About
The Allegiance Battle Group is the Simming/Star Wars RPG division of the Rebel Squadrons. Based in the Baphomet system of RS space, the ABG participates in the most dangerous, challenging and versatile missions anywhere. The Allegiance Battle Group utilizes elements of both the West End Games (d6) and Wizards of the Coast (d20) versions of the Star Wars RPG game to provide a role-playing experience not found anywhere else. Think you've got what it takes? Sign up!
Latest News
Last updated January 22, 2012 by FA Michael Raven.
01/22/2012:Hit the 'pay' button 20 times.
01/21/2012:
General Stuff -
Read the first ABG Universe Novel! http://rebelsquadrons.org/Shatterpoint.doc
Until further notice:
All characters get an additional 2 CP and 1 Learning for participating in ANY sim. This increases by 2 CP and 1 Learning for every 4 hours the sim continues beyond normal length. (4 HR = 6 CP/2 Learning, 8HR = 12 CP/4 Learning, etc.)
GMs will be awarded merit points based on running sims. See Raven for more details.
Merit points and CP are going to be awarded for each substantive article put on the RS wiki about the ABG! Go update things!
Rule Adjustments -
Clairvoyance has been reworded so that you do not know the actual power being used against you unless you successfully resist. This does not effect the detection aspect of the skill.
-=IMPORTANT UPDATE: Due to the reorg, to properly get credit for our activities, I need all GMs to (When they use the CS updater) to put the length of the sim in each character's sim-length fields=-
06/29/2011: RAWR! The bosses are back in the saddle, and it's time for some updates!
- Control Mind has been tweaked in favor of the players. For each force user ensnared in a single control mind, the bonus to willpower/control becomes +1D for each user beyond the first instead of +1.
- Block Force Sense was too powerful compared to its other powers. It was toned way back, and knocked down to Journeyman rank.
- Hide Force Sensitivity was deemed to weak of an effect for a journeyman ability, and was knocked down to Apprentice.
************** MAJOR CHANGE REGARDING UPGRADES *****************
The CS has long been concerned with how to handle mid-to-high power characters, particularly when it comes down to their advancement. There becomes a point where one must spend outrageous quantities of CP in order to make even the smallest advancement, sometimes going weeks without a single successful upgrade to a skill the player cares about. The CS feels this does not foster fun gameplay at higher levels, and thus is unacceptable.
Therefore, we are introducing a new system that allows players to temporarily increase their species opposed rolls until they successfully complete an upgrade. Please see the 'Upgrade Sessions' section of the manual for more details.
-=RAFFLE DETAILS=-
05/25/2011: Raffle day! This will be a two part event, the first being an interactive event that everyone is invited to participate in. We've made a large chart of prizes!
Essentially, each player will be allowed to pay 5 CP to join the raffle, where they will get 1 'Spin'. They spin (Rolling a D100) and get whatever they land on! You may spend an additional 5 CP to spin again, keeping what you had before and getting a chance to get something else! Or, you may spend 2 CP and roll again without keeping what you got the first time. You may roll as many times as your CP will allow!
A chart of rewards can be found here:
https://spreadsheets.google.com/ccc?key=0AoVBdMl1HW6CdHUxXzBfbjBvT0xfSzU3QkFIUzczc3c&hl=en&authkey=CKWayvIK
The second part of the event is an actual raffle, with two tiers.
There will be FOUR winners of the first tier of prizes, and it will cost 10 CP to enter this tier.
There will be TWO winners of the second tier of prizes, and it will cost 15 CP to enter this tier.
These lists are subject to expansion/slight modification up until the raffle
Tier Four Prizes:
New E-wing Type C Starfighter
'Choose Your Own Sim' - You pick the sim, you pick the loot, the HGM makes the enemies and runs it!
Any ADV Skill you have the pre-reqs for and 3 basic skills
+1D bonus to any Basic Skill or Force Power
+5 HP Cap
Super Secret Tier 4 Prize!
500,000 Credits
50 CP and 5 FP
10 Free Spins on the LootWheelOfLoot!
DC 35 item from any design system except Starfighter
ETKC-0001's Pistols, SMGs and unlimited Ammo
Your Genetic Health is reduced by 20%. If your GHealth is already below 20, you go negative.
Wookiee Life Debt -- You gain a wookiee companion that acts as a Mad Scientist Minion
Tier Five Prizes:
1 HGM Point
-10 Quirk Modifier, Permanent
Modified TIE Defender Starfighter
50% of all CP Spent on the raffle AND the WheelOfLoot
2.5 Million Credits
You may create your own quirk, it must be approved by the HGM. It can have a value between -8 and +8. You get this quirk for free.
Gain Force Sensitivity, all of your attributes start at 2D
Learn 2 Advanced Skills without having the pre-reqs; except conditioning.
+1D Bonus to any attribute, +1D Bonus to any skill.
Random Genetic Workup -- 40 Genetic Health worth of workups which do not cause any addition to your current GHealth. Randomized.
Secret Tier 5 Prize of crazy!
As a special bonus, for each sim that you participate in where the GM utilizes the CS updater up until the Raffle begins, you will get one free spin!
Contact Raven on IRC or via E-mail (Scorbolt@Aol.com) if you would like to participate in the Raffle. For the 'Spin and Win' event, just show up with some CP on the 25th! If you can't make the 25th, contact Raven.
05/14/2011: A master-less method of Force advancement has been created, and dubbed the 'Adept' system, and can be found under the Jedi advancement section of the manual. Adepts advance one force attribute at a time, gaining mastery in one specific field very quickly but taking much longer to become proficient with all aspects of the force.
04/30/2011: Mental Focus and Concentration have been slightly adjusted. Instead of being a separate roll, MF and Conc are now considered part of the skill check that they are enhancing.
What this means is that instead of taking time by themselves, the skill check in question now takes an additional ammount of time as stated on the skills. For example, if you are using MF to enhance Blaster by 2D, your blaster roll now takes an additional 2 minutes. Having your concentration interrupted automatically causes the skill roll to fail.
Due to this change, Concentration and MF can now be used for Medicine/FA/Force Mending checks to stabalize dying people, as they are considered stable for the duration of the check. Since Conc/MF simply add to the duration, it'll just take a short time longer.
