House Rules
The Force
Learning Force Powers
I have removed the need for prerequisite powers.
However, for each prerequisite not possessed by the character, the cost
to learn increases by one Character Point.
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Instinctively Using Force Powers
You do not need to know a Force power to use
it. Instead, you must at least be able to visualize in your mind what it
is that you wish to do.
To use a Force power that is not known to the
character, the difficulty increases by +3 for all rolls, and it must be
re-rolled every round, rather than staying "up". The roll difficulty increases
by +1 for every prerequisite skill not possessed.
For every five times a Force power is used instinctively,
the difficulty is reduced by 1. Once it has been successfully used twenty
times instinctively, it is considered learned, and may be used without
increase difficulty or restrictions.
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Force "Spells"
For the learning of a single Force power without
involving the use of Force skills, please refer to Cracken's Threat Dossier.
In my campaign, these are more frequently encountered than traditional
force skills, but not by much.
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Learning Both
If a PC already knows either the traditional
skills, or spells, it is difficult for them to learn another way using
the Force. All difficulties for learning Force skills and powers for a
spell user (and visa versa) are increased by 5.
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Force Powers, Skills and Spells at Time of PC Creation
A player who has dice in a Force skill can add
to it at the time of creation, at the cost of one(1) skill dice (from the
base of seven) per D of Force skills. No Force skill can be over 2D, nor
can dice be added to skill that is not listed.
Each D in force skills allows the player to select
1 Force power, plus one. Additional powers may be learned for 1D of skill
dice, but no player may have more than 9 powers to start the campaign,
and must have all prerequisites for the skills he already has, to denote
the gradual process of self-education. (Note: A GM may give one or two
additional, MINOR powers, such as Direction Sense or Time Sense, at their
discretion.)
If a PC has dice in Force skills at the time
of creation, the player may choose to convert them all into Force spells,
at 3D in spells for every D of Force skills. However, no player may start
with more than 6 spells, and no more than 2D in any one spell. (A GM may
give a player one or two additional minor spells, such as Direction Sense
or Time Sense, at their discretion.)
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Calling on the Dark Side
ALL characters can call on the Dark Side, not
just Darksiders.
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Misc.
I do not consider Doppelganger to be an inherently
evil power, and no DSP is given for using it. I do not use the following
powers. Instead, the powers that they are derived from are used.:
Telekinetic Kill
Telekinesis, +1D difficulty
(All you are doing is squeezing) |
Beast Languages
Translation, +3 difficulty (+3 difficulty for animals
that are both non-sentient and non-intelligent)
(It is a different language, just hard because your target
is non-sentient) |
Postcognition
Farseeing, with -5 difficulty as seeing the future. |
Detoxify poison in another
Detoxify Poison, +3 to all difficulties
May also be used to detoxify a vessel with poison in
it |
Contort/Escape
This is not a Force power, rather it is an Acrobatics
roll. Control Pain may be used to reduce the pain of doing this, however. |
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Combat
Ships
All Starfighters have a 2 arc shield system,
forward (180 degrees) and backward (180 degrees). More rules to come…
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Ranged Combat
Damage
For every 5 points over the difficulty you roll,
you may add +1 to the damage roll. (Example: Jiliac is shooting a scoped
blaster rifle at an enemy officer 120m away. Since he was aimed for 3 rounds
(+3D), and has +2D from his scope, his 7D Blaster roll equals 40. The basic
difficulty is 17, meaning he can add +4 to his damage.) This does not count
with brawling, those rules are below.
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Ranged Weapon Difficulty Modifiers
These apply to blasters, slug throwers, dart
shooters and other similiar weapons, not bows and thrown weapons.
Shooting from the hip
(negated with laser sight)
Range Level |
Modifiers |
point-blank range |
+2 difficulty |
short range |
+5 difficulty |
the first half of medium range |
+10 difficulty |
the second half of medium range |
+15 difficulty |
the first half of long range etc. |
+20 difficulty |
And so on for each level past the first half of long
range |
+5 difficulty |
Shooting from eye level, with using sights
(doubled with laser sight)
Range Level |
Difficulty Modifiers |
short range |
-8 difficulty |
medium range |
-5 difficulty |
long range |
-2 difficulty |
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Two Blasters (or other projectile weapons, including
thrown weapons)
So long as both weapons are being simultaneously
fired at the same target, they may be rolled separately with a difficulty
modifier of +3, but they only count as single action for multiple actions.
