This system will operate on a d20 ruleset, meant to be simple to get the hang of. There are set difficulties for certain tasks, and simple modifiers to rolls to attempt to overcome them.
For instance, the DC of certain things in which another person is not included are outlined below:
0: picking up a glass of water
1-4: trivial difficulty, such as opening a door or walking across a room
5-8: simple, such as shooting blaster and hitting a target the size of a refrigerator from ten yards, or lifting a weight equivalent to a small child
9-12: moderate difficulty: lifting an average full-grown unconscious man, or attempting to hit a target the size of a person from ten yards. Slicing the average person's home computer.
13-16: difficult: hitting a target the size of a man's head, or lifting 300 pounds of dead weight. Breaking a blaster rifle or some such task.
17-20: exceedingly difficult: lifting 500 pounds of weight, hitting a target the size of a walnut from 10 yards, etc.
21+ almost impossible: Feats more impressive or less likely than the above. using a blaster pistol from twenty yards and shooting a man in the eye, lifting excessive amounts of weight, slicing the computer system of a top-secret military base, etc.
Basically, just use your common sense when picking DC's for tasks that are not already in mission plans. How hard should what your character is doing be?
When trying to determine whether or not your character succeeds, take 1d20 + the applicable stat. Trying to lift a rock? 1d20 + strength. Trying to shoot a thing? 1d20 + dex. Trying to hack a something? 1d20 + Intelligence.
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Combat:
When engaging in combat, there are two people who are rolling against each other. Due to the nature of this confrontation, it must be more difficult than simply shooting a motionless target. No one in their right mind stands still in the open in a firefight.
When in combat, each side will roll two d20. The first of these is offense, and the second is defense, and you will always outline what techniques you are using for offense and defense (even if your opponent hasn't attacked yet). Now, there are always modifiers to be added to combat rolls, and these are reliant on how your character is attacking and defending. For example, two jedi who are fighting each other in lightsaber combat are probably going to use their strength for both attack and defense, not including what bonuses they may get from their lightsaber techniques, and they will need to state their techniques and modifiers at the top of their post when they roll.
Your attack is then measured against the opponent's defense roll, and depending on the result, there will be different outcomes.
When engaging in combat, there is a large gray area where neither side wins during each roll. If you fail to gain an advantage of at least 10 over your opponent's defense roll, then there is no damage received by the opponent. Likewise, if they fail to exceed your defense by ten, you take no damage. These are all those blaster shots that veer off course, get repelled by a lightsaber or the many many lightsaber strikes that merely get repelled by the opponent. if your defense exceeds the opponents attack by more than ten, you still are not injured, and you gain a bonus of [how much you exceeded their attack -10] to your next attack or defense (decided when you roll those next two rolls). These are the times when you see someone not only block a lightsaber attack but repel it and send their opponent's saber flying backward and away from the fighting zone, leaving them open for counterattack. In a blaster fight, these are the times when you stand and take careful aim, even while the bad guy's lasers fly beside your head.
When using a technique for offense or defense, your proficiency with that technique is also added to your roll. For instance, if your character has +5 in soresu (go you) a lightsaber form used exclusively for defense (and that prevents you from delivering an attack while in use, though you would still roll attack), and you were using soresu for defense, and 1d20 + 5 + [strength] would be your defense roll.
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Consequences of failing a roll:
Now, when you fail a normal, out of combat roll, such as lifting a heavy weight or slicing a computer console, results can vary. Sometimes you might still succeed, but will be tired from the exertion. Sometimes, you will fail entirely and still be exhausted from trying. The following table will help you figure it out:
Meet or exceed DC: success, no exertion.
-1 to -2 DC: one point stamina damage, but still succeed.
-3 to -4 DC: two points stamina damage, still succeed, though not well. Might only get a sliced door half open, or can only drag a weight rather than carry it.
-5 to -6 DC: two points stamina damage, fail entirely. The weight is unmovable, the door does not open, but you can try again.
-7 to -8 DC: two points stamina damage, fail hardcore. The sliced terminal is jammed, and cannot be sliced further, the object is broken or damaged because you dropped it. One health damage if a person was the object in question.
-9 to -14 DC: three points stamina damage, and you catastrophically mess up. The terminal overloads and electrocutes you (1 health damage), the object you were lifting falls on top of you and pins you down (1 health damage unless otherwise noted) and you must attempt to lift it off (+2 to the DC) or get help. Your life is not in immediate danger from this failure.
