House Rules

Additions to Streetwise Skill:

This campaign will be set mostly in an urban environment, and the story will deal heavily with the urban criminal underworld. Thus the Streetwise skill has been expand to take these two facts into account. Basically this skill can be considered useful more often in cases where you need to get around the city or when you are dealing with the criminal underworld.

New Rules for Improvised Weapons:

Improvised melee weapons weighting between 3-5 pounds deal 1d6 points of damage instead of 1d4.

New Rogue Tactic:

Swift Shootist: You are proficient with all one-handed firearms, and you can use those weapons with Sneak Attack or any rogue power that normally requires a crossbow. You also gain “Quick Draw” as a bonus feat.

New Weapon Group:

Firearms: consists of a device which projects either single or multiple projectiles at high velocity through a controlled explosion. The firing is achieved by the gases produced through rapid, confined burning of a propellant.

Military Ranged Weapons

One Handed
Weapon Prof. Damage Range Price Weight Group Properties
Revolver +2 1d10 10/20 35 gp 2 lbs Firearm Load Free
Pistol +2 1d8 10/20 35 gp 2 lbs Firearm Load Free

Two Handed
Weapon Prof. Damage Range Price Weight Group Properties
Rifle +3 1d10 20/40 45 gp 7 lbs Firearm Load Free
Shotgun +2 2d6 8/16 40 gp 7 lbs Firearm Load Minor, Brutal 1
Trench Sweeper (SMG) +2 1d12 15/30 50 gp 10 lbs Firearm Load Free, High Crit

Superior Ranged Weapons

Two Handed
Weapon Prof. Damage Range Price Weight Group Properties
Hip Hammer (LMG) +2 2d6 20/40 60 gp 14 lbs Firearm Load Free, High Crit
Scoped Rifle +3 1d12 25/50 55 gp 8 lbs Firearm Load Free, High Crit

Ammunition

Firearm Ammunition
Ammo Weapon Used Cost per Round
150 Round Pistol, Revolver, Trench Sweeper 1 sp
165 Round Rifle, Scoped Rifle, Hip Hammer 1 sp
583 Shell Shotgun 2 sp

Hip Hammer (LMG): The Hip Hammer is a light machine gun that uses a 18 round clip. A single shot from the gun expends 3 rounds of ammunition, so the weapon can be fired 6 times before reloading. It takes a standard action to eject the clip and put in a new clip. The 18 round clip used by the gun coasts 18sp and weights 1 lb.

Pistol: The pistol is a clip loading automatic handgun. It uses a 10 round clip which means the player can fire the weapon 10 times before it needs to be reloaded. It takes a standard action to eject the clip and put in a new clip. A clip of 10 rounds costs 1gp and weights 1/2 lb.

Revolver: The revolver is a swing out cylinder automatic revolver. The revolver can hold 5 rounds, so the player can fire 5 times before reloading. It takes a standard action to reload the revolver. A single round costs 1sp and 5 rounds together weight 1/2 lb.

Rifle: The rifle is a semi-automatic rifle. It uses a a 5 round clip which means the player can fire the weapon 5 times before it needs to be reloaded. It takes a standard action to eject the clip and put in a new clip. A clip of 5 rounds costs 5sp and weights 1/2 lb.

Scoped Rifle: The scoped rifle is a semi-automatic rifle fitted with a scope. This rifle uses the same 5 round clip as the regular rifle, but differs in that it is slightly more powerful and has a longer effective range. It takes a standard action to eject the clip and put in a new clip. A clip of 5 rounds costs 5sp and weights 1/2 lb.

Shotgun: The shotgun is a single barrel pump action shotgun. 5 shotgun shells cost 1gp and together weight 1/2 lb.

Trench Sweeper (SMG): The Trench Sweeper is a fully-automatic sub-machine gun that uses a 30 round clip. A single shot from the gun expends 5 rounds of ammunition, so the weapon can be fired 6 times before reloading. It takes a standard action to eject the clip and put in a new clip. The 30 round clip used by the gun coasts 3gp and weights 1 lb.

