Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
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Posted: Wed Mar 16, 2011 2:50 am Post subject: Rebel Ranks |
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Just thought I'd share some custom abilities that I wrote up for ranks in the Rebel Alliance, to add some spice to leveling for my group.
Next to the Rank titles are the skill requirements to be eligible for the rank (roleplaying and length of service are more variable requirements too). And below are two abilities for each rank, which are both usable when the character is currently at that given rank. When the character advances to the next rank, they get to keep one ability from the rank they're leaving.
Trooper - 3D Willpower, 3D Blaster
Resourceful: Once per combat, take 2 actions without penalty.
Rebel Training: Once per adventure, roll Willpower (DC 10) to add an extra die without using a Character Point.
Sergeant - 4D Willpower, 3D Tactics
Find Cover: Once per combat, roll Tactics to find cover (quality based on roll).
Resilient: Once per combat, roll Willpower (DC 10) to ignore the effects of injury for 2 rounds.
Lieutenant - 4D Starfighter Piloting or Technical skill, 3D Command
Order: Once per combat, roll Command (DC 10) to give an ally a free extra action.
Specialist: Increase Starfighter Piloting or a Technical skill by 1D.
Captain - 4D Command, 4D Tactics, 3D Bureaucracy
Regroup: Once per adventure, roll Tactics (DC 13) to reroll any roll.
Micromanage: Roll Bureaucracy (DC 10) to undo an ally's action before it resolves.
Major - 5D Command, 5D Tactics, 4D Bureaucracy
Connections: Once per adventure, roll Bureaucracy to acquire a sum of money from the Alliance or pull a favor from a Rebel contact.
Relentless: Once per adventure, roll Willpower (DC 15) to move up one step on the Injury chart.
Commander - 6D Command, 6D Tactics, 6D Starfighter Piloting or Technical skill
Reinforcements: Once per adventure, call in 1D Rebel troopers or starfighters for assistance.
Inspire: Once per adventure, add extra dice to an ally's skill check (amount based on Command roll).
General - 8D Command, 8D Tactics, 6D Bureaucracy
Tactical Genius: Once per combat, the party takes another turn.
Always Prepared: Wild Dies are critical on a 5 and 6 and 1's don't negate your other roll.
Admiral - 12D Command, 10D Tactics, 10D Bureaucracy
You win Star Wars. |
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Dustflier Lieutenant Commander
Joined: 21 Feb 2011 Posts: 140 Location: Upstate New York
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Posted: Fri Mar 18, 2011 12:57 am Post subject: |
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I like it, but it feels a bit... powerful. I mean, the GM could always make foes scale with the players, but nonetheless by time a character gets into the upper rankings... they're definitely doing pretty well for themselves.
That said, I would be willing to implement such a system in the current game I'm running... except it is an Imperial campaign. What sort of ranks do you think the Imps would have? _________________ Also known as Kiss My Wookiee on Discord and Reddit. |
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Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
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Posted: Fri Mar 18, 2011 1:49 am Post subject: |
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Yeah, some of those could very well be too powerful. But still fun, I think. I haven't actually playtested anything past Sergeant yet! My group consists of non power gamers, though, and there usually ends up being only one or two combats in an adventure. If any abilities become a problem I figured I'd just change them or scale them back.
There seem to be tons of in between ranks that could be used for Imperials, but basically the rank titles could probably be similar, unless you wanted a bunch more. Maybe something like this:
Ensign
Lieutenant
Captain
Commander
Colonel
General
Admiral
Moff
And Imps would probably require lots of Bureaucracy and Law Enforcement to level up. (I love making use of neglected skills). |
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