What is Imperial Entanglements?

Imperial Entanglements is a club designed primarily around the Imperial Navy.  The vast majority of players play Imperial Navy characters of various ranks.  The club is set in the Star Wars timeline a couple of years after Grand Admiral Thrawn's campaign.  There is also a strong Dark Jedi element in the game which will become more prevalent as the club progresses.  We try to have a fairly fast paced game, although it is not as fast as table-top gaming.

We play our game on discussion forums (otherwise known as bulletin boards).  This comes in the form of posts that the gamemaster will make and you will reply to.  Generally the posts will describe your actions and the actions of the vessel or vessels under your command.  These posts can be rather bland if you let them, but I like to encourage creativity and all our characters are very adept roleplayers.

Club Rules

  1. These rules apply to all members of this club and anyone who happens to venture to this site and post on our boards.

  2. This club uses a three strikes policy when dealing with violations of these rules.

  3. Only approved players may create characters.

  4. Keep all club passwords confidential.  Sharing these with others is strictly prohibited.

  5. Players may create two characters with approval from the Gamemaster.

  6. Characters may not add things to their stats without receiving the Gamemaster's permission.

  7. While the Gamemasters will listen to players suggestions, the Gamemaster has final say on how a rule is interpreted or results of a round.

  8. Please keep profanity in check.  While this club allows the use of profanity, please avoid excessive usage of foul language.

  9. All communications in this club default to "In Character", use OOC if you wish to speak out-of-character.

  10. Stay in touch.  Players and their characters who do not keep timely posts will be placed on the inactive roster.  If you need to take a leave of absence, contact your Gamemaster.  He will make arrangements for your characters to be either temporarily replaced or to temporarily assign another player of your choice to control your characters for you.

Credits

Founders
Bryan Tomlinson
Scott Mann

Senior Gamemaster
Bryan Tomlinson

Gamemasters
David Adams
Thomas Mohrs
Michael Ng

Assistant Gamemasters
Ronda
Tomlinson

Webmaster
Bryan Tomlinson

Assistant Webmaster
Ronda Tomlinson

 

 

Fonts

In order to enjoy this website in its intended format, it is necessary to download these fonts.  Copy them into your Windows Font folder.

 
Arial Rounded MT Bold Aurabesh Brush Script BT
CAC Camelot Copperplate Gothic Bold Copperplate Gothic Light
Dauphin Handel Gothic BT Papyrus

 

 

General Game Play

If you're new to the Star Wars roleplaying game, this information will get you ready to play in a couple of minutes.

You'll be playing a character -- a person who lives in the Star Wars universe. While playing, you pretend to be that character.

There is no board to move tokens around on. Instead, you will have a gamemaster. The gamemaster acts as a storyteller and referee, describing each scene to you and the other players. Now, image how your character would react to the situation. Then, tell the gamemaster what your character is going to do.

When you describe what your character does, the gamemaster will tell you when to roll the dice [In Imperial Entanglements the gamemaster rolls the dice for you!], and tell you what happens as a result of how well (or poorly) you roll.

In a way, you, the other players, and the gamemaster are creating your own Star Wars movie with your characters as the stars!

Winning: There are no winners and losers. Having fun is what counts.
Cooperate: If the characters are to stand any chance of succeeding in their adventures, you and the other players have to work together.
Be True to the Movies: Remember, you're playing Star Wars! Be heroes. Use snappy one-liners. And above all else, have fun!
Become Your Character: Don't be afraid to ham it up a little! Use your character's speech patterns and adopt his mannerisms in your movements and actions.
Use Your Imagination: Your character can do whatever you can imagine someone in that situation doing. If you can imagine it in the real world (or the Star Wars universe), it can happen in the game! (So long as you roll high enough!)
Keep Things Moving: Don't worry about the rules. Simply tell the gamemaster what you want your character to do, and he'll tell you what to roll and when.  Try to make your posts as soon as you can, especially if you have subordinates that might need to know what you intend for them to do.  The GM will usually post a deadline, try to respect the schedule.  If you have a problem meeting the deadline, let the GM or another character know, and they will post for you.