RULE UPDATE 3/3/2010


New Skills

Drive
The drive skill represents your ability at operating a vehicle under unorthodox situations or while performing difficult maneuvers: For example a Drive check can be used to avoid hazards or collisions during an encounter. You could also use a Drive check to weave in and out of difficult traffic or use it as a stealth check vs. insight (dependent upon the other guys perception check) to tail someone inconspicuously. For more details about the use of this skill see the Car Combat section.
Requirement: Precision Driving Campaign Perk
Benefit: You are trained in Drive

Mechanics

This skill represents your knowledge and ability to work with technology and your skill in the use of explosives. The Mechanics skill acts like a knowledge check when dealing with any technology based questions and identification. This aspect of the skill can also be used to get monster information on Warforges.

This skill can be used for repairing or jury-rigging broken pieces of technology (see D20 Modern rules on the Repair skill for a basic understanding of these mechanics) Besides just understanding technology and repairing it, this skill can be used to better utilize or manipulate technology. For example: bugging a phone line or improving upon a car engine to make it go faster.

The Mechanics skill is also used for explosives (see Star Wars Saga Edition rules for “Handle Explosives” under the Mechanics skill)

Requirement: Engineer Campaign Perk
Benefit: You are trained in Mechanics

Campaign Perks

Precision Driving
This perk gives you training in the Drive skill. Also, maintaining control of a car takes only a move action instead of a standard action.

Drive by Attack
While inside a inside a moving car you have superior cover against anyone trying to attack you from outside the car. You also receive a +1 attack and damage bonus to attacks made while you are inside a car.

Engineer
This perk gives you training in the Mechanics skill. Also, you also gain the plans for TNT for free.

Lucky Bastard/ I believe
As a free action, you can give up your second wind and accompanying healing surge in order to give a +5 bonus to ANY one attack roll (this bonus increases to +10 at 21st level). You can only use this perk once per day.

Pimp Slap/ Righteous Hook
Once per encounter when you make a melee basic attack you can choose to add your charisma modifier (if any) to that attack roll. You deal one extra point of damage per level on a successful hit. You must declare the use of this perk before making your attack roll.

Impressive Dodge
As a daily power that lasts the entire encounter: During your action, you can select a single opponent that is flanking you. That opponent no longer has combat advantage against you as long as that opponent is selected by you. You can select a new opponent on your turn. Only one opponent can be affected by this power at a time, so if you change your target that means that your former target can now gain combat advantage by flanking you.

My Two Cents
As a free action, you can add a 1d6 bonus to a single bluff, diplomacy, or intimidation check made by anyone other than yourself. This perk can be used once per encounter.
Car Combat

Entering/Exiting a Car
Getting in and out of a car is a move action. To wear or remove a seatbelt is a minor action.

Cars as Cover
While sitting inside a car you have partial cover against attacks aimed at you from outside the car.

Attacking Passengers and Attacking From a Moving Vehicle
A character attack from a car that is moving faster than alley speeds takes a -1 penalty to his attack roll. A character attacking a passenger of a vehicle moving faster than alley speeds takes a -1 penalty to his attack roll. People attacking each other between cars that are going at the same speed do not have penalties to attacking each other.

Controlling a Car in Encounters
A character that drives a car while in combat or any encounter where risky driving is involved must use a standard action each round to keep the car in control (unless you have the Precision Driving perk, then you only need to use a move action to maintain control of the car). If you fail to use a move action to keep control of the car you must then spend a move action to make a Drive check to keep control of the vehicle (unless you have the Precision Driving perk, then you only need to use a minor action to make the check). If you don’t spend any action or you fail the Drive check then the car is no longer in control and reacts however it wants which can mean that their will be some kind of collision. The check needed to keep the car in control is dependent upon the speed of the vehicle: Alley speed DC 10, Street speed DC 15, Highway Speed DC 20. Certain conditions can modify the DC needed for these checks such as adverse driving conditions or bad traffic.