-15 and lower: Your life is in danger from this obscene error. The blaster you are tuning up explodes in your face, the terminal you were slicing triggers an alert and you are accosted by security personnel, the object you were carrying falls and crushes your limb or chest, and deals 1 health damage per round until either the object is removed or the limb is removed (if the chest is being crushed or another similar long-term disaster befalls you, a roll can be made against the original DC -2 to try and preserve health. Success means no damage is taken that round, failure means 1 point of health damage is sustained. The upside is that you can last longer. The downside is that there is no easy way out like cutting off the limb.
Failing a combat roll:
now the fun part: when you beat an unarmored opponent by more than ten.
10 or less: Nothing happens.
11-12: 1 point stamina damage.
13: 2 points stamina damage or 1 point health damage or 1 attunement
14: 2 points stamina damage or 2 points health damage or 2 attunement
15: 3 points stamina damage or 2 points health damage or 3 attunement
16: 3 points stamina damage or 3 points health damage or destroy the opponent's weapon or 4 attunement
17: 4 points stamina damage or 3 points health damage or 5 attunement
18: 4 points stamina damage or 4 points health damage or 6 attunement
19: 5 points stamina damage or 4 points health or 7 attunement
20: 5 points stamina damage or 5 points health damage or 8 attunement
21: 6 points stamina damage or 5 points health damage or 9 attunement
22: 6 points stamina damage or 6 points health damage or 10 attunement
23: 7 points stamina damage or 6 points health damage or 11 attunement
24: 7 points stamina damage or 7 points health damage or 12 attunement
25: 8 points stamina damage or 7 points health damage or 13 attunement
Destroying limbs:
3 health damage: destroy an extremity (loses 1 permanent attunement)
4 health damage: destroy an opponent's limb or two extremities. (loses 2 permanent attunement)
5 health damage: destroy two limbs. (loses 4 permanent attunement)
6 health damage: destroy 3 limbs (loses 6 permanent attunement)
7 health damage: destroy 4 limbs (loses 8 permanent attunement)
8 health damage: destroy torso or all four limbs (loses 10 permanent attunement) and head
Now, when you beat your opponent by an amount, it doesn't mean you HAVE to do that much damage. You can deal any amount less for sure by restraining yourself if you are using unarmed skills. For any weapon that can deal fatal damage, you may subtract one point of damage for every two points that you have invested in the skill; It is extremely difficult to strike someone with a lightsaber or blaster bolt and intentionally do little harm to them.
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So, you've won the battle. But what of the war?
After a heated battle, there comes a moment when the victor is standing over the fallen, and must make a choice of what to do. Now, it's nice to believe that you're a good person, but with adrenaline and the excitement of battle, things happen. Especially for jedi, the path to darkness is always calling. To drive this point home, there are times (the end of every life or death battle, for one) when you will have to roll to determine your course of action. If you are by yourself, this debate happens internally, and you have no assistance.
When you have one of these moments of measurement, you will need to weigh your dark and your light side affinities and roll against them. The formula looks like this:
take a random number between 1 and [dark points + light points]. If the number is below [dark points] you fail and will choose the dark side action, regardless of what you want your character to do. These choices between the dark and the light show how the temptation of the dark side can affect anyone and everyone. No one is safe, but by choosing to avoid darkness, you can more effectively avoid it. If you do make the roll, there is nothing stopping you from choosing the dark side if you want to. The path of light is hard, the path to darkness is easy.
Now, if you have help, and a support structure, (say, a similar side master or apprentice) they can add their same side points to your total of same side points. That being said, anyone else can add half their dark/light side to your total if they will it (think Palpatine in Anakin against Dooku). This means a dark side user can influence a light side user, or a light side user can influence a dark side user.
When you pass or fail a roll, you gain points based on how much you passed or failed it by. If you pass by 15 points, you gain 15 light side points if you choose light, and 15 dark side points if you choose dark.
If you fail the roll, you will gain dark side points equal to the amount by which you failed the check; if you roll 1 out of 150 dark side points, you get 149 dark side points. It's not always the most evil action that corrupts you, and sometimes you can perform a great atrocity without it even seeming to bother you. It's all part of the mystery of the Force.
Note that using the Force to inflict health damage against a living being is an intrinsically dark use of Force power. Each time you do so, you add +1d100 to your darkside points for the alignment check.
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Health, Stamina, and Attunement.
Every health or stamina point you lose subtracts 1 from your rolls.
Attunement does nothing by itself; it can only be used for force powers, and builds up when meditating or aligning yourself with the force.
