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| This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the [[UrRu]]. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed... | | This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the [[UrRu]]. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed... |
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| == Deep Concentration == | | == Preparation == |
| Similar to [[Concentration]], but lets the user focus on several actions to be used in the same round. | | Similar to [[Concentration]], but lets the user focus on several actions to be used consecutively. |
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| : '''Required Powers:''' [[Concentration]] | | : '''Required Powers:''' [[Concentration]] |
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| ::* '''Very Difficult''' if the Jedi is acting on those negative emotions. | | ::* '''Very Difficult''' if the Jedi is acting on those negative emotions. |
| : '''Alter Difficulty:''' | | : '''Alter Difficulty:''' |
| ::* '''Easy''' for a 2D bonus | | ::* '''Easy''' for a 1D bonus |
| ::* '''Moderate''' for a 3D bonus | | ::* '''Moderate''' for a 2D bonus |
| ::* '''Difficult''' for a 4D bonus | | ::* '''Difficult''' for a 3D bonus |
| ::* '''Very Difficult''' for a 5D bonus | | ::* '''Very Difficult''' for a 4D bonus |
| ::* '''Heroic''' for a 6D bonus | | ::* '''Heroic''' for a 5D bonus |
| : '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned. | | : '''Time Required:''' 1 full round of concentration without doing anything else per action/skill roll planned. |
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| '''Effect:''' To use this power the Jedi first selects a number of actions that will be performed in one round at the end of the preparation time. This can be normal skills or it can be a force power that requires several force skills or any combination of these. The Jedi must spend a number of rounds in deep concentration equlal to the number of skills planned to be used. "Deep concentration" means that nothing else can be done and if anything else is done, the preparation time is wasted and must be started over. After the required time has been spent the actual action sequence can be held, but if anything else is done by the Jedi that requires an action, the preparation is again wasted. When the action sequence is initiated, all skill rolls are done in one round and normal multi-action penalties apply although each roll gets the bonus from the deep concentration effort. The actions must be performed in the planned order, although the sequence can be broken off at any point. | | '''Effect:''' To use this power the Jedi first selects a number of actions and their order that will be performed following the use of this power. The maximum number of actions that can be included in the ''Preparation'' is equal to the number of dice (dropping any pips) of the Jedi's Control skill. Actions must be performed in panned order, except for defensive reactions that can be freely interspersed in case of combat actions. The planned actions can be performed in a single round (multi-action penalties apply normally) or in consecutive ones (or a combination thereof) and all get the bonus until the planned sequence ends or the Jedi is stunned, incapacitated, restrained or otherwise prevented from following up on the planned sequence. |
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| ...
| | The difficulty of the Control roll is increased by one level for each Dark Side Point that the character has. |
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| == Paralysing Touch ==
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| (''an UrTek-Ná Technique'')
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| : '''Required Powers:''' [[UrTek-Ná]], [[Control Pain]], [[Control Another's Pain]]
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| : '''Restrictions:''' can only be used while the UrTek-Ná power is "up"
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| : '''Alter Difficulty:''' opponents Stamina + physical Armor
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| '''Warning:''' If this power is used to injure or kill a helpless target, the user immediately gains a Dark Side Point.
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| '''Effect:''' Through manipulation of the Force in the target's joints and pressure points, this power allows to "paralyse" the target. All muscles and joins lock up temporarily and the target is unable to move amd act, although fully conscious. This technique cannot be used against droids. When this power is used the Jedi delivers a normal attack using [[Brawling]], modified by the UrTek-Ná power, but no damage is dealt. Instead the target may be paralyzed for a time depending on the amount the Alter roll exceeds the difficulty.