Getting Started

Each character has six attributes:

Dexterity: Your character's eye-hand coordination and agility.
Knowledge: Your character's knowledge of the galaxy.
Mechanical: Your character's "mechanical aptitude," or ability to pilot vehicles, starships and the like.
Perception: Your character's powers of observation, and ability to convince others to do things for him.
Strength: Your character's physical strength, health, and ability to resist damage.
Technical: Your character's "Technical aptitude," or ability to fix, repair, and modify all kinds of technology, including starships, droids and vehicles.

Each attribute has a die code. A typical die code could be 3D (pronounced "three dee"). That means roll three six-sided dice whenever the attribute is used.

Example: George is playing a kid, who he names Cev Rees. Cev has a Mechanical of 3D. When he jumps behind the controls of a landspeeder and tries to drive it on a busy highway, the gamemaster tells George to make a Mechanical roll. George rolls three dice and gets a 2, 3, and a 5 -- Cev's Mechanical total is 10.

If there is a +1 or a +2 after the "D," add that number to your total. Those are called pips.

Example: Cev's Dexterity is 3D+2. (Pronounced "three dee plus two.") When Cev throws a grenade, the gamemaster tells George to make a Dexterity roll. George rolls a 3, 4 and a 5 (for the 3D), but he also adds +2 to the total (for the +2 pips) to get a total of 14.

A die code of 2D is about average; a die code of 4D is pretty good.

Skills

Skills are things your character learns and they can get better over time. Skills include things like blaster, dodge, starfighter piloting and brawling.

A skill is listed under its attribute; each skill begins with the same die code as its attribute.

Example: Cev's Dexterity is 3D+2. Since blaster is a Dexterity skill, Cev's blaster skill starts at 3D+2.

You can add more dice to skills to get better at certain things. If you add one die to a skill, the number in front of the "D" increases by one.

Example: George decides to add one die to Cev's blaster skill (a Dexterity skill). Cev's blaster skill is now 4D+2.

You can add one or two dice to a skill, but you only have seven dice to spend on all your skills. (You can't improve every skill -- you can only pick the ones you think will be important!)

Example: Cev has the following attributes: Dexterity 3D+2, Knowledge 2D+2, Mechanical 3D, Perception 3D+2, Strength 2D+1, and Technical 2D+2.

George has 7D for skills. He decides to place 1D in blaster (a Dexterity skill), so it's now 4D+2. He adds 1D to another Dexterity skill: pick pocket, which now becomes 4D+2.

George thinks Cev has spent a lot of time on the streets and adds 1D to his streetwise skill (a Knowledge skill) to make it 3D+2.

George adds 2D to Cev's repulsorlift operation skill: Cev's Mechanical is 3D, so his repulsorlift operation skill is now 5D. Cev's a really good driver -- it's too bad no one will give him a chance to prove it!

George spends his last 1D of skill dice on Cev's sneak; since it's also a Perception skill, it goes to 4D+2.

Specializations: You may trade 1D of your seven skill dice for three specialized skills (such as heavy blaster pistol, as opposed to blaster; YT-1300 transport as opposed to space transports, etc.). This gives you +1D to three skill specializations, but the dice spent would only be added to the specialized skill's die code, using the original skill code as the starting amount. Once a specialization is taken it is considered a new skill with a lower cost to improve than the original skill; if the original skill is increased in the future the specialization is not affected.

Important Skills

Here are some of the more important skills for characters in the Star Wars game. They cover your character's knowledge of a field or ability to do the following:

Dexterity skills:

blaster: Fire blasters.
brawling parry: Block someone else's unarmed (brawling) attack.
dodge: Get out of the way when people shoot at you.
melee combat: Fight with weapons in hand-to-hand combat.
melee parry: Block hand weapon attacks (only if you're holding a weapon).

Knowledge skills:

alien species: Knowledge of strange aliens -- anyone not of your species. (For example, if you're playing an Ewok, your alien species skill covers your knowledge of humans.)
bureaucracy: Knowledge of bureaucratic procedures and obtaining information from desk-warmers.
languages: Speak and understand strange languages.
planetary systems
: Knowledge of different planets and star systems.
streetwise
: Knowledge of criminal groups and people in the Fringe and how to deal with them.
survival
: Survive in harsh environments, like arctic wastes and deserts.
tactics
: Skill in deploying military forces and maneuvering them to his best advantage. A means to receive hints from the GM in combat situations.

