09/20/2016 Star Wars: The Old Republic Structure Role Playing Rules v2.4

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1 Introduction The Star Wars: The Old Republic Structured Role Playing Rules are intended to define a game engine and mechanics to help implement a table-top style role playing game compatible with the Star Wars: The Old Republic online game. These rules help to define both combat and non-combat aspects of role playing including gathering information, interacting with the environment and support roles. While a good deal of tabletop role play is typically centered around combat, as is much of the in game content provided in the actual SWTOR game itself, these rules attempt to balance combat with other problem solving, investigatory and cooperative abilities that allow the Game Master (GM) to provide a content rich story along with the actual game play. These rules define an environment in which to conduct your role play, ultimately it is up to the GM to make adjustments based on story and audience to provide the best possible experience. All rules in this document are meant as a guide and can be employed, interpreted or ignored as needed. Basic Mechanics> The mechanics of the Structured Role Play rules are geared towards the characters, how they develop and advance and how they interface with Player Characters (PC)s, Non-Player Characters (NPC)s and the environment. Player Characters are in game characters that are portrayed by the actual players who are participating in the role play event. Players are typically grouped together in parties, teams, groups or expeditions and participate in the role playing content together and in an interactive manner. Non-Player Characters are in game characters portrayed by the GM or assistants to the GM. These characters could be in game player owned characters or they could be in game NPC s the GM or his/her assistants use as avatars in which to act out dialogue or actions. Environment interaction can come in the form of objects that can be interacted with for searches, security systems that need to be deactivated, computer terminals that can be sliced or booby traps or other environmental hazards that can affect the players. Interaction with all of the above have rules that govern their interactions. The basic game mechanic for determining success or failure of any interactions is a D20 roll plus bonus system. Players are awarded four Base Stats that assist their roles. When a player is faced with a challenge situation that requires a success or fail determination they make a D20 roll (/roll 20 in the in game chat system), they then add their result to any applicable bonus from their Base Stat or any other bonus source such as Special Abilities or Acquired Abilities. The die roll plus all applicable bonuses is their challenge result. This result is then checked against the appropriate ability/response

2 check. If the players roll meets or exceeds the check then their action succeeds. Character Basics> Basic abilities such as Attack, Defense, Intelligence and Technical abilities are built into every character in the game. These abilities are powered by several different types of statistics that allow the player to supplement their characters D20 roll, add bonuses or perform additional abilities. Base Stats> All player characters are granted four Base Stats. These include Attack, Defense, Intelligence and Technical. All challenge roll interactions that player characters have with any aspect of the in game environment use these stats to determine success or failure. As characters gain experience they increase in level. Increases in character level grant additional Base Stat Points the player may allocate to a character s Base Stats, allowing them to customize their characters abilities and capabilities. The current cap for Base Stats is a maximum value of 15 points per Base Stat. The Base Stat value is a generic bonus to all abilities that fall under that given statistic. This can be combined with Special Ability bonus when exercising a specific ability. See Special Abilities below for more details. Specialty Abilities> Each Base Stat is further broken down into Specialty Abilities. These Specialty Abilities allow characters to further define their characters abilities at a more granular level. Specialty Abilities help to enhance a characters ability to perform a specific action by granting a bonus to the characters Base Stat under certain conditions. There is no current cap for Specialty Abilities. Any bonus provided by a Specialty Ability is combined with the bonus provided by the Base Stat under which the Specialty Ability resides. The cumulative bonus of both numbers is then added to the D20 roll for a total challenge roll response. Acquired Abilities> While all characters can perform basic tasks such as Attack, Defense, Intelligence and certain Technical abilities players may further customize their characters through the use of Acquired Abilities. Acquired Abilities allow players to grant their characters unique abilities. These abilities allow for new actions above and beyond their standard abilities or may grant an additional bonus to their Base Stats. Acquired Abilities are character specific and non-transferrable between characters. There is currently no cap on the number of Acquired Abilities a character may obtain, however a maximum of three Acquired abilities may be used at any given time. See Appendix B for a complete list of all Acquired Abilities and their details.