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| {|
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| ! Roll > Difficulty !! Result
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| | 0-3 || paralyzed for 1 action
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| | 4-6 || paralyzed for 3 rounds
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| | 7-10 || paralyzed for 1 minute
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| | 11-15 || paralyzed for 2D6 minutes
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| | 16+ || paralyzed "indeffinitely"
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| |}
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| The paralysation can be ended before the time is up by correcting the flow of the force within the target's body. A Medicine roll (possible applicable specializations: pressure points/chi-flow/body energy) can be attempted to help the victim. It takes one round to apply this with a difficulty of ''Moderate'' to heal temporary paralyzation and ''Very Difficult'' for indefinite paralyzation - although the diagnosis of this condition may take a lot longer than a round if the healer/doctor is unfamiliar with the concepts and medical droids have a particularly hard time identifying it. Also the patient may snap out of an indefinite pralyzation himself when naturally healing and succeeding at a Very Difficult Stamina roll (A Force sensitive person may roll Control instead of Stamina for this).
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| == The Sweeping Spiral == | | == The Sweeping Spiral == |
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| ::: ''Heroic'' increases the difficulties by +15 | | ::: ''Heroic'' increases the difficulties by +15 |
| : ''This power can be kept "up" | | : ''This power can be kept "up" |
| : Bends light around the Jedi making it harder to detect her by sight. The modifiers apply to beings that opperate primarily by sight. For other beings other modifiers may apply and there are no modifiers for other senses. | | : Bends light around the Jedi making it harder to detect her by sight. The modifiers apply to beings that operate primarily by sight. For other beings other modifiers may apply and there are no modifiers for other senses. |
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| = House Rules = | | = House Rules = |
| ''just thoughts ... | | ''just thoughts ... |
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| = Sabacc =
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| '''Sabacc''', or '''jhabacc'''<sup>1)</sup>, was a popular card game that was often played for high stakes. When played professionally, the game was overseen by a dealer, either organic, as in [[Coruscant]]'s [[Outlander Club]] (40 BBY to 10 ABY), where four-armed [[Kiughfid]] dealers passed out the cards and took up money for the house, or mechanical, as in other locales, where [[RH7 Automated Sabacc Dealer|automated sabacc dealer droid]]s oversaw proceedings. The game is typically played by 4 to 6 beings, and is rarely played with more than eight participants. The cards are typically electronic devices that change their value when receiving a very specific pulse that is given in random intervals. A winning hand can very quickly become a devastatingly losing hand and vice versa. The object of the game is to place bets and to be the one player with a card total 23 or the nearest total below this score. The [[Ryn]] claimed to have invented the sabacc deck and cards as a means of fortune telling.
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| ; Other famous or known Sabacc locations
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| * '''Blue Star''' casino on the planet [[Valnoos]] (Legacy era)
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| * [[Club Baobab]] (Rebellion era, before and after BY) on [[Quilken]]
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| * '''Even Cut Sabacc Parlor and Casino''' (Rise of the Empire era) Bartyn's Landing, [[Lamaredd]]
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| * '''Juri's Sabacc Parlor''' (Rebellion era) Cloud City, [[Bespin]]
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| * '''Pair O'Dice''' casino in the ''Yarith Bespin'' hotel complex (Rise of the Empire, Rebellion and New Republic eras), located on Cloud City on [[Bespin]]
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| * '''Spyder''' (Rebellion era) on [[Coruscant]]
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| * '''The Credit Chip''' was a casino run by Cecil Vane on [[Sel Zonn Station]] (Rise of the Empire era).
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| ; Famous or known Sabacc tournaments:
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| * '''Cloud City Sabacc Tournament''' (location: ''Pair O'Dice'' casino on Cloud City, [[Bespin]]; Rebellion era)
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| * '''Core Worlds Open''' (Legacy era; ca. 45 ABY)
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| * '''Ixxis and Su's floating game''' (location: Coronet City on [[Corellia]]; Rebellion era)
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| '''<sup>1)</sup> Jhabacc''' was a high-stakes version of sabacc. It was originated and played at the Outlander Club on Coruscant (Clone Wars era).
