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- Force Points in Sith Apprentice Quest are a currency similar to Fate Points in many other Quests/Systems in that they can be spent or 'burned' in order to improve the outcome of a roll. The way this work depends upon which dice are being a rolled (3d10 or 1d100). In a combat situation when a 3d10 roll is called for and there is enough call for Force Points to be burned a vote will be posted on whether or not to proceed. Each Force Point Burned is a degree of success higher on the scale. If one FP (Force Point) is burned on a Failure, the Failure is improved to a Success. On two points being burned it would be bumped to a Critical Success. These configurations are static and will not change.
- For 1d100 rolls the burning of a FP is calculated differently. Due to the fact that there is no DC shown for 1d100 rolls as there will be different degrees of success and that knowledge can foster metagaming, instead of a FP being burned increasing the rate of Success by one (as there will be times where there is only one possible rate of Success), burning a FP will increase the value of a Roll by 33. When a Force Point is asked to be burned the voting prompt will be specified for how many FP must be burned to hit the lowest possible Success.
- Force Point can be generated under three circumstances.
- 1. A particularly clever, funny, interesting, ect. write in is selected for a course of action or lines of dialogue paired with a course of action that are suggested by a voter that the QM uses
- 2. A critical success is rolled in a combat situation (3d10). (Once again this is not allowed on 1d00's to prevent meta knowledge)
- These rules are subject to change if they are deemed too severe or too forgiving.
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