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 co-operative 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 is 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.
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 characters abilities to prevent godmodding. Your known force abilities, skills and gear must be listed on your biography for it to be considered valid.
There is a limit to the amount 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 roster. Keep in mind that it is best to focus on the development of a single main character when you first start out, 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. 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 a Force Knight, Sith, Mandalorian, bounty hunter or otherwise.
You may, however, only be in one Faction Leadership or in character Councillor role on one of your characters.
Additionally, you may only role-play as one named character per encounter. Once you leave a fight on a character, they are not allowed to re-enter into the scene.
3b. Rank Transfers
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 from each tier if they pick a specific class (Guardian/juggernaut , Assassin/Shadow). 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 this rule applies to the amount of gear that they can realistically carry on them. Size 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.
Changing your character's factions are 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, Keys, Strongholds and @’ing
The current faction’s with their leaders are: The Commonwealth Force Knight Academy and Military (Gaheris Rhade / Althevalia Shalluat ), Mandalorian (Gal Vera) and Criminal Activity ( Tobias ).
The three official strongholds are the Alderaan Commonwealth Headquarters (Pub Guild Stronghold), Foxy Siren's (Underworld), and Clan Gra’tua (Mandalorian).
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. Foxy Sirens owned by Ina'kal'tarthi, however, is open for all factions to roleplay.
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 8AM EST - 11PM 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.
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 role-play 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 own 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 in a realistic way. 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 emotes is that you are never allowed to roleplay another character's pain, injury etc. You may only roleplay your own character leading suggestions on how you would like to hurt the opposite party.
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 you. Vs. [Name] utilizes force potency to send a direct, powerful force push towards your chest.
You may have combat without the roll system or you may physically duel (s, 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! Just because you get a lucky roll, does not mean your character is “stronger” than someone of a higher rank. Show fear, excitement, anger, pride and cowardice. Keep it in character. Out of character bragging is rude, unprofessional and not accepted.
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 faction’s 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 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 not required in battles up to 3 people. When one is attacked, one defends and it is recommended to be creative and make use of burst attacks however as a reminder you can only type one action per turn. 4+ people in combat requires initiative to be rolled out of 100. 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
Roll system: Force Knight / Sith / Military / Criminal / Individual Roleplayers
(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 roleplay group or the designated roleplay event host. Almost all of our Guild RP is player versus player and if the scene does not have a designated host, anyone can play an NPC for the benefit of the RP group as long as everyone agrees. Do your best to avoid using NPC’s for they lengthen the time of combat encounters immensely.
If you land a successful hit your enemy takes 1 damage to HP. However we must re honorable and fair to consider that a loss. You do not need to hit 0 HP to necessarily lose. Be as logical as possible when it comes to your attacks and defences.
Focus Points / Criticals and the Rotation 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, causing disadvantage and buffs.
The Rotation, Keeping track of combat: | (X) `4 Tier2 (2) | `2 Tier0 | `3 Tier1 (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 name comes next. The numbers in brackets are ones FP. 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.
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 knock out against the same tiered rank or lower.
If you roll your highest potential roll on a defence, you may counter attack or do some sort of action after you defend against the enemies attack.
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 lowests roll on a defence 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.
Single use advantage If you sacrifice a FP you may on one attack or defence roll - roll instant advantage before or after your enemy has rolled. Advantage means you can roll twice and take the higher roll.
Healing During a player's turn they 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 - if one wants to heal multiple people during a single turn they can as long as they have the Focus Points to support it. A heal can only be 1 HP at a time and 1 FP equals to 1 player. The enemy that is of the same tiered rank as the one using the treating the injured gets to attempt to roll to stop it.
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.
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.
Area of effect attacks Sacrifices a focus point to attack with an area attack. Use logic and know that anything can be turned into an AOE with creativity! For use against multiple enemies. AOE’s can also be used by a player who has the skill of healing/medicine, to cast over a group of players to buff their next healing roll, giving them advantage. That advantage lasts for a full rotation equal to the healers, medic, or doctors tiered rank.
You can buff your character during combat to give yourself advantage for a full rotation for every attack and defence 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 amount 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. The person under the buff is allowed to roll with the advantage while the person dropping the focus point to stop it, cannot.
