Post by Neology on Apr 19, 2018 18:30:45 GMT -5
As we've been telling everyone on the Discord for the last couple days, we're been working on a new TOTALLY OPTIONAL stat sheet for SWU. Now we're ready to get some more eyes on it. Please, if you'd like to help, convert a couple of your existing characters to this format and reply here with your thoughts! It would help us out a lot. Note that the attribute table works best in Preview mode.
First, we have three character ranks. These titles are faction-agnostic.
Rank 1 - Novice. This is your Jedi padawan, Sith apprentice, fresh recruit, or otherwise average person. They don’t have a lot of specialized training and they tend to be fairly young, though this is not a requirement.
Rank 2 - Journeyman. This would be equivalent to Jedi or Sith knight, career soldier or politician. They have trained or studied to get where they are and they might be quite skilled within their niche or else tolerable at a wide variety of tasks. Characters of this rank are always adults - whatever particular age that happens to be for their species.
Rank 3 - Expert. Jedi Master, Sith lord, veteran soldier, etc.. These characters have a lot of experience under their belts and have “peaked” statistic-wise. They are most likely to be found in the upper echelons of their faction's hierarchy. They should be masters in their area of expertise. Rank 3 characters are always adults, typically tending toward middle age or older.
Attributes
Note: All attributes are measured on a 1 to 5 scale. The first point is “free,” representing a universal level of competency for being a living, thinking creature. Attributes are divided into mental, physical, and social categories.
In each category, the top trait is related to “power,” the second “finesse,” and the bottom trait “resistance.”
Mental Attributes
Intelligence - cognitive capacity and memory
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition
Resolve - focus and determination, mental fortitude and clarity of vision
Physical Attributes
Strength - physical might
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you recover from injury or illness
Social attributes
Presence - command over the attention of others, raw charisma and magnetism
Manipulation - how easily you bend others to your will, charm, a deft touch
Composure - poise and restraint, the ability to appear and be calm in harrowing situations
Disciplines
Disciplines are skills. Unlike attributes, they have to be learned and thus always start at zero. Discipline are similarly capped at five.
Additionally, every character gets their “rank” in specialties (1, 2, or 3.) A specialty is a customization bonus that can be added to any discipline that they have more than three or more points in. It shows that the characters has trained in that area in particular.
Mental Disciplines
Academics - higher education and general knowledge, applied to the arts and humanities
Slicing - proficiency with computer systems, from programing to exploitation of the same
Crafts - construction or design, creating things with your hands
Investigation - puzzle solving and deductive reasoning
Medicine - diagnosing and treating injury or illness
Repair - fixing things, especially advanced electronics
Science - higher education and general knowledge, applied to the physical and natural sciences
Politics - strategy, savvy navigation of bureaucratic systems
Physical Disciplines
Blasters - weapons of the “point and shoot” variety. anything that is not man-portable requires a specialty to use effectively
Hand to Hand - martial arts, brawling, grappling etc.
Athletics - physical fitness and exertion, sports, foot chases
Pilot - operating ships, speeders, and other vehicles at high speeds or in dangerous situations
Survival - roughing it, finding food and shelter when the luxuries of galactic civilization are unavailable
Stealth - physically avoiding notice, shadowing other characters, moving silently
Larceny - sleight of hand, concealing illicit goods, forgery, picking old fashioned locks
Weaponry [Becomes Lightsaber Combat for Force Users] - skill with melee weapons
Social Disciplines
Animal Husbandry - keeping and training animals
Empathy - intuition, understanding the feelings of other sentients, discerning lies
Expression - artistic compositions of all kinds
Intimidation - manipulating others through fear, interrogations
Persuasion - inspiring or changing the minds of others, negotiations, seduction
Carousing - blending in to social situations, gathering information
Streetwise - staying on the right side of the wrong people, avoiding the law, “street smarts”
Subterfuge - disguises, lying, misdirection of all kinds
Rank Bonuses and Force Affinity
Force users start with a Force Affinity score equal to their character rank (1, 2, or 3.) This can be increased further by spending either TWO attribute points or FIVE discipline points per point of extra Force Affinity. Force Affinity is capped at 5. You have points equal to your Force Affinity multiplied by five to spend on Force Disciplines.
Characters who are not force sensitive instead receive two extra attribute points OR five discipline points per each point of rank that they have.