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| == Description of the Game ==
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| Sabacc is played with '''suit cards''' valued from 1 to 15 and '''face cards''' with various, usually negative values. A full match of Sabacc consists of several "hands". Bets are placed in order to participate in a hand, to stay in a hand and to bluff. Some of the bets go into a "'''Hand Pot'''" which the winner of a hand receives and some goes into the "'''Sabacc Pot'''", which goes to the winner of the match. In a hand players take turns drawing a card, trading a card, or standing. Afterwards a betting round proceeds where players can raise, stay or fold out, trying to bluff their opponents into folding or raising against the true odds. The hand ends when a player declares they would like to '''Call the Hand'''.
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| Winning hands in Sabacc are hands that total 23 or -23, which are called '''Pure Sabacc''', or a hand made up of an Idiot (value 0) a 2 of any suit and a 3 of any suit (this is a literal 023) called an '''Idiot’s Array'''. An Idiot’s Array beats a Pure Sabacc. If no one has any of these winning hands, the player with the highest hand total nearest to 23 or -23 wins. Any player with a hand totaling more than 23, less than -23, or exactly 0 at the time the hand is called has '''Bombed Out'''. A Bombed Out player pays a fine into the Pot. If two or more players have the same score, but one is positive, the positive score wins. If the highest score is held by more than one player, a '''Sudden Demise''' is played: all players are dealt another card (the tie breaker). The best resulting hand wins. The winning player takes the contents of the Hand Pot. If a hand is won with a Pure Sabacc or an Idiot's Array, the player has also won the match and takes the contents of the Sabacc Pot as well.
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| At any time during game-play, up until the point where players reveal their cards, a '''Sabacc Shift''' may occur. It is the rare case when a Sabacc Shift occurs three or more times in a single hand, though once should be expected and twice is not abnormal. The only way to prevent a card from being effected by the Shift is to place it in the Static (or Disruptor) Field. This Field disrupts and blocks the Shift pulse and locks the values of all cards placed within it.
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| A standard Sabacc set consists of 76 cards with the following values:
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| * Coins, Flasks, Sabres, Staves:
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| *: 1 to 11
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| *: Commander (12)
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| *: Mistress (13)
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| *: Master (14)
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| *: Ace (15)
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| * Face Cards (two copies each):
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| *: Queen of Air and Darkness (−2)
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| *: Endurance (−8)
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| *: Balance (−11)
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| *: Demise (−13)
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| *: Moderation (−14)
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| *: The Evil One (−15)
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| *: The Star (−17)
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| *: The Idiot (0)
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| '''Source:''' derived from [http://www.pagat.com/invented/sabacc.html Sabacc], [http://starwars.wikia.com/wiki/Centran_sabacc Centran sabacc], [http://starwars.wikia.com/wiki/Force_sabacc Force sabacc]
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| ==== Centran Sabacc ====
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| Centran sabacc was a variation of sabacc originating from the [[Centrality]]. Instead of the typical seventy-six card deck, in which each face card appeared twice, Centran sabacc used a seventy-eight card deck. Each face card appeared only once, and aside from the normal face cards (Queen of Air and Darkness, Endurance, Balance, Demise, Moderation, The Evil One, The Star, and The Idiot), it also included several extra ones (The Destroyed Starship, The Satellite, The Wheel, Chance, Hazard, and the Universe). In addition to the normal ranked cards (Commander, Mistress, Master, and Ace), there was another rank known as Legate, which had a value of 11 but trumped an ordinary 11 in case of a tie.
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| These extra cards made a Centran sabacc deck the preferred deck across the galaxy to use when telling fortunes: '''The Destroyed Starship''' represented cataclysmic changes in the near future, death and destruction. '''The Satellite''' mostly means deception, deceit, and betrayal. '''The Wheel''' represents good and bad luck as well as random chance. '''The Universe''' means a chance of success.
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| When playing ''Centran sabacc'', '''fives are wild''', which was to say that they could be "claimed" to be any other number (presumably not a face card) that was needed in order to create a certain hand.