In conjunction with the above balance fix, The Thinking Man quirk has has the 'Reduce the time to MF to 6 seconds per 1D bonus' removed from it. The cost, due to the strength of this quirk, is remaining +6.
"The Speed of Thought - Reduce the time to use mental focus to 30 seconds per 1D" has been added at a cost of +3.
The Concentration speed enhancing quirk has had its cost increased from 2 to 3.
If you are affected by the cost increase of the concentration quirk, please contact a member of the ABG CS.
Device Repair can now be used to create 'Field Tools' from random equipment. For a DC of 11, you can finesse a set of +1 tools for a specific skill. For a DC of 18, you can finesse a set of +2 tools for a specific skill. Creating custom tools designed via Engineering is a straight DC of 25.
Engineering can now be used to design actual tool kits. The DC to Design a tool kit for a single specific skill is 10 per pip of bonus. Tool kits require 5 parts to build, each costing 20 credits per +1 bonus.
Due to the enhanced functionality of Device Repair, the Specialist Class: Technician has had two additional requirements added to it.
A character must now know the Engineering advanced skill as a pre-req for the class.
A character must now create their own toolkit for any Technical skill with a minimum conferred bonus of +1D.
The 3D Bonus of Technician has been changed to enhance the bonus for using your own tool kit for a task by an additional +2.
7/09/2010: The Force Disciplines have been massively revamped. If you already possess a Force Discipline, you may respec to any other discipline for FREE (contact an SGM to do so), and may qualify for the discipline's bonuses as you meet its prerequisites.
06/10/2010: The Droid Brain chart has been updated to be more forgiving for lower end models.
Drawing a weapon no longer takes an action, it simply inflicts a -1D penalty which can be removed via the Quick Draw Advanced Skill.
Switching Weapon Settings now no longer inflicts a penalty.
Higher scale entities (Star Destroyers/Transports/etc.) now deal area of effect damage to lower scale modifier entities. IE: Remember that AT-AT in ESB that all the soldiers were RUNNING from? Get sprinting! That AT-AT now deals damage in an 8 meter radius.
A second copy of the scale modifier chart was in Starfighters vs Capital Ships, for consistency's sake, it has been removed.
Form V now no longer adds damage based on Strength. Instead, you gain an ability called 'Overpowering Strike' which you can use to reduce an opponent's defensive rolls. Ultimate practitioners of this form are able to drain their Control Attribute, reducing their overall damage, to deal massive overpowering strikes and whittle down your opponent much like Luke versus Vader in RotJ.
06/02/2010: Lifting has gotten a little bit more love. In recognition of the fact that lifting currently bones over everyone who carries any equipment, a character may now carry a certain weight worth of stuff without worrying about it. Most of these are fairly generous and will not effect anyone at all, it will only come into play when a character decides to excessively loot, or in specialized simming scenarios which require additional care taken for weight.
05/31/2010: The following skills have been removed from the ABG Skillset. If you had any of these skills, please contact a SGM, you will be given learning credit equal to the # of D you have in the governing attribute.
Slingshot (DEX)
Accounting (KNO)
Agriculture (KNO)
Home Economics (KNO)
Traffic Control Procedures (KNO)
Rocket Pack Operations (MECH, Merged with Jet Pack Operations)
Undersea Vehicle Operations (MECH, Merged with Aquatic Vehicle Operations)
Bowcaster Repair (TECH, Blaster Repair works)
Holorecorder Repair (TECH)
Prosthetic Repair (TECH)
Machinery Repair (TECH)
Rocket Pack Repair (TECH, merged with Jetpack Repair)
Prosthetic Design (TECH, use Medicine)
After long debate and various attempts at determining usefulness, it has been determined (again) that Computer Use is an unnecessary skill and can be merged with CP/R. If you have learned this skill, you can exchange it for a free Technical skill. If you have upgraded it above base die, please contact Raven.
Device Repair has been added as a skill. Device repair handles all repair/modification rolls for 'devices', such as power generators, rebreathers, tools, industrial machines, etc.
Engineering, the ADV Design skill for Construction, has been renamed Industrial Engineering.
Engineering is now the ADV Design skill for Device Repair.
Read/Write AND Speak have been merged into one skill, Comprehend. If you have either Read/Write or Speak as a language, contact a SGM to get Comprehend: (Language). If you have both skills for a particular language, you will also receive double your # of D in Knowledge as Learning Credit.
Lifting has had its chart reworked to not be completely effing crazy.
You may now upgrade Initiative. Details can be found under Upgrade Sessions.
5/24/2010: In attempting to reduce the discrepancy between force-sensitive crafters and non-force sensitive crafters, it has been ruled that the enhancement bonus granted from force artifacts are treated as EA and ES power bonuses, and thus cannot be stacked with the Enhance Attribute or Enhance Skill force powers or themselves.
Dim Others' Senses now influences attack rolls in addition to the entire PERCEPTION attribute.
5/19/2010: The rules for automatic weapons has been changed, please see taking action for details.
5/3/2010: Something we forgot to do: Quirk added Clear Focus, maximum bonus from CONTROL based on target's attribute.
04/22/2010: Jedi Update VI (Part 1 of 2)!!
- Due to the scope of this update, the CS is offering up to 10 merit points for discovering and reporting typographical / grammar errors found in this update. (In addition to the normal offering for finding actual, substantive, non-typographical errors.)
- The hierarchy system for upgrading force powers is no more. All powers now enter at a character's base attribute score, and are upgraded like normal skills.
- Upgrade costs for force attributes now scale with the character's rank.
- Resist Force: May 'surpress' their presence in the force by taking a -1D penalty to all actions in exchange for using Resist Force as a base DC versus Life Detection and Life Sense checks.
- A new article has been added to the Codex of the Force: Artifacts! This article contains rules for the identification of artifacts and the dissasembly of said artifacts for juicy FP.
- Added a stub to Using the Force that almost all force powers require direct line of sight to the target unless otherwise noted.
- Sense: Typographical fix.
