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This will outline a combat roll system tailored for groups looking to

partially simulate tabletop game combat during SWTOR RP. This system
works for narrating combat vs NPCs (a GM should be present for this), or
for RP PvP duels or fights. This system is adapted by Kaiteniss from an
already adapted system used in her old guild, Ingenium Securities, by Zer0.
Any questions regarding the system please contact Kaiteniss either through
whispers, in game mail, or her Discord ( Alice!#2744 ).

This system is based on SWTOR’s rolling system which utilizes a


1d100 as a default (numbers from 1-100) by typing /roll in the chat box.
Other numbers can be specified by typing in /roll 1d# where # is the desired
number of sides on the dice rolled. For example, /roll 1d6 would roll a six
sided dice. The default will be the 1d100. The result of the dice will
determine if any actions within the system are successful or not. This goes
for both inside combat and outside of combat.
Attack Bonus​ - Certain classes will have a static bonus to their attack
rolls, ranging from +1 to +20, which is added to the total of their rolls
whenever attacking or performing an offensive action.

Defense Bonus​ - Certain classes will have a static bonus to their


defense rolls, ranging from +1 to +20, which is added to the total of their
rolls whenever defending or performing a defensive action.

Skills​ - These are meant for out of combat situations. Every character
may choose up to four skills to specialize in. These skills will be listed in full
detail in another section further along the text, but examples of skills are:
Slicing, Engineering, Diplomacy, Alchemy, among others. Choosing a skill
to specialize in will give the character a static +10 bonus in rolls made
using the skill. A character may choose the same skill more than once in
order to represent expertise in a particular area. For example, one
character could pick Slicing once, Engineering once, Diplomacy once, and
Alchemy once. They would receive a +10 bonus on all four skills. However,
perhaps another character would prefer to pick Engineering 3 times and
Alchemy once. This means they would have a +30 to Engineering rolls and
a +10 to Alchemy rolls.

Skills become relevant whenever the GM places a certain obstacle


that does not involve combat for the players to solve. For example, a
locked door might be overcome with a high enough Slicing or Engineering
check, up to the GM’s discretion.
Obstacles will generally have a static difficulty that needs to be
overcome by a roll. For example, a simple locked door might require a roll
of 30 or higher to unlock, but a solid, reinforced door might need a roll of 70
or higher to unlock.

Alchemy​ - Used mainly to identify Force rituals and anything related


to them. Shows that the character is versed in Force rituals, particularly
those pertaining to the dark side.

Diplomacy​ - Used mainly to resolve disputes peacefully or influence


someone else with words or actions. Diplomacy can vary immensely
depending on context. For example, a Diplomacy roll may occur when
someone with a talent for speaking attempts to convince someone else of
something. However, someone attempting to seduce information out of an
NPC would also roll Diplomacy. In the same manner, someone attempting
to threaten information out of someone else would also, ironically, roll
Diplomacy. Keep in mind before taking this that Diplomacy is not mind
control. Some NPCs will never be influenced, no matter how high you roll.

Engineering​ - Used mainly to operate complex equipment with


moving parts, such as starships, engines, and assorted machinery. Shows
that the character is proficient in understanding how these devices operate.

Linguistics​ - Used mainly to communicate with NPCs that don’t speak


Basic or other common languages. Can also be utilized to decipher text or
symbols in foreign languages. This skill shows that the character is
proficient with languages.
Lore​ - Used mainly to obtain additional useful information on subjects
that are not covered by Alchemy. This may include information on
locations, people, events, history, local rumors, black market locations, and
others.

Science​ - Used mainly to obtain additional useful information on the


specifics of anything pertaining to Biology, Chemistry, Physics, and/or
Medicine. Science can be used to diagnose a cause of death, to identify an
unknown compound, identify an unknown infectious agent

Sense Motive​ - Used mainly to decipher a person’s emotions and/or


intentions. Sense Motive can reveal what someone is thinking, feeling, or if
they’re being truthful/lying. This skill shows that the character is proficient
with reading people and catching verbal/physical cues.

Slicing​ - Essentially hacking in Star Wars lingo. Used mainly to


operate computers, consoles, and bypass electronic security and droids.
This skill shows that the character is proficient with computers and
programming.