Mechanical skills:

astrogation: Plot hyperspace jumps.
capital ship piloting
: Fly capital-scale combat ships.
capital ship gunnery
: Fire capital ship weapons.
capital ship shields
: Operating shields on capital-scale starships, both military and civilian.
communications
: Operating communications systems and decoding coded transmissions.
repulsorlift operation
: Fly vehicles like snowspeeders, airspeeders, landspeeders and cloud cars.
sensors
: Operate various kinds of sensors from hand scanners to huge sensor arrays.
space transports
: Fly freighters (like the Millennium Falcon) and any other ship that isn't a fighter and isn't a capital-scale combat ship.
starfighter piloting
: Fly space fighters like X-wings and Y-wings.
starship gunnery
: Fire starship weapons.
starship shields
: Operating shields on all starfighter-scale ships.

Perception skills:

bargain: Make deals.
command: Convincing gamemaster characters and subordinates to do what they are told. See combined actions below.
con: Fast-talk your way out of situations or talk people into doing things for you.
gambling: Gamble.
persuasion: Convincing someone to go along with your suggestion -- without tricking, ordering or paying them (although rewards can be offered).
search: Look for things.
sneak: Sneak around without being seen.

Strength skills:

brawling: Fight with your bare hands.
climbing/jumping
: Climb and jump.
stamina: Push your physical limits and resist disease.

Technical skills:

capital ship weapon repair: Repair capital-scale ship weapons.
computer programming/repair
: Use, repair and program computers. Includes slicing.
droid programming: Program droids.
droid repair: Repair droids.
first aid: Knowledge of first aid techniques.
security: Bypassing physical security systems (locks, alarms and detection devices). This does not apply to computer security procedures.
space transports repair: Repair freighters.
starfighter repair: Repair starfighters.
starship weapon repair: Repair starfighter-scale ship weapons.

If you have any questions about skills and how they work, just ask the gamemaster.

Skill Die Code Comparisons

1D Below human average for an attribute.
2D Human average for an attribute and many skills.
3D Average level of training for a human.
4D Professional level of training for a human.
5D Above average expertise.
6D Considered about the best in a city or geographic area. About 1 in 100,000 people.
7D Among the best on a continent. About 1 in 10,000,000 people.
8D Among the best on a planet. About 1 in 100,000,000 people.
9D One of the best for several systems in the area. About 1 in a billion people.
10D One of the best in a sector.
11D One of the best in a region.
12D+ Among the best in the galaxy.

How the Game Works

The gamemaster assigns a difficulty number when a character tries to do something and there's a chance of failure, such as shooting a blaster at stormtroopers, flying a starship, or fixing a busted droid.

1-5 Very Easy (Point Blank weapon range)
6-10 Easy (Short weapon range)
11-15 Moderate (Medium weapon range)
16-20 Difficult (Long weapon range)
21-30 Very Difficult
31+ Heroic

Roll the skill's die code; if you don't have the skill, roll the attribute's die code. If your roll is equal to or greater than the difficulty number, your character succeeds. If it's lower, your character fails.

Example: Cev is at the controls of an airspeeder -- kind of like the snowspeeders in The Empire Strikes Back -- racing through a canyon. Up ahead, the canyon narrows into a tight passage.

Cev's repulsorlift operation skill is 5D. The gamemaster decides that the difficulty number is 18. George rolls a 22; Cev races through the opening without a scratch!

If George had rolled a 17 or less, Cev would have failed. Maybe he only would have scraped the rocks, rocking the speeder for a second or two. If the roll was bad enough, maybe Cev would have crashed his speeder!

Example: Cev is going to ride a tauntaun for the first time. The gamemaster tells George to make a beast riding roll -- beast riding is a Mechanical skill. Since Cev doesn't have any extra skill dice in beast riding, George just rolls his Mechanical attribute of 3D ... and Cev hangs on for dear life.

Opposed Rolls

If your character is acting against another character, you are making an opposed roll: you roll your skill dice, while the other character rolls his skill dice. Whoever rolls higher succeeds.

Example: Cev is shooting at a stormtrooper. Cev rolls his blaster skill (4D+2) to hit; the stormtrooper dodges (skill of 4D) to get out of the way.

