<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rules</div><div class="spoiler_body"><span class="bbc_u"><strong>Combat</strong></span> - Will be kept as simple as possible so that it doesn't get bogged down and retains a cinematic feel to the narrative.<br/><br/><span class="bbc_u"><strong>Initiative:</strong></span> Each character will roll 1d20 adding any appropriate modifiers to determine their initiative.  After taking an action they subtract 10, if a positive number remains they get another action once all combatants have had at least one action.  Order of action will occur in descending order of initiative values.  This process will mean that each individual round will take slighter longer, but rewards those characters that have acheive a high initiative score with multiple actions.<br/><br/><span class="bbc_u"><strong>Armour Class:</strong></span> - This is naturally 15 and can be enhanced with high attributes and/or feats.  It is the target number for any attack.<br/><br/>The heavier the armour a character wears the lower his AC will be (meaning the character is easier to hit, but the better his damage reduction will be).<br/><br/><span class="bbc_u"><strong>Making an Attack:</strong></span> To hit a target the attacker rolls 1d20 and adds all appropriate modifiers.  This number is compared to the targets AC.  If it is lower then no hit has been achieved and the action passes to the next combatant.  If the number rolled is equal to or higher than the target's AC then a hit has been achieved.<br/><br/>If the attack number is equal to or up to 3 greater than the AC then a level 1 wound has been inflicted.  For every three additional points above the AC the would category goes up by one level; so a hit that was 15 higher than the AC would inflict a level 5 would which is nearly always fatal.<br/><br/><span class="bbc_u"><strong>Mitigating Damage:</strong></span> Each time a character suffers a hit they get to make a REF save, if successful the hit is in fact just a grazing blow that does no lasting damage.  <br/><br/>If the REF check is failed then any armour the character is wearing may stop the attack.  Each suit of armour has a Damage Reduction rating which is subtracted from the wound inflicted.  If a positive number remains after damage reduction this is the wound suffered by the character.  Damage Reduction can regularly mean that no damage is inflicted and these hits are treated as a glancing blow.<br/><br/><span class="bbc_u"><strong>Character Damage &amp; Death:</strong></span> - It will be hard but not impossible to kill characters.  Each time a character is hit they will suffer between no damage to a level 5 wound.  All damage is cumulative, so two level 1 wounds equal a level 2 wound.  A character can suffer up to a level 5 wound before being knocked unconscious.  If they are not stabilised with in another five rounds then they will have to make FORT saves in order to remain alive.<br/><br/>The 20 Rule - If a player rolls a natural 20, they can roll again.  If the second roll also results on a successful hit them they have inflicted a "Dead Right There" shot.  The GM will note in the narrative how the enemy is clearly killed outright for all to see.  <span class="bbc_u"><strong>This cannot happen to player characters.</strong></span>  And the GM reserves the right to mitigate this effect on any plot critical NPCs.<br/><br/>All other combat related issues such as range, cover, attacks of opportunity will be treated in an abstract fashion in order to speed combat up.<br/><br/><strong><span class="bbc_u">Healing:</span></strong> The standard recovery time for an Wound category is:<br/>1. Bruised/Nicked /Grazed - 5 Days<br/>2. Battered/Cut Up/Winged - Seven Days<br/>3. Busted up/Sliced Up/Wounded - 10 Days<br/>4. Messed Up/Bloody Mess/ Shot Up - 14 Days<br/>5. Critical - 21 Days <br/><br/>CON = 6 - 10: +1 day per week.<br/>CON = 11 - 14: Standard healing time.<br/>CON = 15 - 17: -1 day per week<br/>CON = 18+: -2 days per week<br/>Toughness Feat: -2 days per week<br/><br/>No Medical Care: +1 day per week. <br/>Excellent Medical Care: -2 days per week. <br/><br/>Alternatively, a Force user can use the Heal Another force power and for every five points above the target number reduce the wound level by one (this is a simplified version of this Force skill).<br/><br/>All other forms of damage, i.e. falling,  drowning, burning will be handled in as an abstract manner as possible to avoid bogging down.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Injury &amp; Death</div><div class="spoiler_body"><strong>Level 1 Wounds:</strong> Bruised, Nicked or Grazed<br/><br/>Minor abrasions and bruises to start with at the light end of the category that won’t cause any problems other than showing you’ve been in a fight.  