SCW RP Rules
Welcome to Star Wars Commonwealth Role-play. Below is the general rule set that applies to all aspects of RP which is a different idea and ruleset than the weekly Role-play events.
1. Be Kind, Respectful and Cooperative
Be kind, respectful and cooperative towards and alongside other members of the community at all times. Abuse and bullying, including but not limited to targeted forms of abuse such as racism and homophobia, will not be tolerated in the community. This rule applies everywhere - the client, the forum, the Discord server and any other areas the community gathers. Individuals decide between one another what they deem kind, respectful, or a form of abuse. Personal grievances can and should be dealt with privately. Individuals who are reported and successfully proven to have abused another member may receive a punishment at the discretion of the Council or above.
2. In Character [IC] / Out of Character [OOC]
Usually while roleplaying as a group. We will do so in the open world using the “Say” chat option while staying wary of its radius limit. Since we roleplay with both the IMP and PUB faction, roleplaying within group chat is frowned upon - for this does not allow random people to approach to join in the scene, from our Guild or not from our Guild. It is a great way to recruit new roleplayers. Because of the natural segregation between the IMP and PUB sides, the /e commands or yell settings do not work for roleplay because the opposite faction is unable to see the other factions' custom emotes and the yell feature. There are two exceptions for custom emote roleplay which are the guild strongholds and fleet because there is only either PUB, or IMP. Actions should be typed normally while in character speech should be quoted.
Out of character speech is done with (( )), to avoid confusion for those who cannot join the voice chat. This is the official way to show that you are speaking out of character across all of SWTOR.
IC dialogue: He walked, completing his action, “This is a line of dialogue.”
OOC speech: ((This is OOC speech.))
Be mindful of your level of OOC chatter during a scene.
The only required thing to begin your character's journey is that they must be registered on our RP forum. It does not need to be detailed, for this simply helps us keep track of your character’s abilities to prevent godmodding. Your known force abilities, skills and gear must be listed on your biography for it to be considered valid.
You can find the link to how to build your character here.
Your character’s biography should be posted here.
There is a limit to the number of characters that you can portray in Star Wars Role-play. Please let an RP Moderator know about your characters so we can add them to our excel roster and so we can approve your bio on our website. Keep in mind that it is best to focus on the development of a single main character when you first start, with no more than three characters total to avoid becoming overwhelmed. Every roleplayer is only allowed to have 1 character that is an antagonist to the Systems CommonWealth and to create an antagonist that player must have achieved at least Tier 2 on an SCW friendly character. If one would like to have another enemy as a character, they will have to get their second antagonist approved by an RP Moderator.
Newly created characters should be beginners in their faction or field of expertise, whether it be Jedi, Sith, Mandalorian, bounty hunter or otherwise.
You may only be in one Faction Leadership role on one of your characters with the exception of role-play moderators and only if the role is needed.
Additionally, you may only role-play as one named character per encounter. Once you leave an encounter on a character, they are not allowed to re-enter the scene.
Rank Transfers and changing between factions
Ranks previously permanently attained on a character can be transferred onto a new character within a faction provided the faction leaders are agreeable to it. Characters created with a rank transfer are considered to be typically weaker in their fields of expertise than characters who organically develop and attain ranks.
When creating a respective new character at a higher rank that they did not begin from the start, they can choose 6 abilities for force sensitives from each tier if they pick a specific class (Guardian / Sentinel / Consular). Two abilities can be purple abilities which can be learned regardless of the class you have chosen. If a character decides to multiclass they can pick 5. The ability list must be approved by an RP Moderator (Officer) or the respective faction leader. For non-force sensitive’s this rule applies to the amount of gear that they begin with on top of starter gear. The cost, size, rarity, and weight of the gear should be considered. As one plays the character and achieves things in character they can learn more abilities and gain more gear.
