In Nomen Galaxia
Basic Game Mechanics
The gamemaster assigns a difficulty number when a character tries to do something and there’s a chance of failure, such as shooting a blaster at stormstroopers, flying a starship, or fixing a busted droid.
Roll the skill’s die code; if you don’t have the skill, roll the attribute’s die code. if your roll is equal to or greater than the difficulty number, your character succeeds. If it’s lower, your character fails.
Being a cinematic game, success and failure aren’t always cut and dried. For example, if a character fails by only a point or two, perhaps the starfighter makes it through the asteroid swarm but with some minor damage. A minor success likewise might mean no damage, but a scratched paint job whereas major success and failures can have amazing results (say for example a single torpedo making it into a meter wide opening to blow up a battle station the size of a small moon).
If your character is acting against another character, you are making an opposed roll: you roll your skill dice, while the other character rolls his skill dice. Whoever rolls higher succeeds.
Actions in a Round
As with most games, action in Star Wars is broken down into rounds. Your character can perform one action per round. Roll the skill or attribute die code for that action. Character’s can try to do more than one action in a round, but it’s harder to do more than one thing at once.
- If a character tries two things, lose one die (-1D) from every skill roll.
- If a character tries three things, lose two dice (-2D) from every skill roll, and so forth.
The Wild Die
This get’s tricky with play-by-post games. In a face to face, table-top game you’d just make one of your dice a different color to indicate the wild die. Using the PBW dice roller, make sure one of your dice is rolled separately and label it “Wild Die.”
If the Wild Die comes up as a 2, 3, 4 or 5, just add it to the total normally.
If the Wild Die comes up as a 6, add the six to the score and roll it again. Add this number to the score total. If the die produced another six, add the result and keep rolling as long as you get sixes.
If the Wild Die comes up as a 1, subtract it from your total and tell the GM (that’s me) that the Wild Die popped a 1. Even if the total is still high enough to succeed there will be … complications.
Each character has some equipment, at least one Force Point and five Character Points. You can spend these points in particularly difficult situations.
Character Points: When you spend a Character Point, you get to roll one extra die when your character tries to do something. You can spend Character Points after you’ve tried a skill roll but you must do so before the gamemaster says whether your character succeeded at the task.
Character Points are also used to improve character skills between adventures, so don’t spend all of them during an adventure.
Force Points: When you spend a Force Point, that means your character is using all of his concentration to succeed — and whether he knows it or not, he is drawing upon the Force!
When you spend a Force Point, you get to roll double the number of dice you would normally roll in a round. You can only spend one Force Point per round and you have to say so before you roll any dice. You may not spend a Character Point and Force Point in the same round.
Using a Force Point in anger calls upon the dark side — characters who use the Force for evil or for selfish goals risk going over to the dark side of the Force!
Dark Side Points: Characters get Dark Side Points for doing evil. If a character gets enough Dark Side Points, he or she turns to the dark side of the Force and is now an NPC; the player must create a new character.
Move: This is how fast in meters your character moves in a round.