Force Disciplines
Telekinetic - skill that physically affect the world around the user
Telepathic - skills that affect the mind
Body - skills that affect the user’s body
Sense - precognition, detection
Protection - defensive projections
Light Side - healing, any specific powers drawn from the light side of the force
Dark Side - destruction, any specific powers drawn from the dark side of the force
Note: Jedi cannot have more than a 2 in the Dark Side force discipline. Sith cannot have more than a 2 in the Light Side force Discipline. Gray Jedi and other non-affiliated force adepts cannot have more than a 3 in the Light Side or Dark Side force disciplines.
Purchasing Attributes & Disciplines
Each character rank receives a standardized pool points to spend on attributes and another pool to spend on Disciplines. Each time, you must choose to prioritize mental, physical, and social in any combination you wish.
Note: Rank 1 & 2 characters cannot have more than 4 in any attribute. For Rank 3 characters the 5th point costs double.
Rank 1 Novice
Attributes: 5/4/3
Disciplines: 11/8/5
Force Affinity / Rank Bonus: 1
Rank 2 Journeyman
Attributes: 7/6/4
Disciplines: 16/13/10
Force Affinity / Rank Bonus: 2
Rank 3 Expert
Attributes: 8/7/6
Disciplines: 18/15/12
Force Affinity / Rank Bonus: 3
Mental Disciplines
Physical Disciplines
Social Disciplines
Force Affinity: 1-5
Force Disciplines
First, we have three character ranks. These titles are faction-agnostic.
Rank 1 - Novice. This is your Jedi padawan, Sith apprentice, fresh recruit, or otherwise average person. They don’t have a lot of specialized training and they tend to be fairly young, though this is not a requirement.
Rank 2 - Journeyman. This would be equivalent to Jedi or Sith knight, career soldier or politician. They have trained or studied to get where they are and they might be quite skilled within their niche or else tolerable at a wide variety of tasks. Characters of this rank are always adults - whatever particular age that happens to be for their species.
Rank 3 - Expert. Jedi Master, Sith lord, veteran soldier, etc.. These characters have a lot of experience under their belts and have “peaked” statistic-wise. They are most likely to be found in the upper echelons of their faction's hierarchy. They should be masters in their area of expertise. Rank 3 characters are always adults, typically tending toward middle age or older.
Attributes
Note: All attributes are measured on a 1 to 5 scale. The first point is “free,” representing a universal level of competency for being a living, thinking creature. Attributes are divided into mental, physical, and social categories.
In each category, the top trait is related to “power,” the second “finesse,” and the bottom trait “resistance.”
Mental Attributes
Intelligence - cognitive capacity and memory
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition
Resolve - focus and determination, mental fortitude and clarity of vision
Physical Attributes
Strength - physical might
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you recover from injury or illness
Social attributes
Presence - command over the attention of others, raw charisma and magnetism
Manipulation - how easily you bend others to your will, charm, a deft touch
Composure - poise and restraint, the ability to appear and be calm in harrowing situations
Disciplines
Disciplines are skills. Unlike attributes, they have to be learned and thus always start at zero. Discipline are similarly capped at five.
Additionally, every character gets their “rank” in specialties (1, 2, or 3.) A specialty is a customization bonus that can be added to any discipline that they have more than three or more points in. It shows that the characters has trained in that area in particular.
Example Specialties:
Lightsaber Combat 3
Specialty: Niman
Or
Repair 4
Specialty: Utility droids
Or
Telepathy 5
Specialty: Beast Control
Lightsaber Combat 3
Specialty: Niman
Or
Repair 4
Specialty: Utility droids
Or
Telepathy 5
Specialty: Beast Control
Mental Disciplines
Academics - higher education and general knowledge, applied to the arts and humanities
Slicing - proficiency with computer systems, from programing to exploitation of the same
Crafts - construction or design, creating things with your hands
Investigation - puzzle solving and deductive reasoning
Medicine - diagnosing and treating injury or illness
Repair - fixing things, especially advanced electronics
Science - higher education and general knowledge, applied to the physical and natural sciences
Politics - strategy, savvy navigation of bureaucratic systems
Physical Disciplines
Blasters - weapons of the “point and shoot” variety. anything that is not man-portable requires a specialty to use effectively
Hand to Hand - martial arts, brawling, grappling etc.
