Wednesday, June 29, 2016

Rules of the House: White Star



One of the aspects that I really like about Swords & Wizardry, White Box, and in this case White Star is they embrace both worlds equally. For an ascending armor class fan like me, there's ascending armor class. For someone who is old school and likes their descending, that gets embraced to. So, unlike Stars Without Number, there is no need to rehash equipment to get ascending armor class, but there are a few items I would change.

Dealing with bonuses, again

For my house rules I would again drop the scores and instead just use the bonuses only. In the case of White Star there isn't much differentiation in the stats. You can have a +1 bonus, a net 0, or a -1 penalty. A GM might consider lowering the starting character points to 3 instead of 4 points as the only way to spend points is to spread them over several stats instead of being very accomplished in one.

Starting Points: 3

Attribute
Bonus
Strength
0
Dexterity
0
Constitution
0
Intelligence
0
Wisdom
0
Charisma
0

We then spread out our points to get a Mercenary:

Attribute
Bonus
Strength
0
Dexterity
+1
Constitution
+1
Intelligence
0
Wisdom
0
Charisma
+1
It appears in this case we have a gunslinger type merc with good dexterity, innate toughness, and a bit of charm.

Advantage/Disadvantage for the win

One of the latest innovations I love, especially for games that don't have a lot of static numbers, is the Advantage/Disadvantage system. A brief reminder:

Advantage: When you have the Advantage you roll 2 dice and take the better of the two.

Disadvantage: When you have the Disadvantage you roll 2 dice and take the worst of the two.

And of course we have a word on races

It couldn't be an Embassy post without writing up some stuff about races: How they get bonuses, giving them various special abilities.

Human

-Most numerous of the species in the world.

-Can survive on varying worlds, but prefers temperate planets.

Traits:

+1 to any one stat of choice.

Extra Effort (1/day): Can roll a second d20 or second d6 when making some form of check (attribute, skill, attack). They are unable to re-roll damage. This talent must be declared before rolling any dice.





Procyon

-Short, irascible creatures who love firearms, lasers, and grenades.

-Typical on forest planets. Due to their fur they prefer colonizing forest or temperate worlds and avoid when they can hot worlds.



Traits:

-1 Strength; +1 Dexterity

Small: Due to size the character gains and Advantage roll on actions such as Stealth or Dexterity and a penalty when making Lift or Strength checks. They also gain an Disadvantage when trying to grapple a creature larger than them, though this Disadvantage does not apply to using dexterity to escape a grapple.

Weapon Focus (Beam Weapons & Grenades): Due to training and size Procyons gain a +1 to-hit while using Lasers or Grenades.

Tigran

-Average to tall size bipedal felinoids who are known to employ their claws into combat.

-Prefer warm worlds either jungle or arid. They also don't mind temperate worlds, but will typically avoid cold worlds when they can.

Traits

+1 Dexterity; -1 Wisdom

Claws: Claws deal 1d6-1 damage when used in combat and give the Advantage to a Tigran when employed in climbing.


Nightvision: Can see up to 90 ft. in dark or dim conditions.


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