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Centran_sabacc Centran sabacc]
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| ==== Force Sabacc ====
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| The use of the term ''Force'' in '''Force sabacc''' (or '''Jhabacc''') does not relate to using the Force for the purpose of play. The term is instead used to denote the battle between the Light Side and Dark Side at the table, and also in reference to the fact that the face cards typically carried Jedi and Sith themed graphics. The Moderation card, for example, carried the graphic of a Jedi Knight.
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| RulesEdit
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| Force sabacc differs from its parent game in that, unlike sabacc, randomization is provided as a function of the choice made by each player during the first round of play. In traditional sabacc, players work toward achieving a score of either 23 or -23, and the player closest to it without going over it in either direction, wins. Force sabacc, however, requires the players to declare whether their hand will be light (positive) or dark (negative) sided as soon as they draw their first card. Play proceeds in order until all players have four cards each, at which point the game ends. A player could actually call the game after the third round of betting, though this was an option, not a requirement. In such a case, the dealer automatically deals a fourth card to each player, and no further betting is allowed. Before the scores can be tallied, however, each player has the option of discarding a single card from their hand, which is revealed at the call.
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| At the end of play, the side with more combined points would be considered the winning side, with the player who's hand held the most value on that side being the individual winner of the pot. The exception to the rule, however, was a pure sabacc. If either side held either form of a pure sabacc, that side was automatically the winning side, with a positive 23 trumping a -23, as in typical sabacc.
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| Another notable exception to the standard play process of sabacc is that cards could be dealt inverted to any player after the first card was out. The presence of an inverted card signified to the table that the player in question had switched sides to the opposing faction. This potentially game-shifting surprise could easily be offset by the player discarding this card at the end of play, but doing so removed the ability for the player to discard other, potentially disastrous cards.
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Force_sabacc Force sabacc]
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| ==== Random Sabacc ====
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| Random sabacc was a type of sabacc in which the rules of play changed at random intervals. Because of the wildly varying rules and procedures used during Random sabacc, a scoring system is often used to keep track of progress.
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| '''Source:''' Wookieepesia: [http://starwars.wikia.com/wiki/Random_sabacc Random sabacc]
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| ==== Contract Sabacc ====
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| Contract sabacc was a style of sabacc play.
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| '''Source:''' Wookieepesia: [http://starwars.wikia.com/wiki/Contract_Sabacc Contract sabacc]
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| ==== Holo-Sabacc ====
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| Holo-Sabacc was a variation of sabacc that could be played in vidscreens.
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| '''Source:''' Wookieepesia: [http://starwars.wikia.com/wiki/Holo-Sabacc Holo-Dabacc]
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| ==== Dune Sea Sabacc ====
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| Dune Sea Sabacc was a version of sabacc popular to [[Tatooine]]. Apart from [[Jawa]]s, nobody else seemed to understand the rules. With no witnesses to the contrary, Jawa R'kik D'nec was the undefeated champion of the game.
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| '''Source:''' Wookieepesia: [http://starwars.wikia.com/wiki/Dune_Sea_Sabacc Dune Sea Sabacc]
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| ==== Bespin Standard ====
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| Bespin Standard was a variation on the normal rules of sabacc. Its use dated to around 1003 BBY or earlier.
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Bespin_Standard Bespin Standard]
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| ==== Riftwalker ====
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| Riftwalker was a variant of sabacc popular local to the planet [[Valnoos]].
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Riftwalker Riftwalker]
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| ==== Cloud City Casino ====
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| Cloud City Casino was a style of sabacc play that was presumably developed by the '''Yarith Bespin''' casino, located on Cloud City on [[Bespin]].
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| The notable variant in this rule set is that players have the option to play toward a score closest to 0, instead of just 23 or -23. Played with four or five cards, zero is statistically harder to achieve than the two forms of sabacc from the traditional set.
