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Star Wars: The Old Republic

Role-Playing Rules
***INSTRUCTIONS ***

Character Stats:

Each Character has 6 main stats. These stats start at a default value of 8. Each character gets 40
points to spend on these stats. Racial Bonuses and negatives get added in after all points are
spent. Furthermore each character gets a point to add to any stat they wish every 4 levels (4, 8,
12, 16, 20, 24, 28, 32). Starting stats cannot be higher than 18 (not counting racial modifiers).

Strength: How strong your character is.

Dexterity: How agile and quick your character is.

Constitution: How hearty/healthy your character is.

Intelligence: How smart your character is.

Wisdom: How wise your character is.

Charisma: How likeable/charming/strong leader your character is.

Racial Modifiers:

Human: No modifiers

Mirialan: No modifiers

Miraluka: +1 wisdom, -1 dexterity

Zabrak: +1 physical stat of choice, -1 wisdom

Cyborg: +1 stat of choice, -1 stat of choice

Chiss: +1 Intelligence, -1 constitution

Twi'lek: +1 Charisma, -1 wisdom

Pureblood: +1 Charisma, -1 stat of choice

Near Human Races: +stat of choice, - stat of choice (must even out to 0, no more than a +2/-2)
These stats can grant a bonus or penalty to general dice rolls concerning that stat on the

following table:

Stat Bonus

1 -5
2-3 -4

4-5 -3
6-7 -2

8-9 -1
10-11 0

12-13 +1
14-15 +2
16-17 +3

18-19 +4
20-21 +5

22-23 +6
24-25 +7

Character Level:

Character level is determined by several factors...

Every 5 levels of TOR game level = 1 level. This is your base level for things. To get 'Total Level' you add the factors
that apply to your character to their base level. Numbers do NOT stack. So a Darth character does not get the
'Intiate and Apprentice' bonuses, only the Darth. Only apply those that are relevant to your character. Characters
cannot go above a total level of 40. You can choose an IC character class that most suits your character's abilities.
I.E. Jedi Investigator, Smuggler, Jedi Healer, etc.
Level bonuses are assigned from the following:

(Note: Certain level bonuses are useable on only


ONE character, such as RP bonuses, guild rank bo-
nuses, and Legacy levels. This is to prevent all of us
from having a handful of SuperToons. You can
choose which character to apply those points to, so
long as you apply them to only ONE character.)

Neophyte Character/Padawan/Initiate: -2
Veteran Character/Jedi Knight/Apprentice: +2
Elite Character/Jedi Master/Darth: +3
HK-51 Companion Unlocked: +1

IC Age Under 20: -1 Belsavis and Illum Dailies Unlocked: +1

IC Age 20-50: +1 (must have both unlocked for the bonus)


Social Rank: (2-5) +1, (6-9) +2, (10) +3

Valor Rank 20-40: +1 Write a Bio in the 'Personnel Files' section: +1

Valor Rank 41-60: +2


Valor Rank 61-80+: +3
Valor Rank 81-99: +4 The Following Bonuses may apply to one
character only:
Valor Rank 100+: +5
Guild Member (non-probationary, 14+ days): +1
Guild Veteran (90+ days in guild): +2
Completed SM Ops: +1
Guild Officer: +3
Completed HM Ops: +2
Guild Leader: +4
Completed NM Ops: +3
Completed all HM Flashpoints: +1
Legacy Level: (11-20) +1, (21-30) +2, (31-40) +3,
(except Lost Island)
(41+) +4
Crafting or Gathering Skill at 400: +1
(only counts one time)
Write an RP Scenario: +1
Companion Affection Completed:
Help host and organize an RP scenario: +1
(1-2) +1, (3-4) +2, (5) +3
Write and Host 3 or more RP Scenarios: +2
Combat:

Health Levels:
Each Character starts out with 4 wound levels. These are
how many 'hits' a character can take before becoming
incapacitated. This is the base level, you then add your
character's Constitution bonus to get total wound levels.

Example: Lyr's constitution bonus is a +2, so she would


have 4(base) +2(con bonus) for a total of 6 wounds.

Damage System:

Each time your character is hit, you subtract between 1-4 health levels depending on the hit.

Damage depends on the 'success' of the roll.

1-4: Light hit 1 wound


5-8: Medium Hit 2 wounds
9-11: Heavy hit, 3 wounds
12+ Critical Hit, 4 wounds, bypasses
Damage Reduction, stuns character

When you reach 0 wound levels you can roll a Constitution Check at difficulty 15 + number of
rounds at 0 Health. If you succeed you can remain conscious but unable to fight until healed.
You can perform rudimentary actions in this state, applying a med pack to stabilize yourself, call
for help, etc. If you fail the roll you become unconscious. If you become 'stabilized' through
healing or an emergency med pack you do not need to make further rolls.