Stealth​ - Self explanatory. Used mainly to sneak around undetected


and bypass guards, cameras, laser grids, and other security measures.
This skill shows that the character is proficient at remaining undetected and
infiltrating.
PvE combat​ - A GM is required for this. PvE combat is generally
story-driven. During the story a conflict may occur. During this conflict the
GM will play the role of the enemies so the players participating in the story
can fight against them. The GM may also have their character participating
if they wish, but must follow the rules like any other player.

Enemies will have static defense values normally that the players
need to overcome with attack rolls (up to GM discretion, though the GM
should keep in mind that an enemy rolling defense will make them more
difficult) but will still roll for attacks.

For small fights, it is suggested to make the enemies numerous but


easy to overcome. Boss fights should have a small number of enemies, or
a single enemy, but be more difficult to overcome.

At the start of combat everyone rolls a 1d100 to determine the turn


order, including the GM rolling for the enemies. Higher rolls go first.
Enemies will only roll for attack since they have fixed defense values.

During their turns, players may perform the following actions:

Attack ​ - Any player has the ability to attack. They choose a target, type
whatever emote they wish to express the attack in character, roll, add their
bonus to attack to the result of the roll, and if the total exceeds the target’s
defense, they hit and deal one damage. If the dice shows a number from
95-100, this is a critical hit, dealing two damage. Ties are always resolved
in favor of the defender, even if they are critical ties.
Defense Rolls​ - Enemies attack in the exact same manner as players do,
and the player responds to an enemy attack by making a defense roll. A
defense roll with a 95-100 on the dice is a critical defense roll, and allows
the player to make a free attack roll as an attempt to riposte. This is
resolved like a normal attack roll.

Use quick ability​ - Quick abilities will be listed further along the text showing
how each one works specifically. Unless otherwise noted, quick abilities
consume a turn like an attack. Quick abilities can generally be used often
and have effects similar in nature to an attack.

Use charged ability​ - Charged abilities will be listed further along the text
showing how each one works specifically. Unless otherwise noted, charged
abilities consume a turn like an attack. Charged abilities are most often only
usable once per fight or once per event, but are considerably stronger than
an attack.
As with any tabletop, this system allows players to choose a class
and make some customization to their character depending on
preferences. The choices are simple, and tailored to align with SWTOR’s
mechanics (tank, healer, and DPS, as their core, are the general
description of the roles available)

The first step to creating a character sheet is to pick a class. Classes,


and their respective bonuses and extra abilities when applicable will be
listed for each class.
The bulwark excels in defending their allies from harm. Bulwarks
begin an event with 5 hit points. Bulwarks receive a +0 bonus to attack
rolls, and a +20 bonus to defense rolls. Bulwarks are also passively twice
as likely to be targeted by attacks than any other class.

Quick Ability (Interception)​ - Once per round (including outside their turn) a
Bulwark can choose to make a defense roll for an ally, keeping them from
harm. This is resolved like a normal defense roll, except the Bulwark
becomes the target of the attack.

Charged Ability (Impregnable Bastion) ​- Once per event (including outside


their turn) a Bulwark can choose to redirect all attacks to themselves for
one round of combat. When the Bulwark activates this ability, they gain one
temporary extra hit point even if it puts them over the maximum of 5 hit
points. After the ability ends, the extra hit point is lost.
The armored enforcer is a balance between offense and defense.
Armored enforcers receive a +10 bonus to attack rolls and a +10 bonus to
defense rolls. Armored enforcers begin the event with 4 hit points.

Quick Ability (Taunt)​ - Once per round, the Armored Enforcer can force a
target to make their next attack against them (if the target has multiple
attacks per turn, only the first one is guaranteed to be against the Armored
Enforcer). If the Armored Enforcer wins the defense roll of this attack, they
immediately riposte for 1 damage. If the defense roll is a successful critical
roll, the Armored Enforcer ripostes for 2 damage.