During combat, focusing on attack or defense can allow you to attune yourself to the force. By stating that you do not want to attack or defend, you gain 1/2 willpower attunement points. This can be similar to hiding behind cover to take a breath and focus on your next move, or a jedi using his soresu defense to meditate during battle while sacrificing his attack. A more aggressive tactic is to give up your defense to charge into battle and use that momentum to align yourself with the force, in the way a sith might. When sacrificing both of your rolls, you gain a full +willpower to your attunement per post. When a roll is sacrificed, it does not become zero, it merely does not have 1d20 added to it. The other modifiers of your previously used defense strategy are still intact.
Upon reaching -5 health, you are dead. upon reaching -5 stamina, you are unconscious. Upon reaching 0 attunement, you are unable to use force powers.
Recovering health is done in a hospital, and requires a post dedicated to floating in a bacta tank or surgery per point. A medical droid can attend to you, but can only recover two health points and takes two posts per point.
stamina is recovered one point per post out of combat.
Meditation (a full post action, requiring a successful roll of 1d20+willpower+[one per three points of attunement gained from training] vs 10, failure resulting in no positive result) recovers 2*willpower+[one per two over ten] per post worth of attunement (to a minimum of one), to a maximum of [150% of your total attunement]+(1 per two points of attunement gained from training) that lasts for [willpower+(1 per 3 points of attunement gained from training)] rounds immediately following the meditation, at which point if you have any points over 100%, you immediately drop to your 100%. While meditating, you do not recover health.
meditating under hazardous or unusual conditions is exceedingly difficult. Add a base of +5 if environmental hazards are a potential difficulty (earthquake, battlezone, ship crashing, etc) if there is a lull in combat, and for some reason there is no danger to the user, meditation can be performed at +3 to the base 10. If disaster is eminent, and there are severe unusual circumstances (falling to your death after being knocked from a ship, suffocating in the vacuum of space, drowning, burning, etc.) the difficulty is 20.
Meditation counts as training for the purpose of increasing your attunement beyond its default value (3 posts for your first point past default, 4 for the second, 5 for the third, and then the training post caps. That means 5 for the fourth, 5 for the fifth, 5 for the sixth, etc.) While meditating, your defense and offense are both equal to your willpower+[one per three points of attunement gained from training].
If meditating while practicing another power (recovering attunement while spending it on another power), every post only counts as half of a post of meditation, with half the reward and all of the DC and half of a post of the other training.
For instance, the DC of certain things in which another person is not included are outlined below:
0: picking up a glass of water
1-4: trivial difficulty, such as opening a door or walking across a room
5-8: simple, such as shooting blaster and hitting a target the size of a refrigerator from ten yards, or lifting a weight equivalent to a small child
9-12: moderate difficulty: lifting an average full-grown unconscious man, or attempting to hit a target the size of a person from ten yards. Slicing the average person's home computer.
13-16: difficult: hitting a target the size of a man's head, or lifting 300 pounds of dead weight. Breaking a blaster rifle or some such task.
17-20: exceedingly difficult: lifting 500 pounds of weight, hitting a target the size of a walnut from 10 yards, etc.
21+ almost impossible: Feats more impressive or less likely than the above. using a blaster pistol from twenty yards and shooting a man in the eye, lifting excessive amounts of weight, slicing the computer system of a top-secret military base, etc.
Basically, just use your common sense when picking DC's for tasks that are not already in mission plans. How hard should what your character is doing be?
When trying to determine whether or not your character succeeds, take 1d20 + the applicable stat. Trying to lift a rock? 1d20 + strength. Trying to shoot a thing? 1d20 + dex. Trying to hack a something? 1d20 + Intelligence.
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Combat:
When engaging in combat, there are two people who are rolling against each other. Due to the nature of this confrontation, it must be more difficult than simply shooting a motionless target. No one in their right mind stands still in the open in a firefight.
When in combat, each side will roll two d20. The first of these is offense, and the second is defense, and you will always outline what techniques you are using for offense and defense (even if your opponent hasn't attacked yet). Now, there are always modifiers to be added to combat rolls, and these are reliant on how your character is attacking and defending. For example, two jedi who are fighting each other in lightsaber combat are probably going to use their strength for both attack and defense, not including what bonuses they may get from their lightsaber techniques, and they will need to state their techniques and modifiers at the top of their post when they roll.
Your attack is then measured against the opponent's defense roll, and depending on the result, there will be different outcomes.
