Star Wars Roleplaying by The Force




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Edition 0.0.1 incomplete manual

Here's the manual so far so get a snack or just feast your eyes.

click here to download the manual

Star Wars Role Playing

Edition 0.0.1

By The Force

0.0.1 Manual written by Evan Ballnik

This is played like a tweaked version of Dungeons and Dragons set in the star wars universe. There will be deep storylines, dicerolling, new weapons, space battles, and lots of things to do. This is like the alpha alpha test so its going to be pretty bugged but we hope too fix that. Also this edition will not be complete for a long while so don’t hold your breath for the game to come out in the next year or two. We’ll need artists and the works but right now hers the base mechanics (rolling, race, class, weapons, ships, force powers, skills, feats etc.). When I send this version feel free to send an updated version with notes on what has been changed. Also, being incomplete, I may have skipped around on some parts(because I get stuff down when it comes to me) and I will organize it all and add a table of contents when it is complete. Well, here’s to edition 0.0.1. :-)?!

Base Mechanics

These will be based on the mechanics from D and D and also from the Star Wars Knights Of The Old Republic (Kotor) video game. The main deciding dice in the game is the d20. This will decide what things you’re able to and not able to do like attacking and all the goodies. The other most used dice will be d6 and d8 but the d4 and d12 will be used. So, if you want to play this game good, I strongly suggest you pick up a set of D and D dice so you’ve got all you need. Pretty much everything that PC’s (Player Characters) and NPC’s do is decided by the d20. Most damage is done by using the d8, d6 and d4 and other random things use the other dice. The base mechanics here I’ll pretty much quote out of the Kotor book.:

Core Mechanic: Whenever you attack an enemy, use a skill, some force powers, and do pretty much anything important, a random number between one and twenty is rolled (1d20). Your character’s attack bonus, skill, level and other modifiers are then added to this random number to determine success.

Combat and Defense: Defense is a measure of how difficult a character is to hit in combat. Defense is base 10 plus the modifiers for armor and dex. Whenever you attack an opponent the base mechanic is applied like this {1d20+attack bonus}versus defense on the target.

Example: You have an attack bonus of +4. You target an enemy with an AC of 16. You would hit on a 12 or higher (12+4=16).

Difficulty Class (DC): The Difficulty class represents the relative difficulty of a task. DC applies to skill use and other random things.

Skills and DC: If you have a skill that is useable on a target, by all means, you can use it. The Base Mechanic is applied like this (1d20+skill rank+other modifiers)

Example: You have 3 skill ranks in Security and an Intelligence modifier of +2. You attempt to open a simple door (DC5) since you Int mod and security skill check equal 5 you automatically are able to open the door and you don’t even need to roll a d20.

So there’s your base mechanic description for edition 0.0.1, again send back an update as edition 0.0.2. Hmm, what next, oh good , character generation.

Step 1: Roll 1d20 7 times. Each time write down the score. At the end cross out you lowest score. These will be your ability scores (see abilities) and after you do step 2 and 3 you may assign them as you see fit. If all of your scores are 13 or less you may chose to reroll your scores and keep either set.

Step 2: Choose Your Race

You may choose any of the main races in the game (see Races) by their abilities, bonuses, favored classes, or just because you think they’re cool. This is an RPG. You can do whatever you want how you want it.

Step 3: Choose Your Class

You may choose any of the classes that are in this edition (see classes). You may choose them the same way you choose your race but each race has a favored class or two that gets extra stuff if they choose that class.

Step 4: Assign Ability Scores According to Class

Now you can choose which ability scores go in which spots since you’ll know what you’re race and classes are good at and assign these scores accordingly. To get your starting modifier subtract your score by 10 and divide by 2. Example: Your strength is 16 so my modifier is +3 (16-10=6/2=3). Yes you can have negative scores. Example: Your charisma is 6. Your modifier would be -2(6-10=-4/2-=-2).

Step 5: Choose your Skill Ranks, Force Powers, Feats, 1st Saber Form and 1st Force Form

This part is uber important. First assign your classes allotted amount of skill points whatever combination of the 8 skills that you choose. Then pick your allotted amount of force powers from the force power list (make sure these force powers don’t have a level prerequisite). Pick your first feat (see feats) first saber form (see saber forms) and your first force form (see force forms)

Step 6: Assign other Specifics

At this part you roll the number of hit points and force points you have to start. Look at the class specifics to see how you do this according to your class.

Step 7: Get Credits and Buy Your Equipment

Credits are money. They control most things bought in the game. To get your starting credits you roll a 1d8 multiplied by 100 to get your starting credits. You use this to buy weapons, armor, equipments, and ships. Unless you have a starting package for a favored class you’ll have to have these.(See credits and equipment).

Step 8: Pick a Starter Ship

You may pick 1 from the list of pretty bad but hyperdrive capable ships from the Starter Ship list.

Step 9: Choose a Name For Your Character

Your name is what you’ll be called by other players in the game. It does not affect the outcome of the game in any way but it is a feature you’ll need to have. You can choose a name based on your race, class, looks, or abilities but you could also make your character’s name the same as your own. Do whatever you want.

Now you know how to make a new character. I will go over all these subjects plus more later but if you think that any of this should be changed just send back an update. Next we’ll talk about being the Galactic Master.

Galactic Master: This is the person who literally controls the game. The GM sets up adventures, plays NPC’s, makes DC’s, sets limits or destroys them, or can pretty much do whatever he/she wants. Let’s get this straight right now. The GM cannot cheat. They can make the game seem as if it doesn’t resemble the manual and have you die every 5 minutes but they’re still not cheating. As was said they control the game. They can make it so everyone hates you and wants to kill you or the other way around. They can set up custom races, classes, weapons and adventures. They can do pretty much everything that you can think of. Then again, if the game turns really retarded guess who’s never again going to get to be GM. The GM can play a character but that is not advisable because you could easily know how to beat or kill a creature because you made that quest. The biggest concern of a GM is to lure players into a game and never have them want to leave. All quests can be long, short, or medium, or whatever you want them to be. There should be at least some focus on storyline. Good luck.

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The Classes

Sorry about doing the classes before the races but I haven’t thought the races through very well yet.

Jedi Consular

The Jedi Consular is the essence of the Force. They use the Force in almost all possible ways. Their battle techniques focus not on saber power but on Force power. They cannot stand up to much but they are masters of protection and deflection.

Spec Stats

+1 automatic bonus to wisdom

4 Force powers to start and 2 per level

3 point discount on light side powers, 4 point tax on dark side powers

Start at level 1 with 1d8*2+Constitution modifier -4 HP. They get 1d6+Con mod-4 HP per level. (Can’t be less than 1)

Start with 30 skill points. Get 1d6 + Int mod skill points per level.

1 feat per level.

Start with 1d8*Wis mod FP (Force Points) to start and 1d6*Wis mod FP per level.

1 saber form every 4 levels

1 Force Form every 2 levels

Get an automatic +36 to their Persuasion skill.

They get 1 attribute point every 3 levels

Base attack Bonus (BAB) per level (spreadsheets don’t work sry)1-3=+1 4-5+2 6-8=+3 9-12=+4

Always email me for bug corrections and ideas.

Emaill me at dballni1@aol.com or my co-designer at mailto:irn_mdn_fan_408@yahoo.com for questions, comments, ideas, and applications.