Madison House Rules: Unless otherwise stated, all rules will function as in Achtung! Cthulhu 2d20. It is a living document that was last updated on Oct 3, 2022. Character Creation Force user characters gain the Force Attuned Truth and one associated with their discipline (i.e. Jedi, Sith, Night Sister, etc…). Skills The following is the full list of Skills (and Focuses) for Skills in Star Wars 2d20 • • • • • • • • • • • • • • Academia (Art, Cryptography, Finance, Force Mysteries, History, Linguistics, Science) Athletics (Climbing, Swimming, Running, Physical Training, Throwing, Lifting) Computers (Astrogation, Countermeasures, Droid Programing, Lockpicking, Slicing) Engineering (Architecture, Combat Engineering, Electronics, Explosives, Mechanical Engineering) Fighting (Hand-to-Hand Combat, Lightsabres, Melee Weapons, Handguns, Close Quarters, Rifles, Heavy Weapons, Threat Awareness, Exotic) Medicine (First Aid, Infectious Diseases, Pharmacology, Psychiatry, Surgery, Toxicology). Observation (Hearing, Instincts, Sight, Smell and Taste) Persuasion (Charm, Innuendo, Intimidation, Negotiation, Rhetoric, Deceive, Invocation) Resilience (Fortitude, Discipline, Immunity) Stealth (Disguise, Camouflage, Urban Stealth, Rural Stealth) Survival (Animal Handling, Foraging, Hunting, Mysticism, Orienteering, Tracking) Tactics (Ground, Air, Space, Wet Navy, Covert Operations, Leadership, Technical Projects) Use Force (Force Trance, Move Light Object, Search Your Feelings, Sense Force, Sense Surroundings, Telepathy) Vehicles (Hover, Wheeled, Walker, Watercraft, Air, Space, Tanks) In which case, here are a couple of Vehicle-related Talents to choose from: - Combat Gunner: You may use your Vehicles skill instead of Fighting when making an attack with a weapon mounted on a vehicle. - Still in Control: When a vehicle you are operating suffers a complication, you may decide the effects of the complication rather than the JM, although the JM may veto any which are out of context. - Push the Limits: When you attempt a Vehicles check that has increased in Difficulty due to environmental conditions or damage to the engines, reduce the Difficulty by 1. - Precise Evasion: Whenever you succeed at the Evasion Action Task, you may spend Two Momentum. If you do, the ship does not suffer the increased Difficulty for attacks normally caused by Evasive Action. The Knight Below: Scale 4, Stress 17, Armor 8, Shields 1 fore/1 aft, Brawn 15 (+3), Injuries 3, Speed 3. Qualities: Cumbersome Weapons: Dual Medium Laser Cannons: Close Range, 7 Stress Paired (May reroll one d20 on an attack), Qualities: Giant-Killer (Add target's Scale to damage). TIE Fighter Scale 3, Stress 10, Armor 2, Brawn 10 (+2), Injuries 1, Speed 5. Qualities: Trooper Weapons: Medium Laser Cannons: Close Range, 7 Stress, Qualities: Giant-Killer (Add target's Scale to damage) And finally, for the sake of clarity, here are some things that Force wielders can do with their skill, without having to take powers or talents: - Force Trance: Once per scene, make a Use Force check with a difficulty of 2 to remove stress equal to your Use Force skill (plus 1 stress per Momentum spent), or remove an ongoing effect, such as the Persistent damage effect. - Move Object: Telekinetically lift and move objects, with a Difficulty equal to 1 plus the Scale of the target (so moving a Scale 5 X-Wing is Difficulty 6...Yoda just made it look easy), suffering 3 dice of mental Stress. - Search Your Feelings: Once per session, a Use Force check with a difficulty 2 to immediately ask the JM two questions about this scene or the next planned scene, as per the Obtain Information Momentum spend. - Sense Surroundings: You may use Use Force in place of Observation to detect or observe individuals or objects in Medium range. - Telepathy: Make a Use Force check with a difficulty of 2 to establish a mental link with another creature on the same planet. For ease of reference, here are all the Force Powers we have introduced thus far (for those who may want to get new Force Powers with their advances): - Force Push: Skill: Use Force. Difficulty: 2, Cost: 4 Drain, Piercing 1. Attack spell that targets a single enemy within Medium range, inflicting 6 damage upon its target, with the Area effect. For 1 Momentum you may trigger the Knockdown Momentum Spend. For 2 Momentum you may add the Stun or Vicious effect (both can be added for 4). -Psychometry: Skill: Observation. Difficulty: 2, Cost: 2 Drain, Piercing 1, Duration: 4 rounds You select an object you are aware of within Close range. You can accurately study the object, even parts of it which are hidden from view or obscured, such as reading letters within a sealed envelope, or perceiving the contents of a locked safe, and they may continue to study the object, or switch their attention to another object in range (once per round at most), for the duration of the spell. Momentum spent to Obtain Information while this ability is in effect may reveal things which a person could not normally see. - Force Heal: Skill: Medicine. Difficulty: 3, Cost: 4 Drain. Remove stress equal to your Force from all allies within Close range and all defeated allies within Close Range immediately recover. Battle Meditation: Skill: Resilience. Difficulty: 2, Cost: 3 Drain, Duration: 3 rounds You cause the difficulty of all attacks against allies within Close range to increase in difficulty by +2. You may spend Momentum to gain +X Cover, where X is the amount of Momentum spent. Personal Battle Meditation: Skill: Observation. Difficulty: 2, Cost: 3 Drain, Piercing 1 Duration: 4 rounds Melee attacks against you increase by +2 and you add +2 to any physical