Star Wars: Spheres of the Force (GM Terrigan) (Inactive)

Game Master Syrus Terrigan

Initiative Rolls Block:
Zargro [dice]1d20+3[/dice]
Zev [dice]1d20+3[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+3[/dice]
Vadi [dice]1d20+3[/dice]
Rhea [dice]1d20+3[/dice]
Le' [dice]1d20+3[/dice]

Perception Rolls Block:
Zargro [dice]1d20+5[/dice]
Zev [dice]1d20+6[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+4[/dice]
Vadi [dice]1d20+5[/dice]
Rhea [dice]1d20+8[/dice]
Le' [dice]1d20+3[/dice]

Initiative Order: --


Starship Ops Primer:
This will be broken down by character roles onboard a vessel.

Pilot
Free Action: perform a stunt (Pilot check, DC varies)
Move Action: move the ship up to its speed
Attack Action: fire a selected weapon

Sensor Operator
Move Action: grant a +2 bonus to the ship's defense/AC (Computer check, DC 20)
Move Action: grant a +2 bonus to one weapon attack roll (Computer check, DC 20)

Shields Operator
Move Action: angle the ship's shields
Move Action: restore a number of shield points to the vessel (based upon a Computer check result)

Gunner
Attack Action: fire a weapon from his station

Engineer
Move Action: disable or attenuate a ship system (Mechanics/Repair check, DC varies)
Move Action: divert power from disabled/attenuated system to boost output of another system (Mechanics/Repair check, DC varies)
Move Action: jury-rig repairs to a noncritical system (Mechanics/Repair DC 10)
Full-round Action: restore one 'step' of functionality to a ship system with jury-rigged repairs, up to that system's normal performance (DC varies)
** NOTE: Jury-rigged repairs are only temporary, proving effective only to the end of the encounter, or the system is damaged again, whichever comes first! **

Astrogation Check Rules:
Astrogation Check Rules

The Astrogation skill is of critical importance to all who wander the stars. It involves the application of higher math functions to the variables of stellar motion throughout the galaxy in order to determine the best possible course through hyperspace. While navigational calculations can be left to a ship's computer systems, the failsafes integrated into standard systems by the Hyperspace Navigators' Guild mandates require a minimum of 20 minutes' processing time to finalize a jump calculation (in the case of top-of-the-line onboard civilian computers). These are usually calculated during a vessel's transit along its out-system vector, in coordination with local ATC controllers. However, since emergent conditions can make leisurely exits of gravity wells impossible, these calculations can be facilitated through an individual's use of astrogational know-how, making a viable jump possible in a matter of seconds (minimum 2 rounds), but usually reduced to one minute's effort (to make the most of the bare minimum of failsafe protocols). The relevant factors used in Astrogation checks are as follows:

1) The quality of nav data available
2) The mathematical difficulties inherent to the galactic region(s) being traversed
3) The quality of the vessel's hyperdrive
4) The availability of a dedicated navicomputer or astromech droid

Nav Data Quality

Less than 24 hours old: Base DC 10, Hazard 1d4
2 - 7 days old: Base DC 15, Hazard 1d6
8 - 30 days old: Base DC 20, Hazard 1d8
31+ days old: Base DC 25, Hazard 1d10
No data available: Base DC 30, Hazard 1d12

Navigational Difficulty Modifier

Depending upon the regions of space traveled, the Astrogation check DC will be modified by the highest applicable modifier value to determine the hyperjump's difficulty.

Deep Core: +7
Core Worlds: +3
Colonies: +4
Inner Rim: +3
Expansion Region: +2
Mid Rim: +3
Outer Rim: +4
Wild Space: +12
Unknown Regions: +9

Availability of Navicomputer/Astromech

Navicomputer modifier: -4
Astromech modifier: -2

Hazard Die Modifiers

When a jump is plotted, the GM will secretly make a Hazard Die roll, which will further augment the demands of the journey. This represents the possibility of unknown objects entering the ship's trajectory, or especially tricky known hazards along the route (the Kessel Run, for instance).