When engaging in combat, there is a large gray area where neither side wins during each roll. If you fail to gain an advantage of at least 10 over your opponent's defense roll, then there is no damage received by the opponent. Likewise, if they fail to exceed your defense by ten, you take no damage. These are all those blaster shots that veer off course, get repelled by a lightsaber or the many many lightsaber strikes that merely get repelled by the opponent. if your defense exceeds the opponents attack by more than ten, you still are not injured, and you gain a bonus of [how much you exceeded their attack -10] to your next attack or defense (decided when you roll those next two rolls). These are the times when you see someone not only block a lightsaber attack but repel it and send their opponent's saber flying backward and away from the fighting zone, leaving them open for counterattack. In a blaster fight, these are the times when you stand and take careful aim, even while the bad guy's lasers fly beside your head.
When using a technique for offense or defense, your proficiency with that technique is also added to your roll. For instance, if your character has +5 in soresu (go you) a lightsaber form used exclusively for defense (and that prevents you from delivering an attack while in use, though you would still roll attack), and you were using soresu for defense, and 1d20 + 5 + [strength] would be your defense roll.
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Consequences of failing a roll:
Now, when you fail a normal, out of combat roll, such as lifting a heavy weight or slicing a computer console, results can vary. Sometimes you might still succeed, but will be tired from the exertion. Sometimes, you will fail entirely and still be exhausted from trying. The following table will help you figure it out:
Meet or exceed DC: success, no exertion.
-1 to -2 DC: one point stamina damage, but still succeed.
-3 to -4 DC: two points stamina damage, still succeed, though not well. Might only get a sliced door half open, or can only drag a weight rather than carry it.
-5 to -6 DC: two points stamina damage, fail entirely. The weight is unmovable, the door does not open, but you can try again.
-7 to -8 DC: two points stamina damage, fail hardcore. The sliced terminal is jammed, and cannot be sliced further, the object is broken or damaged because you dropped it. One health damage if a person was the object in question.
-9 to -14 DC: three points stamina damage, and you catastrophically mess up. The terminal overloads and electrocutes you (1 health damage), the object you were lifting falls on top of you and pins you down (1 health damage unless otherwise noted) and you must attempt to lift it off (+2 to the DC) or get help. Your life is not in immediate danger from this failure.
-15 and lower: Your life is in danger from this obscene error. The blaster you are tuning up explodes in your face, the terminal you were slicing triggers an alert and you are accosted by security personnel, the object you were carrying falls and crushes your limb or chest, and deals 1 health damage per round until either the object is removed or the limb is removed (if the chest is being crushed or another similar long-term disaster befalls you, a roll can be made against the original DC -2 to try and preserve health. Success means no damage is taken that round, failure means 1 point of health damage is sustained. The upside is that you can last longer. The downside is that there is no easy way out like cutting off the limb.
Failing a combat roll:
now the fun part: when you beat an unarmored opponent by more than ten.
10 or less: Nothing happens.
11-12: 1 point stamina damage.
13: 2 points stamina damage or 1 point health damage or 1 attunement
14: 2 points stamina damage or 2 points health damage or 2 attunement
15: 3 points stamina damage or 2 points health damage or 3 attunement
16: 3 points stamina damage or 3 points health damage or destroy the opponent's weapon or 4 attunement
17: 4 points stamina damage or 3 points health damage or 5 attunement
18: 4 points stamina damage or 4 points health damage or 6 attunement
19: 5 points stamina damage or 4 points health or 7 attunement
20: 5 points stamina damage or 5 points health damage or 8 attunement
21: 6 points stamina damage or 5 points health damage or 9 attunement
22: 6 points stamina damage or 6 points health damage or 10 attunement
23: 7 points stamina damage or 6 points health damage or 11 attunement
24: 7 points stamina damage or 7 points health damage or 12 attunement
25: 8 points stamina damage or 7 points health damage or 13 attunement
Destroying limbs:
3 health damage: destroy an extremity (loses 1 permanent attunement)
4 health damage: destroy an opponent's limb or two extremities. (loses 2 permanent attunement)
5 health damage: destroy two limbs. (loses 4 permanent attunement)
6 health damage: destroy 3 limbs (loses 6 permanent attunement)
7 health damage: destroy 4 limbs (loses 8 permanent attunement)
8 health damage: destroy torso or all four limbs (loses 10 permanent attunement) and head
Now, when you beat your opponent by an amount, it doesn't mean you HAVE to do that much damage. You can deal any amount less for sure by restraining yourself if you are using unarmed skills. For any weapon that can deal fatal damage, you may subtract one point of damage for every two points that you have invested in the skill; It is extremely difficult to strike someone with a lightsaber or blaster bolt and intentionally do little harm to them.
