SW RPG Manual 6

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SW: RPG
INTRODUCTION
The SW: RPG (Star Wars: Role-Playing Game) aims to bring a TableTop-like
roleplay experience to the Second Life Star Wars roleplay community, providing
an alternative to FFC (Free Form Combat) and 3D combat systems. This system
controls various forms of IC (In Character) interaction through a set of rules that
affect not only combat but also other aspects of roleplay: a list of abilities,
categorised into six main characteristics, influences a character's probability of
success when performing different actions—anything from slicing a terminal to
seducing or intimidating another player or NPC.
By ranking up, your character will gain Skill Points which increase the scores of
their Characteristics. You can split these points as you prefer. In addition, your
character's Health Score will also increase. This process reflects character
development and allows for unique character customisation.
Each character must meet the SW: RPG rank requirements before they can play
a certain rank. While players can assign ranks to their own characters, Game
Masters will enforce the SW: RPG rules and they reserve the right to demote
characters on their respective sims.

Note: abusing the freedom this ranking system grants you constitutes
powergaming and may result in a permanent ban from SWRP regions.

The SW: RPG is a turn-based system that uses a D20 dice HUD.

Read on for more information!

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CHARACTERISTICS
AGILITY INTELLIGENCE
Agility Skill Points reflect a A character’s Intelligence
character’s manual dexterity, score is a measure of their
body control, and hand-eye education, ability to reason,
coordination. and their knowledge of the
galaxy.

STRENGTH
Strength measures a
PRESENCE
character’s overall toughness Presence Skill Points
and brute power. measure a character’s
charisma, confidence and
attractiveness.
CUNNING
Cunning Skill Points
represent how devious,
WILLPOWER
crafty, subtle and creative a Willpower reflects a
character is. character’s wisdom, self-
control, discipline and
spiritual enlightenment.

The SW: RPG HUD allows you to assign the Skill Points you have earned by
ranking up your character to the Characteristics listed above. You can assign a
limited number of points to a Characteristic, depending on your rank. Skill Points
are modifiers you can apply to a D20 roll.
Example: if you have a Strength score of 5 and are attempting to intimidate a
target, you can roll a D20 + 5 against your target’s Willpower check.
You are not allowed to change your Characteristic scores while in an IC area.

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ABILITIES

AGILITY
Coordination (Environment): This skill reflects a character’s sense of balance. If a character
falls from a great height or wants to traverse an unstable or narrow surface, they roll an
Agility check.
Ranged (Combat): Ranged weapons, including grenades and other thrown weapons, require
hand-eye coordination. When using ranged weapons, roll an Agility check.
Dodge/parry (Defence): Dodging and/or blocking blaster fire or thrown weapons requires
body control and hand-eye coordination.
Sleight of hand (Other): The quickness of a character’s fingers relies on their hand-eye
coordination. To conceal your weapons from someone who is inspecting you, roll an Agility
check against their Cunning check.
Precision (Bonus): A character with an Agility score of 7 or higher can spend one turn aiming
during battle to increase their accuracy. If their Agility check beats a static score of 17, their
next ranged attack roll will have a bonus of +3. The HUD doesn't calculate this bonus; you
have to add it to the result of your next Agility check roll and state the outcome 00C.

STRENGTH
Athletics (Environment): This skill governs a character’s fitness. If your character attempts to
climb, swim or jump a great distance, lift heavy objects or break something, roll a Strength
check.
Brawl/melee (Combat): Unarmed and melee attacks (this includes lightsaber strikes) fall under
the Strength characteristic.
Stamina (Defence): Blocking punches and melee weapons requires Strength. Additionally, by
pushing your physical limits you can resist the effects of toxins. If a character poisoned you,
roll against their Cunning check.
Intimidate (Other): Only the physically strong can intimidate other characters. To scare off
another character, roll a Strength check against their Willpower check.
Power attack (Bonus): A character with a Strength score of 7 or higher automatically deals 1
HS point damage if they roll an unmodified 19 or 20, regardless of their opponent’s defence
roll. To clarify: this does not mean a successful roll deals 2 damage.

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ABILITIES

CUNNING
Deviousness (Environment): To detect traps or pick locks, roll a Cunning check.
Poison (Combat): To temporarily paralyze an opponent, roll against their Strength check. If
your roll beats your opponent's Strength check, they are paralyzed for 1 turn. You can use this
as an opportunity to escape the scene. Additionally, you can only use this once on the same
target during a battle.
Perception (Defence): Perception reflects the sharpness of a character's senses. Roll a Cunning
check to notice pickpockets, or see through someone's disguise.
Deception (Other): The cunning characteristic controls actions such as misrepresenting an
object's value, disguising yourself or pickpocketing other players. Roll a Cunning check against
your target's Cunning check.
Infiltration (Bonus): Only characters with a Cunning score of 7 or higher can roll a Cunning
check against another character's Cunning check to convince a target that they are a part of
the same organisation. For this to work, the character's disguise (avatar) has to look the part.