Hazard Roll Result // DC Modifier
1 - 3 // +0
4 // +2
5 // +4
6 // +6
7 // +8
8 // +10
9 // +15
10 // +20
11 // +25
12 // +30

Miscellaneous Modifiers

Jury-rigged hyperdrive: +5
Reduce time for jump calculation by 1 round: +2 per round reduced

Making the Check

Once the GM has determined the final DC of the Astrogation check, the astrogator makes his or her roll. There are varying degrees of success and failure possible, determined by the difference between the DC and the check result.

Failure by 5 or more: Hyperspace Accident
Failure 4 or less: +1d6 * HR (Hyperdrive Rating) hours
Success of +0 - 4: Successful standard jump
Success of +5 - 9: -1d6 / HR hours
Success of +10 - 14: -2d6 / HR hours
+15 - 19: -3d6 / HR hours
20+: -4d6 / HR hours

Hyperspace Accidents

When a hyperspace accident occurs, the GM will roll d% and report the results based upon the following table:

01 - 30: hyperspace jump fails
31 - 50: Off Course -- The vessel drops out of hyperspace at the end of its travel time, but is not in its destination system (WARNING: If you get this result, it could be . . . interesting.).
51 - 65: Energy Fluctuations -- Whether a byproduct of hyperspace itself, or errant ship systems, add 2d10 hours to the travel time of the jump.
66 - 80: Hyperdrive Failure -- A gravity well is detected in the ship's path, and the navicomputer drops the vessel out of hyperspace (at a random point along the plotted course) in order to avoid a collision.
81 - 90: Hyperdrive Damage -- As Hyperdrive Failure, but the hyperdrive itself becomes damaged, and must either be repaired, or a backup engaged.
91 - 95: Hyperspace Collision -- The ship collides with a gravity well and drops out of hyperspace, taking 1d10×1d10 points of damage to its hull. (Maybe the ship survives. Good luck!)
96 - 00: GM Whim! Or roll again. Unlikely.

the Force Use skill:
The Force Use skill is one broad in scope and far-reaching in power. It represents both the degree of attunement one possesses to the movement of the Force, as well as the strength to mold its energy to one's purpose. With this skill it is possible notice and benefit from an intuitive awareness of the Force, and to draw upon the Force to achieve feats beyond one's normal ken.

This skill may be used in one of two ways: a passive mode, and an active mode.

PASSIVE MODE

Passive use of the Force Use skill is usually invoked by the GM at certain narrative points, but can be called upon by a character, subject to the GM's permission. Typically, the GM will call for a "passive Force Use check" (to be modified by the character's Wisdom ability modifier), and the check's results will be adjudicated according to the following table:

01 - 15: no discernible effect
16 - 25: the character receives a vision of, or clue to, a pivotal narrative event
26 - 30: as above, but coupled with a broader situational awareness
31 - 35: as above, but with a +1 insight bonus granted to a relevant check (an initiative roll, or to Diplomacy checks) for the duration of the encounter
36+: as above, but the granted bonus scales by an additional +1 per 5 points by which the DC is exceeded

The passive use of this skill does not require expending Force Points, and will be a free action unless the character wishes to spend time in a meditative, centered state. The length of time required for a character's elective use of this mode will be determined by the GM on an at-need basis.

ACTIVE MODE

A character may use the active mode of Force Use for two primary purposes: to temporarily access Force powers the character does not possess, or to enhance his or her prowess in combat.

Emulating an unknown Force sphere or talent, or emulating a differing Force alignment, calls for spending a Force Point as a full-round action and making a Force Use skill check (modified by the character's Force-manifester ability modifier). If the check is successful (according to the table below), the character may manifest the chosen power(s) or use an alignment-dependent feature/item, paying an additional requisite costs.

DC 15: emulate an unknown talent from a sphere in which the character is trained, and use that ability (time/action economy adjustments may be needed)
DC 20: emulate an unknown sphere, and use that ability
**SPECIAL**: For every 5 points by which the DC of 20 is exceeded, the character may also emulate an additional talent from the emulated sphere.
DC 30: emulate a specific alignment in order to use/interact with a game feature

Alternatively, enhancing one's prowess requires spending a move action and a Force Point before making the skill check. The benefit gained is determined according to the below table, and has a duration of one round per character level. Before the roll is made, the character specifies to what mechanic the resulting benefit will be applied: attack rolls, skill/ability checks, saving throws, or AC/CMD.

01 - 15: +1 insight bonus
16 - 25: +2
26 - 30: +3
31 - 35: +4
36+: +5