The ranks that SCW officers can obtain with an RP mod approval are:
Tier 0 (Warrant Officer)
Tier 1 (Warrant Officer)
Tier 2 (Constable)
Tier 3 (Council)
Tier 4 (Council)
Tier 5 (Immortal Council)
Changing your character's factions is allowed. It helps character development, in some cases, however, constantly switching between factions is not acceptable.
If a player switches between a faction more than 2 times, they will be demoted 1 rank under the in character pretense that the unfocused discipline of one type of study has led to a lack of ability and cultivation of basic in character skills. They will have to follow the new factions progression after that point and regain their tiered rank
4. Faction Leaders, Socials, Keys, Strongholds and @’ing
The current faction’s with their leaders are: The Commonwealth Force Knight Academy (Gaheris Rhade / Althevalia Shalluat ), The Sith Cult ( Flavin ), Military and Mandalorian (Gal Vera) and Criminal Activity ( The “Director” ).
The three official strongholds are the Tal Vera Systems Commonwealth Headquarters (Pub Alderaan Guild Stronghold), Foxy Sirens (Underworld/Tirvi Madee), Clan Gra’tua (Mandalorian/Akaa), and The Sith Academy and flagship (Imp Guild Stronghold).
We use both the PUB and IMP Guild Stronghold’s for frequent social roleplay and to help educate the individual factions. Faction strongholds only allow members of their own factions unless specifically brought in by a roleplay mod for character development or an arc event. The Clan Gru’ta Mandalorian Stronghold is open to SCW Force Knights and military and the Foxy Sirens Cantina owned by Tirvi Madee is open for all factions to roleplay. Message any RP moderator to set you up with acquiring a key.
SCW Role-play keys will be handed out by respective stronghold owners, anyone can build a stronghold and share it for roleplay! Just @SWTOR RP during the designated times of 8 AM EST - 11 PM EST in the Roleplay section and offer it to our members!
All members can use the @SWTOR RP tag but please remember that the @SWTOR RP tag should only be used for gathering others for a roleplay scene.
Anyone can throw a social! Socials are simply a gathering of characters at a stronghold or cantina. Socials typically do not have combat but if two characters end up brawling or sparring it is what it is! Just remember that there are consequences for your actions!
Metagaming is the act of acting in character upon something that you know or feel out of character. Role-play of this kind can and will be ignored or voided by the roleplay community.
6. Powergaming, Godmodding and Power Levels
Powergaming and godmodding are phrases that describe the act of role-playing in ways that exceed a character's strength, power or skill. Characters in SCW Role-play develop organically and over time through meaningful role-play, training, learning and practice. Their strengths, powers and skills should be role-played accordingly. Powergaming and godmodding are difficult to identify and prove, so individuals should be responsible for role-playing their characters appropriately and accurately.
This is left up to faction leaders to teach their respective students what their power threshold should be.
It should be noted that, sometimes, weaker/less skilled characters might succeed in scenarios where stronger/more skilled characters might fail. These instances depend on the in-game luck of the roll system, tactics, role-play quality, story and the roles of other characters in a scene. These instances are rare, but possible.
If a player out of character diminishes another character’s power level or brags excessively about one’s power in a way that diminishes another, they will receive a warning. If they receive a second warning all of their characters will be demoted 1 tiered rank, if they receive a third, they will be removed from the Guild.
Combat is written in descriptive typed-out lines by default. This means that combat is fought through typed descriptive, emotive lines that provide opportunities for other role-players to react to a character's actions realistically. Individuals possess different writing styles with different vocabularies, structures and tenses. Characters should fight and react realistically, meaning that, in some instances, characters will be defeated, hurt, wounded, maimed, or killed in combat. Rules 5 and 6 in particular apply to the role-playing of combat.
The number #1 rule of emote roleplay is that you are never allowed to roleplay another character's pain, injury, etc. You may only roleplay your character leading suggestions on how you would like to hurt the opposite party. When you take a hit from another character it is respectful to RP taking that damage the way your opponent has suggested unless it is something along the lines of maiming, breaking a bone, or lethal. Remember to stay logical. If your character should have broken a bone then that is what you should roleplay! Don’t put your character into a dangerous situation you are not willing to accept!
