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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 ).
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.
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.
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)
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.
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 (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.
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
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.