Athletics - physical fitness and exertion, sports, foot chases
Pilot - operating ships, speeders, and other vehicles at high speeds or in dangerous situations
Survival - roughing it, finding food and shelter when the luxuries of galactic civilization are unavailable
Stealth - physically avoiding notice, shadowing other characters, moving silently
Larceny - sleight of hand, concealing illicit goods, forgery, picking old fashioned locks
Weaponry [Becomes Lightsaber Combat for Force Users] - skill with melee weapons
Social Disciplines
Animal Husbandry - keeping and training animals
Empathy - intuition, understanding the feelings of other sentients, discerning lies
Expression - artistic compositions of all kinds
Intimidation - manipulating others through fear, interrogations
Persuasion - inspiring or changing the minds of others, negotiations, seduction
Carousing - blending in to social situations, gathering information
Streetwise - staying on the right side of the wrong people, avoiding the law, “street smarts”
Subterfuge - disguises, lying, misdirection of all kinds
Rank Bonuses and Force Affinity
Force users start with a Force Affinity score equal to their character rank (1, 2, or 3.) This can be increased further by spending either TWO attribute points or FIVE discipline points per point of extra Force Affinity. Force Affinity is capped at 5. You have points equal to your Force Affinity multiplied by five to spend on Force Disciplines.
Characters who are not force sensitive instead receive two extra attribute points OR five discipline points per each point of rank that they have.
Force Disciplines
Telekinetic - skill that physically affect the world around the user
Telepathic - skills that affect the mind
Body - skills that affect the user’s body
Sense - precognition, detection
Protection - defensive projections
Light Side - healing, any specific powers drawn from the light side of the force
Dark Side - destruction, any specific powers drawn from the dark side of the force
Note: Jedi cannot have more than a 2 in the Dark Side force discipline. Sith cannot have more than a 2 in the Light Side force Discipline. Gray Jedi and other non-affiliated force adepts cannot have more than a 3 in the Light Side or Dark Side force disciplines.
Purchasing Attributes & Disciplines
Each character rank receives a standardized pool points to spend on attributes and another pool to spend on Disciplines. Each time, you must choose to prioritize mental, physical, and social in any combination you wish.
Note: Rank 1 & 2 characters cannot have more than 4 in any attribute. For Rank 3 characters the 5th point costs double.
Rank 1 Novice
Attributes: 5/4/3
Disciplines: 11/8/5
Force Affinity / Rank Bonus: 1
Rank 2 Journeyman
Attributes: 7/6/4
Disciplines: 16/13/10
Force Affinity / Rank Bonus: 2
Rank 3 Expert
Attributes: 8/7/6
Disciplines: 18/15/12
Force Affinity / Rank Bonus: 3
Attributes
Mental | 1-5 | Physical | 1-5 | Social | 1-5 |
Intelligence | 1 | Strength | 1 | Presense | 1 |
Wits | 1 | Dexterity | 1 | Manipulation | 1 |
Resolve | 1 | Stamina | 1 | Composure | 1 |
Mental Disciplines
Physical Disciplines
Social Disciplines
Force Affinity: 1-5
Force Disciplines
[b][div align="center"]Attributes[/div][/b]
[div align="center"][table style="border-collapse:separate;border-spacing:3px;"][tbody][tr][td style="padding:3px;"][b]Mental[/b][/td][td style="padding:3px;"]1-5[/td][td style="padding:3px;"][b]Physical[/b][/td][td style="padding:3px;"]1-5[/td][td style="padding:3px;"][b]Social[/b][/td][td style="padding:3px;"]1-5[/td][/tr][tr][td style="padding:3px;"]Intelligence[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Strength[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Presence[/td][td style="padding:3px;"]1[/td][/tr][tr][td style="padding:3px;"]Wits[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Dexterity[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Manipulation[/td][td style="padding:3px;"]1[/td][/tr][tr][td style="padding:3px;"]Resolve[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Stamina[/td][td style="padding:3px;"]1[/td][td style="padding:3px;"]Composure[/td][td style="padding:3px;"]1[/td][/tr][/tbody][/table]
[/div]
Mental Disciplines
[ul]
Academics:
Slicing:
Crafts:
Investigation:
Medicine:
Repair:
Science:
Politics: [/ul]
Physical Disciplines
[ul]Blasters:
Hand to Hand:
Athletics:
Pilot:
Survival:
Stealth:
Larceny:
Weaponry OR Lightsaber Combat
[/ul]
Social Disciplines
[ul]Animal Husbandry:
Empathy:
Expression:
Intimidation:
Persuasion:
Carouse:
Streetwise:
Subterfuge:
[/ul]
[hr]
Force Affinity: 1-5
Force Disciplines
[ul]Telekinetic:
Telepathic:
Body:
Sense:
Protection:
Light Side:
Dark Side:
[/ul]