- Control mind: No longer COMPLETELY dominates a target. Users issue orders to their targets, which may be resisted via a Very Difficult Willpower check.
- Dark Familiar: Functions as control mind used to.
- Life Sense: May no longer be used to create a line of effect for ALTER powers. All ALTER powers now require line of sight.
- The DCs for the two lowest forms of Telepathy have been reduced by 1 level.
- Read Surface Thoughts: Removed PERC/SNS check, clarified DCs.
- Affect Mind: Streamlined, removed PERC/SNS check, no more hallucinations. Became jedi mind trick.
- Sense Object History: Given a quantifiable effect rather than a nebulous RPish one.
- Inflict Pain: Removed the stun damage. This power does enough.
MUCH MUCH MORE TO COME!!!!
- Battle Meditation: Removed insta-jib, wording simplified. Now acts as a super enhanced coordination, as it should.
- Dim Others' Senses: Typographical fix... for now. ^_^
CONTROL: Now nearly identical to Mental Focus. Be on the lookout for new quirks!
- Accelerate Healing: The base difficulty to heal someone other than the user is the same as instant healing the user. The fatigue penalty may not be removed via remove fatigue. Trance repeat DC clarified.
- Hibernation Trance: DC to insta-KO someone is now Heroic+Willpower instead of just Heroic OR Willpower.
- Return Another to Consciousness: Functionally redundant. Abilities merged with Remain Conscious and Resist Stun. Contact Cyrel for learning credit if you have already learned this power.
- Detoxify Poison: Difficulties clarified. Specified time requirement.
- Enhance Attribute: Nerfbatted focus requirements.
- Magnify Senses: Given quantifiable bonuses rather than RP ones.
- Force Speed: Removed bonus attack. Grants full bonus to running. Grants 1/2 its bonus, rounded down, to other movement based reaction rolls. Reduced movement bonus to x4 at heroic. At Very Difficult, characters are always treated as rolling a 31 on running checks to determine the number of actions/movement in a round.
ALTER:
- Imbue Weapon: Changed to 'Imbue Object'. Now acts as a temporary Force/Sith Alchemy effect.
- Drain Life Energy: Removed penalty to skills. As a journeyman power, it is good enough.
- Force Lightning: Clarify that the CONTROL roll opposes the activation roll, not the damage. Added notes about Repel Force Lightning.
- Lesser Force Shield: Synergies removed, protection values increased. Net -1D protection.
- Greater Force Shield: Ditto to LFS.
- Balistakinesis: Deals damage equal to result/5 in dice.
- Force Throw: Removed reference to force speed.
- Telekinesis (Finesse): Not designed to be a combat power. Hurling an object now deals result / 10 in dice.
- Force Alchemy: Clarification added for DC reductions.
- Sith Alchemy: Ditto for force alch, plus brand new corruption!
- Telekinetic/Thermalkinetic Kill: A character may use these powers through a video-feed if they have simultaneously raised Life Sense on their intended target.
03/13/2010: As outlined in the 'Outside of Sim rules' section, all sims now provide an immediate +2 bonus CP if they last more than 4 hours. In addition, all character sims now award participants with 3 CP provided they meet proper criteria.
03/09/2010: When you end a business, you may recoup credits based on a business roll. See the skill entry for details.
Removed the profession requirement for the advanced skill Leadership and clarified its bonuses.
Military Leadership is now a passive advanced skill that modifies the abilities of Leadership.
Severed has been changed so that you are now only immune to powers out of the Telepathy tree.
I Am Who I Am And That's Who I Am has been changed to read: The cost for re-speccing your quirks is 50 CP or 50 Merit Points.
02/25/2010: The force power Reduce Injury now forcibly places the user into a Hibernation Trance if successfully activated when the character is below -9 HP.
01/21/2010: The quirk 'Alt' has had its percentage increased from 85% to 90%.
The quirk 'Alt' now also increases the percentage of stats/etc. given to a Cloned character from 70% to 80%
01/19/2010: All Scale Modifiers have been DOUBLED.
Please note that this does effect certain weapons and the TK:Finesse Skill. These will be looked at shortly to correct them.
Capital Ships now gain +2D to hit, +1D to damage for every 12 weapons they fire link against a starfighter.
Ranged weapon penalties for shooting in melee range been added to Taking Action under Ranged Weapon Minimum Range.
Mad Scientist added as a Specialist Class. Beware: CRAZY THINGS WITHIN. Also, this spec class is still being evaluated, it may change a little bit.
12/25/2009: Merry Christmas from the HGM: All Characters and GMs get DOUBLE CREDIT for participating in and running Sims/Charsims until February 1st.
12/20/2009: There hasn't been an update in awhile! Rest assured, I'm back and finally able to really get into the swing of things now that my personal life has some semblance of stability. I'm excited to be back; aren't you?! :P Well wonderful, let's get into it.
Character death has been nerfed. What do I mean by this? It's obvious that there are still some issues with character death, so the CS has done a few things in order to make it a little more... tolerable.
Any bonus on penalty rolls is ignored.
Amnesia has been added as the '2' result for permanent penalties, but has been clarified.
The +1 DC for Medicine/FA checks no longer stacks with Surgeon's Nightmare.
The 'unable to roll WP to remain conscious' has been changed to a +5 DC. This may stack.
The percentage reduction for making a new character has been reduced from a 30% reduction to a 20% reduction.
A new option, cloning, has been added. Cloning literally takes your character and clones him/her... at a price. All credits the character has are removed, and an appropriate number of items are considered 'auctioned' for the resources needed for the cloning process. These items are chosen by 2 SGMs in tandem. The character may then return with a 30% reduction to all skills, abilities, RP, etc.
10/8/2009: In response to some questions, the description for Lightsaber forms in the Dexterity part of the manual was updated for clarity. No functional changes were made.
08/28/2009: An important sim policy on ABG Academy Training Sims has been implemented, please read it here: http://abg.rebelsquadrons.org/manual/guide.php?id=96
08/22/2009: The base DC to save someone from the -10 to -19 range with Force Mending has been reduced 6 points, to 25.
A chart has been added to Character Death which details, precisely, the abilities that can be used to save someone else's life, and what their DCs are for that range.
