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STAR WARS Miniatures Ultra-Simple RPG - Max Velocity

STAR WARS Miniatures Ultra-Simple RPG - Max Velocity

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ExperienceCharacters earn 2 XPs per adventure or play session. The GM can bump this to 3 if playersperform especially well or drop it to 1 if they do badly. XPs can be saved or spent to improveyour character as follows:• +1 Defense costs XPs equal to one-fifth of the new Defense score, rounded up.• +1 Attack costs XPs equal to one-fifth of the new Attack score, rounded up.• +10 Hit Points cost XPs equal to one-tenth the new Hit Points score.• +10 Damage costs one-half of the new Damage score.• New special abilities cost 5 XPs each plus 3 XPs per asterisk.• New career skills cost 3 XPs x (the number of career skills you already have).• +1 bonus Force point for Force Users costs 3 XPs x (the number of bonus Force pointsyou'll have, counting this one -- i.e.,3 XPs for the first bonus FP, 6 XPs for the second,and so on). Bonus Force points are added to your 1d3 roll at the beginning of each battle.• +1 bonus Force Point for Force Sensitives costs 3 XPs x (the number of Force pointsyou'll have, counting this one). Force Sensitives get their Force points, including bonuses,at the start of the play session and don't regenerate any until the end of the game.Players' NotesThis game isn't meant to be anything more than a vehicle for putting together customized SWMcharacters and then dropping them into combat situations. Of course, the interactions that getcharacters into those tight spots in the first place can also be a lot of fun, but they are purposelykept rules-light and breezy. If you want to play with loads of stats, modifiers, lists, and tables,you have plenty of games to choose from, and this isn't one of them. The idea here is to get infast and shoot it out with the bad guys. Then, when your back's against the wall, pull a miracleout of your belt and make the narrowest escape imaginable. If you can't complete an adventure infour to six hours, you're investing too much thought in the process.A basic character is worth 8 to 10 points in the standard SWM point scheme before fleshing out.Once 10 points are allotted to improve the basic scores, the character is worth 16-20 points.(Battle Droids make good opponents for the first few adventures!) If the GM hands out frequentbonus XPs, characters will become powerful pretty quickly. In most cases, characters earnenough XPs to at least bump up a lagging basic stat after a night of gaming. Reserve the bonusesfor really stellar performance (i.e., if you think they did well enough to deserve a new specialability, then give them the points to buy one!).Written by Steve Winter, 2006Hokey religions and ancient weapons are no match for a good blaster at your side, kid.15

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