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So, you've won the battle. But what of the war?
After a heated battle, there comes a moment when the victor is standing over the fallen, and must make a choice of what to do. Now, it's nice to believe that you're a good person, but with adrenaline and the excitement of battle, things happen. Especially for jedi, the path to darkness is always calling. To drive this point home, there are times (the end of every life or death battle, for one) when you will have to roll to determine your course of action. If you are by yourself, this debate happens internally, and you have no assistance.
When you have one of these moments of measurement, you will need to weigh your dark and your light side affinities and roll against them. The formula looks like this:
take a random number between 1 and [dark points + light points]. If the number is below [dark points] you fail and will choose the dark side action, regardless of what you want your character to do. These choices between the dark and the light show how the temptation of the dark side can affect anyone and everyone. No one is safe, but by choosing to avoid darkness, you can more effectively avoid it. If you do make the roll, there is nothing stopping you from choosing the dark side if you want to. The path of light is hard, the path to darkness is easy.
Now, if you have help, and a support structure, (say, a similar side master or apprentice) they can add their same side points to your total of same side points. That being said, anyone else can add half their dark/light side to your total if they will it (think Palpatine in Anakin against Dooku). This means a dark side user can influence a light side user, or a light side user can influence a dark side user.
When you pass or fail a roll, you gain points based on how much you passed or failed it by. If you pass by 15 points, you gain 15 light side points if you choose light, and 15 dark side points if you choose dark.
If you fail the roll, you will gain dark side points equal to the amount by which you failed the check; if you roll 1 out of 150 dark side points, you get 149 dark side points. It's not always the most evil action that corrupts you, and sometimes you can perform a great atrocity without it even seeming to bother you. It's all part of the mystery of the Force.
Note that using the Force to inflict health damage against a living being is an intrinsically dark use of Force power. Each time you do so, you add +1d100 to your darkside points for the alignment check.
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Health, Stamina, and Attunement.
Every health or stamina point you lose subtracts 1 from your rolls.
Attunement does nothing by itself; it can only be used for force powers, and builds up when meditating or aligning yourself with the force.
During combat, focusing on attack or defense can allow you to attune yourself to the force. By stating that you do not want to attack or defend, you gain 1/2 willpower attunement points. This can be similar to hiding behind cover to take a breath and focus on your next move, or a jedi using his soresu defense to meditate during battle while sacrificing his attack. A more aggressive tactic is to give up your defense to charge into battle and use that momentum to align yourself with the force, in the way a sith might. When sacrificing both of your rolls, you gain a full +willpower to your attunement per post. When a roll is sacrificed, it does not become zero, it merely does not have 1d20 added to it. The other modifiers of your previously used defense strategy are still intact.
Upon reaching -5 health, you are dead. upon reaching -5 stamina, you are unconscious. Upon reaching 0 attunement, you are unable to use force powers.
Recovering health is done in a hospital, and requires a post dedicated to floating in a bacta tank or surgery per point. A medical droid can attend to you, but can only recover two health points and takes two posts per point.
stamina is recovered one point per post out of combat.
Meditation (a full post action, requiring a successful roll of 1d20+willpower+[one per three points of attunement gained from training] vs 10, failure resulting in no positive result) recovers 2*willpower+[one per two over ten] per post worth of attunement (to a minimum of one), to a maximum of [150% of your total attunement]+(1 per two points of attunement gained from training) that lasts for [willpower+(1 per 3 points of attunement gained from training)] rounds immediately following the meditation, at which point if you have any points over 100%, you immediately drop to your 100%. While meditating, you do not recover health.
meditating under hazardous or unusual conditions is exceedingly difficult. Add a base of +5 if environmental hazards are a potential difficulty (earthquake, battlezone, ship crashing, etc) if there is a lull in combat, and for some reason there is no danger to the user, meditation can be performed at +3 to the base 10. If disaster is eminent, and there are severe unusual circumstances (falling to your death after being knocked from a ship, suffocating in the vacuum of space, drowning, burning, etc.) the difficulty is 20.
Meditation counts as training for the purpose of increasing your attunement beyond its default value (3 posts for your first point past default, 4 for the second, 5 for the third, and then the training post caps. That means 5 for the fourth, 5 for the fifth, 5 for the sixth, etc.) While meditating, your defense and offense are both equal to your willpower+[one per three points of attunement gained from training].
If meditating while practicing another power (recovering attunement while spending it on another power), every post only counts as half of a post of meditation, with half the reward and all of the DC and half of a post of the other training.