All quirks affecting opposed rolls while upgrading have been updated to be a bit more clear.
Martial Artist has had its 6D 'Emulated Force Power' ability changed to a physical-damage-only Force Charged Strike instead of Hammerhand.
A new Specialist Class, Hacker, has been added to the manual.
Character death has been further clarified to more clearly outline what a character gets upon 'remaking' a character.
08/17/2009: Torture has received a complete rewrite.
The +1 HP Genetic Mutation has had its Genetic Mutation percentage updated to reflect the relative ease of going up to a 'normal' HP cap of 50, and the mounting difficulty to go past safe limits of your body via Conditioning.
A new Advanced Knowledge skill, Enhanced Bonding, has been added to the manual.
In addition to its normal effects, while accumulating the bonus from Mental Focus, your move is treated as 0/0, and you take a -4D penalty to all rolls. You may drop Mental Focus at any time, and the penalty is lifted; but you do not get the bonus unless your focusing is able to complete.
08/06/2009: Are We Playing D&D? Added as a quirk.
If you have ALREADY re-speced because of the quirks added on the 1st, you may respec for free if you take this new quirk.
08/01/2009: The following quirks have been added:
Multiclass
Multidisciplinary Adept
Specialist? Schmeshilist!
I Am Who I Am And That's Who I Am!
Yo-Yo
Change For Change's Sake
Safety Net
Mutant
Genetic Disorder
Terrible Pupil
Master's Boon
Poor
Prodigy
Stunted Advancement
Weak in the Force
Claustrophobic
Frostbitten
Boiling
One Shot
Swift Fingers
Bloodlust
Chaos Theory
Alt
Absolute Concentration
Defender, Corruption (These were added a bit late, if you have already respecced today, as of 7:13 PM EST, you may respec and include this without cost)
07/24/2009: Mostly Dead healing was clarified, not changed. Force mending added to the list of acceptable skills.
The master level bonus of Jedi Healer was changed to be a +2D bonus to Force Mending. Force Mending was also added as a knight level power requirement.
Absorb/channel recieved an entire re-write due to confusion and minor balance issues. It is now fitting as a master level ability.
Dissipate energy recieved some clarifications, and 2 new damage types: 'Exotic' and 'Force Effects'. Force effects taking the place of Force lightning.
A clarification was made to equipment failure -- You do not destroy the WHOLE item, just the part that you were modifying, upon failure.
Throwing Weapons now have a 90% Construction time reduction.
Vehicle Blasters has been renamed to Vehicle Weapons and now handles all Vehicle-Based attacks.
07/23/2009: A clarification has been made to Martial Arts: Striking, Multiple Strikes. You do not get another technique use.
Due to a very valid issue pointed out about permanent penalties under Character Death, the '2' level (amnesia) has been removed for the time being while it is reworked.
07/18/2009: This is big. Bear with us:
Corruption / Auto DSP: Automatically gaining DSP for certain actions now stops at -70. If you want to be evil, go be evil.
Accelerate Healing(trance) now takes up ALL your focus, but lets you move around. It now scales with rank.
Force Throw was clarified, you get 1 attack per activation.
Telekinetic Kill (slam): New mode of attack added, representing people tossing each other around in the games.
Telekinesis had a few paragraphs re-written in the description part just for clarification, no functional change.
Force Mending, a brand new force power, was introduced. A knight-level light-side power, force mending represents a higher level of healing. Transfer force is now a sub-skill of force mending.
Parrying with a lightsaber, no longer automatically deals damage. Period.
New dex skill, Catch!, which gives characters another reaction ability versus grenade attacks and thrown weapons.
Still to come: Absorb/Channel re-write, dissipate energy clarification, identification of force artifacts.
Dealing Stun damage with Melee Combat/Brawling has been clarified. You may now elect to deal Stun damage with Melee Combat/Brawling/Martial Arts by taking a 2D penalty to Hit.
Shenbit Bonecrusher Blow has been adjusted so that it explicitly may only be used against limbs.
The Striking Sarlacc incapacitation effect has had its duration reduced to 2 rounds from 3.
Martial Arts: Stealth, Silence and Conceal no longer last for just one roll, they last until something is done that would break the character's sneak or hide rolls.
A character may move up to half their normal run speed while Sneaking. They may increase their speed to their full Run speed by taking a -3D penalty to Sneak for the round.
A character with Martial Arts: Stealth has the penalty for moving up to their Run speed reduced by 1D.
A new Specialist Class: Martial Artist, has been added to Specialist Classes.
A new Martial Arts Form, Martial Arts: Hijkata, has been added to the manual.
A description of Martial Arts: Hijkata's abilities has been added to Martial Arts.
06/26/2009: The rules for deconstructing a lightsaber have been added. The modifications for adding an additional phase and expanding a lightsaber's casing have been clarified and nerfed, respectively.
Mandalorians have been re-added to the ABG Library as a playable species.
06/20/2009: We are still dealing with residual effects from the backup. Please bear with us while we deal with things.
05/30/2009: The Arena.
The Arena will be a unique event which tests character's mettle in both combat and out-of-combat situations with the sole purpose of being a fun experience for everyone involved. It is seperated into both Single player and two-player challenges ranging from the easy and mundane to the complex trials and tribulations that only the strong, brave... and potentially insane can accomplish.
The arena challenges are broken down into 'rounds', with each 2nd round bumping you up into a new prize block. Once you reach a new block you will be pasted the prizes for that particular tier, and will have a choice to either continue on or stop. Upon choosing to stop, you can pick a prize and be on your merry way! Should you choose to continue, and fail the current challenge, your arena time is over; you are bumped DOWN a prize block, and may choose one. Examples of the prizes can be found below by checking out what was given out in Raffles, with obviously a few changes... participate and find out what they are! :P
Due to the duality of things between this and the Advanced Skill offer, you may either pay the entry fee for the Arena (Listed below) immediately or defer it for later, a note will be made on your character sheet and the CP deducted as soon as it is available. You may then choose to go through your arena challenge at any time I (Raven :P) am on, and they will be ran for as long as you can take it.