+1 difficulty if using these rules with long arms (carbines and rifles)
along with the lifting checks for rifles.
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Fully Automatic Blasters
First, an explanation of the various terms we
will be referring back to. "Semi-automatic" is a term, like many of those
we will be using, that dates back to the old days of slugthrowers, and
means that ONE round is discharged each time the trigger is pulled by the
shooter. "Burst" means that a small number of shots, usually between two
and five, are discharged each time the trigger is pulled. "Full Auto",
or "fully automatic", means that when you hold down the trigger, you will
fire rounds until you have run out of ammunition and/or let up on the trigger.
"Selective Fire" capability means that one may choose between several different
modes of fire, usually semi-auto and burst and/or full auto. "Cyclic Rate"
is the number of rounds per minute (#r/m) or second (#r/s) that the fully
automatic mode discharges when the trigger is held down. The majority of
weapons, from blasters to grenade launchers, that are considered to be
man portable are semi-automatic, as they fire one round per trigger pull.
Full autos will have a stats entry entitled "modes."
This will tell you what fire modes are available on a certain model, and
how many shots are fired in each burst.
When firing on "full auto", or long burst, the
weapon may be fired twice that round (unless specified otherwise). There
is an additional -1D penalty to all actions that round, and no other attacks
or piloting rolls may be made, and only one (1) reactive skill (Dodge,
etc). Short bursts are treated just like any other shot.
It is a simple action to switch between firing
modes. Not even worthy of a -1D to rolls, perhaps a -.00005D to rolls.
Just say that a character is switching and that is good enough.
When fired in burst or full auto, there is +2
difficulty to hit if the basic Blaster skill (or a specialty other than
those that follow) is used. These specializations are not used to fire
in semi-auto. The appropriate specialization will be given in the discussion:
Blaster: auto rifle
-Used to fire selective fire blaster rifles. In single
shot mode, use the Blaster: rifle specialization. |
Blaster: auto carbine
-Used to fire selective fire blaster carbines. In single
shot mode, use the Blaster: carbine specialization. |
Blaster: auto pistol
-Used to fire selective fire blaster pistols. In single
shot mode, use the Blaster: heavy pistol specialization (due to increased
bulk). |
Once a shot from a burst hits, each additional shot on the
same target, or an adjacent one (less than 1m away) is one level of difficulty
lower. The combined damage for a number of shots from a burst on the same
target is determined as per the rules for Combined Actions in your rule
book (I prefer those in 2.0). The only difference is that Blaster replaces
Command as the skill of choice.
(The legal problems with automatic blasters is usually
the same as those for repeating blasters, or worse.)
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Repeating Blasters
Repeating Blasters are the most common light
infantry support weapons today. Repeaters are designed with three to five
barrels, housed in a cooling jacket that protects the internal working
of the barrel mechanism. The barrels fire in turn, pumping out, on the
average, 850r/s. This means that a large number of shots pound into a relatively
small area in very rapid order, with a certain amount of shot dispersion
imparted by the mobile nature of the firing mechanism. Due in part to ammunition
consumption, and in part to minimize wear, there is fire limiter in the
trigger group. Once the limiter trips (usually due to barrel heat), the
system will not fire until it is safe to do so again. Due to the nature
of the systems, and the cyclic rates involved, this limit is usually reached
in a tenth of a second burst, and takes several seconds to cool.
Repeating blasters are usually classed by weight
and throughput. Light repeating blasters are about 50-100% larger than
infantry rifles, having a maximum range similar to rifles and only marginally
more powerful, will still be conservative enough to use standard power
packs. Medium repeating blasters are two to three time the size and weight
of rifles, having about two-thirds more range and one third more power
on target. They are usually moved by a two man crew, and fired from a bipod
and power generator. Finally, the heavy blaster rifles are the size of
light artillery pieces, having more than twice the range, and almost twice
the power, of a rifle. They are manned and carried by a three to four man
crew, and fired from a tripod or vehicle turret and feed from an external
generator.
