freakin damage, ok? Anyway, when you hit someone there
are 3 different levels of "health" you need to go through:
Armor: 1 for 1 basis on damage, when full amount of damage that the armor can take is
absorbed it is destroyed and you need a new one. Any left over damage DOES carry over to
Vitality.
Vitality: 1 for 2 basis on damage, that means if a weapon does 3 wound damage it really does
6 vitality damage. Some weapons do have Vitality damage and that is treated as 1 for 1. Also
when Vitality is gone you can stun the opponent, or go to his wounds and kill him. Vitality is
recoverable only by Bacta Tank, say 5 minutes for 1 vitality.
Wounds: 1 for 1 basis on damage. Simple here if you reach 0 wounds you could be dead.
When someone reaches 0 wounds make 2 simple chops to see if you die, or just critically
wounded.
Player makes both chops: player out for rest of game, maybe even the next.
Player makes one of the chops: player out for 3 or more games depending on what happened,
up to storyteller.
Player loses both chops: dead, period.
Ties made here count against the player in that it will lengthen his recovery time, but ties here
can't kill a player.

A player may decide where damage goes after their armor is destroyed.  They can decide to
take the wounding damage if their vitality is low so they cant be stunned until the last, but it is
all in one or the other you can't have 2 damage goto vitality then 1 to wounds, its either 3 to
wounds or vitality.

That's about it for in game playing I hope this helps all of you out there, if not too bad, just
kidding. E-mail me with any questions and I will try to answer them as soon as I can.

Starship Combat

Initiative is based off of your dexterity + the ships speed. If tied, ship with fastest speed goes
first. If that is tied, compare base dex traits.

Combat starts with each person taking one action, with everyone taking their next action. If a
person doesn't have multiple actions, their turn ends while those with multiple actions
continue taking them.

While in combat, attacking is determined by traits + speed, against opponents traits +
Maneuver. Should there be a tie, ties goes to defender. Should an attack hit, defender can
chose to retest with either Pilot, or Maneuver. Maneuver can be used as many times as it is
ranked on the ship. Each time it is used, it is reduced by one. if there is no Maneuver left, it
does not count as an automatic hit for the attacker. Maneuver can be repaired, by someone
with the correct skill, even in combat, but the person who repairs, forfeits all actions for
remainder of round. If the attacker misses, they may chose to retest with either Pilot or
Weapon Group Proficiency Starship Weapon.

Note: Maneuver can not be used as a cancel, and nothing can cancel it.

When a ship's hull is dropped to half, the ships speed is reduced by one and shield is
dropped by one, and this happens again when hull is down to one fourth.

Derangements:
These fun little nuggets of joy are not so fun as they seem. First off....you can not get rid of
them unless you really work at it. ( I say you've earned it.) Second, if you try to go against your
derangement, you suffer a -5 penalty to ALL challenges for the next HOUR. You may spend a
willpower to resist your derangement for 15 minutes.

Now, you may be thinking......GOD DAMN that sucks ass. Not really. The upside is that if you
play your derangements out well enough, it will be A LOT easier to earn reputation.......because
you are special. Also, for every derangement you have when u die is an extra 3xp not counted
to your total rollover. Kinda cool huh?

So, to all you special specials who happen to have picked up a derangement..........good luck. I’
m cheering for you. Just try not to get anyone killed in the process.

Death: For the Unexpected Happening
There are times when a character meets the end of a weapon and dies. When this happens,
most of the time people make new characters, or sometimes people try to wiggle their way out
of death seeing how they put so much time and work into building the character. Here are the
rules for character death and how to save a character.

A character dies when their wounds fall to 0 or below. There is no coming back and there is no
cloning allowed.

Should a character die, they may choose to spend a permanent willpower, forever dropping
their max willpower by one, to stabilize their bodies. Next, should there be either a bacta tank,
medic or a ton of medpacks, the player stands the chance of being saved. The hard part is for
ST's to decide if they can be saved. Best way of figuring this out is if the character can be
heavily treated within 30 seconds by either a medic, a bacta tank or 3 medpacks, then yes; the
character can be saved. If not then the player must make a new character.

Should a character be saved, they come back to life in 15 minutes after being worked on.
Should they have dropped to a negative number in health, they come back with the in penalty to
all their trait catagories. Should one of their trait catagories be in the negatives then they still
die regardless.

Example: Tim and Billy both die in combat. Tim to -2 wounds and Billy to -4 wounds. Both get
treated by a medic (aka Tech Specialist who specializes in Treat Injury or the Prestige Class
Combat Medic). Tim comes back to life and suffers a -2 to all traits for the next game and a -1
the game after. Billy comes back with a -4 to all traits but only had 3 in charisma. Billy can not
come back and is gone for good.


Also if you do die, as in character not coming back, you can have up to a max of 30 roll over XP
for your new character. The only way to have more is have derangements.

MAY THE MIDICHLORIANS BE WITH YOU