But Raven, a character like Sconn is just gonna go 'AM SCONN' and win everything and I just started playing! :(
AHA! Don't you worry your pretty little head! All of the challenges and such will be appropriately tiered to YOUR level. That's not to say that you might need to use skills you don't have or expend a bit of brain power to get around something, but as a character with mostly 3D rolls, you won't be thrown at a full blown Jedi Master... maybe the final round for the absolutely badass prize at the end... ...maybe... ;) but hey. ENJOY.
The Arena has a few rules, so here we go:
1. You can only use the character that you enter with, and you may only enter one character for each of the two player and one player challenges (IE: Nico could enter Tawny for single, and Mak for doubles), else I'd be doing this forever.
2. You may use anything you have on your character sheet.
3. Any equipment destroyed/etc. will be automatically restored at the start of each challenge unless otherwise noted.
4. All HP/etc. will be restored at the start of each challenge unless otherwise noted.
5. No character deaths will count. Your character may die due to the nature of things (Combat, etc.) but it'll merely mean that you fail that part of the arena.
6. FP/CP usage, DSP/LSP earned/etc. will accrue during the arena, but will not be deducted from your sheet. IE: If you have 5 FP, you may use 5 FP over the course of the entire arena, but they will not actually be deducted from your sheet.
The entry fee for the single character section of the arena is 10 CP or 2 FP.
The entry fee for the two character section of the arena is 30 CP or 6 FP, either character may pay as much or as little of this fee as they wish. It is proportionally higher than single character entry because of the drastically increased prize range.
Sign ups for the Arena will be closed in 1 week. They will run as long as needed to see them to their completion. See Raven if you have any questions or want to enter. Good luck!
05/29/2009: A clarification was made to the "Outside of Sim Rules" section of the GM manual regarding over-learning learning credit and the Chosen One quirk.
05/28/2009: Due to the inclusion of new ADV skills, including one which severely effects combat through Single Weapons, all characters are being permitted; for a one time fee of 10 CP, to 'purchase' any SINGLE ADV skill (except for Disciplines/Specialist Classes/Researched powers/etc.) they have the pre-requisites for. Should you know Single Weapon Focus and wish to immediately get Single Weapon Defense, this 'fee' is reduced to 5 CP. This, I feel, is the most fair way to distribute some of these new skills without giving a free ADV skill to characters with SWF, and nothing to those without. This will be available for 2 weeks, as that should be more than enough time to accrue any CP required or snag a pre-req or two.
A small section on Skill Requirements has been added to the Taking Action section of the manual, this is mainly for clarification.
05/26/2009: Defending against two weapons, and against multiple attackers in brawling/melee combat has been included in the Taking Action section of the manual.
A new Advanced Dexterity skill, Single Weapon Defense, has been added to the manual.
05/25/2009: Switching weapon settings no longer takes an action, it just confers a -1D MA penalty.
05/22/2009: Electronic manipulation was clarified. Battle meditation had a slight, but obvious, error corrected.
Due to repeated abuses of the Defend skill, it now has an additional requirement that you sacrifice one action during your subsequent attack round.
05/17/2009: An ambiguity in the wording of the "restricted by armor" effect was corrected, no substantive rules change was made.
05/16/2009: Cleave has been updated. It is now clearer, and requires that your target actually fall unconscious, instead of just being reduced to 0 or fewer HP.
A new Advanced Perception skill, Sweeping Shot, has been added to the manual.
Fixed an error in the description of Specialist Classes.
MAJOR UPDATE FOR NON-FS CHARACTERS: Non Force Sensitive characters may now take two specialist classes.
The wording of Jedi Disciplines and Specialist Classes have been changed. Any character may take two Specialist Classes, Force Sensitive characters may either take two specialist classes, or one specialist class and one Jedi discipline.
A major clarification has been added to the manual: During a combat round, players may take THREE actions, TWO of which may be combat actions. This obviously can be modified by abilities (Heroic Force Speed additional attack) or Advanced Skills (Flurry, Rapid Shot, TWF, etc.). All Force Powers count as actions, with offensive Force Powers counting as combat actions. This is mainly a clarification, and should do nothing more than alleviate confusion and streamline combat situations.
A wording error on Flurry has been corrected.
A potential exploit with Flurry and Rapid shot has been corrected. The skills have not changed in functionality.
A new advanced Knowledge skill, Force Acumen, has been added.
ALTER has had its damage reduced, its 'throw' effect enhnaced, and can no longer be influenced by CONTROL.
Control Pain may be maintained to act as a Willpower roll for maintaining powers.
The DC for a Deflection Guard has been changed to 11 + Attack Roll without Guard, or 6 + Attack Roll with Guard.
Lightsaber/Blaster/Spacecraft combat now cause focus penalties outside of combat. (Making a reaction roll, if permitted, to a surprise attack counts as combat.)
Like Enhanced Coordination, Leadership and Military Leadership now confer a blanket -1D or -2D (respectively) penalty to all non-defensive actions taken by the character utilizing the skill.
Restricted artifact limits to the BASE attribute. KNOWELDGE/CONTROL now determines how many artifacts can be used at once.
05/02/2009: Entries for Power Cells, Backpack Generators, and a full Vacuum seal have been added to armor design.
The DC modifier for adding a Jet Pack has increased to 3.
The DC modifier for adding a Repulsor system has increased to 5.
Multipurpose use now scales depending on the number of additional systems added, with a modifier range of 1 to 6.
Note: Any armor which is already designed/completed does NOT need to be redesigned/remade to adjust for changes in the Armor Design system.
4/7/2009: Creating Lightsaber Forms, Researching Powers, and specializing in Signature Powers has now been added to the manual under 'Researching the Force'.
2/12/2009: The 'internal/focused' versions of Telekinetic Kill and Thermalkinetic Kill now have a small Wounding component.
02/12/2009: A chart of perma-penalties has been added to Character Death. Yes, they're harsh. They're harsh because if you have one, you should be dead.
The DC modifier for adding an Integrated Computer to Armor has increased to 4.
The DC modifier for adding 'Multipurpose Use' to Armor has increased to 5.
The DC modifier for adding Embedded Sensors to Armor has increased to 2.