Cev rolls a 15. The stormtrooper rolls a 17 -- the stormtrooper dodges out of the way of the incoming laser blast. If Cev had rolled a 17 or higher, the shot would have blasted the stormtrooper.

Actions in a Round

The game is broken down into rounds; each round is about five seconds of game time.  Your character can perform one action in a round. Roll the skill or attribute code for that action.  Characters can try to do more than one action in a round, but it's harder to do more than one thing at once.

If a character tries to do two things, lose one die (-1D) from every skill roll.
If a character tries to do three things, lose two dice (-2D) from every skill roll.
If a character tries to do four things, lose three dice (-3D) from every skill roll. and so forth.

Example: Cev is racing through the streets while several thugs are shooting at him. George decides that Cev will fire his blaster twice -- once at each thug -- and dodge to try to get out of the way.

That's three actions in a round, so Cev loses -2D for all of his skill rolls. Cev's blaster skill is 4D+2, so he only rolls 2D+2 for each blaster shot. For his dodge he uses his Dexterity, which is 3D+2, since he does not have any dice in the dodge skill. After subtracting the -2D, Cev only gets to roll 1D+2 for his dodge.

Movement

Characters can move once per turn. The difficulty number to move successfully depends on the terrain (Very Easy, Easy, Moderate, Difficult, Very Difficult or Heroic). Movement skills are: running, repulsorlift operation (or other vehicle skills), space transports, starfighter piloting or capital ship piloting. Terrain in space is determined by the clutter and number of other ships in the vicinity.

Cautious Speed: Move at 1/2 Move.
In Very Easy, Easy and Moderate terrains, cautious movement is a "free action": it's not an action and the character doesn't have to roll.
In Difficult, Very Difficult and Heroic terrains, roll for movement, but reduce the difficulty one level.

Cruising Speed: Move at normal Move speed.
Can automatically move for Very Easy, Easy and Moderate terrains. (not a free action but no roll is required. This move counts for multiple action penalties).
Must roll skill for Difficult, Very Difficult or Heroic campaign.

High Speed: Move at twice Move speed.
Must roll for Very Easy, Easy and Moderate terrains.
Difficult, Very Difficult and Heroic terrains increase one difficulty level. (Heroic becomes Heroic +10)

All-Out Speed: Moves at four times Move speed. With "all-out" movements, may not do anything else in the round, including dodge or parry!
Increase difficulty one level for Very Easy, Easy and Moderate terrains.
Increase difficulty two levels for Difficult, Very Difficult and Heroic terrains (Heroic becomes Heroic +20).

Maneuvers (Add to difficulty number.)
+1-5 Fairly easy.
+6-10 Somewhat difficult.
+11-15 Very difficult maneuver.
+16+ Maneuver appears to be almost impossible.

If a character fails a Movement roll, a movement failure chart is consulted by the gamemaster, resulting in slips, falls and tumbles for characters and slips, spins and collisions for vehicles.

Round Sequence

1. Initiative: Character with the highest Perception on each side rolls. High roller decides whether his side acts first or last.

2. Roll Actions: First side acts. Each character takes one action. Player states how many actions he's making this round; gamemaster assigns multiple actions penalty.
Second side takes first action.
First side takes second action... and so on.

Reaction Skills: An attacked character can roll reaction skills at any time. The reaction skill roll is the new difficulty number for attacks against the character that round. The most common reaction skills are dodge, melee parry, brawling parry, lightsaber, repulsorlift operation (or other vehicle skill), capital ship piloting, space transports or starfighter piloting. Reaction skills count for multiple actions penalties.

Full Reaction: Full reaction can be the only action a character takes in the entire round. Add reaction skill roll to the difficulty number to hit that round.

3. Results: When an attack hits, the attacker rolls damage against the target's combined Strength and Armor codes (if any). Some melee weapons give a bonus to the attacker's Strength for damage purposes. Brawling attacks use the attacker's Strength. Most ranged weapons have a listed damage code. If the damage roll is higher than the target's roll to resist damage, find the difference on the following table:

0-3 Stunned
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed

Stunned characters suffer a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. The character is still "affected" by the stun for half an hour unless he rests for one minute. "Affected" characters who are stunned a number of times equal to their Strength are knocked unconscious for 2D minutes.

