Message:xGear Quest—Star Wars
Characters are Force Sensitive members of the Rebel Alliance. However, they are seen as outsiders who have yet to prove themselves. In case the characters are spies of the Empire, various suicidal tasks are offered to them, at least at first (This campaign).
This is a GEAR oriented game. That said, I plan to make the adventures more riddle, clue whodunits of a Gygax underworld style.
Characters
All players start with twelve points. They gain one more point for each level advanced by Credits (XP). Three dollar signs ($$$) denotes the unit of currency.
The twelve are used to select for Gear slots, HPs, Make-Rolls and Test Pips. These task points are fluid and can be assigned and reassigned at will. The only exceptions would be, once a Pip or Make-Roll is assigned then it is locked for the session. Keep that tally of make-rolls. Your character is literally trading HP for Pips, Make-rolls and extra slots to haul out loot.
+++Gear Slots: Double this number is your allotted number in pieces of separate Gear you can carry to perform actions or take-out as LOOT. Some items have greater encumbrance and require multiple slots. Some items fit together in a single slot. e.g., light saber of 1/2 point slot.
+++HPs: Triple the number of assigned points becomes character's HP of damage that he can take before dying at zero.
+++Make-Rolls: Number of times each session you can declare a roll as made. This number may never exceed five in any game session.
+++Pips: Up to six points can be assigned to add +2 in each Aspect. Where the Make-Roll is one and done, the Pips are added to every roll you make of the same type. This dice improvement will never be more than four. IF Pips are lost, they can be replaced. However, only six total may be assigned in any session.
Six Aspect Tests
Darkside Force, Lightside Force, Luck (Mental), Restoration (Droid-Ship), Utility (Agility), Weaponry (Physical)
All failed rolls cause a point of damage. There may be other bonus on success and penalty for failing any Test.
Darkside Force: Darkside Force is not Sith; it's frustration and rage! Fail Test and carry a Lightside DefMod for rest of the adventure. At the end of the session roll a D4 for each penalty. Any roll of ONE and that penalty is permanent. e.g., Three fails rolls three D4. Max of permanent minus one per session. Heal back w/ D4 Force points.
Lightside Force: Success and additionally heal an HP on anyone.
Luck (Mental): Fail and someone else must attempt the roll. Until either success or all fail once. In cases where the event starts with everyone required to make a roll, you do not apply the fail and continue. Recursive logic can be rough to track.
Restoration (Droid-Ship): Fail and suffer three damage, instead of one.
Utility: Success also gives the player character a point of Credits ($$$). Twenty of those = an XP advancement. They also can be spent on new gear or for five $$$ you can repair stuff damaged by rolling ONE on any D20 Test.
Weaponry: Quite often, roll until Success. There may be ways of mitigating this within the event or adventure.
Aspect Tests
All events of the adventure are described in terms of the six Aspect Tests. e.g., Climb may need Utility. Pitfall Utility -or- Luck, Gas trap = Restoration (Droid-Ship). Puzzle= Luck (or players solve by correct answer-explanation).
Jedi Status (Force Points)
All characters are developing into Master Jedi. Force Points will be gained from events and adventures. These can be spent to solve puzzles or ask detailed questions about the campaign. The Jedi knowledge can Stop-Harm or create Expertise. A d4 Force Points may be expended to raise your Lightsaber quality. Or for a D4 heal back a pip penalty in Lightside.
Lightsaber
Each player starts w/ a rudimentary Lightsaber. All start w/o function, little more than an awkward flashlight. These will slowly grow in power by adding quality proficiency in Tests. Starting with Poor, then Good, then Great. The lightsabers will not ever be lost or decline in quality. Typically you can add an XP each completed objective and a random (D6) increase in one of the lightsaber's Tests.
Combat
Weaponry as a Test suggests something to fight. Yet scary monsters may require Weaponry & Restoration (Droid-Ship). darkforce opponents = Weaponry & Lightside Force.
Most action should occur with at most six rolls (very rare), all Aspects. Players would then interpret the result as slaying the beasts or driving them away or escaping.
Never Twice
Players are seldom if ever required to make the same Test Twice. Treat two Utility as just one attempt. Exception Weaponry where the roll kis made until success.