Weapon Type |
Area of Effect |
Light repeaters |
1/2 meters |
Medium repeaters |
1 meter |
Heavy repeaters |
2 meters |
(There is no added difficulty or bonus to the shot, due to
the high rate of fire.)
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Slugthrowers vs. Blasters
Both have their advantages. Most firearms can
be fitted with sound suppressors and leave no trail back to the firer,
while blasters can be neither sound, flash nor trace suppressed. Blasters
use more standardized ammunition; and most can be reliably fired in vacuum
and under water, while most chemical slugthrowers can not. The biggest
difference is in the penetration of cover.
Blasters that strike a layer of cover (even as
light as moderately heavy foliage) spend most of their energy directly
on the surface of that cover, with residual thermal blooming and blast
effects penetrating only a few centimeters through the cover (which is
why you get burned when your armor takes a hit, but a standing a meter
behind a plate glass window will protect you once). Blasters also do not
ricochette off of most surfaces (magnetic shielding is the exception).
Slugthrowers (except for explosive projectiles)
are reliant on the transfer of kinetic energy and mechanical penetration
of tissue for their damage. They can penetrate cover and can continue on
for many meters as a dangerous object. If the cover suffers Incapacitated
damage, the slug continues on at -1D damage. Use the grenade scatter to
determine the direction that it travels. (NOTE: If it must go through several
layers, figure them individually. For example, a bullet fired into a Stormie's
chest must go through a layer of 2D Physical armor, his body, and another
layer of 2D armor before exiting.) Slugs can ricochet off armor, but it
is best left to the GM to role-play this effect.
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Flame Throwers
Most people just hold the flame-thrower on a
particular target. This is not always the best way to do this. To spread
the fuel around, one fans the muzzle of the flamer around. (No difficulty
modifier, but it must be in the same range. If it changes from, say, short
to medium range, use the medium range difficulty.) There are two ways to
do this:
Method 1: The area of effect is not nessacerily
a circular one. Reduce the depth of the area to expand the breadth to it
by the same percentage. Example: Ungor the Gammorean has a Merr-Sonn F-93,
with a 2m area of effect. He wants to cover an area 4m wide. His area is
now four meters wide, but only one meter deep.
Method 2: The area may be expanded by
one area of effect's worth of linear space for every two additional rounds
of damage that you are willing to give up. Example: Ungor doesn't want
to loose the depth of his fire. As a result, he lays his fire stream out
six meters wide and two meters deep, but it no longer does 4D damage for
the next 10 rounds. It now does 4D damage for the next 6 rounds.
These rules may be combined. It should also be
noted that the blowtorches, like the SoroSuub F-34, cannot have their damage
modified in this manner. They are essentially just an aerosol spray fitted
with an igniter.
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Melee Combat
Using Two Melee Weapons
If using two melee weapons, a character gets
one free attack or parry per round, or +1D to their parry or attack
rolls.
Specialization must be for paired weapons, not
single weapons (i.e.: Melee Combat: two knives). If using a combination
of weapons, that distinction must be clear in the specialization (i.e.:
Melee Combat: vibrosword and vibrodagger)
These rules may be used for both melee and light
weapons, but not whips. These rules are intended to serve as mechanics
guide line for a role-played event.
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Armor Rules
Explanation
There are the two traditional, basic forms of
armor protection, physical and energy. But there are other forms of armor
for specialized protection, or those that are commonly ignored. The most
common of these are non-penetrating physical, flame and acid. They way
that modern armor works depends on what one is trying to do.
For basic physical protection, layers of ballistic
cloth are sandwiched together, while non-penetrating protection can consist
of almost any kind of padding. Or various kinds of plastoid, metallic and
composite rigid armors may be used. Acid protection is achieved much the
same way, but the fibers or plates are either chemically treated or composed
of especially acid resistant material.