This progresses to large welts, gashes and minor sprains at the severe end of the wound category or enough minor cuts and bruises to make the character feel sore and tender. The GM has the discretion of imposing a -1 penalty to large movement based skills.<br/><br/><strong>Level 2 Wounds:</strong> Battered, Cut Up or Winged<br/><br/>Numerous bruises and cuts or a couple of deep big ones that will continue to swell or bleed. Blaster shots have caused flesh wounds in passing in and out of the body inflicting muscle damage. Teeth or ear lobes could be missing and eyes could be ugly slits in a mass of swollen purple. Sprains and deadened muscles are more of a problem causing a -2 penalty to all large movement based skills and a -1 penalty to small movement based skills. Facial injuries can cause problems penalising Perception (Spot, Search, etc) tests by -2 and minor bones could be broken.  <br/><br/>At the worse end of the wound category the character is starting to look like he’s been trampled by a Bantha.  Cuts are long and gaping exposing the yellow fat beneath the surface, tendons on fingers could be cut and muscle torn.  Fingers, cheekbones and ribs could have minor fractures and breakages, shoulders and knees could be dislocated. The character will be hurting and movement could, at the GM's discretion be impaired.<br/><br/><strong>Level 3 Wound:</strong> Busted Up, Sliced Up, or Wounded<br/><br/>At this level of injury the character has broken a limb or a couple of lesser breaks to areas like the jaw and ribs. Important tendons may have snapped or been cut. A cheekbone or eye socket could be smashed in and cuts are now long angry lacerations or deep ones to the bone that leak a lot of blood. The character is one big ache and suffers a -3 penalty to large movement based skills and a -2 drag to small movement based skills. Facial injuries can cause problems penalising awareness and social tests.<br/><br/>At the shit end of the category the injuries are more or worse and the character will be moving about like an arthritic Dug with a splinter in its forehand. The character could now suffer at GM’s discretion a -4 penalty to large movement based skills, -3 to small movement based skills, and -1 to all charisma and intelligence/education based skills.<br/><br/><strong>Level 4 Wounds:</strong> Messed Up, Bloody Mess, or Shot Up<br/><br/>At this level of injury the character is starting to look like a victim in a slasher movie with blood and gore everywhere from several stab wounds or from one nasty one that’s cut a main artery. Perhaps both legs are hideously broken and facing in the wrong direction or the character has fractured his skull with the likelihood of hemorrhaging. The character now definitely suffers -4 to large movement based skills, -3 to small movement based skills, and -2 to all charisma and intelligence based skills.<br/><br/>At the bad end of the band the character is literally crawling around with horrendous turn your head away injuries and is only minutes away from collapsing in a bloody mangled heap. The charater is at -5 to large movement based skills, -4 to small movement based skills and -3 to charisma and intelligence based skills.<br/><br/><strong>Level 5 Wounds:</strong> Critical<br/><br/>Outstretched or curled up the character is down and almost out with a pool of blood forming underneath him.  Blaster shots have hit vital organs in the chest or stomach violently sapping the fight and life out of the character, or vicious blows to the head have caved his head in and left him a vegetable. Blood will be pumping out from jugular or femoral arteries like an oil strike or seeping out from half a dozen small wounds like a low-pressure sprinkler system. A leg or arm could be cleanly taken off or the skeletal frame could be shattered from a big fall.  Movement is at a minimum with a Fortitude test at DC 30 required to be able to even lift a blaster at the guy that has just probably killed you. In the unlikely event that the character is still moving about he does so at a –6 penalty to large movement based skills and –5 to charisma and intelligence based skills.<br/><br/>At the end of the scale the victim is gurgling with his eyes rolling back into his head and is capable of nothing except dying.  Injuries are massive and death will be swift unless an exceptional intervention is made.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character's Ship</div><div class="spoiler_body">The crew's ship - name to be determined.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bacchante - exterior</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Exterior_021907.gif)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bacchante - lower deck</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Lower_Deck_091207b.gif)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bacchange - upper deck</div><div class="spoiler_body">(http://i1206.photobucket.com/albums/bb457/Parlyguy/Accuser_Upper_Deck_111607.gif)</div></div></div></div>