3 Gameplay Basics> Gameplay in Structured Role Play flows in a controlled manner in order to provide distinct time slices for each event to happen. Much of the action in the sessions occurs in a turn based environment that allows for a fair and even exchange of actions. Sequencing> Game play is handled by a hierarchy of sequenced events. These events range from the overall Campaign, which focuses on the bigger picture of the main story and progress through a series of more refined sequences until you reach the granular level of actual game play. Campaigns> Structured Role Play is based first on Campaigns. A Campaign is a series of events or chapters that move the overall story forward while allowing players the freedom to interact and shape the story. Chapters> Campaigns are broken down into Chapters. Chapters can be as long or short as the group decides. The purpose of Chapters are to have a fixed starting and end points for each Role Play event and to allow for the possibilities of Out of Character (OOC) events to occur that support the overall story. Scenarios> A Chapter is conducted in Scenarios. Scenarios are specific role play events that happen In Character (IC) with the players and the GM. A chapter can consist of a single Scenario or multiple Scenarios. Scenarios are typically defined by scenes or locations where the story unfolds. Rounds> Scenarios are further broken down into Rounds. A Round is a specific sequence of events that can be either Passive or Active. Passive rounds require no challenge rolls while Active rounds involve challenge rolls in order to progress. Rounds may be governed by initiative rolls in which a strict turn based system is used such as in a combat situation. Or rounds can be conducted in a more casual action/reaction session where players each take actions, ask questions or perform interactions without the need for initiative rolls or specific sequencing. This distinction will be explained in more detail later. Character Development> As players progress through the role play story with their characters, the characters grow, develop and gain new abilities and improved capabilities. This evolution of the character is manifested in the form of increased Base Stats, Specialty Abilities and the accumulation of Acquired Abilities. Players have several paths in which they can progress their characters. Experience Points (XP)>

4 Structure Role Play makes use of the traditional reward model of Experience Points (XP) and level progression. Experience Points are awarded to characters for completing certain tasks, prevailing in combat situations, discovering vital clues or providing support to their team mates and progressing through the overall story of the Scenario, Chapter and Campaign. Experience points are needed to increase a character in level. As characters increase in level they gain increases to statistics such as Base Stats, Hit Points, Damage, etc. As players progress in levels they also earn new Acquired Abilities and are able to employ and increasing number of Acquired Abilities. Experience points are typically awarded per scenario at the end of each scenario based on the accomplishments of the group during the given scenario. Experience points for the entire group effort are totaled for the scenario then divided evenly among the group, though this is done entirely at the discretion of the GM. Merit Points (MP)> Merit Points are a specialized form of character building reward that is awarded by the GM. The GM might build in a default number of Merit Point s for each scenario to ensure characters can progress using Merit Point s. The GM may also use the Merit Point system to reward players who perform above and beyond the expectations of the GM. Merit Points are awarded to characters at the GM s discretion and can be used to purchase Specialized Abilities, Acquired Abilities or other character improvements. Levels> The ultimate goal of the players beyond enjoying themselves and advancing the story is gaining levels for the characters. Higher levels grant higher stats, more abilities and more powerful abilities. The current level cap is 20.

5 Structured Role Play Game Mechanics Engine> Overall game play in Star Wars: The Old Republic Structured Role Play is governed by the Structured Role Play Game Mechanics Engine (GME). This is a set of rules that define character definitions, advancement and interactions. The GME is the heart of Structured Role Play and is what the GM uses to build and run Campaigns. The key components for the GME are defined below. Character Creation> When a player creates a character to participate in Structured Role Play they do so by completing a Character Card. Character Cards define the basic information and statistics about a given character. These Character Cards are then used during game play as part of the Structured Role Play Game Mechanics Engine. Character Cards track certain vital statistics, both static and dynamic which are attributed to the given character. The Character Card is broken down into three component parts: Player Defined, Base Stat, and Abilities. Player Defined> Player Defined fields are those that are initially determined by the player. These are static values that do not change with the character and once chosen are set for the lifetime of the given character with the exception of Level. Players may start their characters out at any level between 1 and 5. Once the starting level is defined by the player it only changes when the character accumulates a sufficient number of experience points to move to the next level. The player defined fields are as follows: - Name: Character name, title and/or designation - Level: Starting levels are from 1 to 5 - Force Sensitive (Y/N) determines if the player is Force Sensitive. This distinction will determine which abilities the character is eligible for. - Attack Type: (Melee/Non-Melee) determines the skills and abilities as well as the range of attack the character can make during combat. Name> o Melee attack types have a maximum range of five meters. o Ranged attack types have a maximum range of twenty meters Players have the freedom to name their characters at their discretion. Structured Role Play character names are not required to match the in game character name of the chosen characters. Players may choose to attribute a title (such as Lord, Darth, Doctor, etc.) or a designation to their name in order to fully embrace the spirit of the role play experience. Provided the GM has no objections to the name (such as names that would conflict or interfere with story content or non-player characters incorporated into the story) the player has total freedom over the name they choose for their character. Level> Characters advance in abilities and powers by gaining Experience Points and increasing in Level. There is currently a level cap of 20, while players may start out at levels 1 through 4. Each level grants certain rewards in the form of Base Stat Points, Force Points, Hit Points, Damage Points and Acquired Abilities. See Appendix A for a full list of all levels and the rewards they grant.