Most protection from energy weapons is achieved
from using several layers of ablative material, which burn away with each
hit. The typical blast vest is composed of several, interwoven layers of
ablative/ballistic cloth, but the protection needed for working in areas
of great conflagrations calls for non-combustive, insulative and/or reflective
material. For the most part, this consists of several layers of nonflammable
fibers, but those units designed for the hottest fires includes cooling
systems. Protection from radiation is achieved in much the same manner,
but also involves the use of layers of very dense matter, highly specialized
forms of insulation, or light weight energy shielding.
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Types
Physical
blunt (batons, clubs, unarmed combat) (if not
listed, use the basic physical measure)
acid (if not listed, use the basic physical measure)
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Energy
fire (if not listed, use the basic energy measure)
radiation (if not listed, use the basic energy measure)
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BRAWLING RULES
Here is my attempt to add a more "Action Movie" feeling
to Star Wars fist fights.
Mechanics
The first part of the Upgraded Brawling is: For
every 3D you have above your base strength in your Brawling skill, you
get +1D for damage purposes. So, Ren, who has a 3D+1 base strength and
a 9D+1 brawling skill then gets a total of 3D+1 plus 3D for a total of
6D+1 when she pops a thug upside his head. (You might think this an amazingly
generous bonus- suddenly Ren's fist is doing more damage than a Heavy Blaster
Pistol! Not in the context of the next part of the rule- read on) This
reflects the fact that with that level of skill, the brawler has a much
greater level of control on how and where she hits the opponent. Jackie
Chan may not be that much stronger than your Common Man, but the hits are
much more devastating.
The second part of the brawling upgrade is a
reworking of the damage rules. Being a big fan of fisticuffs- be it Jackie
in Rumble in the Bronx or Indy and the Bald Nazi going at it. However in
Star Wars, two good swings and the foe goes down. This is not fun or interesting.
Therefor, I propose a slight re-working of the damage rules. Normally it
goes:
Dazed (called it that to avoid the stunned or
shot on stun and Stunned confusion)
Wounded
Wounded twice
Incapacitated
Dead
With the new way of figuring damage, when someone
is using a blunt object- a fist, stick, chair, what have you, non-lethal
damage starts occurring. It goes like this...
Damage Roll > than Strength |
EEffect in plain english |
Effect in Dice |
0-3 |
Brawl Dazed |
-1D for this round |
4-8 |
Wounded |
-2D for rest of this round and the next |
9-12 |
Wounded Twice |
-1D for rest of the combat |
13-15 |
Incapacitated |
-2D for the rest of the combat |
16-18 |
Mortal Wound |
Target is knocked out |
Of Course, the -1D for the rest of combat may be changed
if there is only one more round of combat. You could say -1D for
that round and 4D more, or so.
Then continue the Damage Table as normal:
Damage Roll > than Strength |
Effect |
19-22 |
Wounded |
23-26 |
Wounded Twice |
27-30 |
Incapacitated |
31-33 |
Mortally Wounded |
34+ |
Dead, just dead |
You still can kill an opponent with a stick or
your fists, you just have to go around the damage list once.
An example- Ren and a Generic Thug are in a fight.
Ren's Strength is 3D+1, the thugs is 3D. Ren, with her 9D+1 brawling manages
to connect with Thug easily. She gets a 22 for damage, the Thug gets a
11, so Ren Brawling wounds him twice (-1D for the rest of this fight).
Ren manages to block the incoming blow and then
connects again. She rolls a 39 (got a 6 on the wild die once) for damage,
Thug gets a 16 for resisting. She beats him by 23. Under normal rules this
would kill him, but with the new setup, she only knocks him out and gives
him a real wound twice (-2D until healed when he wakes up- she broke his
arm or something)
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Misc.
Sniper Rules and Regulations
A Sniper, for all his expertise, remains human
(or alien). He may be required to lie in his position for several hours
waiting for a quarry. If the area is wet or if it has other factors of
irritation (pollinating plants giving off allergic material, sharp grass,
poisonous plants, rodents etc.) This should all work away at him, making
him uncomfortable and distracted. For every five turns he must have the
following rules enforced upon him:
a) He must make a will power role against
the difficulty level of the annoyance. If he wins he remains calm, if not
he loses between 5 and 25 on his sneak roll.
b) He must make a stamina roll. If your really
cold and your species suffers from shivering, then you won't be able to
draw a very steady bead on your target.
c) His quarry receives a 1D bonus to their sneak
skill if they're trying to sneak past. If your sneezing and sniffling in
a fox hole you aren't listening very carefully.
d) If the target is in sight, the sniper must
do all of these things no matter what turn and any failure distracts him
from his blaster, docking 1D from his skill and three from his end roll.