INTELLIGENCE
Computers (Environment): This skill reflects a character's knowledge of computer hardware
and software. To slice terminals, bypass security systems, or alter a droid's programming roll
an Intelligence check.
Inventor (Combat): Using a self-made EMP device, a character can temporarily daze up to 3
targets and cause their weapons to malfunction. Roll an Intelligence check against your
opponents' Intelligence checks. The opponents who lost have to use a D20 dice without
modifier during their next attack roll. Characters can only use this device once per battle.
Mechanics (Defence): To resist the effects of the device described above, roll an Intelligence
check.
Languages (Other): When attempting to speak or understand an alien language for the first
time, roll an Intelligence check against another player's Intelligence check.
Medicine (Bonus): Characters with an Intelligence Score of 7 or higher can roll an Intelligence
check once per battle to heal themselves or an ally, restoring 1 HS point. This check roll has to
beat a static score of 17.

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ABILITIES

PRESENCE
Breaking spirits (Combat): Once per battle, a character's presence can affect other characters'
will to fight. Roll a Presence check against your opponents' Willpower checks. The opponents
you beat will have to us a D20 dice without modifiers for their next attack roll.
Selflessness (Combat): To inspire allies, a character can sacrifice him/herself. If their Presence
check beats a static score of 15, they can give one of their own HS points to an ally.
Persuasion (Defence): Before a battle ensues, a character can try persuading a character not
to attack. Roll a Presence check against a target's Willpower check.
Command (Other): A character can roll a Presence check to break up a fight between two
other characters (not group battles). Roll against your targets Willpower checks.
Charm (Bonus): Characters with a Presence score of 7 or higher can roll a Presence check that,
if it beats a static score of 17, will persuade NPC guards to let them through without checking
them for weapons.

WILLPOWER
Spirituality (Combat): Force powers rely on the Willpower characteristic. If you attack a target
with the Force, roll a Willpower check.
Roll other Force powers (e.g. Jedi Mind Trick) against a target's Willpower check.
Discipline (Defence): Discipline allows a character to resist temptations, persuasion, and stay
focused.
Strong-minded (Defence): Willpower reflects a characters ability to resist Force powers that
affect the mind, such as Sith illusions and Jedi mind tricks.
Vigilance (Other): Roll a Willpower check to determine Initiative Order in a combat situation.
Determination (Bonus): Once per battle, characters with a Willpower score of 7 or higher can
reroll a check. The roll with the highest result counts.
Note: when rolling ability checks, use common sense. For instance, if you block Sith Lightning
with your saber, the Sith should roll a Willpower check against your Strength check. If you
deflect blaster bolts with your saber, you both roll Agility checks. Sith Lightning requires
Strength to block, blaster bolts require Agility to deflect.

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RANKS

NOVICE
Novice characters have 5 Skill Points and a Health Score of 1.
This rank has no requirements.

SKILLED
Skilled characters have 10 Skill Points and a Health Score of 2.
Skilled characters can assign up to 6 points to a Characteristic Score.
Requirements:
- The character must be at least 1 month old. Evidence should be provided in the form of 1 RP
log per week (4 in total) if requested by a GM.
- The character must have an acceptable background story (your background story should
reflect that your character is new.)

ADVANCED
Advanced characters have 15 Skill Points and a Health Score of 2.
Advanced characters can assign up to 8 points to a Characteristic Score.
Requirements:
- The character must have been active for at least 3 months.
- The character must have participated in a minimum of 4 group events.
- Evidence should be provided in the form of 4 group event RP logs if requested by a GM.

EXPERT
Expert characters have 20 Skill Points and a Health Score of 3.
Expert characters can assign up to 8 points to a Characteristic Score.
Requirements:
- The character must have been active for at least 6 months. Evidence should be provided in
the form of 1 RP log per month (6 in total) if requested by a GM.
- The character must have learned the majority of their combat skills through roleplay.
Evidence of this can be requested by GMs.

Note: If Game Masters aren't convinced you have earned your rank, despite the evidence you
have shown them, they have the right to request more substantial proof or demote your
character on their sim. If you cannot provide RP logs because you lost them, a list with names
of active SWRP’ers who can vouch for you might also be acceptable to some Game Masters.
Make sure you prepare a notecard with the evidence required for your rank before you enter
an IC area.

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RANKS
MASTER
Master characters have 25 Skill Points and a Health Score of 4.
Master characters can assign up to 10 points to a Characteristic Score.
Requirements:
- The character must have been active for at least a year.
- The character must have taken part in a minimum of 6 group events.
- The character must have played an IC role of some responsibility (such as training an
apprentice, leading a group into battles, or chairing several diplomatic negotiations.)
- RP logs that prove your character meets these requirements can be requested.