It is important that when you type your descriptive attacks, that you do so with detail so your enemy knows how to properly react:
Ex. [Name] uses the force against [enemy]. Vs. [Name] utilizes force potency to send a direct, powerful force push towards [enemy’s] chest.
You may have combat without the roll system or you may physically duel, in place of the combat system as long as all parties agree.
Emote is a turn-based system, a team-building effort to work together to make the fight as cool as possible. It is okay to want to win but we must remember that it is about creating an epic fight scene, story, and above all having fun.
To avoid the problems that we have had in the past with powergaming [never taking hits] we have implemented a roll strategy. Don’t forget to be realistic and logical! Show fear, excitement, anger, pride, and cowardice. Keep it in character.
We ask that you always group up with as many people on your game side, PUB or IMP before roleplay for proof of one's rolls, because the opposite factions cannot see each other's rolls. If needed a player can always ask another player to either stream their game screen or take a screenshot of their roll. Remember to always be respectful and truthful to your fellow roleplayer.
After a scene has entered combat, traditionally the scene will become closed unless there is a specifically planned arc event that requires a different outcome. Players will have a chance to call for backup with the DM of the scenes approval before combat begins which must be rolled for. The closest enemy of their tiered rank or higher will have a chance to stop them from using their comlink.
Initiative is to be rolled out of 100 to dictate the turn order. You can only type one action and movement per turn. If combat is too large and confusing you can split the combat into smaller groups making use of the “say” radius in chat.
Combat Rolls, HP and NPC’s
HP: 2 / ROLL: 1-60 / Citizen / Tier 0
HP: 3 / ROLL: 1-75 / Tier 1
HP: 4 / ROLL: 1-90 Tier 2
HP: 5 / ROLL: 20-100 Tier 3
HP: 5 / ROLL: 25-100 /Tier 4 (Leadership Role / Former Faction Leaders)
HP: 6 / ROLL: 30-100 / Tier 5 (Faction Leader / Rhade’s High Council)
HP: 10 / ROLL: 45-100 / The CommonWealth Emperor
If you land a successful hit your enemy takes 1 damage to HP. You do not need to hit 0 HP to necessarily lose. Be as logical as possible when it comes to your attacks and defences.
(See a roleplay mod or your designated faction leader for how to progress up the ranks.)
NPC’S and roleplay Bosses HP will be determined by the designated DM of the scene.
Critical success rolls
If you roll your highest potential roll on an attack, you critically hit and get a second roll for a chance to do one extra action during your turn. Or you have an opportunity for knockout against the same tiered rank or lower.
If you roll your highest potential roll on defense, you may counter attack or do some sort of action after you defend against the enemy’s attack.
If you roll a critical success yet your opponent still rolls higher than you - a re-roll is to happen.
Critical fail rolls
If you roll your lowest on an attack the enemy you are attacking has a chance to counter-attack against you.
If you roll your lowest roll on defense the attacker has a chance to do 2 points of damage or can attempt to cause unconsciousness. You can only critically fail against a player who is the same tiered rank or higher.
If you roll a critical failure against a member who is of a lower tier, and they roll lower than you - a reroll is to happen.
Your free healing point
Everyone during an encounter has an opportunity to heal themselves 1 point of HP that they do not need to roll for. The player can choose to use their free healing point on another player - or themselves. You can roleplay that point of healing however you would like - it be a medpak, an adrenaline stim, a force heal, a control pain, a force rage. When you use your free healing point, you cannot do anything else during your turn in the rotation. Players with the skill of medicine/healing get healing points equal to their Tier which caps at 3 total however those extra healing points must be rolled for when used.