Gear Explained
This is a GEAR oriented game. Gear has intrinsic powers, covering certain Aspects. e.g., Grapnel may be Good Quality Utility. Arcane Orb may be Darkside and Lightside Force of Great power. Father's Blaster = Poor Luck and Weaponry. Mom's Poultice = Poor Restoration (Droid-Ship) and Lightside Force.
Before you start out to adventure (continue in the session), you outfit yourself with Gear from your group arsenal (or private cache). In between sessions the characters heal and may buy new stuff for $$$ credits.
Gear Quality
Gear is rated as Poor, Good, Great.
Poor: Success at Test on 15+
Good: Success at Test on 11+
Great: Success at Test on 8+
Whenever a Test roll is failed, the character suffers damage. Additionally on a roll of a ONE (on D20 Test), the Gear Quality declines. This can happen only once for each piece of gear in the session. Failing durability on a ONE will cause the object's quality to decline.
Repair Gear
For a fixed fee of five $$$, any Good item can be restored. Poor are discarded when Quality declines and Great only drops to Good for the remainder of the session. All Great gear returns to being Great at the start of the next play session.
Omnipotent Rage
Darkside Force may be substituted for any Test. Failing Darkside Force in this manner, when substituted for any other roll, will turn-off that option for the session.
DefMod
Some actions start with a die penalty. This can range one to four. The penalty may last until an adventure puzzle or unknown info is revealed. e.g. Gear with riddles to unlock.
Healing & Resurrection
Once any player falls below half HPs, any party member may make Lightside Force & Restoration (Droid-Ship), that's two rolls, to restore a point of damage. This can occur even after a character loses his last point of HP and lies technically dead. The walking wounded may limp along with the successful rolls of healing by his comrades. Only the Lightside Force success heals points of damage. The Restoration (Droid-Ship) roll is just a penalty.
Expert Status
When an event is resolved with a natural twenty, the character gains Expertise. Make a note. The character is never forced again to roll that type of event. His actions are success. This only applies to Card Events and only for a twenty on the first roll attempt made in the encounter. This does not apply in scripted adventure, only for Card Events.
Bare Essentials
If a player ever finds himself without an object for a Test, he can improvise a Poor one. However, the damage penalty doubles for failure. If the player needs a visual representation, select from these.
Thorn—Poor Darkside Force
Tooth—Poor Darkside Force
Hank Hair—Poor Darkside Force
Flint—Poor Lightside Force
Marble Chip—Poor Lightside Force
Prayer Icon—Poor Lightside Force
Penny—Poor Luck (Mental)
Acorn—Poor Luck (Mental)
Memento—Poor Luck (Mental)
Bandage—Poor Restoration (Droid-Ship)
Coffee—Poor Restoration (Droid-Ship)
Spanner—Poor Restoration (Droid-Ship)
Twine—Poor Utility
Sack—Poor Utility
Gloves—Poor Utility
Worn Belt—Poor Utility
Cudgel—Poor Weaponry
Sharp Rock—Poor Weaponry
Motor Chain—Poor Weaponry
Typical Vendor Prices
1 $$$. Poor Restoration (Droid-Ship), Utility (Agility) or Luck
1 $$$. Poor Weaponry of two slot size
2 $$$. Poor Restoration (Droid-Ship), Utility (Agility) or Luck of 1/2 slot size
3 $$$. Poor Weaponry
4 $$$. Poor Weaponry of 1/2 slot size
5 $$$. Poor Darkside Force
6 $$$. Poor Darkside Force of 1/2 slot size
7 $$$. Poor Lightside Force
8 $$$. Poor Lightside Force of 1/2 slot size
9 $$$. Good Utility (Agility) of two slot size
10 $$$. Poor any Pair, not Magic nor Luck
11 $$$. Poor any Pair, not Magic nor Luck of 1/2 slot size
12 $$$. Poor any Pair, not Luck
13 $$$. Good Restoration (Droid-Ship) of two slot size
14 $$$. Poor any Pair, not Luck of 1/2 slot size
15 $$$. Poor any Pair
16 $$$. Poor any Pair of 1/2 slot size
17 $$$. Good Darkside Force of two slot size
18 $$$. Good Utility (Agility)
19 $$$. Good Utility (Agility) of 1/2 slot size
20 $$$. Good Weaponry
24 $$$. Good Restoration (Droid-Ship)
25 $$$. Good Restoration (Droid-Ship) of 1/2 slot size
28 $$$. Good Darkside Force
29 $$$. Good Darkside Force of 1/2 slot size
30 $$$. Good Lightside Force or Luck
30 $$$. Good Lightside Force or Luck of 1/2 slot size
32 $$$. Combo pair of any Good and Poor
34 $$$. Combo pair of any Good and Poor of 1/2 slot size
35 $$$. Good any pair
36 $$$. Good any pair of 1/2 slot size
Note: Great is found only on adventures or as quest reward.