The DC modifier for adding Stealth Padding to Armor has increased to 3.
The DC modifier for adding Ion Padding to Armor has increased to 4.
The base DC to cure a single 'wound' has been reduced to 15.
02/12/2009: Jedi Update V!
Jedi Update V focuses on one primary aspect: Neutering the darkside. The biggest and key fact is that every single damage inflicting power in the ABG now either permits a reaction/dodge roll to avoid, an opposed power, or permits the user to roll CONTROL as an ARMOR roll against incoming damage. This should reduce the lethality of even moderate-end dark jedi on a party, and prevent some fo the auto-pwnage that has been prevalent in the past couple of years.
A new article has been added in the Manual: Defending Against the Force.
Resist Force now permits characters to roll STRENGTH as an armor roll, in lieu of CONTROL.
The following powers have received some changes. Powers denoted by a * have been effectively completely re-written.
Enhanced Coordination, Danger Sense*, Extract Memory, Enhance Skill, Combat Sense*, TK(f), Telekinetic Kill*, Thermalkinetic Kill*, Force Lance, Inflict/Control Pain, Injure/Kill*, Force Link.
BRAND SPANKING NEW POWERS HAVE BEEN ADDED! Check 'em out!!
Suppression, Force Harmony, and Induce Peace.
Players are responsible for knowing the effects of these changes on their powers BEFORE they go to use them. READ THEM NOW
*Note: Cyrel started this update process at 1 am in the morning. There may very well be typos or inconsistancies. If you see any, please contact Cyrel.
02/11/2009: Correcting a glaring flaw, Electronic Manipulation now requires physical contact in ALL MODES.
02/09/2008: Corrected an error on the Equipment Failure charts.
02/08/2009: The process for changing learners has been added to the Learning New Skills section of the manual.
Negative learning, the process of a character 'stockpiling' sims to learn is NOT A VALID OR LEGAL ABG PRACTICE. It has now been added to the GM manual under 'outside of sim rules' as a SINGLE-SESSION concept just so that if a player learns a skill mid-sim they are not penalized for missed learning increments.
Armor stacking has been clarified.
02/07/2009: SPECIALIST CLASSES! http://abg.rebelsquadrons.org/manual/guide.php?id=93
It has been expressly stated that you may only know 1 Jedi Discipline and 1 Specialist Class.
02/04/2009: If you already have Professions and attempt to learn a Jedi Discipline, the cost has been increased from 1 FP and 10 CP to 2 FP and 25 CP. This change was made to reflect the fact that the Jedi Disciplines are meant to replace, not augment normal professions; but it is logical that a person who spends enough effort could indeed do both. The one sheet that is currently effected by this change has been adjusted accordingly as to not give the player an unfair advantage.
If you WILL BE effected by this change, you may choose to make your current professions Advanced skills. If you do, you may learn the Discipline with the normal costs. If you upgrade any professions before choosing to take this route, you are DISQUALIFIED from taking the offer.
01/29/2009: Miraluka and Ilvicans have been added as races.
01/27/2009: Merits have been added to the manual for participating in and running Sim Marathons.
01/24/2009: Lightsaber Forms. They're under Lightsaber Dex. That is all.
01/23/2009: Feinting has been added to Sleight of Hand.
01/21/2009: Additional quirks have been added to the manual.
Design and Construction times have been added to Melee Weapon Design.
Rules for using Shields (The Physical Kind) have been added under Melee Combat.
01/14/2009: A structural change to the Black Market is being made; it will now be opened 24/7. Items will pop up randomly, and there may not be any items up at a particular time, but it will always be opened for potential browsing UNLESS new items are being added, in which case there will be a temporary downtime while CS members populate it.
The Crystal Blaster now has a restriction on it that when it strikes a target, the maximum number of bolts it can strike for is 12. Any bonus on the # of hits is IGNORED, and a 12 may be attained by a roll of 6 6 on 2D6.
Corrected the T-65 AC2 X-wing's shields and hull to match the Library.
Corrected the ETA-2's shields and hull to match the Library.
Corrected the V-wing's shields and hull to match the Library.
Corrected the T-65 AC3 X-wing's Shields and hull to match the Library.
Corrected the ARC-170's Shields and hull.
Corrected the V-19 Torrent's Shields and hull.
01/12/2009: Fixed Manual Errors
If you are between -1 and -9 HP, any successful healing roll which recovers HP stabilizes you, and you are no longer in danger of death after 3 rounds.
Force Lightning is now resistible with raw Control.
Force Lightning's Stamina/Willpower check has has its DC changed to twice the damage roll; instead of being based on the activation roll.
The Difficulty to Sprint has been reduced to 7 for the first round, +3 for each round afterwards.
The first round of sprinting no longer adds additional DC.
The Sprinting DC now drops with time.
A 'Double Move, single Action' option has been added to the Running table.
01/11/2009: RAFFLE MARK III
Can I has Raffle time? Yus. The third ABG Raffle is going to take place 6:30 PM FRIDAY, Janurary 16th with prizes ranging from credits, to a couple SUPER SECRET prizes that WILL NOT be released until they are awarded along with many of the same prizes you've seen before!
As with the last raffle, there will be various tiers of prizes; each tier costs CP to enter. You may only enter a tier once. Tier prizes arestill going to be tied to PERSON, so multiple chances for multiple characters is going to be disallowed. However, you may indicate which character you want eligible for which tier, and the CP will be deducted from that character. IE: If you have two characters and you want character A to be eligible for Tier 1 and character B to be eligible for tier 2, you pay the appropriate CP and they are entered; that's fine and dandy. If you want both characters to be eligible for the prize of one tier, both characters must pay, but you only receive one chance of winning.
In light of this, multiple rolls (indicated below) will be made for certain tiers as indicated below.
The way of entry and winning is simple, merely contact me (Raven, durh :P) with your character(s) and the tiers you wish to enter, I will deduct the CP from your sheets and enter you into a spreadsheet. The order of your 'number' will be first come first serve. On the day of the raffle at 6:30, the raffle will begin; I encourage people to show up, as it is much fun to see this stuff happen live! A simple 1D(# of entrants for the tier) will be made for each tier; and the winner chosen by the number that comes up. You may not win a tier more than once, if a winner's number comes up again it will be re-rolled until a non-winner is found, and this will continue until all the prizes for that tier are given away.