Tanking, with a little healing
One can sacrifice their next attack turn to attempt to block or heal a strike done against another player. They must roll against the attacker - if the person who has decided to tank or heal, rolls higher than the enemy no points of damage are received. If the player tanking/healing rolls lower. Then they have a choice to take the point of damage themselves - or to allow the player that was being attacked to take the point of damage. Regardless of their choice, the one who is tanking or healing their next attack will still be skipped.
A player may sacrifice their turn and use logic with the gear and abilities they have learned to give the next ally in rotation combat advantage. They may also sacrifice their turn and use a focus point or related skill point to give anyone of their choosing advantage within the rotation.
A player can enter stealth before combat if they wish if they have the appropriate techniques and or equipment that can allow it.
If they have Stealth as a skill, they will be able to roll for a sneak attack only on their first attack in the encounter with advantage. They can still attack from stealth but must roll their rank at the end of their turn against the enemy they have attacked to see if they remain hidden.
If one has the skill of stealth and has been caught by a player or NPC they can roll against the closest enemy of their rank or higher to re-enter stealth in combat but will lose their turn. This will not give them advantage on their next strike - NPC’s and players will not be allowed to target them with the exception that they get caught in an AOE attack or are caught by a perception roll. A player trying to find another player or NPC in stealth, their perception roll will take up their turn. As long as they are already hidden, this allows a player with Stealth as a skill to flee a combat scene without needing to roll.
Skills, Force Ability or Gear Specialization
On our roster, we have all of the available special talents, skills and force abilities that you can choose to specialize in for your character. You are allowed to pick 1 additional specialized skill per tier rank.
Tier 0: 1
Tier 1: 2
Tier 2: 3
Tier 3: 4 … ETC.
You get 1 skill per tier. If there is a skill that is not on the ability sheet that you are interested in, bring it to the attention of an RP Officer and we may be able to put that skill in for you! This has been built from scratch and the ruleset is slowly over time improving for us and all of our members. We appreciate your help.
For these specializations and skills to be valid they MUST be on your character's bio.
You can find the skill list alongside both the Equipment and Force Ability cheat sheets at the bottom of the excel sheet page, separated by tabs here.
You can take advantage of your specialization skills as much as you want out of combat.
In combat, a player has a certain amount of skill points that they can use to gain advantage. (The ability to roll twice and take the higher roll). They can use skill points as an attack or on their defense if they have a skill that can logically apply. Players have skill points equal to half of that of their tier. Players must decide if they are going to use their skill point before they roll. If a player has a skill that is under “Equipment” they can choose to roll with advantage or have a chance to do a “heavy hit” dealing 2 points of damage without advantage. They only can use 1 skill point once per turn in the combat rotation and it counts as their attack. They cannot use a focus point if they use a skill point during their turn.
This rule also applies to players with the skill healing/medicine who can choose to spend a skill point to heal in combat with advantage or roll once for a chance to heal 2 points of hp, casting a “heavy heal”.
Players cannot use the “heavy hit” or “heavy heal” option against other players that are tier 0.
Moderators have the last say. This rule is still in the testing phase.
Other Force abilities and Gear that have been chosen as a skill, with an RP mods approval can classify as an equipment skill depending on the usage in combat. This must be approved and stated on their biography by a moderator.
SP: 0 / ROLL: 1-60 / Citizen / Tier 0
SP: 1 / ROLL: 1-75 / Tier 1
SP: 1 / ROLL: 1-90 Tier 2
SP: 2 / ROLL: 20-100 Tier 3
SP: 2 / ROLL: 25-100 /Tier 4 (Leadership Role /Former Faction Leaders)
SP: 3 / ROLL: 30-100 / Tier 5 (Faction Leader / Rhade’s High Council)
SP: 3 / ROLL: 45-100 / The CommonWealth Emperor
A character, depending on their tiered rank has a certain number of Focus Points that they can spend during combat for actions such as healing, single-use advantage, area effects, causing disadvantage and buffs. You can only use 1 focus point in a row in comba tand in DM’d scenes. Players cannot use a skill point if they have used a focus point during their turn.