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| '''Source:''' Wookiepedia: [http://starwars.wikia.com/wiki/Cloud_City_Casino Cloud City Casino]
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| ==== Ecclessis Figg Variation ====
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| The Ecclessis Figg Variation was a variation of sabacc named after Ecclessis Figg (an eccentric human explorer who founded Cloud City on [[Bespin]] in which, in the final round, all odd-numbered face cards had their scores subtracted rather than added to the total score.
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Ecclessis_Figg_Variation Ecclessis Figg Variation]
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| ==== Empress Teta Preferred ====
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| Empress Teta Preferred was a style of sabacc play that presumably originated from the planet [[Empress Teta]].
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| In this variant, players swapped a card before the scores could be tallied. Additionally, another viable hand known as a 'straight' existed, where the player held five consecutively ranked, though not necessarily suited cards.
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Empress_Teta_Preferred Empress Teta Preferred]
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| ==== Corellian Gambit ====
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| Corellian Gambit was a style of sabacc play that originated from the planet of [[Corellia]].
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| '''Source:''' Wookieepedia: [http://starwars.wikia.com/wiki/Corellian_Gambit Corellian Gambit]
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| == Useable Rules for Actually Playing Sabacc at the Gaming Table ==
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| ''This Variant of the Sabacc game is called "'''The Great Khan Game'''<sup>2)</sup>"
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| ; Material
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| * a set of Sabacc cards - There is a number of different graphic files available in the internet if you just search for it.
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| *: To '''make your own set''', I suggest experimenting printing on transparent adhesive foil - there are foils laser and inkjet printers which you can then put on a cardstock backing. If you are in the mood of fiddling you can also print the back of the cards onto such foil and try to plce it on the back of the cards.
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| *: If making your own cards is not an option, I recommend getting your hands on a conventional '''Tarot deck''' and play a "variation" similar to [[#Centran Sabacc|Centran Sabacc]]
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| *::* The Ace of each suit may be counted as 1 or 15, as the player decides.
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| *::* The Knave of each suit represents the 11
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| *::* The Kights represent the Commanders
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| *::* The Queens represent the Mistresses
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| *::* The Kings represent the Masters
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| *::* Use The Fool (0) as the Idiot (0)
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| *::* Use The High Priestess (II) as The Queen of Air and Darkness (-2)
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| *::* Use Strength (VIII) as Endurance (-8)
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| *::* Use Justice (XI) as Balance (-11)
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| *::* Use Death (XIII) as Demise (-13)
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| *::* Use Temperance (XIV) as Moderation (-14)
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| *::* Use The Devil (XV) as The Evil One (-15)
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| *::* Use The Star (XVII) as The Star (-17)
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| *::* Use The Lovers (VI) as Chance (-6)
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| *::* Use The Wheel (X) as The Wheel (-10)
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| *::* Use The Tower (XVI) as The Destroyed Starship (-16)
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| *::* Use The Moon (XVIII) as The Satellite (-18)
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| *::* Use Judgement (XX) as Hazard (-20)
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| *::* Use The World (XXI) as The Universe (-21)
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| * a set of dice - 2D6 and another die of a different colour, depending on the number of players in the round
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| *: 2 players: D2
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| *: 3-4 players: D4
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| *: 5-6 players: D6
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| *: 7-8 players: D8
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| * A table for all to sit down
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| * Something to mark a special spot on the table for each player to place cards in (the "stasis" field where cards are not subject to randomization)
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| * Some poker chips to place bets with
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| * A container for the Hand Pot
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| * A container for the Sabacc Pot
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| ; Setup
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| * Each player visibly designates the spot of his stasis field.
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| * Each player pays a fixed amount into the ''Sabacc Pot'', the "'''Stake'''" - how much that is depends on the players and the nature of the game. I suggest 5 Credits for a friendly game. In Casinos it depends on the kind of table you are playing at.
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| * Each player is dealt 2 cards to start with.