I will try to make it so that everyone walks out with something, but as with all raffles... sometimes that just doesn't happen. You may not 'trade-down' or 'trade-up' raffle winnings for new tiers, and complaining about your winnings (or lack thereof) might just provoke the ire of Sconn. This is supposed to be fun, not a source of angst. Aside from that, I feel as if this has the potential to be even more fun than the last one; and I wish you all good luck! Get those entries in!
A note of clarification, when a particular prize mentions a 'Basic Skill', Force Powers are included with that; though any stat boost does NOT effect other skills in the tree of the affected power unless otherwise noted.
10 Prizes - Tier I (1 CP) - 5,000 Credits OR 'Imperial Blaster Package' (T-21 Light Repeating Blaster, Two E-11s, Two DH-17s) OR 1 Pulsar Concussion Grenade (3D/2D/1D Concussion, half knock-back. 6D/4D/2D Concussion secondary wave, 3/6/10) OR Stormtrooper Commando Armor OR 1 Lightsaber Crystal (Color of your choice, no properties) OR Black Market Package of Black Marketness (Unknown contents, will be revealed when chosen) OR You may learn one skill of your choice as if you had a teacher OR A copy of Left 4 Dead. Playing this game gives you the specialization of: Zombies for either Blaster or Firearms. This skill specialization is added at +1D to your sheet. OR A copy of Civilization IV. Beating this game on its highest difficulty (Requires a Very Difficult Tactics roll) results in a permanent +1 increase to tactics OR Class B Thermal Detonator
6 Prizes - Tier II (2 CP) - Stock, used YT-1300 Light Freighter (3x hyperdrive instead of 2x, hull 78 RU, Shields 150 SBD, No sensor suite.) OR TIE/Ln Starfighter OR Heavy Weapon of the winner's choice OR Any basic skill OR Waterproof Journeyman Lightsaber OR Wes Belden's Rancor Care Package (Only one can be awarded) OR DC 20 item from any design system (Except Starfighter) OR +1 to any Basic Skill OR +5 HP (Can not exceed 50 HP) OR You may learn three skills of your choice as if you had a teacher OR "You Can't Get In" (Trademark) Door Security System (Deals 15D Stun Damage to anyone who touches the door)
4 Prizes - Tier III (4 CP) - New YT-2000 Light Freighter OR 2 Barloz Medium Freighters OR Three Basic Skills OR Advanced skill (You must have the prereqs) and Basic Skill OR DC 25 item from any creation system (except Starfighter) OR +4 Initiative OR +10 HP (Can not exceed 50) OR Any Basic or Advanced Cybernetic Component OR Have Any one Advanced or Basic Cybernetic Component automatically installed with absolutely no complications OR Any +1 or +2 quirk for free, this is never removed from your character sheet even if you pay for a 're-do', and you do not count this toward your quirk total. OR 3 FP
3 Prizes - Tier IV (6 CP) - New T-65 AC4 X-wing Starfighter OR New B-Wing Starfighter OR New Sentinel Shuttle OR Hardness Package OR Any Cybernetic Component automatically installed with absolutely no complications OR +1 to Any Attribute OR 5 FP OR +2/+2 Move OR Permanent -4 Quirk Modifier OR +8 Initiative OR Your HP is set to 50 OR Araykd Corporation XP-X1 OR M-300 Energy Shotgun with two self-recharging Power Packs OR Free Quirk Respec OR SUPER SECRET PRIZE I (Only one may be awarded, will be announced when it is picked.)
2 Prizes - Tier V (8 CP) - New TIE Advanced Starfighter OR New E-Wing Type C OR +1D to any Skill OR +1 to any Force Power, INCLUDING all powers in that tier and +2 to the highest level power(s) in that tier that you know OR SUPER SECRET PRIZE II (Only one may be awarded, will be announced when it is picked.) OR Demolitionist's Dream (2 Class A Thermal Detonators, 4 Class B Thermal Detonators, 6 Class C Thermal Detonators, 8 Class D Thermal Detonators, 4 Pulsar Concussion Grenades, 2 Heavy Breaching Charges, 4 Medium Breaching Charges, 6 Light Breaching Charges, 10 Fragmentation Grenades, 10 Proton Grenades, 4 CyroBan Grenades) OR Any Advanced Skill you have the prerequisites for and two Basic Skills OR 30 SBD Rated Energy/Physical/Ion shield OR Any color Lightsaber crystal imbued with Force Alchemy (Up to DC 30, you choose what it is alchemized with)
1 Prize - Tier VI (10 CP) - New TIE Defender Starfighter OR Permanent -9 Quirk Modifier OR 12 FP OR 50% of all CP entered into raffle OR SUPER SECRET PRIZE III (Only one may be awarded, will be announced when it is picked.) OR 2 Million Credits OR +2D to Any Advanced Skill OR 6 Basic Skills OR Any 2 Advanced Skills, even if you do not have the prerequisites OR Any 3 Advanced Skills that you have the prerequisites for OR DC 40 item from any design system (except Starfighter) OR You may create your own quirk. It must be approved by the HGM and have a modifier between +8 and -8. You get this quirk for free. OR 1 'HGM' point. This is redeemable for a personal/professional favor or request from HGM Michael Raven
12/28/2008:
Electronic Manipulation was clarified on when you need to be in contact with your target. Resist Stun is now useable as a normal action, rather than requiring 1 minute of focus.
11/29/2008:
Dark Side Web was thwacked with the nerf bat, and re-written to correspond with the overall theme of the rest of the powers.
11/25/2008:
Each of the Jedi Disciplines have been rebalanced and tweaked slightly.
11/05/2008:
Merits for getting your GM Patch(es) have been added to the Merit Point section of the GM manual.
10/29/2008:
A calculation error in Starship Construction was discovered and fixed, resulting in slight adjustments to the weights of all ships which carry Warhead Launchers as standard equipment. Thank you to Wes for actually using the system which enabled us to find the error; and thank you to Carl for sitting down with me and discovering WHERE the error was.
