ADDITIONAL RULES
CRITICAL SUCCESS & CRITICAL FAILURE:
This special rule is designed in mind for when fate comes a' knocking. Sometimes, it doesn't matter how great you are or how innept, sometimes things just go spectacularly well or badly, regardless of ability or training.
A
Critical Success happens when a player rolls the d20 dice roller and gets a 20. This is
only when they roll a 20, not when their score
adds up to 20. In other words if you rolled a 20 and had +2, that would count as a Critical Success. If you rolled an 18 and had +2 it would
add up to 20 and would
not be a Critical Success.
When you roll a Critical Success something spectacular happens. Either you fly your starfighter through a tiny gap in and asteroid field and all the persuing ships crash, or against all odds you save the life of someone who was bound to die on an operating table. In the case of combat, a Critical Success does
double the maximum damage of the weapon (so if a Blaster does 3d6 (3 six sided dice) then the normal maximum damage would be 18 - 3x6 - but in the case of a 'Critical Success' that would become 36 damage).
A
Critical Failure is the opposite, and happens when the d20 dice roller scores a 1. Again, this only happens if the 1 is rolled, not if modifiers reduce the roll to 1.
When you roll a Critical Failure something terribly bad happens. You mispronounce something at a banquet and call the Rodian Ambassador an inbred nerf lover, or while trying to defuse a bomb you accidently set it off. In the case of combat, a Critical Failure always misses, no matter how good the character is with that weapon.
ADVANTAGE & DISADVANTAGEYour character can gain contextual bonuses and penalties on his skill checks, depending on roleplaying and environmental variables. When your character has the high ground, cover, concealment, when he/she surprises an enemy, etc, you can claim
Advantage. If the GM accepts your claim your character gains a +3 bonus on the d20 roll. Conversely, if your character is in a bad situation to accomplish a task, the GM can claim
Disadvantage for your character, applying a -3 penalty on the d20 roll.
INJURY & DEATHA Character's health is tracked by Hit Points (HP) as described previously. Each character has a number of hit points equal to [
The base HP of their Species] + [
any HP from Class] +
2x PHY. This represents stamina and the ability to mitigate and endure minor and light wounds. As long as your character's HP remain at 1 or higher, he/she does not suffer ill effects and hit points are replenished in full after a 5 minutes rest. (out of combat or any stressful situation)
However, once a character reaches 0 hit points, he/she is
wounded. A character can never have less than 0 hit points. Characters at 0 hit points have to make a Fortitude skill check vs. TN 20 or fall unconscious. If they fall unconscious, they are considered helpless and can theoretically be 'killed'. If they do not fall unconscious, they are
heavily wounded instead, taking a -5 penalty on all checks. If they get hit again, they have to reroll their Fortitude check each time this happens, until they either survive the encounter or pass out.
If the character is wounded but maintains consciousness, they can regain their HP by the end of the day. If they are wounded and lost consciousness, the character is "out of action" for 1 day in the RP. If your character was heavily wounded and lost consciousness they are considered close to death and are "out of action" for 2 days.
Successful Medicine checks hasten the healing process. A character with Medicine as a Minor Skill can apply first aid, bringing an unconscious character back to consciousness with a TN15 Medicine check (full-round action) and the use of a medpack (used up after one go) or a medical kit. The character remains at 0 hit points and continues to take a -5 penalty on all checks, however.
A character with Medicine as an Average Skill can patch up a wounded character with a TN15 Medicine check (5 minutes) and the use of a medical kit. The character goes back up to 1HP and does not take any penalties to their rolls.
A character with Medicine as a Major Skill can reduce the natural recovery time when someone is wounded or heavily wounded considerably. A character who was knocked unconscious while wounded is only "out of action" until the end of the current combat, and a heavily wounded character who loses consciousness is only "out of action" for 1 day, not 2. The medic achieves this by using a surgical kit or kolto treatment.
OUT OF ACTION:
The term "out of action" means that the character is so badly injured that they can do nothing but recover until healed. Effectively this means they are 'removed from play' in the RP until healed, but those players who cannot play their characters for that duration are encouraged to either have a secondary character handy to play or the Storyteller may allocate them an NPC to play. 'Out of Action' rarely lasts more than 2 days.
PRONE:
Prone is a special condition a character can find themselves in, and it can prove deprimental. When a character is 'prone', they are knocked 'off-guard' - being that they are either knocked to the ground, a victim of a surprise attack or in some way have their ability to defend themselves limited. A character who is in a 'Prone' Status cannot use their Reflex Skill to dodge (though they can still use their base AGI Ability Score)
SHIELD RATING (SR):
Personal Shields and Starships / Vehicles have a 'Shield Rating' (or SR). If an object surrounded by a shield is struck, the damage has to total (in one turn, though people can use 'Aid Other' (see below) to combine attacks) equal or more than the shield to punch through it and damage the shielded individual/vehicle underneath. If the damage is more than the SR (in one turn) then the Shield shorts out and no longer protects its user. Any 'shorted out' shields come back online at the end of an encounter.