6 Rewards are cumulative from level to level. Regardless of whether a player

7 starts a character at level 1 or level 4, the level 4 character gains all of the rewards that are granted to level 1, 2 and 3. As a character progresses through the levels they will gain additional rewards to use in customizing their powers and abilities. When a character starts at any level other than level 1 they start out with the base XP required to attain that level. For instance a character starting at level 3 would immediately start out with 1,200 XP. Characters who start at level 1 start with 0 experience points. The advantage of starting at level 1 versus level 5 comes from the rewards players can obtain during game play that can stay with their characters moving forward. This rewards include merit points gain in levels 1-4, as well as equipment, gear and items found during question at lower levels that help to enhance a characters capabilities. Force Sensitive> Every character has certain natural abilities. The Force is capable of enhancing these natural abilities in every character. Some Force skills require very little training and indeed may be instinctive. These are static Force abilities that any character may use, even non-force sensitive characters. For non-force sensitive characters it is considered the luck effect. Each character has a pool of Force Points. Each time a character uses a named Force Ability or Static Force (or Luck ) ability that requires a Force Point they expend Force Points from their given allotment of Force Points. Force Points are awarded based on level for applicable characters. The higher the level the more Force Points a character is awarded. Once a character s Force Points are exhausted they may not perform any more actions that require the use of Force Points. Characters do not naturally regain Force during a scenario, nor do Force points replenish at the end of an encounter or during transition from a Passive to an Active encounter. Force Points only replenish through the use of certain Acquired Abilities or between chapters. Characters may only spend Force Points once per turn unless otherwise stated by an Acquired Ability. Some abilities allow characters to spend Force Points on other characters turns, but they may only spend Force Points once per turn per character activation. Below are the Static Force powers that all characters may spend Force points on without the need for an Acquired Force Ability. - Force Awareness/Dumb Luck: Force 1; reroll your last missed roll (Attack, Challenge, Defense, Save) - Force Speed/Haste: Force 1; move an additional 10 meters as part of your normal turn Attack Type> There are two different types of attack; Melee and non-melee. Melee attacks require a character to be within (5) meters of the target in order to attack. Non-

8 Melee attacks may attack at ranges up to (30) meters provided they have line of site to the target and the target enemy is a legal target. See the Targeting section below for more information on legal targets. Attacks via some Acquired Abilities may have their own pre-defined range that overrides the default 5/30 range restrictions defined here. Base Stats> Base Stats define the bonus players may add to the challenge rolls their characters make during game play, or define a resource that allows the use of abilities. Most of these Base Stat values can be modified as the character progresses in levels. Depending on the details defined in the Player Defined fields, some Base Stats may be static. Base Stats are composed of the following: Abilities> - Attack: A bonus added to any direct Attack rolls your character must make - Defense: A bonus added to any Defense rolls your character must make - Intelligence: A bonus added to any Intelligence roll your character must make - Technical: A bonus added to any Technical roll your character must make - Damage: The amount of damage points the character inflicts during a normal successful attack. - Hit Points: The number of damage points the character can sustain without being incapacitated or killed. - Force Points: The number of Force Points a character has available to spend for Acquired Abilities or Static Force Abilities that require Force Points. This is governed by both the Force Sensitive designation under the Player Defined fields as well as the characters level - Resource Points: The number of Resource Points a character has available to spend for Acquired Abilities that require Resource Points. In addition to the basic challenge rolls a player may perform there are Specialty Abilities as well as Acquired Abilities that allow the player to customize their character and make their character more role specific. The following Specialized Abilities are available which influence one of the four Base Stats (Attack, Defense, Intelligence, Technical) Specialty Abilities> Attack> Attack skills allow characters to engage with and attempt to damage or stun enemy characters and objects during an active round. Melee Attack: For every (4) Merit Points allocated, +1 to Attack Base Stat against adjacent targets Ranged Attack: For every (4) Merit Points allocated, +1 to Attack Base Stat against non-adjacent targets Stun Attack: For every (4) Merit Points allocated, +1 to your Stun roll Defense> Defense skills provide a bonus to a characters defense rolls and assist in defending against incoming attacks and stuns. Martial Arts: For every (4) Merit Points allocated, +1 to

9 Defense Base Stat against attacks from adjacent enemies Dexterity: For every (4) Merit Points allocated, +1 to Defense Base Stat against attacks from non-adjacent enemies Fortitude: For every (4) Merit Points allocated, +1 to your Stun defense roll Intelligence> Intelligence skills are characteristic role play skills that allow the character to gain information vital to accomplishing their objectives through several different channels. Intelligence rolls against NPC s are answered by a challenge roll by the GM using the NPC s own Intelligence Base Stat bonus. Intelligence rolls against non-npc environmental conditions are a chance roll of 11 or higher total roll. Example: Juno attempts to persuade Vallon to provide the security key to their data-pad. o Juno rolls a D20 Intelligence challenge check (adds any bonus from Charisma or other Acquired Abilities) and has a total Intelligence check of 14 o Vallon rolls a D20 Intelligence challenge response (adds any bonus from Charisma or other Acquired Abilities) and has a total Intelligence check of 12 o Vallon must now reveal information pertinent to the challenge Charisma: Used when directly interacting with an NPC to persuade or avoid being persuaded by the NPC. For every (4) Merit Points allocated, +1 to Intelligence Base Stat for Charisma checks Observation: Used to passively gain information from a player or the environment, observing mannerisms, determining truthfulness, finding objects, detecting traps, locating hidden items, etc. For every (4) Merit Points allocated +1 to Intelligence Base Stat for Observation checks Evasion: Evasion aids characters in avoiding detection during Passive Rounds or exiting Active Rounds. For every (4) Merit Points +1 to Intelligence Base Stat for Intelligence Technical> Characters may take on supportive roles both in and out of combat. Technical skills are all direct rolls against the GM. Technical rolls are always considered chance rolls of a total roll of 11 or higher. Example: Kasper attempts to heal Jelvin o Kasper rolls a D20 Technical challenge (adds any bonus from Healing or other Acquired Abilities) and has a total Technical check of 14

