[FFG Star Wars] End of an Era (Inactive)

Game Master Shadow Bloodmoon

Star Wars using FFG's ruleset.

Die Conversion

Boost Die (Blue Die): D6
1-2 = Blank, 3 = Success, 4 = Success+Advantage 5 = Advantage x2, 6 = 1 Advantage

Setback Die (Black Die): D6
1-2 = Blank, 3-4 = Failure, 5-6 = Threat

Ability Die (Green Die): D8
1 = Blank, 2-3 = Success, 4 = Success x2, 5-6 = Advantage, 7 = Success+Advantage, 8 = Advantage x2

Difficulty Die (Purple Die): D8
1 = Blank 2 = Failure, 3 = Failure x2, 4-6 = Threat, 7 = Threat x2, 8 = Failure+Threat

Proficiency Die (Yellow Die): D12
1 = Blank, 2-3 = Success, 4-5 = Success x2, 6 = Advantage, 7-9 = Success+Advantage, 10-11 = Advantage x2, 12 = Triumph.

Challenge Die (Red Die): D12
1 = Blank, 2-3 = Failure, 4-5 = Failure x2, 6-7 = Threat, 8-9 = Failure+Threat, 10-11 = Threat x2, 12 = Despair

Force Die (White Die): D12
1=6 = 1 Darkside, 7 = 2 DarkSide, 8-9 = Lightside, 10-12 = 2 Lightside


Destiny Points= 2 Light/ 6 Dark

Dramatis Personae:

Kutishek, Male Wookiee Bounty Hunter (Gadgeteer) - Obligation (Bounty)

Caleb Rook, Male Human Guardian (Protector, Force Sensitive Emergent) - Morality (Compassion/Hatred)

Nebten, Male Human Smuggler (Scoundrel) - Obligation (Bounty)

Tarkazza, Male Wookiee Warrior (Shii-Cho Knight) - Morality (Justice/Cruelty)

Zeylud, Male Selonian Colonist (Doctor, Scholar) - Obligation (Oath, Responsibility)

Marauder's Moll

Model: Ghtroc 720 Mod 0 Light Freighter
Silhouette 4
Speed 3
Handling -2
Defense 1/-/-/1
Armor 5
Hull 28
Strain 15
Hyper Class x2
Backup Hyper x15
NaviComp Yes
Sensor Range Medium
Crew: 1 pilot, 1 copilot
Encumbrance 200
Passengers 10
Consumables 2 months
Cost 112000
Rarity 8
Hardpoints 4/4
Weapons: Dorsal Mounted Twin Light Laser Cannons (All Fire Arcs, Close Range, Damage 5, Crit 3A, Linked 1)

Equipment:

Light Blaster Pistol x2
Slugthrower Rifle
Bola
Brass Knuckles
Blaster Pistol
Bowcaster
Huntsman Vibrospear
Heavy Clothing x2
Padded Armor
Utility Belt
Handheld Comlink x3
Glowrod
Ration Pack x5
Stimpack x3
Binders
Restraining Bolt
Backpack x2
Breath Mask
Canteen

As borrowed from OGGM's Campaign and the Rulebooks, the following are the dice conversion charts and Advantage uses for Combat. I may post other info later on.

Die Conversion

Boost Die (Blue Die): D6
1-2 = Blank, 3 = Success, 4 = Success+Advantage 5 = Advantage x2, 6 = 1 Advantage

Setback Die (Black Die): D6
1-2 = Blank, 3-4 = Failure, 5-6 = Threat

Ability Die (Green Die): D8
1 = Blank, 2-3 = Success, 4 = Success x2, 5-6 = Advantage, 7 = Success+Advantage, 8 = Advantage x2

Difficulty Die (Purple Die): D8
1 = Blank 2 = Failure, 3 = Failure x2, 4-6 = Threat, 7 = Threat x2, 8 = Failure+Threat

Proficiency Die (Yellow Die): D12
1 = Blank, 2-3 = Success, 4-5 = Success x2, 6 = Advantage, 7-9 = Success+Advantage, 10-11 = Advantage x2, 12 = Triumph.

Challenge Die (Red Die): D12
1 = Blank, 2-3 = Failure, 4-5 = Failure x2, 6-7 = Threat, 8-9 = Failure+Threat, 10-11 = Threat x2, 12 = Despair

Force Die (White Die): D12
1=6 = 1 Darkside, 7 = 2 DarkSide, 8-9 = Lightside, 10-12 = 2 Lightside

Advantages Spent in Combat:
One advantage can be spent to:

1. Recover 1 Strain (This option may be selected more than Once).
2. Add a Boost Die to the next Allied character's skill check.
3. Notice a single important point in an ongoing conflict. This applies to battles that have lasted more than four rounds or could last more than for rounds.

Two Advantages can be spent to:

1. Perform an immediate free maneuver. (Cannot exceed two maneuver limit per turn).
2. Add a Setback to the targeted character's next attack.
3. Add a Boost die to ANY allied character's next skill check, even the active character.

Three Advantages can be spent to:

1. Negate enemies defenses for the round.
2 Ignore environmental penalties until the end of your next turn.
3. Inflict a status effect on the enemy, (GM Discretion).
4. Gain +1 to melee or ranged defense until your next turn.
5. Force target to drop weapon.

A Triumph may be spent to:

1. Do anything listed above.
2. Upgrade the difficulty of the targets next skill check.
3. Upgrade an allied character's next check.
4. Activate a Crit.
5. Do something vital to the scenario (GM Approval Needed).

Can Spend additional Triumphs to gain major advantage or destroy select enemies equipment.

Combat options.

During a combat on your turn you can:

1. Perform incidentals an indefinite number of times.
2. Perform up to 2 Maneuvers. You take 2 strain to perform the second Maneuver.
3. Perform an action. You only get one of these. You can also use it to have your second maneuver not cost any strain.

List of Incidentals:
1. Talk to another character.
2. Drop a held item.
3. Releasing hold on something.
4. Minor actions such as sifting position, dropping prone, etc.

Maneuvers:
1. Move a range band. From short to engaged, short to medium and vise versa. It takes two moves to move from Long range to medium and vise versa.
2. Aim: Add a boost die to your next attack.
3. Take cover: Add a setback die to opponents attacks.
4. Stand up.
5. Open a door.
6. Defensive stance: Add setback to melee attacks against you.
7. Assist: Give an ally a boost on their next action.

Actions:

1. Attacking
2. Slicing/Hacking
3. Opening a locked door
4. Performing first aid
5. Most skill checks

Attack Difficulty

Whenever you attack, roll these for your difficulty
Melee is two difficulty purple die(D8)
Short Range is one difficulty purple die (D8)
Medium Range is two difficulty purple die (D8)
Long Range is three difficulty purple die (D8)
Extreme Range is four difficulty purple die (D8)