Post by Rugs on May 20, 2018 13:44:44 GMT -5
With the reboot of SWU, we’re introducing a new stat system. The goal of this system is to make an even playing field for characters, within their respective ranks, and also to remove some of the subjectivity that was inherent in the old system.
Stat sheets are heavily encouraged but ultimately optional. We want to encourage players to work with each other, rather than only focusing on a number to see who trumps who in whatever situation.
The stat sheet itself in the second post of this thread. If you already know the deal, feel free to scroll down and grab it.
To start, we’re measuring ability level with a three-tiered rank system. These ranks carry across all factions.
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.
We now measure character ability in two (three for Force users, but more on that shortly) areas.
The two primary areas that apply to all characters are Attributes and Disciplines. Each area has three sub-categories wherein you may spend your points however you want.
Here’s the point allotment for each rank:
Note: characters who are not Force-sensitive receive two attribute points or five discipline points for each character rank. These points can all be put into one category or distribute across multiple. (Example: Level 2 non Force-sensitive character may have 9/6/4 for attributes and 18/16/10 in disciplines)
Attributes
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. That is to say all attributes start at one, and points are spent to increase them from there. 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.”
Note: Rank 1 & 2 characters cannot have more than 4 in any attribute. For Rank 3 characters the 5th point costs double.
Disciplines
Disciplines are skills. Unlike attributes, they have to be learned and thus always start at zero. Discipline are similarly capped at five.
Force affinity
Force sensitive characters receive Force affinity ranks that are tied to their level of ability in the Force. Force affinity works on a five-level scale, and characters recieve a bonus equivalent to their character rank.
That means a Rank 1 character starts with level 1 Force affinity, Rank 2 with level 2 and Rank 3 with level 3.
You may increase your character’s Force affinity further from their starting point. To do this, you can trade two attribute points or five discipline points per rank of Force affinity.
So for example, if you have a Rank 2 character who you want to have a Force affinity of three, you could either give up two of your attribute points or five discipline points. More detailed explanation of point trading in the next section.
To determine the number of points you have to spend on Force disciplines, multiply your Force affinity number by 5 (example: Force affinity rank 3x5=15 points). You may then spend those among the various Force schools.
Note: Jedi cannot have more than a 2 in the Dark Side force discipline. Sith/Dark Jedi 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.
Specialties
Once a character has at least three points in a discipline or Force discipline, you can select a specialty. Specialties show an area of special focus and can be anything from a special force ability (per staff approval) to a focus on a particular martial art or lightsaber form, or even an area of expertise in, say, starship repair or piloting.
You may have up to as many specialties as your characters rank. So a Rank 1 character gets one specialty, a Rank 2 character gets two, and a Rank 3 character gets three. These are hard limits and, unlike the discipline and attribute points, cannnot be increased via trades.
Please list specializations clearly, especially if you have more than one in a single area. You can list them under their respective category. For example:
Trading points
As previously metioned, Force users can trade two attribute points or five discipline points to increase their Force affinity rank. This can be done for multiple points of affinity, but must be made per rank. So if you want to increase your character’s Force affinity by two levels, you need to trade four attribute points or 10 discipline points or two attribute points and five discipline points.
Similarly, you can trade attribute points for discipline and vice versa. Two attribute points will get you five discipline points, and five discipline points will get you two attribute points.
When you trade points, they do not all have to come from the same subcategory of attributes or discipline. Similarly, when you add points to attributes, or discipline, you can spread them among the subcategories.
For example, a Rank 2 character who gave up two attribute points for some discipline points may have a final spread that looks like this:
Attributes: 7/6(-1)/4(-1)
Discipline: 16(+1)/13(+1)/10(+3)
If you move points around, either between discipline and attributes, or sacrifice them to add to Force affinity please mark your additions/subtractions to make it easier for staff to check.
Misc.
I have a character that would normally be high rank, but is under trained in the Force. What do I do?
You have a pair of options. For a Rank 3 character, for example, you may make them Rank 2, to allow room to grow in the Force affinity area. Alternatively, you may give up a point (or more) of Force affinity for five points of discipline or two attribute points per rank. However, your character will permanently be below their base rank in Force affinity. Even if a Rank 2 character rises to Rank 3, they would only be able to grow to Rank 2 at best.
My character does not have a stat sheet. I’m an a thread where my partner(s) does not have a stat sheet. We have a disagreement over who’s character should be able beat who/do what. What do we do?
If at all possible, try to solve this through discussion with your role play partner(s). However, if you reach an impasse, reach out to staff. We will attempt to work with you to solve the matter and have a policy in place for if an issue can’t be talked through. We obviously would prefer as many disagreements as possible to be talked out, however!
I'm playing a Wookiee or a [insert other very strong species here]. Do I get a bonus to my strength score?
At present, no. There are too many species in the Star Wars universe to realistically do an accounting of what species should get what bonuses to which stats (and how much that bonus should be). We'd like to ask for some common sense to apply in obvious situations; that is to say, a Wookiee should, generally speaking, pretty much always be stronger than a Human. Same goes for similar situations. If you're unsure, ask a staffer and we'll help you out.
Stat sheets are heavily encouraged but ultimately optional. We want to encourage players to work with each other, rather than only focusing on a number to see who trumps who in whatever situation.
The stat sheet itself in the second post of this thread. If you already know the deal, feel free to scroll down and grab it.