10 o Kasper successfully heals Jelvin for 10 Hit Points, Jelvin s Hit Points go up by 10 up to the maximum allowed on the character card. Engineering: Engineering skills allow characters to repair objects, defuse bombs or traps or modify mechanical objects. For every (4) Merit Points allocated +1 to Technical Base Stat for Engineering checks Healing: Healing allows characters to heal themselves or adjacent characters and NPCs. For every (4) Merit Points allocated +1 to Technical Base Stat for Healing checks Slicing: The ability to gain unauthorized access to computer systems, communications network, nearby droids and other such technology that is otherwise unprotected from a story standpoint. For every (4) Merit Points allocated +1 to Technical Base Stat for Slicing checks. Cooperative Abilities> Acting as a team, characters may work together to improve their chance of success while attempt to accomplish specific tasks. This function is referred to as Cooperative Abilities. Below are the rules for Cooperative Abilities: - During a round one or more characters may sacrifice their turn in the round to give another character a bonus to a skill check - Inactive characters who are cooperating with the active player must not have already activated or be under the influence of any attack or ability that precludes them from activating this round. - Uses for such types of actions: Combined Fire: for each character combining fire the acting character gains +4 Attack Base Stat. All characters involved in the attack must have Line of Sight to the targeted defender Diversion: for each character diverting the attention of the attacker the acting character gains +4 Defense Base Stat Distraction: for each character distracting the NPC or entity being targeted acting character gains +4 Intelligence Base Stat Assistance: for each character providing technical assistance the acting character gains +4 Technical Base Stat NOTE: Cooperative Abilities ONLY affect the ability to perform a task or execute a skill, they do not influence the result of that task or skill. They do not grant any higher result (such as additional damage or healing) Example: Javanda combines fire with Falco against the bounty hunter coming through the door Javanda, has not activated yet this round and is now considered activated. He cannot move, attack or take any other action this round.

11 Falco attacks the bounty hunter coming through the door. Falco rolls a D20 (adds any bonus from Ranged Attack or other Acquired Abilities) then adds an additional +4 from Javanda s Combined Fire and has a total Attack check of 18 Acquired Abilities> Acquired Abilities are named abilities that allow characters to enhance their natural abilities or imbue them with extra abilities. Players may have only three acquired abilities on their character card for the duration of any Scenario. In addition to the designated levels in which characters are awarded Acquired Abilities they may also purchase additional Acquired Abilities using accrued Merit Points. Each Acquired Ability may be purchased by turning in eight (8) unallocated Merit Points for one (1) Acquired Ability. Acquired Abilities can be used at different times depending on the definition of the ability. Some are combat specific abilities and can only be used during an Active combat round. Other abilities can be used once at the start of a Scenario and remain in effect for the duration of the scenario. Acquired Abilities fall into one of three action classes, Replaces turn, Replaces Attack or Passive Ability as defined below: Replaces Turn: Any Acquired Ability that is defined as 'replace turn' must be used during the players turn in a Scenario in either a Passive Round or Active Round and replaces the turn the character would normally have taken. When a character activates an Acquired Ability that replaces turn their turn ends immediate after that action and they may take no other action afterward. Acquired Abilities that 'replaces turn' may only be used on that characters turn. A character using an Acquired Ability that Replaces Turn may not move when using the ability. Replaces Attack: Acquired Abilities that 'replace attack' can only be used during an initiative based Active Round on the characters turn unless otherwise noted on the ability. The character may still move but does not gain any benefit associated with a standard attack action such as resource or force point regeneration. Passive Abilities: Passive abilities are abilities that are either always in effect or abilities that can be performed outside of a characters normal activation which do not require you to replace attack or replace turn. Certain defensive Acquired Abilities are considered Passive Abilities because they do not require the character to replace an attack or replace a turn, these are typically activated on an opposing players turn. Passive abilities must be declared prior to the start of an Active round in order to be in effect for the round or must be declared on the acting players turn in the Active round. NOTE: Refer to Appendix B for complete details and a list of all Acquired Abilities available to players Stacking

