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Rules, tips and tricks to get started with the Star Wars Roleplay.

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Notice: Currently we're still experimenting with rules, check this article every now and then for changes.

Latest Update: 17/09/21 (DD/MM/YY)
Current Game Masters: Ori`verda & _w_, click here to private message to the GM(s).

Please make sure to read the timeline and setting primer here.


Basic Rules, Guidelines and System Mechanics


• Rule 1-7

These rules and guidelines are the most basic and for new roleplayers some of the most important. They are here to ensure common courtesy and good manor from all the roleplayers, and as a roleplayer you are expected to remember most of these. Because these rules are the groundwork for a larger and more advanced system, these are also some of the rules you will be punished hardest for breaking.

Index
- Roleplaying Ethics
- General Rules and Guidelines
- Character Creation, Rules and Guidelines


Roleplaying Ethics

Dear roleplayer,

When making your character, please practice common sense and consider realistically what your character would and would not know. While we as players have access to Wookieepedia, there is no such thing in-universe.

The further back in time you travel, the more improbable it is for your character to know about it. Like real life history, the further you go back, the harder it gets to separate fact and truth from fiction and mythos, not to mention that historical records can be skewed by personal bias or post event propaganda. This is not to say that your characters cannot possess certain knowledge, but that the more obscure and ancient the knowledge, the greater effort should be made on the part of your character to obtain it.

As a rule of thumb, avoid your characters having improbable knowledge. This also has an added benefit in helping yourself not to fall into the trap of mixing In-Character information with Out-Of-Character information. Consider it an exercise to which you begin doing the very moment you create your character.

General Rules and Guidelines

1# The roleplaying system is using a turn based system, so you may only make a single post. Once all other participating members have posted a comment, then you may comment again. It is advised to establish a turn order for all participating players.

2# If you regret an IC comment/move/interaction after posting you are not allowed to delete it or edit it (Grammatical errors aside). If you feel there is a section that could be improved without altering your actions, then that is also allowed.

3# More of a guideline than a rule, remember to keep your faction aware of your presence. Most faction members tend to hold important positions and responsibilities, remember to announce your absence if you are not going to be present for any longer periods. This will prevent frustrations and confusion within your own faction as well as other factions. If you are the Faction leader, either IC or OOC, consider it a rule.

Character Creation, Rules and Guidelines

4# You may only have a single main character at any given time. Companions are allowed, but they do not have the same opportunities, strengths, abilities or rights as your main character, and are not safe from being killed by other players as long as it is within reason.

5# The roleplaying system is using a turn based system, so you may only make a single post. Once all other participating members have posted a comment, then you may comment again. It is advised to establish a turn order for all participating players.

6# Once you have created a character, you must submit it to review before the Game Master, they will ensure you have created a balanced and fair character.

Notice: Companions need to be reviewed and accepted too.

7# If someone referred you to this rule and you had to check, then you didn’t read the rules in the first place.


Please consider reading the advanced rules here, before proceeding.


The Dice
New to this incarnation of the roleplay is the inclusion of dice, all rolls happen on a Discord server and rely on a single six-sided die, henceforth referred to as 1d6. It is not necessary to use this aspect of the roleplay at all times and is generally reserved for specific circumstances such as combat.

Though it is not recommended, this system is purely optional and if two or more players agree, they may run events without ever rolling a single die. However, they will not earn any skill points for the event.



Attribute System
There are five main attributes that govern how talented your character is in any given area. These are Strength, Dexterity, Intelligence, Wisdom and Charisma. Each attribute reflects a particular skill set and area of expertise and can be used for various purposes. Each level in an attribute provides a +1 bonus to results of a dice roll.

Example: Strength determines your prowess in melee combat.

Strength: Measures muscle and physical power, health, endurance and your ability to take a hit. This attribute is important for those who engage in melee combat.

Dexterity: Measures accuracy, agility, reflexes, balance and eye-coordination. This attribute is the most important one for sneaky characters, but it’s also vital for characters seeking to excel with ranged weapons.

Intelligence: Determines how well your character learns and reasons but also what they know. This attribute is useful to everyone but also most important for Jedi and crafter characters.

Wisdom: Describes a character’s willpower, common sense, awareness, intuition, attunement to the Force and ability to read a situation. This attribute is useful to everyone but also most important for Jedi and commander characters.

Charisma: Measures a character’s personality, personal magnetism, ability to lead, persuasion, intimidation and deceptiveness. This attribute is useful for sneaky and commander characters.

Characters with high Strength may substitute Charisma for intimidation-oriented rolls.
Wisdom's Force attunement is meant to represent both a character's ability to resist and to use the Force.
Dexterity can be used to dodge in combat and is also useful to melee-oriented characters.
Charismatic and Wisdom characters can engage in deadly verbal debates. A Charismatic character can attempt to deceive their opponent, a Wise character can attempt to read their opponent.


Quality System
New to this incarnation of the roleplay is the inclusion of character qualities, these are quirks, traits or special talents which provide a bonus or malus to a very specific type of roll. These qualities are things a character might be known for and are generally awarded by a GameMaster for various reasons.

Examples:
+1 to sneaking in forests.
+1 to repairing astromech droids.
-1 to persuading Twi'leks.
-1 to fighting with sidearms.

You may specifically request the GameMaster give you a quality with a malus at character creation. Qualities with a bonus can only be earned and are never given at character creation.

Only a GameMaster may assign qualities to characters. You are allowed to decline qualities when offered.


Character Creation
Every new character starts with 10 points you may freely allocate as you want. All attributes start at 0 and can be upgraded to a maximum of 5. Over the course of the roleplay you may earn up to a maximum of 15 additional points.

To be Force-sensitive requires 1 point.

Character Examples:
Darth Laza
Jedi Kana
Blank Template

When making your character, please practice common sense and consider realistically what your character would and would not know. While we as players have access to Wookieepedia, there is no such thing in-universe.

The further back in time you travel, the more improbable it is for your character to know about it. Like real life history, the further you go back, the harder it gets to separate fact and truth from fiction and mythos, not to mention that historical records can be skewed by personal bias or post event propaganda. This is not to say that your characters cannot possess certain knowledge, but that the more obscure and ancient the knowledge, the greater effort should be made on the part of your character to obtain it.

As a rule of thumb, avoid your characters having improbable knowledge. This also has an added benefit in helping yourself not to fall into the trap of mixing In-Character information with Out-Of-Character information. Consider it an exercise to which you begin doing the very moment you create your character.

When in doubt, contact a Game Master!


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