At the same time, Snipers usually have the advantage of surprise.
On the snipers first shot, none of the targets may move. (Between the two
sets of rules the sniper position becomes more realistic. It's a hard job
to do, but when you do it right, you should have the advantage.)
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Moving
When moving you can walk/run, which is normal;
you can climb, which has a move of half the normal walking; or you can
swim, which normally is two meters lower in speed than normal walking,
rules follow. You can move in four speeds:
One: 5m per turn, very cautious, it is a free
move. |
Two: 10m per turn, normal walking, it is a action,
but doesn’t have to be rolled for moderate or less. If attempting to one
thing besides walking, add one difficulty level to walking, you must roll
for all but easy and very easy terrain, and take 1D from the other action. |
Three: 20m per turn, high speed running, it is
an action and a role must be made at all times; difficult and higher terrain
increase one level of difficulty, if attempting to do
something else besides running add one difficulty level to running and
–2D to the other action. |
Four: 40m per turn, all-out running, it is the
only action you may take that turn. When moving at this speed increase
all terrain difficulties above moderate by two levels, all difficulties
moderate and less by one level. |
You can move anywhere between half and full movement
at that speed per round. You may go slower or faster by one level a round
for free, though you must roll a moderate running (free roll) to keep from
taking a light tumble. When changing by three levels a difficult roll is
required or there is a tumble, and four levels down (not moving to all-out
impossible) is very difficult and will result in a major tumble.
When swimming you usually go at one meter lower
at cautious, two meters at walking, three at running, four at all-out.
When you imporve swimming this penalties fade and become bonuses. At 3D
they are as above, 4D is one meter more for all speeds, 5D is one more
at all speeds, 6D is two meter higher at cautious, one more at walking
, same at high speed, one less at all-out; this continues on predictably.
The same rules apply with climbing, though the
move speed is half and stay half all across the board. At 4D the penalty
disappears for cautious, normal at 5D, high speed at 6D and all-out at
8D.
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Fire
Some special notes should be made about the nature
of fire. When the cumulative damage done to the target equals the tagets
Die code for fire (3 for wookies, 20 for permacrete…) it catches on fire.
The amount of damage done by this new fire is up to the GM (based on such
variables as the oxygen content of the air, the flammability of the target,
and other such randomness). When the target has had five Killed damage
results done to it, it is totally consumed by the fire, and is no more.
Feel free to ignore the technical aspects of this, and use it more as a
role-playing device (I do).
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Cyber Points
Here are the updated cyberpoint rules that Bill Smith
sent me. These rules are regarding the cyberpoints gained when bionic implants
are
put into a user of the Force.
--Mike Soulier cs3sd3as@maccs.dcss.mcmaster.ca
u9008759@muss.cis.mcmaster.ca
"I'm too busy worrying about what I've done to think
about what I'm doing."
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Cyberpoints and The Force:
When a character calls upon the Force, he must
roll a die. If the number is equal to or higher than the total number of
cyberpoints, the Force may be used with no difference from the rules. If
the player rolls under the total number of cyberpoints; take the total
number of cyberpoints x2 and add it to the users difficulty for the use
of any and all needed powers. If the power is one which must be 'kept up',
then the added difficulty is the total number of cyberpoints x3.
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DRINKING RULES
Slightly modifed and adapted from David Lucas' drinking
rules
Smugglers, pirates and Players love to party
like it's 2199. These rules give you a guideline on how the handle the
mechanics of such a binge. Following the damage table below, roll the Stamina
or the Hold Liquor specialization, and compare it to the damage code of
the alcohol consumed. Apply the indicated result and away you go!