12 There is a wide array of Acquired Abilities that grant bonuses to a character s Base Stats and or Specialty Abilities as well as Acquired Abilities that grant special skills. Some Acquired Abilities stack while others do not. Acquired Abilities that provide a bonus to a Base Stat or Specialty Ability do not stack with other Acquired Abilities that provide a bonus to the same Base Stat or Specialty Ability, unless it specifically states otherwise on the Acquired Ability description. Acquired Abilities that grant similar skills, for instance Evade, Force Shield or Lightsaber Reflect may be used in logical sequence. For instance, if a player fails to make a defensive role against an attack they may choose to use their Evade ability to avoid the damaging effects. If they fail to make the required save for their Evade ability they may choose to use a Force Point to use their Lightsaber Reflect ability to avoid the damage and reflect it back to the target. The sequence in which these abilities are used is dictated by the player. Targeting When making combat attacks or using certain Acquired Abilities characters may be required to target the individuals they wish to influence. Targeting is accomplished through a prioritized order of determination. Once all of the requirements are met the target can be deemed a legal target and action may be taken. Line of Sight> In order to be considered a valid target a character must have Line of Sight (LOS) to the target character unless otherwise noted. To determine if you have LOS to a character zoom your camera all the way in the first person perspective. If you can see the character and the character can see you, regardless of any obstructions you are considered to have Line of Sight. If a character is completely behind an obstacle, wall or obscured by a ledge there can be no Line of Sight. Cover> Characters may position themselves in such a way as to be partially obscured but still have Line of Sight to characters. When this occurs the obscured character is considered to have cover. Characters who have cover from the attacker are granted a +4 defense while attacked by nonadjacent enemies. Cover can be provided by walls, low objects or other players. Objects that provide cover which are adjacent to your character do not grant enemy characters cover. To determine if you have cover zoom your camera in to first person view. If there is a wall, low object or other player or GM controlled non-player character that partially obscures your view of the target you are considered to have cover. Object adjacent to the attacker do not provide cover to the target unless the target is also adjacent to the object. Targeting Priority: - Adjacent Targets: Attackers must target adjacent enemies first. If there are multiple adjacent enemies within five meters the attacker may choose any of those targets to attack - Enemy targets without cover: Non-adjacent characters who are in the open without cover must be targeted before non-adjacent characters in

13 cover - Closest enemy target in cover: If all characters in Line of Sight are in cover the attacker must target the closest character in cover NOTE: Certain Acquired Abilities may influence or override these targeting rules. Commander Effects> Commander Effects allow players to grant abilities to followers and allies. These abilities may bolster base stats, provide Acquired Abilities, grant extra activations or otherwise enhance the overall ability for the team to operate effectively. Commander Effects become available to characters at Level 5, and additional more powerful Commander Effects become available at progressively increasing levels. Players may only have one Commander Effect per character during any given adventure. The Commander Effect consumes one of your Acquired Ability slots. Characters are not required to take on a Commander Effect. Commanders/Follows/Allies> Characters are characterized as either Commanders or Followers. All Commanders and Followers on the same team are considered Allies. Commanders> Characters who take on a Commander Effect are designated as a "Commander". A team can be made up of multiple commanders with different Commander Effects influencing both Followers and Allies alike. Commander Effects do not stack. Therefore two characters on the same team with the same Commander Effect do not provide double the effect. Commanders can be influenced by Commander Effects only if the Commander Effect influences Allies. Commanders cannot be influenced by Commander Effects that influence Followers. Followers> A character without a Commander Effect is designated as a "Follower" for the purpose of Commander Effects. Followers may be influenced by Commander Effects that pertain to Followers and Allies. Commander Effects are universal and do not have specific Force alignment requirements. However some Commander Effects are Force related. These are typically best utilized on Force Sensitive characters but can be used on any character. Any player may choose a Commander Effect of their character's appropriate level. Characters may have more than one Commander Effect, but only one Commander Effect may be active on a character card during any scenario and must be declared prior to the start of the scenario. Players may "purchase" Commander Effects by spending(8) eight Merit Points per Commander Effect. Character Cards> Character Cards refer to a predefined format from which we track, update and play the game. Character Cards track all of the vital information listed above for a