10/27/2008:
Both Masquerade and Blackness received some love today. Their primary functionality remains the same, they're just a lot more complex.
10/14/2008:
Some subtle points about Greater Force Shield were clarified.
Kinetic Energy was re-written to specify that it causes primarily Energy based damage and clarify the ranges over which it does damage.
10/14/2008:
It has come to my attention that some quirks are unclear, and others have incorrect point values. As such, we've gone through and corrected most of what we found to be incorrect. Should you be affected by only the changes below, you may respec your quirks for free. Please try to do so within one week.
Nearsighted/Farsighted Modifier adjusted to -1.
Bad Eyes modifier adjusted to -3.
Weakened Body clarified.
Weakened Body modifier adjusted to -16.
Obvious Target clarified.
Glass House HP cap increased to 30.
The 'Klutz' RComp has been adjusted from 1D50 to 1D75.
Force Senses Rebalanced.
Force Senses modifier adjusted to +10.
10/07/2008:
The Base DC to 'sprint' for a round has been reduced from 15 to 11.
Corrected Manual Technical Errors:
Minimum HP outlined on Character Creation page.
Outlined the maximum number of die that can be placed in a starting character's Force Attributes.
The Lightsaber Dexterity skill has been adjusted to show the 'base DC' to use a lightsaber. You no longer resist self-inflicted Lightsaber damage with Strength.
Clarified the Base DC to use a Lightsaber under the Lightsaber Dexterity skill.
Fixed 'Planetary Systems' DC increases.
Detonite Maximum Base Damage outlined on Demolitions.
Fixed an error in First Aid where the example given was contrary to the previously stated rule.
Guard's DEXTERITY requirement was missing, re-added.
Fixed Mental Focus in regards to focusing on Lightsaber Repair, only the final stage of LSR can not be MFed, it must be Concentrated.
Heroic, as stated everywhere else, is a DC of 31+, not 30+.
The difficulty minimum is not boosted whenever you do not possess a skill save in special circumstances as outlined on said skill.
Medicine is not a 'special case' Advanced skill that can be used untrained, and has not been for some time; the note of this has been removed from 'Taking Action'.
Running actions do not need to be taken at the end of the run for the DC 15 Check.
Pulling out a weapon counts as an action, not a move.
The 'Attacking Multiple Enemies' example was completely wrong. Re-written.
Corrected an error in Deflection regarding Lightsabers.
Maximum of 3D starting Force Attribute added to 'Special Abilities'.
CP Spending Limit removed, it was an obsolete section, the normal maximum of 2 CP is expressly stated just prior to where this once was.
Upgraded skills come into effect immediately, not at the 'next upgrade sim'.
Three failure maximum rule placed in Upgrade Sessions. It seems as if it was inadvertently removed.
There was a sentence in Upgrade Sessions involving CP refunds due to bonus. This has been removed.
Upgrading 'Move' has been removed from Upgrade Sessions.
Fixed an error in Character Death that said if a character's HP were NOT increased above 0 they were considered Stable.
Cybernetics Failure table was incorrect, had overlapping ranges.
2 Month FS time limit added to Special Skills.
-- NOTE: We need YOUR help in finding errors like these, for each error found you will be awarded 1 merit point. (Assuming you're the first to report the error). --
09/27/2008: Damage types (Kill, stun, ion) have been updated and put into the Taking Action portion of the manual. See that page for details.
First Aid has been updated to show the effect of the changes to Stun damage.
Armor Interface under Cybernetics has been updated to reflect the fact that ION damage deals KILL damage to characters with cybernetics.
09/20/2008: Fixed the look of the front page, I didn't like it :P.
Added Cybernetic Connection to Armor Design.
09/06/2008: Alignment updated s.t. Dim Others' Senses now counts as a lightside power.
Using the Force updated s.t. it is clear that untrained powers operate off of their parent power.
Taking action s.t. the movement section now has a 'summary' table following it that lists the various DCs in an easily referenced form.
08/28/2008: Force alchemy: Clarification on FAing components inside of a weapon or suit of armor: Only one component's bonus counts for the user.
Completely normal lightsaber crystals may now be enhanced with FA as if the user had just created them.
08/17/2008: A few sentences have been added to the rules on Focus in Using The Force to clarify how multi-focus powers work.
Control Disease now has a 'suppression' mode that allows its user to, well, suppress a disease until they can receive proper medical treatment, or meditate for the full half hour to purge it.
Hammerhand no longer automatically doubles your damage, nor grants you your full STR protection right off the bat. It is now tiered based on the difficulty reached.
Return Another to Consciousness is significantly more detailed, and is now easier to use on Stunned characters...kinda.
Warp Matter has had some of its base difficulties reduced, along with clarifying how the power acts in and out of combat.
07/27/2008: Life Sense, you can find your buddy across the galaxy now!
07/26/2008: BUSINESS... HA! It's spelled out now. See the Business page for details.
A new Advanced Perception skill, Clairvoyance, has been added.
07/11/2008: Telekinesis: Finesse has been clarified on how it influences grenades, and other TK:F rolls. Battle meditation has been tweaked to be less overpowering. Reduce Injury has been tweaked to be less gay.
07/11/2008: Your Grenade roll now determines how far you can chuck a grenade.
Player Characters IGNORE the 'Instant Death' radius of a Thermal Detonator. They take 10D damage from these weapons. See Running for more details.
07/03/2008: Quirk updates
Surgeon's Nightmare now INCREASES the DC of all FA/Medicine checks by 1 level.
Autoimmune added as a quirk.
Obsessed added as a quirk.
Out of Shape added as a quirk.
Weakling added as a quirk.
Conditioned Athlete added as a quirk.
MacGyver added as a quirk.
Health Conscious added as a quirk.
Telepath added as a quirk.
Tied to the Force modifier increased to +16
Pathological Liar added as a quirk.
I Can Not Tell A Lie added as a quirk.
Superiority Complex added
Website
Last updated Thursday, December 29, 2005, by ADM Licah Fox.
Graphics designed by GEN Deltan Saviri.
Implementation by ADM Licah Fox.