A character may use as many focus points they wish in socials
FP: 0 / ROLL: 1-60 / Citizen / Tier 0
FP: 1 / ROLL: 1-75 / Tier 1
FP: 2 / ROLL: 1-90 Tier 2
FP: 3 / ROLL: 20-100 Tier 3
FP: 4 / ROLL: 25-100 /Tier 4 (Leadership Role /Former Faction Leaders)
FP: 5 / ROLL: 30-100 / Tier 5 (Faction Leader/ Rhade’s High Council)
FP: 7 / ROLL: 45-100 / The CommonWealth Emperor
If you sacrifice a FP you may on one attack or defense roll - roll instant advantage before or after your enemy has rolled. Advantage means you can roll twice and take the higher roll.
Any player during their turn can use one of their FP’s to heal another player or themselves - this can be blocked by the enemy and must be rolled for. Regardless of success, the FP will be used up. A heal can only be 1 HP at a time and 1 FP equals 1 player. The enemy that is closest of the same tiered rank as the one using the treating the injured gets to attempt to roll to stop it.
A player with the skill of healing/medicine can heal players outside of combat 1 HP equal to their tiered rank without the use of a focus point or a roll for the day.
You can buff your character during combat to give yourself advantage for a full rotation for every attack and defense for or against you by using up to one of your Focus Points. (Adrenaline Stims, Determination, The Empowered Force. etc) If you fail, the FP is still used. The buff lasts for the number of rotations equal to your tiered rank. You cannot attack during the turn you use the buff. The closest person of your tiered rank has an opportunity to roll to stop you. If no one of that rank is there - the next highest tier will get a chance to stop the player attempting the buff. You cannot use another Focus Point while you are under a buff. If you crit, your advantage does not apply to your second roll. An enemy can attempt to disrupt your buff by spending a focus point of their own on their turn in an attempt to cause disadvantage to even the playing field. The person under the buff is allowed to roll with the advantage while the person dropping the focus point to stop it, cannot.
Once you reach Tier 1, similar to buffs - a player can attempt to cause another singular player disadvantage that will last the amount of rotations equal to the Tier of the person who caused the disadvantage and will end on the assaulting player's turn. Disadvantage is when one rolls twice and takes the lower roll. A FP will be used up regardless if the disadvantage is successful or not. The player affected by disadvantage will have an opportunity to /roll 20 at the end of every one of their turns to attempt to break the disadvantage and they must roll a 10 or higher to break it.
Area of effect attacks
Sacrifice a focus point to attack with an area attack. Use logic and know that anything can be turned into an AOE with creativity! Use against multiple enemies and be wary, you can hurt your teammates!
Characters that have obtained access to appropriate force techniques or supportive gear can buff another player with a focus point to give them advantage on their attack and defense rolls. The buff must be rolled for and you cannot do any other action during your turn. A player can constantly sustain this buff as long as they do not take a point of damage and continue to not take action during their turn. If a player casting this buff gets hit - they take two points of damage. The character's tier controls how many people they can buff at once. Tier 1 can buff one person, tier 2 can buff two people etc.
Characters that have obtained access to appropriate force techniques or supportive gear can cause disadvantage against a group of people. Disadvantage must be rolled for and you cannot do any other action during your turn. A player can constantly sustain this disadvantage as long as they do not take a point of damage and continue to not take action during their turn. If a player casting this disadvantage gets hit - they take two points of damage. The character's tier controls how many people they can buff at once. Tier 1 can cause disadvantage to one person, tier 2 can cause disadvantage against two people, etc.
The player affected by disadvantage will have an opportunity to /roll 20 at the end of every one of their turns to attempt to break the disadvantage and they must roll a 10 or higher to break it.
