Dawn of Defiance

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Contents

Sessions

  1. Dawn of Defiance Session 1 - July 11th, 2009
  2. Dawn of Defiance Session 2 - August 1st, 2009
  3. Dawn of Defiance Session 3 - September 12th, 2009
  4. Dawn of Defiance Session 4 - September 26th, 2009

Characters

Dungeon Master: Grant

Character Player Details Status
Daken RoMattHuman Scout 3Regular
Dort Tre'thalWarrenBothan Jedi 2Regular
Kyp RossikJonnyHuman Jedi 2Regular
Riet VaralBJSullustan Noble 2Regular
Valee KeelmaScottDuros Scoundrel 2Regular
SkarrJoshHuman Soldier 2Regular

Antagonist Groups

Non-Player Characters

Allies

Enemies

Locations

Rumors

Quests

House Rules

  • Calling on the Dark Side -- If your Dark Side Score is less than your Wisdom, you can call on the dark side to gain a temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost. Calling on the dark side is a major transgression (see page 94 of the Saga Edition Core Rulebook). Only heroic characters can call on the dark side.
  • The Measure of Evil -- When you commit a dark side transgression, your Dark Side Score increases by a random amount: 1d6–3 for major transgressions, 1d6–4 for moderate transgressions, and 1d6–5 for minor transgressions. (This never reduces your Dark Side Score, even if the result is less than zero.)
  • The Threshold of Evil -- When your Dark Side Score increases, roll 2d4 and add your new Dark Side Score. If the result exceeds your Wisdom by 5 or more points, your Dark Side Score increases to your Wisdom score, and you turn to the dark side.
  • Death and Dying -- When a character takes enough damage to reduce him to 0 or fewer hit points and also exceeds his damage threshold, he is Dying. Every round on his turn, the character must make a Death Save - roll a single d20 with a 10 or higher indicating success. A successful save wards off the grim reaper until the next round, but a single failed save indicates the character has died. After failing a save, a player can choose to spend a Force Point to redeem the failure - treating it as a success instead.

Clarifications of Existing Rules

I will periodically update this section to further clarify explain rules that come into question during the course of a game.

  • Drawing a Medpac from a Utility Belt -- Based on how I interpret the rules on page 153 of Core (under Manipulate an Item - MOVE ACTIONS)this would indicate to me drawing a Medpac from a Utility Belt is a single move action: Retrieve a Stored Item: - Retrieving an item out of a backpack, carrying case, or other closed container requires two move actions, one to open the container and one to get the item. Holsters, utility belts, and bandoliers are not considered to be closed containers for this purpose.
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