stress you cause with you melee attacks. And here are a couple of Talents that anybody can purchase: - Advisor: Pick one skill when you pick this Talent. When you assist an ally and you use this skill, the ally you assist may reroll a single d20 in their dice pool. - Bold: Pick one skill when you pick this Talent. When you buy additional d20s by generating Threat for the JM, you may reroll a single d20 in that dice pool. - Cautious: Pick one skill when you pick this Talent. When you buy additional d20s by spending Momentum, you may reroll a single d20 in that dice pool. - Cool Under Pressure: Pick one skill when you pick this Talent. You may spend a Fortune point to automatically succeed at a skill test using this skill, but you generate no Momentum. - Athletic Prodigy: When you succeed at an Athletics skill test which is part of an extended task, you may add +2 dice of effect to your roll to progress in the extended task. - Sharpshooter: When you take the Aim minor action before making a ranged attack, the first bonus d20 you buy is free. In addition, the attack gains the Piercing quality or improves the weapon’s Piercing quality by 1. - Guardian: You may make a reaction when an ally within Close range is targeted by an attack which forces the attacker to target you instead. - Blaster Barrage: When you make a ranged attack and spend ammo to make a Salvo attack, your first bonus d20 is free. - Defensive: Select either melee or ranged attacks. Those type of attacks targeting you are increased in difficulty by 1. This may be selected two times, once for each type of attack. Here are a couple of new Talents for Kal A'Dor to choose from, @Jeff Ivey: - Army of One: When you attempt an attack, you may spend 2 Momentum to add one of the following weapon effects to the attack: Drain, Piercing, or Stun. Only one may be added to an attack this way. - Own the Battlefield: You may spend a Fortune point to make one of the following Reaction. 1) Snap Shot! When an enemy fails a skill test to move through difficult terrain, do physical stress equal to your Fighting skill. 2) Heads Down! When an enemy makes a succesful ranged attack against you or an ally in Medium range of you, the target of the attack gains Cover resistance equal to your Observation skill until the start of your next turn. And a couple for Tan Niv to choose from @Kheldar (Kollah; Tannivh): - Acrobatic: When moving around an obstacle (like a fence, wall, etc...), you may spend 2 Momentum in order to bypass the obstacle immediately without requiring a skill test, and without the use of tools such as climbing gear. - Silent Step: Whnever ou suffer a complication when attempting a Stealth skill test, you may spend 1 Momentum to prevent that complication from happening. In addition to any Force talents, Cha'ele can choose any of these @Will Arnold (Amar,Chael): - A Way with Words: Whenever you suffer a complication when attempting a Persuasion skill test, you may spend 1 Momentum to prevent that complication from happening. - Detailed Analysis: Once per scene, you may spend 2 Momentum to immediately ask the JM (Jedi Master) three questions about the scene, as per the Obtain Information Momentum spend, but without requiring a prior skill test. In addition to any Force talents, Droon can choose any of these, @NewGuyDave (Druin, NickNacks): - Draw Their Fire!: After you make an attack, you may spend 2 Momentum to draw the enemy's attention. If you do, then any enemy able to attack you who targets one of your allies increases the difficulty of their attack by 1. - Acrobatic: When moving around an obstacle (like a fence, wall, etc...), you may spend 2 Momentum in order to bypass the obstacle immediately without requiring a skill test, and without the use of tools such as climbing gear. And, in addition to any Force talents, Knox can choose any of these @George Strayton: - Chameleon: When you adopt a disguise, you can spend a Fortune point to establish taht you have an appropriate alias already, complete with the corresponding papers and other trappings either on your person or in a secure location nearby. - Jack of All Trades: Once per scene, you may spend 2 Momentum to gain an additional focus for the duration of the scene. This focus can be chosen from any skill in which you have a score of 2 or higher. As a reminder, here's the options from before: For those who played last week, I thought it would be fun to see some advancement, so please feel free to select TWO advancements (each of which must be applied to a different Attribute/Skill) from the following: - +1 to an Attribute - +1 to a Skill (see the skill list at the end of this PDF for a full list of Star Wars 2d20 skills) - Gain one Focus (see list of Foci at the end of this PDF) - Gain one Talent (selected from any in the Achtung! Cthulhu Player's Guide or from the two listed below) - Gain one new Force Power (for now, selected from those on your fellow Jedis' character sheets or propose a power to me and I will try to give it some rules) The two new Jedi Talents that can be selected are: - Deflection: When you have an ignited lightsaber in hand and you are targeted by a ranged attack, you may make an Insight+ Fighting (Lightsaber) check against a difficulty of 1 as a Reaction, modified by the range to the shooter as if you had a Medium range weapon. If you win the opposed test, the shot is deflected by your lightsaber. You may also spend 2 Momentum to inflict stress upon the shooter, as if hit by their own weapon. - Lightsaber Throw: You may treat your Lightsaber as if it was a Medium Range weapon and may spend 1 Momentum to cause the Lightsaber to return to your hand.