New Rules


New or changed rules in red.

Support Rules

Support Levels

Order

Cost

SP Gain

Normal/None

10*SL

0

ConCon

20*SL

1

ConCon2

100*SL

2

ConCon3

500*SL

3

ConCon4

2000*SL

4




Satisfaction Rules

Costs for courting have increased from 3*SL multiples to 20*their  SL in credits. The cost of proposing has jumped to 100*SL. The dowry, however, stays the same. :-)

Guardians Rules


14.11 Only ten player characters may be Guardian Characters at one time, and only four of those may be of Master rank or higher. This is to simulate the very small number of Guardians in the game universe; if a majority of players are Guardians, then the player base will not be representative of the rest of the players in the galaxy.

Characters from any SL may join, but a character cannot apply if their natural (beginning) MS is less than 4. A character can only apply if there is an opening in the Guardians for a PC. Applying for the Guardians is a pre-monthly action. The target roll to join the Guardians, modified by the following:

When joining the Guardians, a character must join as an initiate and immediately choose which branch to join (Visionary or Knight). A character can never switch branches. 

14.13 Progress to Apprentice is contingent upon being accepted as an Apprentice by a PC Guardian of Master level or above.

14.2 ... Applications for a higher rank are made to the Guardian Council.

14.3 ... 9. ...Note: there is a list of Guardian-only missions and Expeditions available for Guardian characters....

14.6 ... Bribing a Guardian below the rank of Master is a Minor crime; bribing a Guardian of Master & higher level is a High crime.

Adventures

23.2 The mission will also have a danger classification and a danger rating. The danger classification is a public classification indicating the level of danger one faces in the adventure, broken down into Low, Medium, High and Lethal. Danger classifications are known to the player characters before leaving on missions. The danger rating is a game mechanism that rates a mission on a scale from 1 to 10. Only the GM actually knows the danger rating. The higher the rating the more dangerous it is. The general rule is that locations further away are more dangerous but more rewarding.

23.5 A Guardian may organize an Expedition to right a wrong that he has heard about inside or outside the Empire. Such missions may be drawn from the Guardian-only table in the Adventures section of the Media, or organized on the initiative of PC Guardians directly. ...



Die Roll to give Adventure Results

Effective Experience Ability

Roll 1 Die 6

Situation

Modifier

EA

1

2

3

4

5

6

Danger Rating 1

+1

1

6

6

5

4

4

3

Danger Rating 3-10

-danger rating-2

2

6

5

5

4

3

3

For every other PC with EA 5+

1

3

6

5

4

3

3

2



4

5

5

4

3

3

2

*** Ability Changes ***

5

5

4

4

3

2

2

EA (Experience Ability) less than (7-AR)

+.25*

6

5

4

3

3

2

1

EA 6+ and AR=1

+.25*

7

4

4

3

2

2

1

EA 6+ and AR=2

+0.1*

8

4

3

3

2

1

1

AR=6 two or more weeks in a row

-.25

9

4

3

2

2

1

1

Any use of MS for one week

+.1 to MS

10

3

3

2

1

1

1

* The increase in Experience will be proportionate to the amount of time spent

adventuring. Multiply the number of weeks spent by the increase above for the

final Experience increase. For example, someone who has an Adventure Result

of 1 on a three-week adventure will gain .75 in experience, versus .25 for a

one-week adventure. Non-leader PC's have a chance to increase their Experience by

rolling greater than or equal to their experience on d6 (6 is automatic at all Experience

levels).