Wounded characters fall prone and can take no actions for the rest of the round. The character suffers a penalty of -1D to skill and attribute rolls until he heals (through medpacs or natural rest). A character who is wounded a second time is wounded twice.

A character who's wounded twice falls prone and can take no actions for the rest of the round. The character suffers a -2D penalty to all skill and attribute rolls until he is healed. A wounded twice character who is wounded again is incapacitated.

An incapacitated character falls prone and is knocked unconscious for 10D minutes. The character can't do anything until healed. An incapacitated character who is wounded or incapacitated again become mortally wounded. A Moderate first aid roll can revive an incapacitated character, but the character is groggy, cannot use skills, and can only move at half his "cautious" rate.

A mortally wounded character falls prone and is unconscious. The character can't do anything until healed. The character may die depending on a roll made by the gamemaster each round (roll 2D each round, if the roll is less than the number of rounds the character has been mortally wounded, the character dies). A mortally wounded character who is incapacitated or mortally wounded again is killed. A character can stabilize a mortally wounded character with a Moderate first aid roll and the target will not die if a medpac (another Moderate first aid roll) or bacta tank is used within one hour; otherwise, he dies.

A killed character is ... killed. Start rolling up a new character.

The Wild Die

One of the dice rolled should be of a different color than the others. This is called your "Wild Die." Anytime die codes are rolled, special attention is paid to what is rolled on the Wild Die.

If the Wild Die comes up as a 2, 3, 4 or 5, just add it to the total normally.

If the Wild Die comes up as a 6, you add the six to your score, but the Wild Die is rolled again and added to the score, too. If it comes up as a 6 again, add the six and roll the die again -- and keep on doing so as long as you get sixes.

If the Wild Die comes up as a 1, the gamemaster has a few choices:

1. Just add it to the total normally.
2. Subtract that die and your other highest die from the total.
3. Add it to the total normally, but the gamemaster will warn you that a complication happened -- something unusual (and probably bad) has happened that livens things up for your character.

Wild die counts for all die rolls, including weapon damage and rolling Perception for initiative.

Special Statistics

Each character has some equipment, at least one Force Point (some characters start with two!) and five Character Points. You can spend these points in particularly difficult situations.

Character Points: When you spend a Character Point, you get to roll one extra die when your character tries to do something. You can spend Character Points after you've tried a skill roll but you must do so before the gamemaster says whether your character succeeds at the task.

Character Points are also used to permanently improve character skills between adventures, so don't spend all of them during an adventure.

Force Points: When you spend a Force Point, that means your character is using all of his concentration to succeed -- and whether he knows it or not, he is drawing upon the Force!

When you spend a Force Point, you get to roll double the number of dice you would normally roll in a round. You can only spend one Force Point per round and you have to say so before any dice are rolled. You can't spend any Character Points in the same round when you spend a Force Point.

Dark Side Points: Characters get Dark Side Points for doing evil. If a character gets enough Dark Side Points, he or she turns to the dark side of the Force.

Move: This is how fast (in meters) your character moves in a round.

Slang

Here's some Star Wars slang you can use:

Bantha fodder: Worthless or waste. As in, "You won't be worth bantha fodder!"
Big L: The lightspeed barrier, as in, "Once we jump the Big L ..."
Blast! A curse.
Boys in white: Imperial stormtroopers.
Clear skies! "Good flying!" or "Safe journey!"
Final jump: To die.
Grease the servos: To offer somebody a bribe.
Haul jets! "Let's get out of here!"
Jabba: As in "to Jabba someone"; to trick or fool someone and leave him in a very dangerous situation.
Scratch gravel! "Get lost!"
The Show: Starfighter combat.
Vape: "Vaporize," kill
 

Improving Skills

1. May improve a skill one pip between adventures.
2. Specializations are separate skills; they do not improve if you increase the original skill (and vice versa).
3. Teacher. Anyone with a skill equal to or higher than character's skill code after training can teach.

Skills: Character Point Cost: Number before the "D." Training Time: None of the character used the skill in the last adventure. Otherwise, one day per Character Point spent if the character has a teacher; two days per Character Point if the character is training on his own. May reduce training time one day per additional Character Point spent (minimum: one day).

Specializations: Character Point Cost: 1/2 the number before the "D." Training Time: Same as skills above.