Charged Ability (Riposte Stance)​ - Instead of attacking, the Armored


Enforcer can switch to a stance that allows them to riposte attacks much
easier. This ability lasts until cancelled by the Armored Enforcer during a
subsequent turn. While using this stance, the Armored Enforcer cannot
attack, has an increased chance of being targeted, and any successful
defense rolls made by the Armored Enforcer activate a riposte, as per the
rules described in Taunt’s description.
The Berserker specializes in dealing damage recklessly, a glass
cannon if you will. Berserkers receive a +20 bonus to attack rolls and a +0
bonus to defense rolls. Berserkers start the event with 3 hit points.

Quick Ability (Berserker Stance)​ - At any moment during their turn, a


Berserker can go into a trance that augments their offensive capabilities at
the cost of recklessness. While in Berserker Stance, a Berserker’s bonus to
attack rolls changes to +30, and their bonus to defense rolls changes to
-10. This ability lasts until the Berserker cancels it on any subsequent turn.

Charged Ability (Barrage)​ - Usable once per fight. Triggering this ability
causes the Berserker to lose one turn in preparation for an all-out attack
the next turn. During the Berserker’s next turn after activating this ability, a
Berserker can make 3 separate attack rolls against one or more targets.
During this turn rolls made by the Berserker that show a 91 or higher on the
dice are considered critical hits. Any damage dealt by the Berserker during
this turn deals an extra point of damage.
The Assassin specializes in Assassing. Seriously though, Assassins
are more oriented towards deception and taking advantage of an enemy’s
weaknesses. Assassins offer balanced attack and defense, receiving a +10
bonus to attack rolls and a +10 bonus to defense rolls. Assassins start the
event with 3 hit points.

Quick Ability (Create Weakness)​ - This ability is usable 3 times per event.
Instead of attacking, the assassin makes an attack roll against a chosen
target. If the attack is successful, this ability deals no damage but exploits a
weakness in the target’s offenses or defenses, giving them -10 to attack or
defense rolls for 3 rounds (the Assassin chooses which stat to debuff). This
effect can stack (up to a maximum of 3 times) if the Assassin continues to
use the ability against the same target. If multiple Assassins use this ability
against the same target, the maximum number of stacks possible is still
three.

Charged Ability (Exploit Weakness)​ - Usable once per fight per enemy. The
Assassin takes advantage of the weaknesses they have created to deal a
particularly powerful blow to the enemy. For every stack of ‘Create
Weakness’ the enemy has, Exploit Weakness deals an additional point of
damage (maximum of 4 damage). If Exploit Weakness’ roll is a critical roll,
this attack deals double damage (maximum of 8 damage). If the Assassin
happens to miss the attack for Exploit Weakness, the charge is not
consumed, and the Assassin can try again until they are successful.
The specific role of the performer is entirely up to the player.
Performers may be dancers, comedians, musicians, strippers, magicians,
public speakers, or whatever your heart desires, as long as they provide
some form of visible or audible spectacle with the potential to raise your
team’s morale. You can RP Bob Ross painting happy little trees to raise
your allies’ morale if you want, for example. Performers offer balanced
attack and defense, receiving a +10 bonus to attack rolls and a +10 bonus
to defense rolls. Performers start the event with 3 hit points.

Quick Ability (Artful Display)​ - This ability can be used an unlimited number
of times. However, it can only be active on one target at a time. Through a
show of their ability, the Performer can boost the morale of one ally,
providing a +10 bonus to either attack or defense rolls (Performer’s choice).
Placing this ability on a new target consumes the Performer’s turn. If the
Performer maintains this ability on the same target on subsequent turns, it
does not consume their turn. Only one instance of Artful Display may be
active on any player.

Charged Ability (Magnum Opus)​ - This ability can be used three times per
event. The Performer consumes their turn executing a masterful display of
such caliber that the target of their choosing becomes inspired to function
at their peak. The next two rolls made by the target of Magnum Opus,
whether for attack, defense, or an ability, are rolled twice and the higher
result is taken. Only one instance of Magnum Opus may be active on any
player.
The Grenadier specializes in dealing area damage. Grenadiers are
offensive specialists, receiving a +20 bonus to attack rolls and a +0 bonus
to defense rolls. Grenadiers begin the event with 3 hit points.