14 given character. At the end of each Scenario players update their character cards with any rewards, mission objects or experience points gained. Character cards are provided in the form of text that will track the most vital statistics with minimal input from the user. This file and accompanying documentation is available as a separate addendum to this document. Gameplay Mechanics> The game is played in Scenarios, each Scenario can be a standalone adventure or part of a larger Campaign of Scenarios strung together. Regardless of the scale of the overall game play, the basic heart of the role play game boils down to the individual Scenarios. Scenarios are conducted in the form of rounds. There are two types of rounds Passive Rounds and Active Rounds. The type of round determines the actions a player may take, the order in which they take them and how they take them. Passive Rounds> Passive Rounds occur when characters are interacting with NPC s, the environment or each other and do not require challenge rolls other than for non-combat skill checks. These include Intelligence Base Stat and Technical Base Stat checks. Characters are welcome to move about freely and without restriction during passive rounds. Passive rounds end when players either exit the area or an Active Round begins Players do not regenerate Resource or Force points during Passive Rounds. Any Resource or Force points spent during Passive Rounds do not replenish at the start of an Active Round Active Rounds> Active Rounds occur when the party encounters a challenge. This can come in the form of combat, an environmental challenge such as a trap, or through aggressive negotiations with other characters who are resisting Intelligence rolls. Active Rounds always begin with an Initiative Roll. Initiative Roll> Initiative Rolls occur at the beginning of each Active Round. Initiative Rolls determine the sequence in which each side of the Active Round activates. All players from all parties roll a D20. The highest roll wins initiative (unless other outstanding circumstances dictate otherwise). The player with the winning roll determines which party may activate first. The members of each party determine the order in which their party members activate. Once the first initiative roll has been concluded and the starting party has been identified the Active Round begins. There is a specific sequence of events that have to happen in the round and each ability and effect occurs at a specific time in this sequence. The Active Round sequence is as follows: 1. Initiative is determine 2. Party 1 activates (2 characters) 3. Party 2 activates (2 characters)

15 4. Repeat steps 2 and 3 until all characters from all parties have activated 5. Resolve effects 6. Return to step 1 After initiative is determined the parties each activate in the order determined by the Initiative Roll. When parties activate they activate two characters on their turn, then the opposing party activates. When the opposing party activates they activate two characters on their turn then control returns to the previous party to continue their activations. This alternating of activations ensures that all parties have a chance to fairly activate their characters without overloading activations on one party or the other. Character Activation> Character Activation is the portion of the round in which player characters and Non-Player Characters perform their actions. Characters may perform a number of actions on their Activation, each of which are governed by their choice of Movement options. Movement/Action> During an Active Phase character movements and the actions they may perform are restricted by the initiative roll, the activation order and the distance they can move both with and without performing an action. Each activation in an Active Phase is intended to represent a specific time slice in the Scenario. During this small time slice characters may perform certain actions. A character has the following restrictions on their activation: - Attack: A character may choose to attack without moving. This allows a character to use abilities that "replace turn" as well as abilities that allow bonuses to their attack if they do not move - Heal: A character may choose to not move and attempt to heal themselves or an adjacent character for +10 hit points. Characters must make a D20 roll, add any applicable bonus to determine their total heal check in a chance roll of 11 or higher. - Move: A character that does not perform an action (Attack, Intelligence, Technical) may move up to 20 meters on their turn from their start point. - Move and Action/Attack: A character may move 10 meters and perform an action or attack. The character may move then perform the action or attack, or perform the action or attack then move. Abilities that Replace Turn cannot be used when a character is moving. - Intelligence: A character performing a Intelligence action cannot move - Technical: A character performing a Technical action cannot move - Pass: When a player passes their turn their character takes no action, makes no movement or uses any Acquired Ability. During a Pass activation the character gains +1 Resource Point and/or +1 Force Point as applicable. Characters that pass their turn are subject to any effects already in place that persist for the duration of the encounter.

16 - Cooperative Ability: Characters may sacrifice their turn to perform a cooperative action to assist another party member who has not yet activated. By doing so they are unable to move or take an action themselves in exchange for providing a cooperative bonus to the target ally. Once all parties have been activated and before the next Initiative Roll all parties resolve any effects from actions during the round. These effects could include resolving any poisons, stuns, character manipulations, commander effects, door effects or any other ability. These end of round resolve effects are considered to happen simultaneously so the order in which they are resolved is unimportant. Ending an Active Round> An Active Round ends under one of two circumstances. The party can satisfy the requirements of the Active Round (defeat all enemy opposition, overcome an active environmental challenge) or the party may also attempt to exit the Active Round. Satisfying Active Round Requirements> When a party enters an Active Round there are specific objectives required to complete the Active Round. These can be combat specific objectives in which the party must defeat or force a surrender of the enemy opposition. Alternatively the objectives could be environmental challenges such as diffusing a bomb, disabling a security system or slicing data from a computer or droid. Once the objective for the current Active Round is completed the party as a whole is removed from the Active Round. Exiting an Active Round> Characters may attempt to exit and Active Round individually. This is essentially an attempt to sneak away from the activity of the round. In order to accomplish this, characters may attempt to use the Evasion ability under their Intelligence skill tree. A D20 roll added to their Intelligence bonus is checked against a modified Intelligence D20 roll from the GM. Characters must make two (2) immediate and consecutive successful skill checks in order to exit the Active Round. If successful the exiting character is no longer considered to be part of the continuing Active Round and may act freely provided it does not influence any members currently engaged in the Active Round. Any effects or influence from Commander Effects, Acquired Abilities, items or objects or any other factor that the exiting character has on individuals still in the Active Round immediately end when the exiting player successfully removes itself from the Active Round. Characters who have successfully removed themselves from the Active Round may not reenter the active round or interact with NPC s or Allies still engaged in the Active Round until the Active Round ends or an ally removes itself from the Active Round. Once all party members have exited the current Active Round the Active Round is considered ended. Characters may then act freely once again