The Rotation, Keeping track of combat:
| (X) ‘4 Tier 3 (2) ^2 | ‘2 Tier 0 | ‘3 Tier 1 (1) ^1 |
| Is used to separate individual players. The (X) represents who’s turn it is. The ‘ stands for your free healing point. The unbracketed number is one’s HP. The player's name comes next. The numbers in ( ) brackets are focus points and the numbers ^ in front of them are skill points.
There are no penalties for deciding to skip a turn or to not attack, however you cannot save your turns, if you decide to skip your turn, you will not gain it back.
The Order of Attacking / Defending and Ties
Attack: Player 1: [Tier 1] lifts their foot up to send a tactical kick towards their enemies,
[Player 2 ]’s kneecap – in an attempt to shatter it.
Because of our cross-faction roleplay style, make it a habit to always type what you roll into say.
Person 2: [Tier 2] /roll 90
[ Person 2: Tier 2 loses 1 HP ]
Defense: Player 2: [ Tier 1 ]’s kick landed steadfast on [ Tier 2 ], their kneecap had dislocated. They fell to one knee and [ Tier 2 ] embraced their pain, raising their hand to unleash a force lightning with ruthless retaliation.
Player 1: [ Tier 1 ] /roll 75
5[[ 5 ]]
[[ Player 1: Tier 1 loses 1 HP ]]
(The only way Player 1 would be able to win against the 89, is if they got a critical 70 in which the roll would be treated as a tie and would warrant a re-roll.)
[Player 1, Tier 1] barely managed to block [Player 2]’s lightning with their holoshield. It was too powerful and overloaded the power cell causing it to explode. [Player 1] was blown off of their feet by their enemy’s lightning, slamming into the wall behind them and crumpling to the floor.
Remember that pain does affect people's performance and should be roleplayed accordingly. For example, if someone breaks your character's femur, and you accept that your character would be severely impaired regardless of how much HP they have left.
Roleplayers need to keep track of their characters' injuries they sustain during the battle for realistic roleplay.
A player can have any number of HP when they become unconscious. A character can be attempted to be knocked out on a critical success roll. To have access to this you must be the same tiered rank as your enemy or an above tier. If the character is knocked out they have a chance to re-enter the encounter at the end of their turn - only if the encounter is still in progress and they have HP left. During their turn they must roll a save out of 20 and get 10 or higher, similar to breaking disadvantage. If that character awakens with any sort of binds on, they are considered to be imprisoned. Unless the person’s original party/group/partner overpowers the enemy and releases you. If a character is knocked out in a 1 vs 1 battle they have lost that battle.
9. Escape and Invalidly Leaving
When rolling to escape the closest person of your tiered rank gets to have one opportunity to stop you. If there is no one of that rank nearby, the next highest rank gets one chance to stop the one who made the initial escape.
If escaping with another player or someone unconscious, imprisoned, or majorly injured, while you are attempting to escape the player must roll disadvantage due to the extra weight.
Invalidly leaving a combat scene or a scene where your character is in imminent danger before its conclusion, either by leaving the room/planet or logging off, results in that character becoming majorly injured by default, subject to an individual explaining it afterward as an error that might be a result of real-life commitments, poor internet, etc. Role-play your character exiting a scene validly and without powergaming to avoid this.
10. Major Injury
If a character is majorly injured in combat, (You accept a major injury: Note: that only lethal injuries, bone fracture/breaks, and maiming/impaling constitute major injuries or you get lowered to 0 HP.) After the scene they are assumed to be returned safely to their respective stronghold to undergo 24 hours of healing. During these 24 hours, an individual can role-play their character in their respective faction’s stronghold but cannot enter combat encounters. If they enter combat each roll is considered an automatic loss. Leaving your faction stronghold is allowed but considered extremely risky as you cannot roll for escape. If a character is injured, they must role-play the impact of their pain accordingly in the following scenes for a sensible and appropriate period of time during their debuff time. (See rule 12).
Role-play officers may be forced to enforce this rule if individuals are powergaming during combat or a scene to avoid being majorly injured; a role-play officer may attribute that an individual's character with a major injury; they may also be forced to enforce this rule if an individual is role-playing a majorly injured character before their 24 hour period of healing is finished.