Advanced Skills: Character Point Cost: Two times the number before the "D." Training Time: One week per Character Point spent with a teacher; two weeks per Character Point if the character is training on his own. Characters must train; may reduce training time one day per additional Character Point spent (minimum: one week).

Notes: Character must have prerequisite skills. A normal advanced skill costs 2 Character Points to get at 1D. Some advanced skills have different rules.

Attributes: Character Point Cost: Ten times the number before the "D." Training Time: One week per Character Point spent with a teacher; two weeks per Character Point if a character is training on his own. Characters must train; may reduce training time one day per additional Character Point spent (minimum: one week).

Notes: Character rolls new attribute; the gamemaster rolls the attribute's maximum (listed in species description). If the character's roll is lower, attribute increases. If the gamemaster rolls lower, attribute does not improve and character receives half of Character Points back.

If attribute improves, all skills and specializations (except advanced skills) covered by attribute also improve.

Move: Character Point Cost: Current Move. Training Time: One week per Character Point with a teacher; two weeks per Character Point without. Characters must train; may reduce training time one day per additional Character Point spent (minimum: one week).

Note: Move may not be improved above maximum Move for species.

Force Sensitivity: Character Point Cost: 20 Character Points. Training Time: None.

Note: Characters may not "lose" their Force-sensitivity.

Other Rules

Preparing: A character who spends twice as long to complete a task receives a +1D bonus. Characters can do nothing else.

Rushing: Characters can "rush" an action that takes two rounds or longer. Character is trying to do the task in half the time; roll half of the character's skill.

Drawing Weapons: Drawing a weapon is an action (-1D to all other actions).

Setting Weapons on Stun: Can switch weapon's setting between stun or normal damage; counts as an action (-1D to all other actions).

Called Shots: Characters can make a "called shot" against a small target, such as a specific part of the body or shooting a weapon out of a target's hand.
+1D to difficulty for target 10-50 centimeters long.
+4D to difficulty for target 1-10 centimeters long.
+8D to difficulty for target less than a centimeter long.

Cover:
+1D to difficulty for light smoke.
+2D to difficulty for thick smoke.
+4D to difficulty for very thick smoke.

+1D to difficulty for poor light.
+2D to difficulty for moonlit night.
+4D to difficulty for complete darkness.

+1D to difficulty if target is hidden behind 1/4 cover.
+2D to difficulty if target is hidden behind 1/2 cover.
+4D to difficulty if target is hidden behind 3/4 cover.
Target cannot be hit if fully covered. Cover must be eliminated first.

Combined Actions: Two or more characters can combine actions. (The only other thing a combining character can do is roll reaction skills.)

Character in group with highest command or Perception is the leader; can combine as many characters as he has command skill dice.

Leader rolls command. If leader's just supervising, roll full command skill. If commanding and working on the task, counts as two actions (-1D penalty to his command roll).

Command difficulty is based on complexity of task, precision needed for task and skill level of characters involved.

If command roll is successful, combined actions bonus is +1D for every three characters combining. Add +1 pip for one character; +2 pips for two characters.

If commander fails the command roll, subtract -1D from the bonus for every point the roll failed by. (Bonus cannot go below 0D.)

The combined action bonus is added to character with the highest skill who's working on the task.

If a group of characters are combining on a combat task, bonus can be used for the attack roll or the damage roll or split between both. If the task requires two or more skill rolls, the bonus can be split among any of these rolls.

Character Elements

Character Point Limits:
Two to improve a skill or attribute roll or to increase the damage of an attack.
Five to improve a specialization roll.
Five on any reaction skills or to increase a Strength roll to resist damage.
Unlike the table-top game, character points must be declared at the beginning of the turn when actions are declared.
Character points can only be applied to actions that your character is directly taking (i.e.. you cannot add a character point to the shields of your ship)

Force Points:
Can spend one Force Point in a round; all skills, attributes and special ability die codes are doubled for the rest of that round.
Anything that's not part of the character -- weapon damage die codes, starship hull die codes and so forth -- is not doubled.
Non-force-sensitive characters may have a maximum of five Force Points.
Force-sensitive characters can have any number of Force Points.
Force points must be declared at the beginning of the turn.
Force points also can only be applied to actions that your character is directly taking.