17 without the need to roll Initiative and are considered to once again be in a Passive Round. Attacks of Opportunity> During an Active Round in which players are engaged in combat any character who moves adjacent to an enemy character is considered locked in combat. Once a character is adjacent to an enemy character if the character attempts to move away from or move past a stationary enemy character the stationary character may make a free attack called an Attack of Opportunity. An Attack of Opportunity may occur if an adjacent enemy character attempts to move away from an opponent to disengage from combat with that character or to engage another enemy character in combat who is not adjacent to them. An Attack of Opportunity may also occur if a character begins movement from a location not adjacent to any enemy characters but moves in such a way that would place it within five meters of an enemy character at any point in their movement and have them end their movement outside of five meters of that enemy character. In essence, if you move past an enemy character and end your movement more than five meters from that character the stationary enemy character may make an Attack of Opportunity. Once adjacent to an enemy character any movement away from that enemy character triggers an attack of opportunity even if that movement occurs during a single move. Attacks of Opportunities only apply to Active Rounds. Attacks of Opportunity use the standard targeting rules. A character cannot use an Acquired Ability that replaces attacks or replaces a turn on an Attack of Opportunity. Base Stats or Specialty Skill modifiers to attack and damage apply to an Attack of Opportunity. Any Acquired Abilities which modify Attack or Damage but do not replace attack or replace turn apply. Treat the Attack of Opportunity as a standard attack which can be defended, avoided or responded to using Acquired Abilities just as any other attack. Attacks of Opportunity are not mandatory and can be claimed at the discretion of the stationary character. The stationary character cannot move before or after an Attack of Opportunity. Reward System> Each Scenario provides rewards for the players to spend on their characters as they see fit. Rewards come in two forms, Experience Points and Merit Points. Through the acquisition of these rewards players may customize their character development as they see fit, increasing skills they deem most desirable or purchasing Acquired Abilities. Experience Points> Experience Points are awarded to characters for successfully completing objectives. Each objective assigned by the GM may have a different value of Experience Points allocated to it. Experience Points are earned and applied to the next available level. Once a character earns enough points to unlock the next level in the level tree the character is entitled to the rewards associated to that higher level. Merit Points> Merit Points are another form of reward that the GM may give out at his own discretion. These rewards are typically reserved for players who go above and

18 beyond the call of RP by performing actions that are exceptionally helpful to the party or the story. Merit Points are used to purchase Specialty Skills or Acquired Abilities. Merit Points are Player based and may be used across different characters the player brings to the game. Non-Player Characters Restrictions> Non-Player Characters (NPC)s are used to interact with the party members throughout a Scenario. The creation of Non-Player Characters is done in the same manner as Player Characters with the exception that NPC s may be created at levels exceeding the Player Character starting level of 5. NPC s have all the same Base Stats and other information on NPC Character Cards that Player Characters do. Non-Player Characters may also have Acquired Abilities just as Player Characters do. NPC s do not earn Experience Points or Merit Points. As a result NPC s cannot purchase Specialty Skills. Adaptive Scenario Levels> All Scenarios that players participate in are assigned an Adaptive Scenario Level. The level of the Scenario is used to determine the reward level of the Scenario. The level of a Scenario is calculated by averaging the character level of all player characters involved in the scenario and rounding up to the next whole level. Adaptive Scenario Levels must be a whole number between 1 and 20. At the end of a Scenario the Adaptive Scenario Level is used as a reward multiplier for the total rewards allocated to the player characters. The base values of all objectives are totaled then multiplied by the Adaptive Scenario Level to determine the total Experience Points awarded to each character. Example: Falco, Shavi and Javanda constitute the player party. Falco is level 4, Shavi s level 5 and Javanda is level 3. The average of the three levels is 4. So this scenario is considered a level 4 scenario. During the scenario they accumulate the following XP Scenario Completion Finding a rare artifact (RP) Slicing into a library computer (RP) Defeated librarian (Combat) Defeated library guard (Combat) Found out of place book with a key clue (Bonus) Total base XP earned: 1,100 x 3 players = 3,300 Level multiplier: 4x Total Scenario XP: 13,200