DAMAGE REDUCTION (DR):
Some paticularly well armoured vehicles and starships have a Damage Reduction (or DR) score which represents a combination of damage mitigation, powerful armour and other defenses which either reduce or deflect incoming damage. Anything with a DR rating ignores an amount of damage equal to their DR
per hit. For example if they had DR10, they would ignore the first 10 points of any damage done to them every time they were hit.
MASSIVE DAMAGE In D-RP if your character takes over 1/2 their
total maximum HP in one strike there is a possibility they will go into shock and lose consciousness.
The see if this happens, roll:
A d20 and add your Fort Defense vs a TN of 20.
If you succeed your character is fine and suffers no further adverse effects.
If you fail your body goes into shock and your character loses consciousness for a number of rounds equal to 5 minus your PHY score. (or unless someone revives you with the Medicine Skill)
NOTE: Droids are immune to Massive Damage as they have no central nervous system and therefore cannot go into shock.
TYPES OF DAMAGE:
There are
8 types of damage in the game. By far the most common is 'Energy' (the type used by Blaster and Lightsabers) but many more exist. Take note that some armour / shield types cannot block certain types of attacks.
The different attack types:
- Energy (Blasters, Lightsabers, explosives etc)
- Piercing (Sharp points designed to penetrate specific areas on armour)
- Slashing (Sharp/slicing attacks used in sweep like motions or shrapnel explosions)
- Ion (specific energy type, used against mechanicals such as Droids)
- Sonic (specific energy type, very hard to block)
- Stun (concussive head trauma or willpower damage)
- Bludgeoning (blunt attacks designed to crush and shatter)
- Fire (heat, plamsa and fire-related attacks)
- Special (a reserved damage type, for anything not covered above)
KNOCKDOWN:
Some attacks are so powerful that even if they are successfully blocked the sheer force of them can knock an opponent from their feet. Explosions, some Force Powers, paticularly powerful energy beams and massive objects being hurled can all cause Knockdown.
A victim of Knockdown is flung from their feet and for the rest of the round (until their next action) they count as 'Prone' (see above)
When an attack causes knockdown the person effected needs to make a Reflexes check (TN10 if the attack does up to 20 Damage, TN 20 if up to 40 Damage and TN30 if over 40 Damage). Success means they remain on their feet and suffer no ill effects. Failure results in Knockdown.
CONCEALMENT & COVER:
Concealment is when nothing physically blocks a blow or shot but where something intereferes with the attacker's accuracy. An attack that would probably hit might miss because the defender has concealment. A target might gain concealments from fog, smoke, poor lighting, tall grass, foliage or other effects that make it difficult to pin-point the defender's location.
If you attack a concealed target then you take a -2 penalty to your attack roll.
Ignoring Concealment: Concealment isn't always effective. For example a character with Infravision can still see people using darkness for concealment.
Total Concealment: Total Concealment occurs when you have no chance of detecting where the opponent is (you've just been struck blind or the defender is using cloaking technology). In this instance they character is just trying their luck and are much less likely to succeed in an attack. Striking against someone in Total Concealment inurs a penaly of -5 to your attack roll.
Cover Creatures and terrain features can provide cover against attacks. A creature in cover gets a +5 bonus to his Reflect Defense no matter how many areas of cover there are between opponents.
Cover & Stealth Checks: You can use cover to make a Stealth Check.
Improved Cover: In some cases cover may provide a greater bonus to Reflex Defensr, for instance a character peering around a corner or standing behind a low wall. In such cases the Storyteller might grant double the bonus, giving a +10 to Reflex Defense.
Total Cover: If you can't see any of your opponent, for example they are behind a high wall or in some other way completely obscured, you simply can't hit them, so don't even try......
you'll just have to blow up their Total Cover...
FLANKING:
'flanking' is quite literally the ability to harry an opponent in combat by attacking from two (or more) flanks at once. In other words, you and an ally attack from two different sides, but strike at the same target.
Doing this grants
both of you +2 To Hit Bonus.
Flanking can only be performed in melee combat, not ranged combat.
TAKING 10:
'Taking 10' is a term used mostly for storytelling purposes but essentially it means that if your character is not in any rush (not getting shot at, not being watched by someone, isn't on a deadline etc) they can deliberately take longer to attempt something, to ensure a better result.
Taking 10 simply adds +10 to the roll, but cannot be used in combat or under any stressful conditions. The Storyteller has final say as to whether you can 'take 10' or not. Note that certain Feats allow you to take 10 even under stressful conditions.
'AID OTHER':
Aiding Another increases the chances of an ally succeeding a skill - or many other check - at the expense of one's own direct action. If you chose to 'Aid Other', you lose your next action, but add your skill Rank to that of your ally - but not the Ability Score.
Example: Your character has Computers as a Minor Skill and an INT score of 2. Because it is a Minor skill, you get 3 Ranks in it. Computers is linked with INT, so you add the two together to get your score in Computers which is 5 (3+2).
"John's character" comes along to 'Aid' you and has Computers as a Major skill, having 9 Ranks in it. He has an INT score of two, but because "John'" is 'aiding' you his Ability Score cannot be used and becomes irrelivant.
With John's character helping you, you get a final score of 14 in Computers (9+3+2)