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Star Wars RPG House Rules

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INTIMIDATE (CHA), House Rule, Skill
The Intimidate Roll sets the DC for the Will Save (plus any applicable bonuses) to see to what degree intimidation has occurred (amused, shaken, frightened, panicked, etc), subject to the GM. To intimidate someone, you must do something- non verbal threat, something you say, etc.

Check:

Intimidate Roll, and DC of Will Save to beat it:
1-9, target must roll a will save of 5 to avoid intimidation
10-15, target must roll a will save of 10 to avoid intimidation
16-20, target must roll a will save of 15 to avoid intimidation
21-25, target must roll a will save of 20 to avoid intimidation
26+, target must roll a will save of 25 to avoid intimidation


If will save is beaten by:

1-4, target is Shaken
5-7, target is Very Shaken
8-13, target is Frightened
14-17, target is Very Frightened
18+, target is Panicked

SHAKEN: -1 penalty to attacks, will/reflex saves, & skill checks for 1 round

VERY SHAKEN: -2 penalty to attacks, will/reflex saves, & skill checks for 2 round

FRIGHTENED: In addition, if the will save is also beaten by 8 or more points, then the intimidator can gain momentary compliance from the target for the next round ("Back off!" or "Drop the package!" etc). After that, the target regains his composure. 'Frightened' effects stack with 'Shaken' effects.

VERY FRIGHTENED: In addition, if the will save is beaten by 14 or more points, then the intimidator can gain momentary compliance from the target for the next 2 rounds.

PANICKED: The will save is beaten by 18 or more points. Forget compliance, the target just freaked out. The target will physically panic and attempt to flee the scene if possible, and they have a 50% chance of dropping anything they are carrying. 'Panicked' effects stack with 'Shaken' effects only. This effect will last for 1d4+1 rounds.


'Compliance' has limits. You can cause an adversary to back down from a confrontation, surrender one of his possessions, reveal a piece of secret information, etc. You can't force someone to obey your every command or do something that endangers that person's life.

Retry/Failure: Intimidation cannot be repeated on the same target if it fails, unless the intimidator has increased his total intimidation modifier by adding ranks, gaining a new synergy bonus, or by some other GM granted bonus (like carrying a thermal detonator- that might give you a bonus)

Intimidation cannot be repeated on the same target in the same game day if it succeeds.

Failure: if the intimidation fails by 10 or more, the target gets a +1 confidence bonus to their attacks and will saves for 3 rounds- The intimidator tried to come off as menacing, but instead came off as silly or worse.

Special: You can take 10 when making an intimidate check, but you can't take 20. The Headstrong Feat gives a +2 bonus to Intimidate checks

Time: Intimidate requires a full round action

 

SENSE (WIS), House Rule, Force Feat
A Sense check can be made by Force Sensitive characters that have the Sense Feat, and it is a general check based on the Wisdom Modifier. The user must declare in what manner they are using 'Sense', whether it is as the RCRB describes under the feat 'Sense', or whether it is in the manner described here. You cannot add ranks to this as a 'skill', but bonuses or penalties may apply.

The Sense Check allows a force user to determine details about the presence of other lifeforms around them.

Check: A Sense Check can be opposed by Force Stealth, but Force Stealth must already have been active prior to the Sense Check having been declared. Note that Sense Checks do not determine whether or not someone is Force Sensitive (that is 'See Force')

A Sense Check is a d20+Wisdom Modifer.

Checks and Results:
6-11, you can determine whether there are lifeforms within a 10m radius
12-17, you can determine the number of lifeforms within a 10m radius
18-23, you can expand your radious to 20 meters
24-29, you can expand your radius to 30 meters
30-35, you can expand your radius to 40 meters

If you roll a natural 20, you get to take the range you had above, and multiply it by 1d4

Recognition: roll percentage dice to determine whether you can recognize a specific lifeform. If you fail, you don't know you failed, you simply don't recognize them.
 
Stranger: 5% chance of recognition, roll 95 or higher 
Casual Contact/Acquaintance: 15% chance, roll 85 or higher
Regular Contact/Friend: 25% chance, roll 75 or highter
Frequent Contact/Good Friend, 55% chance, roll 45 or higher
Close Friend, 75% chance, roll 25 or higher
Immediate Family/Padawan-Master-Apprentice, 85% chance, roll 15 or higher

Retry/Failure: In one sense, you do not know that you failed, so you cannot retry. Only Force Characters level 15 and above realize their failure. No character can realize the use of Force Stealth.


Special: If the character has 5 or more ranks in Farseeing, See Force, or Telepathy, they may add a +2 synergy bonus to their check. If the character has the Aware or Link Feat, they may add a +2 synergy bonus to their check. All Synergy bonuses stack.

Penalties: If the character is in vegetation (not just a potted plant), then there is a -5 penalty to the check, if the vegetation is dense, there is a -10 to the check.

The Dark Side Clouds Everything: Lightsiders in a Dark Side area take a -6 to their sense checks, and a -25% to recognition. Consider the Galaxy itself under the blanket of the Dark Side from the moment Palpatine declares himself Emperor until Vader destroys him.


Time: See Force is a move action

Cost: Using Sense in this way costs 2 Vitality