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Post by Admin on Mar 5, 2016 2:58:29 GMT
Please including the following to be registered. Thank you
Name:
Stats:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Age:
Affiliation:
Skills:
Force User:
Equipment:
Owning: ( Houses,ships and shit.)
History:
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Post by vikstorm on Jan 14, 2019 22:26:40 GMT
Stats. All characters have six primary stats. Every stat starts at 10 and cannot be lower than 10. All players will have 30 points to allocate between the stats. Weapons and armor modified stat ( See modifiers for weapons, armor and relics)
Strength: Determines melee combat hit chance and damage.
Dexterity: Determines ranged hit chance and dodge chance.
Constitution: Determines hit points ( how much damage you can take.)
Intelligence: Determines technical skills such as mechanics, engineering, science etc.
Wisdom: Used primarily for strength of force powers and force modifiers.
Charisma: Determines skills in barter and other social interactions.
These are the six starting stats.
Certain races have modifiers that can be applied to your character. See races tab on the board. Racial bonuses are to be added after 30 points have been used.
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Post by vikstorm on Jan 14, 2019 22:29:13 GMT
Attribute modifiers. More points can be gained through rp.
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21+5
22-23+6
24-25+7
26-27+8
Etc.
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Post by vikstorm on Jan 14, 2019 22:40:06 GMT
For the purpose of dice rolls see the following.
Modifiers add bonuses to your dice roll. For example, a Force using apprentice gets a +1 to force power checks where as knight gets a +2. So a Jedi with 13 wisdom would get a +1 to force checks plus a +1 for being an apprentice so a total of +2. Untrained Force users get no bonus beyond wisdom score. Trained Force users may make two attacks per turn.
Force related rolls.
An apprentice Force User gets +1
A knight or (Adept) gets a +2
A master gets a +3
Force power rolls are simple. Force powers don't roll against armor class. When a character uses the force they roll their wisdom modifier vs that of the target. For example a character with a wisdom of 12 get's a bonus of +1 so the dice roll would be 1d20+1. The character with the highest roll wins. When rolling against characters who are not force sensitive the standard difficulty to be effective is 10.
Weapons
Unarmed strength modifier (Damage 1d4) (+5 for Echani trained/Jedi martial arts) (1d6 damage)
Small arms( Blaster pistols ) +4 (2d6 damage)
Bladed/melee weapons +5 (1d6 damage) Any double bladed weapon may roll 2 attacks instead of 1 per turn.
Medium weapons(Rifles, Gauntlet flame throwers, carbines) +6 (2d8 damage)
Heavy Weapons(Explosives, rocket launcher, heavy cannon, missiles, pulse cannon etc) +7 (2d10x2 damage)
Sniper rifle +9 (1d10x2 critical damage)
Lightsaber +8(1d12 x2 damage)
Injury. If you are hit my an attack here are the mods.
Minor Injury: -1 modifiers to all dice rolls.
Moderate Injury: -2 modifier to all dice rolls.
Serious Injury: -3 modifier to all dice rolls.
Every time a character loses a a roll in combat they will roll for damage. A character will roll a whatever modifier is applicable based on the weapon to determine how many hit points are lost. A character takes 1 wound for each hit point lost( save for characters with ability or armor to negate damage) hit points are determined by a characters constitution+modifier bonus. For example a character with a Constitution of 13 has 14 hit points. If your hit points reach zero your character is knocked unconscious. If your hit points go below zero your character is dead.
Armor( Damage mitigation. The bonus is added to your constitution)
Light armor +3
Medium +4
Heavy+5
Mando armor+10
Power Armor +11
Your armor basically provides added hit points so it takes the damage instead of you. Light armor can take 1 damage. So if you roll a 1d4 for damage and get a 3. Your armor takes one point and breaks, the other 2 points soak into you. Thus armor can only stop as many points of damage as it's modifier provides.
Stun
If you are stunned roll a 1d6. The number determines how many rounds you're incapacitated.
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Post by vikstorm on Jan 14, 2019 23:15:45 GMT
Attacking/ Combat
How attacks work. Your armor class (how difficult it is to hit you) is based on your dexterity and armor. For example, a character with 10 dexterity and light armor is a difficulty of 11. 10 dexterity gives no bonus but light armor gives 1 so the total difficulty is 11. Hits and damage are already explained.
For attacks. When you hit a character your damage is your attribute modifier, for example if you use blasters it would be Dex modifier plus weapon(1d6 for example) and that is your total damage. So if Joe has a Dexterity of +4 and hits someone with a blaster (1d6) his damage is 1d6+4.
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Post by vikstorm on Feb 4, 2019 6:17:42 GMT
Force Powers
To make a force attack roll 1d20+ wisdom modifier and level modifier depending on training. For example of an apprentice with a wisdom of 12 wished to make a force push attack they would roll 1d20+3 vs targets wisdom and modifier. If a Force attack is successful the damage will be a standard 1d6+ wisdom modifier.
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Post by vikstorm on Feb 5, 2019 4:53:27 GMT
Implants and modifications
Implants and modifications will give player specific advantages in certain situations. No one player can more than 2 implants, two modifications or one of each. Each Implant or modification will give a plus 1 to a specific stat. For example if a player has an implant to increase hacking it's a +1 to intelligence as that is the stat which relates to. If a character had a modification, like a cybernetic hand, and a hacking implant he would get a +1 to intelligence and +1 to strength. Keep it simple and don't go over board. For any questions contact the administration.
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Post by vikstorm on Feb 7, 2019 1:05:56 GMT
Healing
Healing is straight forward. If you are a medic you may use bacta packs to heal a party member. If you are a Force healer you use the force. To heal, a Force user will roll 1d20+ force modifier. The difficulty will always be 10. If successful the healer rolls a 1d8 and the target is healed for said amount. Healing also removed wounds from the healed target equal to the amount healed.
A non Force user, such as a medic or some kind of medical personnel, may use a bacta pack to recover health. The said medic will roll 1d20+ Intelligence modifer. The difficulty will always be 10. If successful the healer rolls a 1d8 and the target is healed for said amount. Healing also removed wounds from the healed target equal to the amount healed.
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