Cars vs Car Combat and High Speed Chases
At the start of these kinds of encounters the first round is always the vehicle round. During this time all vehicles determine their actions for that round simultaneously. Each driver then makes a Drive check, whoever has the highest Drive check realizes what the other drives will do and gets to react first. All other vehicles go through their predetermined actions and subsequent driving checks are made to resolve situations where one car’s actions interfere with another car’s actions such sideswiping. In the next round characters roll initiative and combat precedes as normal. The round follow is another vehicle only round. As long as the driver spent the necessary actions and/or made the necessary check to maintain control of the vehicle in the previous character round, he is allowed to participate in this new vehicle round; if not, then the vehicle is subject to the actions of the road and the vehicle around it and gets no check to defend itself. The encounter continues like this, alternating between characters and vehicles, until resolution.

Declaring Speed
At the beginning of his or her action, a driver must declare his or her speed category for the round. The driver can choose to go one category faster or slower than the vehicle’s speed category at the end of the previous round. A stationary vehicle can change to alley speed in either forward or reverse. Most vehicles cannot go faster than alley speed in reverse. Stationary: The vehicle is motionless. Alley Speed: This speed is used for safely maneuvering a vehicle in tight spaces, such as alleys and parking garages. It tops out at about the speed a typical person can run.
Street Speed: The vehicle is traveling at a moderate speed, up to about 35 miles per hour.
Highway Speed: The vehicle is moving at a typical highway speed, from about 35 to 65 miles per hour.

Collision Damage
For each Speed Category their is a fixed number of dice that determines the damage that the car, the individuals in the car, and whatever object or individual struck receives. Alley Speed: 4d4 dice of damage. Street Speed: 6d6 dice of damage. Highway Speed: 8d8 dice of damage.

Factors for Reducing Collision Damage for Passengers
However, their are factors that can change the amount of damage the individuals in the car receive during a collision. Collision with a small object or character: -4 dice. Collision with a medium object or character: -3 dice. Collision with a large object, large character, a sturdy/heavy medium object, or a weakly supported structure: -2 dice. Collision with a huge object, huge creature, a sturdy/heavy large object, or a sturdy supported structure: -1 dice. Also, any character wearing a seat belt in a collision takes half damage.

Damage to Car
In all collisions, the vehicle takes the full damage. A normal car has 120 hp. As a car takes damage its performance will decrease Driving checks will become more difficult, maneuvers will be harder or impossible to pull off, and the maximum speed of the vehicle may decrease with increasing damage. When the car’s hp is reduced to 0 then the car stops working completely.

Vehicular Homicide
Any character that is about to be run over by a vehicle can make a saving throw to dodge the oncoming vehicle. A successful saving throw means the character was able to jump out of the way of the moving vehicle and ends up unharmed in the nearest available unoccupied space. A failed saving throw means the character takes the full damage from the collision.

Explosives

In order to make explosives you need to have a set of plans, use the necessary components (like ritual casting), and acquire a blasting cap for it to detonate. In order to set up a explosive you have to use the Mechanics skill. Placing explosives requires a successful Mechanics check. Every time you double the amount of explosives, you increase the damage by 2 dice. All explosives require a blasting cap to use. Buying explosives without making them yourself is twice as expensive as the component cost to make them.

TNT- 5d6 damage for one stick in a one square radius. A blasting cap is required to detonate a stick of TNT. Cost of Plans: 120gp. Component Cost (per stick): 40gp. Time to Create: 30 minutes.

Dynamite- 8d6 damage for one stick in a one square radius. A blasting cap is required to detonate a stick of Dynamite. Cost of Plans: 200gp. Component Cost (per stick): 70gp. Time to Create: 1 hour.

Gelignite-8d6 damage for one bar in a one square radius. However, unlike TNT and Dynamite, Gelignite’s can be manipulated by the use so that squares can be excluded from the one square radius blast. A blasting cap is required each bar of Gelignite detonated. Cost of Plans: 260gp. Component Cost (per bar): 100gp. Time to Create: 1 hour.

Blasting Cap- Is required for any explosive to detonate. Cost: 25gp

Timer- Used to set up an explosive device to go off automatically at a particular time. Cost: 50gp.

House Rules

Gangsters and Goblins coaxmetal