Star Wars: Chronicles (Inactive)

Game Master DM Xyro

Star Wars: Chronicles is a Star Wars RPG campaign using the Edge of the Empire/Age of Rebellion/Force and Destiny rules from Fantasy Flight Games (https://www.fantasyflightgames.com/en/products/#/universe/star-wars).

The concept of this campaign is episodic (taking place after the Battle of Yavin, during the time of the Episode 4-6 movies), similar to the style of the Star Wars: Rebels television series. The characters will be making a living for themselves any way they can as well as taking the odd job from the Rebel Alliance to further the aims of the Rebellion.


Maps and handouts
Ackbar's Command Base map
Shantipole Map & Map Key
Hangar Bay Fight:Surprise Round - End Round 1 - End Round 2 - End Round 3 - End Round 4 - End Round 5 - End Round 6

Die Roller: Orokos.com
(Key for use in Orokos: Code: 0eB+0eA+0eP+0eS+0eD+0eC+0eF
Meaning: Boost dice (Light blue d6) + Ability dice (Green d8) + Proficiency Dice (Yellow d12) + Setback dice (Black d6) + Difficulty dice (Purple d8) + Challenge dice (Red d12) + Force dice (White d12))

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
Short Range is one difficulty purple die
Medium Range is two difficulty purple die
Long Range is three difficulty purple die
Extreme Range is four difficulty purple die