Example: Lyr is at 0 wounds, oh no! She just fell, so in order to remain conscious she would have
to roll a D20 and beat 16 (15 + 1 round). Lyr rolls a 15. Adding her const. modifier (+2) she gets a
17. Whew! Someone pass that girl a kolto patch!
Armor Type:

Max Dex Bonus: The highest bonus your armor allows from your dexterity. The heavier the ar-
mor, the more encumbering it is. I.E. the less Dex you get to use.

Strength Requirement: The strength stat it takes to effectively use the armor type.

Damage Reduction: The Damage Reduction the Armor Type Grants.

Defense Bonus: The bonus on defense rolls the armor grants. Heavier armor grants more de-
fense but encumbers the user more.

Armor Max Dex Strength Damage Defense


Type Bonus Require- Reduc- Bonus
ment tion
Cloth - - - -

Leatheris +7 9 - +1

Heavy +6 10 - +2
Leatheris
Light +5 12 - +3
Plating
Medium +4 13 - +4
Plating
Example:
Heavy +2 14 1 +4
Plating Lyr'inel wears leatheris armor, a gift from
Power +2 12 1 +5 her honeyboo. While patrolling on Hoth,
Armor* she runs into a pirate! The pirate attacks
*Requires Armor Systems of at least +1 and rolls a 16 + his bonuses of 6 =22

Lyr needs to roll a defense. Her armor is not only stylish, but very flexible, allowing her to use her
total +3 dexterity bonus. However it only grants a +1 to her defense bonus on her roll. So.... Lyr
rolls a 4 (DOH!). + her max dex bonus 3 + her Lightsaber skill: 5 + Armor Defense Bonus: 1 = 13

Oh noes! Lyr got shot! The pirate beat her by 9 so Lyr takes 3 wound levels. This is subtracted
from her total of 6, leaving her with 3 left! Where's a medic when you need one!
Force/Tech Abilities:

Fighting 'Stance':
We decided to go with something very simple. A character can take a 'stance' in combat. These can change any
time, the character just needs to announce them.
Being Aggressive: +1 Attack/ -1 Defense
Balanced: No modifiers.
Being Defensive: -1 Attack/ +1 Defense

Force Shield:
Wis + Force Use roll, Difficulty 10
May be cast on others or self. Sage/Sorcerer only
Adds +1 Damage Reduction to Character. Lasts for 1 impact then fades.

Battle Mind:
Sentinel, Marauder, Guardian, Juggernaut, Shadow/Assassin only
Character makes a Int + Force Use roll. Depending on the roll the character adds a bonus to either their Attack
bonus or Defense Bonus for the duration of the scene.
1-10: No bonus
11-19: +1
20+: +2

Defense Screen:
A temporary shield often used to shield oneself from ranged combat attacks.
May be used for self only.
Int + Tech Use roll (or other appropriate skill)
1-9: Failure, no screen available
10-19: Screen available, provides +1 Cover defense bonus against ranged attacks
20+: Screen available, provides +2 cover defense bonus against all ranged attacks

In Combat Healing:
A medic or force healer may attempt to heal wounds or stabilize someone while in combat. They must forego any
attack option in order to do so.

Roll Int + Force Use (healing) or Int + Healing (Tech or appropriate skill)
1-5: Failure
6-10: Target is stabilized will no longer bleed or take periodic damage from current wounds.
10-15: Target is stabilized and healed 1 wound level.
16-20: Target is stabilized, healed 1 wound level, and may take an action in the current round.
21+: Target is stabilized, healed 2 wound levels, and may take an action in the current round.
Exceptional Skills:

You can take your total level value (base level, not in-game level) and apply it to exceptional skill values. You can
place no more than a +7 bonus in any category, except your 'specialized skill' that your character was chosen for
ICly, which can have no more than a +8. You can list a specialty in any chosen combat skill which will give you the
advantage of always winning a tie on the dice if you are using your specialty. However you can only specialize in
one thing per skill. If you want another specialty in another type (melee weapon, ranged, etc) in the same class
(i.e. to specialize in using lightsabers AND vibroblades) you would have to take two separate listings for the skill.
One for each specialty. (Other skill categories can be used, these are just examples.)

These skill categories include but are not limited to:

Melee Combat (type)


Ranged Combat (type)
Force Use
Martial Arts
Piloting (type)
Healing (type)
Repair (type)
Tactics
Diplomacy
Investigation
Knowledge (type)
Security (securing/breaking)
Survival
Intimidate
Gamble
Stealth
Demolitions
Computer Use
Subterfuge
Dance
Acrobatics
Sleight of Hand

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