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Play Options 2.0: Character Improvement &
Upgrades
By Vornargith
Game format: Casual Play
The Ultimate Missions books touched briefly on two
interesting options — character improvement and
upgrades. Experimenting with those options led to two
results … Low-level grunts become terminators and it
took forever to improve my favorite character. This
article takes these options — roughly implemented in
Ultimate Missions — and develops them into balanced
game-play.
2.1: Character Upgrades
Ultimate Missions gave us the option of increasing a
character’s attributes by spending additional points. It
gave simple guidelines and failed to consider the
ramifications of increasing the stats of
already-powerful characters. The rules and table below
introduce a balanced system when adding upgrades to your
characters.
Upgrades can be
purchased only while a player is assembling their squad.
There is a limit of 12 points that each player can set
aside for upgrades, and an individual character is
allowed a maximum of 2 upgrades. The cost for each
power-up is determined by the character’s original cost
(see chart below). Typically, a character with a
lower original cost will be cheaper to upgrade while
more expensive characters with better scores take more
points to improve. Droids and characters with mounted
weapons cost twice as much to upgrade — multiply the
costs in the chart by 2. Unique characters cannot be
upgraded, but they do qualify for character improvement
(see 2.2: Character Improvement below).
* Hit points cannot exceed twice the
character’s original value … so a Bespin Guard (with an
original HP score of 10) may have a one-point upgrade to
increase his HP to 20, but may not use a second point to
upgrade his HP again to 30.
** Damage cannot exceed a value of 20
2.2: Character Improvement
The core of an RPG game is the development of your
character — watching him/her grow in skill and ability
from rookie to hero. Although Star Wars Miniatures rules
leaves little room for the role-playing, the aspect of
character development is an still a possibility in
casual play.
The system introduced in Ultimate Missions develops a
character at a snail’s pace, and the basis of
calculating the required “experience” to improve your
character makes no sense (a character’s attack score?).
Use these rules to put a bit of RPG character
development into your game …
Only Unique characters can be improved, and each player
should be allowed to designate only one or two
characters to improve upon. These characters can be
carried over to other games and gain more experience
points as they successfully complete each skirmish. A
non-unique character may be selected for improvement,
but he automatically gains the ability Unique. Players
can give these newly christened unique characters names
to identify them. These “improvable” characters are
designated “main” characters.
Gaining experience:
A character gains experience in one of two ways — by
winning a skirmish (even if the character is defeated)
or by surviving a skirmish (even if the player doesn’t
win).
When a player wins a skirmish (regardless of the
objective) his/her main character(s) gains 2 points of
experience. If his main character was defeated during
the course of the game, he gains only 1 experience point
(XP). At the end of a skirmish, only the surviving main
characters of non-winning players gain 1 XP.
Improvement:
Use the chart in 2.1: Character Upgrades to permanently
increase your main character’s attributes, using earned
experience points as the cost to improve each attribute.
Note: There are no hit point caps when improving your
main character; however, the damage limit remains 20.
As a character improves, so does his/her original cost.
For every point spent on increasing your character’s
attributes, 1 is added to his/her original cost. As your
character’s original cost increases, it will take longer
to improve your main character.
Secondary Option - Learned Abilities:
Here’s where the character development gets interesting
(and possibly complicated). Players need to discuss this
with each other and come to mutual agreements. The file
attached to this article depicts a main character. At 15
points, he’s well-rounded, albeit lacking in his full
potential. Outside the card, you’ll find a section
labeled “Learned Abilities.” These a abilities that may
be purchase with earned experience points.
When a main character is chosen, players may discuss
possible improvements outside the standard attributes.
Select 2 abilities … one that costs 3 points and another
costing 2. Use logic when determining these abilities,
as some abilities are obviously worth more than others.
Now select a Commander Effect that costs 3-5 points
(again … discuss it with other players). Before the
character can gain the commander effect, the player must
have purchased the other abilities. (See character
sample PDF)
Force abilities cannot be purchased. A character must
originally have a force point in order to purchase force
powers or lightsaber.
The characters in the PDF have been played with and
should work well with any casual game. Hopefully, these
play options add something to you Star Wars Minis gaming
experience.
Questions or comments? Contact me at
vornargith@excite.com.
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