Quick Ability (Volley) ​- Once per round, instead of attacking normally,


a Grenadier can choose to unleash a volley of attacks. During a volley, the
Grenadier can choose to attack up to three separate targets, with each
attack being less accurate than the previous one. The first attack is rolled at
+20, as normal. The second attack is rolled at +5 (-15 penalty), and the
third attack is rolled at -10 (additional -15 penalty). These attacks cannot be
against the same target.

Charged Ability (Whirlwind)​ - Once per event, instead of attacking


normally, the Grenadier can choose to do one of two things:

- The Grenadier makes a single attack roll that is resolved against


every enemy target present, regardless of how many there are.

- The Grenadier can choose a single target to do four separate attack


rolls against.
The Field Medic excels in healing their allies. Field Medics offer
balanced attack and defense, receiving a +10 to attack rolls and a +10 to
defense rolls. Field Medics begin the event with 3 hit points.

Quick Ability (Mend)​ - This ability is usable 5 times per event.


Whether through the Force, or the application of kolto, or by performing
surgery in the field, instead of attacking, the Field Medic chooses an ally to
heal for 1 hit point. Healing cannot put someone over their maximum hit
points. This ability can be used outside of combat.

Charged Ability (Panacea) ​- This ability is usable once per event. The
Field Medic performs healing of such magnitude that every player character
is affected. Everyone is immediately healed by one point. Players at
maximum health are overhealed, gaining a temporary extra hit point that is
lost when damaged or when combat ends, whichever comes first.
Kaiteniss’ character sheet is an example of a character sheet that has
been customized by the player but reviewed for balance. It should be noted
that customizing your character sheet is not mandatory, you’re more than
welcome to pick any of the pre-made classes above. For me at least,
customizing allows for a greater degree of freedom with my RP. The point
of customizing my sheet isn’t to make Kaiteniss more powerful than other
classes (she isn’t), it’s to better showcase what I believe she would be
doing during a fight. If creating a custom class means you’ll have more fun,
then please, don’t hesitate to contact Kaiteniss! All custom sheets must be
reviewed for approval. Kaiteniss’ class, the Reckless Defender, is a
variation of the Bulwark. Now, without further ado,

Kaiteniss’ Sheet:

Name: Kaiteniss
Class: Reckless Defender
Hit Points: 5
Attack Bonus: +0
Defense Bonus: +20
Skills: Sense Motive +20, Diplomacy +10, Slicing +10

Quick Ability 1: Cheap Shot​ - Once per round, instead of attacking


normally, Kaiteniss chooses one target and resolves an attack roll against
them. If successful, the target is stunned for 1 round. If Cheap Shot is a
critical hit, the target is stunned for 2 rounds. This ability does not work
against bosses.
Quick Ability 2: (Interception)​ - Once per round (including outside her turn)
Kaiteniss can choose to make a defense roll for an ally, keeping them from
harm. This is resolved like a normal defense roll, except Kaiteniss becomes
the target of the attack. (This is exactly the same as the Bulwark’s ability)

Charged Ability 1: (Impregnable Bastion)​ - Once per event (including


outside her turn) Kaiteniss can choose to redirect all attacks to herself for
one round of combat. When Kaiteniss activates this ability, she gains one
temporary extra hit point even if it puts her over the maximum of 5 hit
points. After the ability ends, the extra hit point is lost. (This is exactly the
same as the Bulwark’s ability).

Charged Ability 2: (Hydraulic Overrides)​ - Usable once per event. Kaiteniss


screws with her power armor enough to remove several safeties and
limiters, giving herself a temporary boost at the cost of recklessness. The
turn that Hydraulic Overrides is used, Kait receives a +20 to her attack rolls
and is able to make a total of three attacks against one or more targets.
This lasts for 1 round. After this round ends, Kait loses the bonus to attack
rolls and takes a -20 penalty to defense for the rest of the fight.

Note: Kait has options for her quick and charged abilities, but this doesn’t
mean she gets more uses than others. For example, her quick 1 and quick
2 are both usable once per round. Kait could during her turn use Cheap
Shot, but that means she cannot use either cheap shot or interception until
a round passes. Same with her Charged ability. Both Impregnable Bastion
and Hydraulic Overrides have a cooldown of once per entire event, hence,
if Kait uses either one, she cannot use the other until the next event.

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