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| ; The Game
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| Now the players take turns, starting from the left of the dealer:
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| # Each player in turn, may '''Draw''' an additional card, '''Exchange''' one of his card for one from the remaining deck, or '''Stay'''.
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| #* After each players turn, the dealer rolls the dice. If doubles are rolled on the 2D6, the player indicated by the additional die (counted from the left of the dealer must exchange a random card with one from the deck.
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| # Next, again starting with the player left of the dealer, each player has the option to '''Fold out''' of the Hand, place a '''Bet''' into the ''Hand Pot'', or '''Call''' the hand by placing a Bet plus paying the Stake again into the Sabacc Pot. The next player again opt to Fold out, to '''Match''' the Bet to stay in the hand, to '''Raise''' the Bet, or to Call the hand. This continues until all players have either matched the bet including all raises or have folded out.
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| #* Again, after each players turn, the dealer rolls the dice as above.
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| # If more than one player remains in the Hand but the hand was not called, another round of drawing and betting follows as above.
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| # If all players except for one have folded out, the remaining player wins the hand and the hand pot, but not the sabacc pot, even if he has a pure sabacc or an Idiot's Array in hand.
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| # If a hand was called and more than one player remains in the hand after the betting is done, the cards of the remaining players are revealed:
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| #* If a player was '''Bombed Out''', that means having a score of exactly 0, over 23, or under -23, he pays a penalty amounting to the Stake into the sabacc pot.
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| #* The hand nearest to 23 or -23 wins the hand pot. On a tie a positive score wins over a negative score. On a true tie, a '''Sudden Demise''' is played by dealing another card to each of the tied players. The best hand after figuring the tie breaker card into the total wins the hand pot, but it is possible to be bombed out that way (but no penalty is payed. If all players bomb out in a Sudden Demise, the hand pot goes into the sabbac pot.
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| #* If only one of the players has a Pure Sabacc or an Idiot's Array, that player wins the Hand and the Game and takes the current hand pot plus the sabacc pot.
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| At any time a player may place any number of cards ''face down'' into his stasis field to have them frozen. That means that those cards are not subject to the random pulses. In order to take them out of the field, he has to pay the stake into the sabacc pot.
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| ---------------
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| <sup>2)</sup> Pun intended for those that understand it :D
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Drafts of anything that I may come up with...
Attribute: Knowledge
Time Taken: One hour to several months and more
Specializations: speed-growth, specific purpose crystals, etc.
This skill can be used to seed, grow and take care of crystals in all their forms. It is more an Art than a practical method and requires a lot of time to use. The character also knows about the various kinds of crystals throughout the galayy and how to grow crystals with various special effects - the crystal can have any shape, it can absorb and emit energy (usually sound or light), it can have resonance effects, etc. It can be used as an art form. A failed roll results in a fragile crystal that does not have the intended shape and does not have the intended properties. At GM discretion they crystal may look intact, but will fail or break during first use or may have other undesirable effects.
- Very Easy - grow a crystal in a specific colour or shape
- Easy - grow a crystal with a minor special effect (light or sound)
- Moderate - grow a medicinal crystal
- Difficult - grow a crystal that changes one energy form to another or a simple mechanical component
- Very Difficult - grow an average mechanical or electronic component
- Heroic - grow a complex mechanical or electronic component
- there could also be an advanced skill: Crystal Engineering used by the Skek to create weapons and other Crystech(TM) equipment.
... and this may be the foundation of a "new" force power (originally used by the UrSkek):
Required Powers: Emptiness, Concentration,
Skill: Alter
Difficulty: varies, but at least Difficult
This is an old UrSkek power that was rediscovered by the Skek and later rediscuvered by the UrRu. It allows to manifest Force in crystaline form. All by itself that does not really do much, because in crystal form Force is practically inert. But it can also be highly dangerous if handled incorrectly, with strange und completely unknown side effects. Together with some other skills or Force powers such crystals may have specific effects at the GMs discretion, basically depending on how the crystal was formed...