The damage the drink inflicts is the proof of the alcohol-
IE: Everclear does more damage than Zima. Also, all drinks are cumulative.
Drink Damage > Stamina Results |
Results in Plain English |
Results in Die Codes |
0-5 |
Buzzed |
-1D x30 minutes |
6-10 |
Drunk |
-2D+2 x1 hour |
11-15 |
Hammered |
-3D+1 x1.5 hours |
16-20 |
Wasted |
-3D+2 x3 hours |
21-25 |
Plowed |
incapacitated, but may be resuscitated by artificial
means. -4D x6 hours |
26-30 |
Passed out |
incapacitated, but may be resuscitated. -5D x8 hours |
31+ |
Alcohol Poisoning |
+1 Wound level for every 5 |
After the allotted time has passed, all drinking damage has
been healed and dice lost have been recovered (except for alcohol poisoning).
However, even though the drunkard has recovered, the character is still
-1D from the hangover and morning fuzziness. This last for 1/2 the time
it took the character to recover (duration for a hangover from a Wasted
level is 1.5 hours, and so on).The dice loss applies to everything- except
the Stamina/Hold liquor dice. That remains unaffected during the drinking
binge.
An example- Sidney and Jared decide to test their manliness
in a drinking contest. Jared starts slow with a Cloud City Foo-Foo (+2
damage) and rolls a 18 (with his 6D Stamina)- he's fine, for now. Sid (with
an 8D Hold Booze), jumps to the hard stuff right away, downing a pitcher
of lum in one shot. The damage is 16, and Sid rolls a 28- he too is fine.
Jared, not to be outdone, moves on to the mixed drinks.
He gulps down an afterburner for 17 damage (2D+1, a 6 on the wild die and
the +2 from the Foo Foo), and gets a 28. Sid, goes for the gusto, and slams
a Tatooine Sunrise for 35. and he only gets a 28- The damage exceeded his
roll, making him officially drunk.
For the next round of drinks, Jared detoxifies the alcohol
in his system and watches his drinking buddy. Sid, slams a Starshine Suprize
for 44 damage. Sid, with a lousy roll gets a 18, a 1 on the wild die, and
promptly passes out in his nachos.
These Damage codes assume peak condition of the drinker
under optimal drinking conditions. If the drinker has not had anything
to eat all day, add 2D to the overall damage against him (Rodian Ale plus
Tatooine Sunburn after not eating = 9D)
If anyone can help me with prics it would be most appreciated,
Thanks.
Some Sample Drinks |
Damage Code |
Cost |
Mixed Drinks |
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Afterburner |
2D+1/drink |
/glass |
Cassandran Choholl |
1D+2/drink |
/glass |
Corellian Whiskey |
1D+2/drink |
/glass |
Elshandruu Pica Thundercloud |
1D/drink |
/glass |
Eth fire water |
2D+2/drink |
/glass |
Flameout |
2D+1/drink |
/glass |
Hoojib's Revenge |
1D/drink |
/glass |
Meltdown |
1D+2/drink (a narcotic hallucinogen) |
/glass |
Pink Lizard Thunderbolt |
1D+1/drink |
/glass |
Reactor Core |
1D/drink (a narcotic hallucinogen) |
/glass |
Renan Irongut |
+2/sip, 2D/guzzle |
/glass |
Revenge of the Jedi |
6D/drink |
/glass |
StarShine Suprize |
3D/drink |
/glass |
Savareen Brandy |
1D/drink |
/glass |
Tatooine Sunburn |
5D/drink |
/glass |
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Beers and Laugers |
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Bidziil |
2D/drink |
/glass |
Dantic |
+1/drink, 1D/pitcher |
/glass; /pitcher |
Daranu |
+2/drink |
/glass |
FozBeer |
+1/drink |
/glass |
Lum |
3D/pitcher |
/glass; /pitcher |
Rodian Ale |
1D+2/drink |
/glass |
Ryll Beer |
+1/drink |
/glass |
Skannbult Likker |
+1/drink |
/glass |
Thuris Stout |
+2/drink |
/glass |
Black Hole |
4D per drop; 10D per ¼
glass; 25D per glass |
/drop; /¼; /glass |
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