Rules of the Game

Trust

Postby Dapper Dog » Mon Jan 15, 2018 5:10 pm

Trust is a measure of coordination and teamwork between the Republic Strike Force and the Bankor Resistance. The higher the Trust the better they work together and at higher levels, above 3.5 it unlocks a perk for a given session. Trust is affected my missions and events and player actions at GM’s discretion.

Trust will have a rating between 0 and 5 with a starting score of 1.0 and can be adjusted by player actions and the result of mission or events.

  • 5.0: The Republic Forces and Resistance are in total sync and have total trust and cohesion. Players gain a boost die to all of their rolls in an event/mission and Power is increased by 2 per day at the start of the Day where Trust starts at this rank.
  • 4.0 to 4.9: The Republic and Resistance are closely aligned and well coordinated; they are a well oiled fighting unit. Players gain a boost die to all of their rolls in an event/mission and Power is increased by 1 per day at the start of the Day where Trust starts at this rank.
  • 3.0 to 3.9: The Republic and Resistance are working together and have a close working relationship and high integration of intelligence and personnel. Players gain a boost die to their first roll in an event/mission.
  • 2.0 to 2.9: The Republic and Resistance are working together and have strong integration of ideals and coordination. No adjustment to event/mission rolls for the players.
  • 1.0 to 1.9: The Republic and the Resistance are working together, it is a marriage of convenience and there is little trust between the two; due to lack of coordination all players suffer 1 setback die to to their first roll in event/mission rolls.
  • 0.0 to 0.9: The Republic and Resistance are at odds with each other and there is little if any coordination between the two; due to lack of coordination all players suffer a setback die to all rolls in event/missions and Power is reduced by 1 per day at the start of the Day where Trust starts at this rank.
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Re: Trust

Postby Dapper Dog » Mon Jan 15, 2018 5:12 pm

Perks

When Trust reaches 3.5 or higher the Republic unlocks a Perk for that given Campaign that is in effect as long as Trust stays above 3.5 at the start of the day. The GM will roll a 1d10 and apply whichever Perk is rolled to the Campaign. Perks are rolled only once per campaign so say they start the first day with it then drop on Day 2 and then regain Trust of 3.5 or higher on Day 3 the same Perk that applies for both Day 1 and Day 3. These perks only apply when on the surface of Bankor, they do not apply in Space.

None of these Perks can be saved; they are used up at the end of that current Campaign. These Perks only apply to Missions.

Resistance Perks
  1. Advance Recon: Due to the Intelligence of the Resistance, the team has advanced knowledge that is crucial to the Mission. In Non-combat Missions gain 1 free success on a single skill check; in a Combat encounter one player may upgrade a single Combat check once.
  2. Medical Supplies: Each player has a single free use of a Stimpack for the duration of the Campaign; Droids utilize the Droid equivalent to a Stimpack.
  3. Extra Munitions: Each player has a single use of Extra Reload for the duration of the Campaign.
  4. Combat Support: A Resistance Sniper has setup a position in view of the combat Mission. As a maneuver a single player can signal the Sniper to strike a target, see below for the Sniper statistics and this can be done only once per combat encounter.
  5. Moral Support: The Resistance offers support but not much in tangible goods, but the thought counts. Each Mission one player may add a boost die to a single check.
  6. Resistance Irregulars: A squad of three Resistance fighters joins the combat, a Minion group of three joins every combat mission and act on the last initiative slot. See stats below.
  7. Mysterious Stranger: During a combat Mission if the enemy rolls a Despair on a check that Despair will proc the Mysterious Stranger, a Jawa with a big blaster pistol. That enemy is killed by the Mysterious Stranger unless they are a Nemesis instead they take 10 wounds with Pierce 2. This can be procced multiple times in the same combat.
  8. Farmer's Market: The Resistance offers the Republic forces fresh food and supplies, this greatly invigorates the Strike Force. All players may add a Boost die to one roll in a Non-Combat Mission.
  9. Explosive Support: The Resistance offers up some powerful equipment, each player gains one free use of a Frag Grenade.
  10. Street Warfare: One Player may utilize an Anti-Personnel Mine per combat encounter, due to the resources of the Resistance.

Combat Supper Sniper: Agility 3 & Ranged: Heavy 3; Sniper Rifle (Ranged Heavy, Damage 12, Critical 3, Range [Long], Pierce 2, Accurate 1), can only make one shot per encounter shoots as if at Long Range.

Resistance Fighter [Minion]: Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2; Soak Value 3, Wound Threshold 5; Skills (Group Only) - Melee, Heavy Ranged, Vigilance; Abilities - Guerrilla Tactics (Gain 1 extra Defense from utilizing Cover); Equipment - Blaster Rifle (Ranged Heavy, Damage 9, Critical 3, Range Long, Stun Setting), Combat Knife (Melee, Damage 3, Critical 3, Range Engaged), Street Clothes (+1 Soak).
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