Selling Loot
Found Gear can be immediately sold for half the purchase value. These Credits are delivered to a character's bank and might be lost during the session by later events. Gear may be sold at half the stated value.
Haggling
Ref may do so, but it's a waste of time.
Free-Style Descriptions
Each player must say what he is doing with his Gear. In some cases the Referee will ask for more or deny the action. Try again! If you had a nice Hat for Luck, you might need to describe how that Hat managed to let you find a key. "It covered my eyes, perhaps, allowing just the light of the hiding spot to be seen." Or, "I bent down to pick-up a pocket handkerchief right as the enemy fires." Strive for the bravado of the canon.
Generating Play
Some adventures will be pre-designed. Others will be maps with Letters to trigger random Event Cards
Ace: Force* & Luck; Test single player at random.
2: Restoration & Weaponry; Test single player at random. In Hutt Space this player faces a sub boss.
3: Luck & Utility; Test any of the players of the group as Save-the-Group.
4: Luck & Restoration; Test any of the players of the group. Past the Inner Rim this is a sub boss for a random player.
5: Luck & Weaponry; Test any of the players of the group as Silent Task.
6: Utility & Weaponry; Test any of the players of the group. Outside of Core Planets this is a sub boss for a random player.
7: Force* & Luck; Test any of the players of the group.
8: Force* & Restoration; Test any of the players of the group. In Unknown Regions this is a sub boss for a random player.
9: Force* & Utility; Test any of the players of the group.
10: Award the players a Stop-Harm and select another event card.
Jack: Restoration & Weaponry; all players of the group must make the Tests.
Queen: Utility & Restoration; all players of the group must make the Tests.
King: Force* & Weaponry; all players of the group must make the Tests.
Hearts: No Addition.
Diamonds: Add Luck (Mental)
Clubs: Add Utility (Agility)
Spades: Add Weaponry
You never roll the same Test twice. So if you have a Ace Diamonds that means you roll Luck and Force*.
Clarify Card Extras
Decline Gear: One object drops in quality. Great to Good. Good to Poor and Poor to trash.
Flair: A piece of gear now has additional powers off the Flair table.
Setback: Next D4 events are double damage for all.
Peril: Option to suffer D4 damage or make Restoration (Droid-Ship) Test roll.
Stop-Harm: Voids all damage taken and stops all gear decline in an Event. Lets any Event pass harmlessly without consequence but Ref may decide this also grants no gain.
Save-the-Group: By failing the roll, instead of taking damage, all the other players take damage.
Silent Task: Failing the roll means the group suffers minus two DefMod going forward.
Bad Fate / Sub-Boss (D8)
1: Lose XP permanently.
2: Lose faith in an object (random); give to another.
3: Double damage going forward in the session.
4: Lose or break an object of your choice.
5: Decline random object's Quality.
6: Blank all assigned Pips.
7: Double the consequences of your past make-rolls as life drain. Each make-roll in essence causes three damage.
8: Roll again and apply to whole group.
Escalate / Psychosis (D8)
1: Event damage changes to D4.
2: Group loses 20 $$$.
3: Double damage for all going forward.
4: Each player loses or breaks an object of your choice.
5: Make-rolls cost x3.
6: Increase the durability from ONE (on D20) to One to Three.
7: DefMod <-4> applies to all Events; ever beyond minus four.
8: Any Event damage from missed roll injures all.
These can occur against a prime villain of the campaign, like the Sith, or are triggered by group missteps or poor judgment.
Yours,
IronRed
05-Apr-2025