19 Appendix A Level: 1 Experience Required: 0 Based Stat Points: +2 Damage Points: +10 Force Points: +1 Resource Points: +1 Acquired Abilities: +1 Level: 3 Experience Required: 2,000 Based Stat Points: +2 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0 Level: 5 Experience Required: 8,000 Based Stat Points: +2 Damage Points: +10 Force Points: +1 Resource Points: +1 Acquired Abilities: +1 Level: 6 Experience Required: 16,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 8 Experience Required: 64,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 10 Experience Required: 256,000 Based Stat Points: +2 Damage Points: +10 Force Points: 0 Resource Points: 0 Acquired Abilities: +1 Starting Levels (1-5) Level: 2 Experience Required: 1,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 1 Experience Required: 4,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Advanced Levels (6-10) Level: 7 Experience Required: 32,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0 Level: 9 Experience Required: 128,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0

20 Level: 11 Experience Required: 512,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0 Level: 13 Experience Required: 2,048,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0 Level: 15 Experience Required: 8,192,000 Based Stat Points: +1 Damage Points: +10 Force Points: +1 Resource Points: +1 Acquired Abilities: +1 Level: 16 Experience Required: 16,384,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 18 Experience Required: 65,536,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 20 Experience Required: 262,144,000 Based Stat Points: +2 Damage Points: +10 Force Points: 0 Resource Points: 0 Acquired Abilities: 1 Heroic Levels (11-15) Level: 12 Experience Required: 1,024,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Level: 14 Experience Required: 4,096,000 Based Stat Points: +2 Damage Points: 0 Force Points: 0 Resource Points: 0 Acquired Abilities: 0 Epic Levels (15-20) Level: 17 Experience Required: 32,768,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0 Level: 19 Experience Required: 131,072,000 Based Stat Points: +1 Damage Points: 0 Force Points: +1 Resource Points: +1 Acquired Abilities: 0

21 Level/Stat XP Req. 0 1,000 2,000 4,000 8,000 16,000 32,000 64, , ,000 Stat Pts Hit Pts Damage Force Resource Acq. Abil Level/Stat XP Req ,384,000 32,768,000 65,536, ,072, ,144,000 Stat Pts Hit Pts Damage Force Resource Acq. Abil

22

23 Attack Appendix B Acquired Abilities List Universal Abilities (Useable by both Force Sensitive and Non-Force Sensitive characters) Close Quarters Fighting: (Level 1); Mobile Attack: (Level 1); This character may Passive; +4 attack against adjacent move, attack and continue the remainder of its enemies if more than one character is movement; not to exceed the maximum amount adjacent of movement allowed during a move and attack action Defense Intelligence Droid Destroyer: (Level 5) +10 damage against droid, cyborg and inorganic or mechanical targets Jedi Hunter: (Level 5) +10 damage against Force Sensitive targets Paralysis: (Level 5) If this character makes a successful attack on anon- activated target, the target is considered activated this round (Defense (Fortitude): save 11) Charging Assault: (Level 10) Resources 3; replace attack; this character may move its full movement (20 meters) and attack all legal targets once at +10 damage Bodyguard: (Level 1) Target ally within 10 meters, if that ally would take damage from an attack, this character can take the damage instead Black Ops: (Level 5); Enemy commander effects have no effect on enemy characters within 10 meters of this character Advantageous Cover: (Level 1) This character gains +8 defense instead of +4 defense when in cover Taunt: (Level 5) Resources 1; Target enemy character within 10 meters. Enemy character must target you as the only legal target until the end of that characters next immediate activation, friendly characters within 10 meters gain +4 defense while the taunt effect is in play Stealth: (Level 5) When in cover this character cannot be targeted by enemy characters unless it is the closest target Avoid Defeat: (Level 7) Resources 2; If this character is defeated by an attack it may make a successful (Chance: save 11) to avoid being defeated and remain in play at 10 hit points Retaliate: (Level 10) Resources 3; When this character is hit by an attack it may make one immediate attack against the attacking enemy. This attack does not count as an activation for this character; effect persists for the duration of the scenario Dodge: (Level 7) Resources 2; After a successful enemy attack roll on this character, save of 6 or higher to avoid the damaging effects of the attack Ablative Armor: (Level 10) Resources X; When hit by a successful attack this character my spend Resource Points to reduce the subsequent damage. For every Resource point spent reduce damage from incoming attacks by 10 points up to the maximum number of Resource Points currently available Situational Awareness: (Level 1) Passive; If you re Intelligence roll fails by two or more reroll the check and add +4 to the total die roll Kolto Probe: (Level 5) Replace turn; On a (Chance) roll of anything but a 1, heal an adjacent target by 20 points Mettle: (Level 1) Reroll your last Spotter: (Level 1) If this character combines failed Attack, Defense, Intelligence, fire with an ally against a target within 20 Technical or save roll at +2 die roll meters, +2 attack and +10 damage to the attacker in addition to any other effects of Combined Fire Combat Medic: (Level 5); Passive; Add +10 to damage removed for any adjacent allied character that uses an ability that removes damage, including Persistence: (Level 5) Resources 1; Reroll your last Attack, Defense, Intelligence, Technical or save roll at +6 to die roll

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