Similar to Concentration, but lets the user focus on several actions to be used consecutively.
- Required Powers: Concentration
- Skills: Control, Alter
- Control Difficulty:
- Easy if the Jedi is relaxed and at peace
- Difficult if the Jedi is filled with aggression, fear or other negative emotions
- Very Difficult if the Jedi is acting on those negative emotions.
- Alter Difficulty:
- Easy for a 1D bonus
- Moderate for a 2D bonus
- Difficult for a 3D bonus
- Very Difficult for a 4D bonus
- Heroic for a 5D bonus
- Time Required: 1 full round of concentration without doing anything else per action/skill roll planned.
Effect: To use this power the Jedi first selects a number of actions and their order that will be performed following the use of this power. The maximum number of actions that can be included in the Preparation is equal to the number of dice (dropping any pips) of the Jedi's Control skill. Actions must be performed in panned order, except for defensive reactions that can be freely interspersed in case of combat actions. The planned actions can be performed in a single round (multi-action penalties apply normally) or in consecutive ones (or a combination thereof) and all get the bonus until the planned sequence ends or the Jedi is stunned, incapacitated, restrained or otherwise prevented from following up on the planned sequence.
The difficulty of the Control roll is increased by one level for each Dark Side Point that the character has.
The Sweeping Spiral
[edit]
(an UrTek-Ná technique)
- Required Powers: UrTek-Ná
- Restrictions: can only be used while the UrTek-Ná power is "up"
- Alter Difficulty: Opponent's Dex, Dodge or Brawling Parry roll
Effect: drops multiple opponents to the ground... ... affects all opponents within a number of meters equal to the number of dice of the Jedi's Alter skill ...
Precise Movement
- Control Difficulty: Easy
- This power can be kept "up"
While this power is up the Jedi has a very sure step and treads exactly the way he intends to. This means he has a +4D bonus to balance acts, to resist tripping, slipping or any shoving, pushing, etc. to make him fall over or down or to keep his balnce. It also grants a +2D bonus for stealthy movement.
- OR
- Requirements: UrTek-Ná, Control: 3D
The power has not to be kept up, but is considered to be in effect constantly after this power is learned. The Jedi can use his Control dice instead of his attribute dice whenever making a roll for balancing or keeping from falling.
Unseen
- Required Powers: ...
- Sense Difficulty: Moderate
- Alter Difficulty:
- Difficult increases all difficulties to detect the Jedi by +5
- Very Diufficult increases difficulties to detect the Jedi by +10
- Heroic increases the difficulties by +15
- This power can be kept "up"
- Bends light around the Jedi making it harder to detect her by sight. The modifiers apply to beings that operate primarily by sight. For other beings other modifiers may apply and there are no modifiers for other senses.
Adiabatic Shield
- Required Powers: Telekinesis
- Alter Difficulty: ???
Adiabatic shield was a Force power. The user manipulated the air around them to function as a shield of sorts. While this shield did not protect the user from blaster fire or impact with solid objects, it could disperse gases and airborne chemicals that could affect the user. A user could use this power to disperse smoke, poisonous vapors like chlorine, or more subtle chemicals like airborne pheromones.
- Difficulty levels
- affects only the Jedi - Easy
- 1m radius - Moderate
- 3m radius - Difficult
- 10m radius - Very Difficult
may be modified by gasses special properties and exterior pressure.
→ ???
- Source: Wookieepedia Adiabatic shield
Bend Matter
- Resquired Powers: Telekinesis
- Alter Difficulty:
- liquid matter - very easy (but only holds form while power is being kept up)
- mellable matter (clay, modelling plastics, etc. )- easy
- hard matter (wood, base metals) - moderate
... ????
Effect: The Jedi applies telekinetic force on an object in order to push it into another shape. ...
Playing Dejarik
- → Dejarik
Playing Sabacc
- → German Sabacc rules; English Sabacc rules
just thoughts ...