Sometimes a character becoming majorly injured is unavoidable. Characters should be aware of surrounding dangers and act pragmatically to avoid extreme danger. Your actions have consequences.
Sith and other martial factions are encouraged to make use of the major injury rule as it aligns with their code.
If a character is imprisoned by an enemy they are assumed to be transported to the opposing faction’s stronghold cells for 24 hours. Imprisonment can be a result of being arrested or being kidnapped. A character does not need to be at 0 hp to become detained. Individuals may choose for their character to remain imprisoned for longer than 24 hours. Characters can role-play with their captors during their 24 hour imprisonment period but are assumed to be too weak to fight or organize an escape. Their interrogator will get three rolls to attempt to gain the information that they want, focus points can be used. A prisoner is not forced to roleplay with their captor, if they choose this option they should give up 1 piece of valuable information that can be used in character. At the end of the 24 hour period a character is released either by escaping (off-screen or through role-play) or being released by their captors.
A character who is imprisoned by another character may be majorly injured during their imprisonment time.(Reminder: Major injuries constitute broken limbs, fingers, cuts and the like. Not dismemberment of permanent disfigurement.) If this is the case then a character can no longer role-play with their captor as they are assumed to be receiving healing and too weak to interact. However, a major injury in this instance is assumed to be fully healed at the end of the 24 hour imprisonment period and does not create a new 24 hour healing period.
The RP Department may be forced to enforce this rule if individuals are powergaming during combat or a scene to avoid being imprisoned; a role-play officer may attribute that an individual's character as being imprisoned; they may also be forced to enforce this rule if an individual is role-playing an imprisoned character before their 24 hour period of imprisonment is finished. Sometimes a character becoming imprisoned is unavoidable. Characters should be aware of surrounding dangers and act pragmatically to avoid extreme danger.
The Systems CommonWealth are encouraged to make use of the imprisonment rule as it aligns with their code. Your actions have consequences!
12. Exhaustion Debuff
If a player gains a major injury or becomes imprisoned after their 24 hour cool downtime, they have an exhaustion debuff that forces them to roll one tier lower for the next 48 hours except for tier 0 which will suffer a -5 to their rolls for the 48 hours and the exception of tier 3-5 individuals which will roll as tier 2.
13. Exhaustion and Missing Health
If you have used your skill points, focus points, or have received damage throughout the day. Your SP, FP, and HP will reset at 12 AM EST, unless you have been Imprisoned or Majorly injured. You may be healed through FP usage or by a player who has the healing/medicine skill. (See healing under rule 7 in combat.).
An individual can choose for their character to die at any moment. It is up to an individual's discretion when their character dies. If a character defeats another character through combat or otherwise but writes a role-playing line that insinuates another character's death then it will be treated as a major injury. Individuals are advised to ensure they are confident and clear about their decision to kill a character because under normal circumstances it should not be reversed.
15. Gaining a new piece of gear, Force ability
Any ability or equipment pieces that are highlighted purple on the SCW cheat sheets are mostly considered difficult to achieve and or acquire. This is not always the case however if you are looking to learn a purple ability please contact an RP moderator.
One can only roll for a new piece of gear or Force ability once every other attended scene. This scene can be a social or a mission. This is to ensure that people are spending time practicing learning these new abilities and gear after they have succeeded their roll and have added it to their biography.
You cannot use focus points to add additional rolls.
To gain lower than your tiered rank you get 3 rolls per day and must succeed over 60% on one of them.
Tier 0: roll 1-60 must get a 35 or higher
Tier 1: roll 1-75 must get a 45 or higher
Tier 2: roll 1-90 must get a 50 or higher
Tier 3: roll 20-100 must get a 60 or higher etc.