To start, we’re measuring ability level with a three-tiered rank system. These ranks carry across all factions.
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.
We now measure character ability in two (three for Force users, but more on that shortly) areas.
The two primary areas that apply to all characters are Attributes and Disciplines. Each area has three sub-categories wherein you may spend your points however you want.
Here’s the point allotment for each rank:
Rank 1 Novice
Attributes: 5/4/3
Disciplines: 11/8/5
Rank 2 Journeyman
Attributes: 7/6/4
Disciplines: 16/13/10
Rank 3 Expert
Attributes: 8/7/6
Disciplines: 18/15/12
Attributes: 5/4/3
Disciplines: 11/8/5
Rank 2 Journeyman
Attributes: 7/6/4
Disciplines: 16/13/10
Rank 3 Expert
Attributes: 8/7/6
Disciplines: 18/15/12
Note: characters who are not Force-sensitive receive two attribute points or five discipline points for each character rank. These points can all be put into one category or distribute across multiple. (Example: Level 2 non Force-sensitive character may have 9/6/4 for attributes and 18/16/10 in disciplines)
Attributes
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. That is to say all attributes start at one, and points are spent to increase them from there. 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.”
Note: Rank 1 & 2 characters cannot have more than 4 in any attribute. For Rank 3 characters the 5th point costs double.
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
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.
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 who use lightsabers] - 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
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 who use lightsabers] - 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
Force affinity
Force sensitive characters receive Force affinity ranks that are tied to their level of ability in the Force. Force affinity works on a five-level scale, and characters recieve a bonus equivalent to their character rank.
That means a Rank 1 character starts with level 1 Force affinity, Rank 2 with level 2 and Rank 3 with level 3.
You may increase your character’s Force affinity further from their starting point. To do this, you can trade two attribute points or five discipline points per rank of Force affinity.
So for example, if you have a Rank 2 character who you want to have a Force affinity of three, you could either give up two of your attribute points or five discipline points. More detailed explanation of point trading in the next section.
To determine the number of points you have to spend on Force disciplines, multiply your Force affinity number by 5 (example: Force affinity rank 3x5=15 points). You may then spend those among the various Force schools.
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
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/Dark Jedi 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.
Specialties
Once a character has at least three points in a discipline or Force discipline, you can select a specialty. Specialties show an area of special focus and can be anything from a special force ability (per staff approval) to a focus on a particular martial art or lightsaber form, or even an area of expertise in, say, starship repair or piloting.
You may have up to as many specialties as your characters rank. So a Rank 1 character gets one specialty, a Rank 2 character gets two, and a Rank 3 character gets three. These are hard limits and, unlike the discipline and attribute points, cannnot be increased via trades.
Please list specializations clearly, especially if you have more than one in a single area. You can list them under their respective category. For example:
Lightsaber Combat 3
Specialty: Niman
Or
Repair 4
Specialty: Utility droids
Or
Telepathy 5
Specialty: Beast Control
Specialty: Niman
Or
Repair 4
Specialty: Utility droids
Or
Telepathy 5
Specialty: Beast Control
Trading points
As previously metioned, Force users can trade two attribute points or five discipline points to increase their Force affinity rank. This can be done for multiple points of affinity, but must be made per rank. So if you want to increase your character’s Force affinity by two levels, you need to trade four attribute points or 10 discipline points or two attribute points and five discipline points.
Similarly, you can trade attribute points for discipline and vice versa. Two attribute points will get you five discipline points, and five discipline points will get you two attribute points.
When you trade points, they do not all have to come from the same subcategory of attributes or discipline. Similarly, when you add points to attributes, or discipline, you can spread them among the subcategories.
For example, a Rank 2 character who gave up two attribute points for some discipline points may have a final spread that looks like this:
Attributes: 7/6(-1)/4(-1)
Discipline: 16(+1)/13(+1)/10(+3)
If you move points around, either between discipline and attributes, or sacrifice them to add to Force affinity please mark your additions/subtractions to make it easier for staff to check.
Misc.
I have a character that would normally be high rank, but is under trained in the Force. What do I do?
You have a pair of options. For a Rank 3 character, for example, you may make them Rank 2, to allow room to grow in the Force affinity area. Alternatively, you may give up a point (or more) of Force affinity for five points of discipline or two attribute points per rank. However, your character will permanently be below their base rank in Force affinity. Even if a Rank 2 character rises to Rank 3, they would only be able to grow to Rank 2 at best.
My character does not have a stat sheet. I’m an a thread where my partner(s) does not have a stat sheet. We have a disagreement over who’s character should be able beat who/do what. What do we do?
If at all possible, try to solve this through discussion with your role play partner(s). However, if you reach an impasse, reach out to staff. We will attempt to work with you to solve the matter and have a policy in place for if an issue can’t be talked through. We obviously would prefer as many disagreements as possible to be talked out, however!
I'm playing a Wookiee or a [insert other very strong species here]. Do I get a bonus to my strength score?
At present, no. There are too many species in the Star Wars universe to realistically do an accounting of what species should get what bonuses to which stats (and how much that bonus should be). We'd like to ask for some common sense to apply in obvious situations; that is to say, a Wookiee should, generally speaking, pretty much always be stronger than a Human. Same goes for similar situations. If you're unsure, ask a staffer and we'll help you out.