Causing Disadvantage 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.
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.
54 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 ]
Defence: 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 70 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 enemies 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.
It is very important for roleplayers to keep track of their characters' injuries they sustain during battle for realistic roleplay.
8. Major Injury
In the event that 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. Any of your rolls to attack or escape are auto fails when you become Majorly Injured) or a scene they are assumed to be returned safely to their respective stronghold to undergo a 24 hour period of healing. During this 24 hour period an individual can role-play their character in their respective faction’s stronghold but cannot enter combat. If they enter combat each roll is considered an automatic loss.
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.
In the event that a character is imprisoned by an enemy they are assumed to be transported to the opposing factions 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 own character to remain imprisoned for longer than the 24 hour period. 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.
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...
10. Escape, Stealth 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 someone who is unconscious, imprisoned or majorly injured, while you are attempting to escape the player must roll disadvantage due to the extra weight. (Disadvantage: Roll twice and take the lower roll.)
When rolling for stealth the person who is closest with the best line of sight will get to roll, if there is no one within a 10 meter range of the person, if the player has stealth as a skill they do not need to roll.
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 afterwards 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.
11. 24 Hour Periods
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.
12. Exhaustion Debuff
If a player gains a major injury or becomes imprisoned , after their 24 hour cool down time - they have an exhaustion debuff that takes 5 off of their tiered rank roll for the next 48 hours. If they become imprisoned or gain an major injury during the 48 hour debuff time the negative to the rolls will stack. After their initial 24 hour period is over for the next 48 hours they would suffer a -10 debuff to their rolls. It can stack up to -30.
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.
14. End of Combat/Scene
Combat or a dangerous situation may end when one party is defeated, hurt, wounded, maimed or killed. If a character is hurt then they must role-play the impact of their pain accordingly in following scenes for a sensible and appropriate period of time. If a character is majorly injured, imprisoned or killed then rules 8. 9 or 10 apply.
15. Exhaustion and Missing Health
If you have used your focus points or have received damage throughout the day. Your FP and Health will only reset at 12 AM EST, unless you have been Imprisoned or Majorly injured. To note, You may be healed through FP usage or by a medical player. Rule 15 applies to those who are not being affected by a Story Arc regen or a DM’s discretion.
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.
17. Force or skill 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 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.
In combat these skills don’t automatically have advantage, you must sacrifice an FP to gain advantage. Any passive skill out of combat may always use advantage.
You can gain advantage of your specializations as long as you have an available focus point that can still be spent. (See FP’s See rule 7c.)
You can use advantage of your specialization skills as much as you want out of combat.
Gaining a new piece of gear, force move or skill:
To gain lower than your tiered rank you get 3 rolls per day and must succeed over 60% one of them
Tier 0: roll 1-50 must get a 30 or higher
Tier 1: roll 1-70 must get a 40 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 1-50 must get a 35 or higher
Tier 1: roll 1-70 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 1-50 must get a 40 or higher
Tier 1: roll 1-70 must get a 50 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 1-50 must get a 40 or higher
Tier 1: roll 1-70 must get a 60 or higher
Tier 2: roll 1-90 must get a 75 or higher
Tier 3: roll 20-100 must get a 95 or higher
New skills can only be learned by those who have achieved tier 4 and get one roll a month that they must gain a critical success on. An RP moderator must witness it.
Any ability or equipment pieces that are highlighted purple on the SCW cheat sheets are considered difficult to achieve and or acquire. Even if an individual is tier 3 they must achieve 95% or higher while learning and or acquiring one of these designated purple abilities or pieces of equipment
18. The RP Department
The RP Department is a group of appointed moderators for the role-play.
If a rule call is made by a RP Moderator for a scene. RPers are to abide by the call made at the time and not argue with the Moderator. If the RPer feels that the rule call was invalid they may report it to the RP department as a whole after the event. This is in place to avoid disruption in the flow of the event. They adjudicate disputes, enforce rules, manage the forums and the Discord server and serve as a communication point between role-players and factions to organize major events and storylines. Their word with regards to the rules and enforcing them is law.