Tales of the Jedi: Knights of Selani Sector


House Rules


Combat

Reflect-Action-Penalties, Defensive Skills (Dodge, Brawling Parry, Melee Parry), Damage (Grazes, Wounds, Severe Injuries, Killed result), and Healing (natural, surgery, med-aid, med-tank)

Reflex-Action-Penalties (RAP)

Each use of a skill in the same manner used more than once in a round incurs a RAP in addition to MAP. .1D cumulative

Defensive Skills

Each defensive skill use is effective against only one SPECIFIC attack. Additional use of the same defensive skill, in the same manner (dodging the same shooter twice, using the same melee weapon to parry the same attacker) results in application of reflex-action-penalty in addition to multiple-action-penalty. Dodges can be used instead of Brawling Parry and Melee Parry effective against brawling and melee attacks, respectively.

Damage

(Grazes, Wounds, Severe Injuries, Killed result)

Each hit that is successfully resisted causes a .Graze. which is an accumulation of blunt trauma, near hits/misses, and shock caused by the impact or near-impact of a weapon. When a character takes as many Grazes as they have D in STR, they are Wounded. When they take as many Grazes as twice their D in STR, they are Wounded Twice, etc.

Characters can take as many Wounds as they have D in STR. Each Wound causes .1D (cumulative) penalty to all actions. If any skill or attribute is educed to less than 1D, the character cannot use that skill or Attribute; and if any Attribute is reduced to 0D or less, the character is Incapacitated, per normal rules.

All damage has a chance of causing severe injuries (RandE pg 98) to a character. Accumulation of grazes to a wound has a normal chance of severely injuring (2 in 6).

Replace Killed result with Mortally Wounded. Replace Mortally Wounded with .Critically Wounded.. Effects of Critically Wounds are:

Damage Roll ≥ STR roll Effect Severe Injury (1D)
0- Graze 0
3 Stunned 1
8 Wounded 2 (per Wound)
12 Incapacitated 3
15 Critically Wounded 4
16+ Mortally Wounded 5


Healing

Bacta does not exist in the TotJ time period. Med-Tanks exist using similar theory but with a technologically derived formula similar to amniotic fluid mixed with various medicines by situation.

Medpacs have not yet been invented but their precursor, the Med-Aid is in widespread use.

Natural Healing may be sped up by surgery or a Med-Tank using the advanced skill (A) Medicine:



Injury

Surgery

Difficulty


Time

Med-Tank

Difficulty


Time
Stunned Very Easy 1Dm Easy 2Dm
Wounded Easy(each) 2Dm Easy 4Dm
Wounded (2+ same loc) Moderate(each) 4Dm Moderate(all) 1Dh
Incapacitated Difficult 1Dh Difficult 2Dh
Critically Wounded Very Difficult 2Dh Very Difficult 1Dd
Mortally Wounded Heroic 4Dh Heroic 2Dd


Surgery cannot be attempted without (A) Medicine. If the Surgery roll fails, character worsens two levels. If Med-Tank roll fails, character worsens one level, unless unskilled in which victim worsens three levels. Surgery can also be used to heal severe injuries, but it is Very Difficult for each injury and has the same danger for failure.