(In)Famous
(In)Famous characters have 30 Skill Points and a Health Score of 5.
(In)Famous characters can assign up to 10 points to a Characteristic Score.
Requirements:
- The character must have been active for at least 2 uninterrupted years. Evidence of this can
be requested in the form of 1 RP log per quarter (8 in total.)
- The character must be a (former) member of a SWRP group with at least 10 active members,
and must have co-lead that group for at least 6 months.
- The character must have an IC rank comparable to: Jedi Council Master, Dark Councillor,
Alor’ad, or second-in-command of a criminal organisation.

LEGENDARY
Legendary characters have 40 Skill Points and a Health Score of 6.
Legendary characters can assign up to 12 points to a Characteristic Score.
Requirements:
- The character must have been active for at least 4 uninterrupted years. Evidence of this can
be requested in the form of 1 RP log per quarter (16 in total).
- At least 10 active SWRP’ers have to vouch for the character.
- The character must be the current (co-)leader of a group with a minimum of 10 active
members, and must have been an active member of this group of this group for at least 1
year.
- The player of the character must have a reputation for being mature OOC.
- The character must have an IC rank comparable to: Jedi Grand Master, Dark Lord, Alor, or
Crime Lord.

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RANKS
MYTHICAL
Mythical characters have 50 Skill Points and a Health Score of 7.
Mythical characters can assign up to 12 points to a Characteristic Score.
Requirements:
- The character must have been active for at least 6 uninterrupted years. Evidence of this can
be requested in the form of 1 RP log per quarter (24 in total).
- At least 15 active SWRP’ers have to vouch for the character.
- The character must be the current (co-)leader of a group with a minimum of 15 active
members, and must have been an active member of this group for at least 2 years.
- The player of the character must have a reputation for being mature OOC.
- The character must have an IC rank comparable to: Jedi Grand Master (leader of multiple
Jedi enclaves) Sith Emperor (leader of multiple imperial organisations), Mandalore (leader of
multiple Mandalorian clans) or Head of a Criminal Empire (leader of multiple criminal groups).

Other character rank rules:

- Players can only have two Master or (In)Famous characters.


- Players can only have one Legendary or Mythical character.
- If a character dies in service of the story, their player is allowed to start a new
character at the same rank only once a year, to avoid player characters becoming too
much like NPC, as long as the character plays a similar role as the previous (e.g. you
can’t kill off your Jedi character to start a Mandalorian character with the same rank).
If your character dies more than once, your new character will be demoted two ranks.
Players who played high-ranking characters can earn their previous rank back faster
than the regular requirements, however: 6 months minimum at each rank. In other
words, 6 months to re-earn (In)famous, 1 year to re-earn Legendary and a year and a
half to re-earn Mythical, provided you still meet the other requirements after this
time. This rule only applies to characters who have died after January 2016.

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STEP-BY-STEP GUIDE
Step 1: Initiative

- All players roll a Willpower check to determine the Initiative Order.

Step 2: ‘Defence actions', 'attack actions' and 'other actions'

- Players can perform a defence action and an attack action or other action during their turn.
They can never perform both an attack action and other action in the same post, or two
actions of the same type. Decide your first action type.

Step 3: Posting and rolling the D20 dice

- When it’s your turn, describe your attack action or other action in your RP post. Roll a D20
dice + the modifiers that apply to the Characteristic you are checking for the action you
described in your post. If you attack more than one target, your attack roll will suffer a debuff.
If you attack two targets, this debuff is -2. If you attack more than two targets, the debuff is -
3. If you attack more than five targets, the debuff is -5.

Example: If you are swinging your lightsaber at someone, you should roll a Strength check.

Step 4: Responding to a post

- After you roll the dice, your target will first roll a defence check to see if your attack was
successful.

Example: If you are swinging a saber at your target and they want to block, they should roll a
Strength check. If their Strength check beats your Strength check, you missed. If you do hit
the target successfully, they lose 1 Health Score point. In case of a tie, the defender gets the
advantage.
Your target will then describe their defence action or the consequences of being hit, and their
attack action or other action in their post. Then it’s their turn to roll and yours to respond.

A character is defeated if their Health Score reaches 0.

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Step 5: Interacting with the environment

- If your character interacts with the environment you don't roll against another player’s
checks. Instead, your check roll has to beat a standard score of 11 if the object has no SW:
RPG scripts.

Example: If your character attempts to bypass a security system, your Intelligence check
should beat 11, unless the system prim has floating text indicating that it’s a clickable SW:
RPG object.

On a final note, the most important rule of all: use common sense and keep the RP realistic!

Example: If you successfully see through someone's disguise, you don't suddenly know
everything about a character. You don't necessarily discover their name or allegiance this
way; seeing through someone's disguise should be roleplayed as ‘sensing' that a character
isn't who they portray themselves as, which could give your character a legitimate IC reason
to investigate further.

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