To gain something new of your current tier you get 3 rolls per day and must succeed over 70% on one of them
Tier 0: roll 1-60 must get a 40 or higher
Tier 1: roll 1-75 must get a 50 or higher
Tier 2: roll 1-90 must get a 60 or higher
Tier 3: roll 20-100 must get a 70 or higher
To gain something above your tier by one tier you get two rolls per day and must succeed over 80%
Tier 0: roll 1-60 must get a 50 or higher
Tier 1: roll 1-75 must get a 60 or higher
Tier 2: roll 1-90 must get a 70 or higher
Tier 3: roll 20-100 must get a 80 or higher etc.
To gain something two tiers above one's rank is difficult and unlikely. The individual gets one roll a day and must succeed over 95%
Tier 0: roll 1-60 must get a 55 or higher
Tier 1: roll 1-75 must get a 70 or higher
Tier 2: roll 1-90 must get a 85 or higher
Tier 3: roll 20-100 must get a 95 or higher
16. In Character Shop and Crafting Shop
We have two shops in our Roleplay community.
The In Character Shop contains items that your character can buy and the price in Commonwealth credits that it will cost. Items are open to any tier to buy but some items, highlighted in purple, have some prerequisites. If you wish to purchase an item for your character, they must have enough credits and you must let an RP mod know and have them remove those credits from your character on the roster.
Make sure to add any new items that your character acquired to your gear list in your bio. It is important to keep the bio up to date with new gear and armor or you will not be allowed to use them in scenes.
Our second shop is the Crafting Shop. This shop contains a myriad of materials that your character can use to craft things from new barrels to blasters to armor to droids. Each material is listed by the unit as a general measurement to keep things simple. Each thing that your character wants to create will require a certain amount of units of material. For example, some armored boots would take 2 units of material per boot, with that material being up to you to choose. Keep in mind, it should make logical sense. Some materials are rare and expensive and would require RP mod approval to use.
As with the In Character Shop, your character must have the appropriate amount of credits to purchase materials and you must let an RP mod know what you are buying so that the credits can be removed from your character on the roster.
17. Crafting, Projects, Languages and Skill Advancement for Tier 3+
To learn a new skill, language, craft, or take up a project a character must emote out the process each day and then roll rank. Each roll should have a note on the roster that explains the progress and what your character needed to do to complete that particular step. The RP mod that approves your project will work with you to get this done.
If you roll a crit success, your roll for the day is doubled.
If you roll a crit fail, your total rolls thus far are halved and you may not use focus points to recover. This rule does not apply to languages and skills, however, if one does crit fail during a language or skill roll they cannot re-roll for the day.
Your character's progress is tracked in the crafting tab of the roster.
Crafting and Projects
To craft or create a project, your character must have the required skill or must request that the job be done by another character who has the required skill.
Materials will be needed which can be purchased in our crafting shop or found on missions. Once you know what you want to build and have the materials, let an RP mod know. They will set a threshold that your character will have to hit with rolls.
Normally a craft or project will take in total 5 rolls. The value that you achieve at the end of these five rolls will determine success or failure. If you succeed with 45% over the requested value that you must achieve, your craft or project will get a special ability that will be put on our artifact list! Focus points can be used.
Take a screenshot and send it to the RP mod that approved your craft. If the RP mod is already present in the scene, no screenshot is needed.
Learning languages is a little bit different and more difficult. Every character starts with Galactic basic and can choose 2 other languages if they wish at the beginning of creating their character- unless they pick the skill languages where they get one additional one at the beginning. Anyone who wishes to learn a new language needs to get an average of 80 for every one of their 5 needed rolls with a success total of 400. This essentially states that only tier 2+ can learn a new language after they choose their initial 3. Unlike crafting and projects, players can attempt to learn a new language without the skill but must roll disadvantage. This can be nullified if your character has an in-character mentor. If one is unavailable speak to an RP moderator for an alternative. Focus points can be used.
Take a screenshot and send it to the RP mod that approved your character learning a new language. If the RP mod is already present in the scene, no screenshot is needed.