Post by Darth Kairos on Mar 10, 2019 11:46:08 GMT
If you've played Dungeons & Dragons, Pathfinder, or especially the Wizards of the Coast Star Wars d20 Star Wars RPG (SWSE), then New Sith Brotherhood should be familiar to you. NSB's rules are inspired by SWSE and incorporate a number of mechanics from Dungeons and Dragons 5e to streamline the roleplaying process.
The core principle of NSB, like any d20 RPG, is simple: when the outcome of an action is in doubt, roll a twenty-sided die (d20), add relevant modifiers, and compare the result to the difficulty check (DC) of whatever you're trying to do. If the number is equal to or higher than the DC, you succeed.
If you've never played DnD, Pathfinder, or a similar RPG, we recommend you skim through the rules for the Star Wars Saga Edition RPG. This can easily be found online, or on the SWSE fan wiki. While NSB is inspired by SWSE, it only directly adapts its Combat rules (Chapter IX) which we recommend you read to get up to speed. These rules are also presented, with our modified (house) rules), in this topic.
NSB uses the following major house rules, many of which are taken from later editions of DnD or other roleplaying systems. These are designed to better suit our forum format, and to streamline the roleplaying experience.
Advantage, Disadvantage, and Inspiration
When a character has a distinct advantage in a situation, they roll 2 d20 (instead of the usual 1) and take the better result. Conversely, a character who is at a distinct disadvantage still rolls 2 d20, but takes the lower of the two results. Advantage and disadvantage can result from Perks or Class/Species abilities, or may be granted at the Gamemaster's discretion. However, the Inspiration Mechanic allows a character to take advantage on a d20 roll of their choosing. A character may be awarded a point of Inspiration by the Gamemaster to be used when they desire; this may be granted at the Gamemaster's discretion for exceptional roleplaying, but may also be granted when a character authentically acts out their nature, or disguises their nature using their demeanour. These mechanics are described below.
Inspiration, Nature, and Demeanour
Inspired by the White Wolf family of roleplaying games, nature and demeanour help to define the core of a character. Broadly speaking, their nature defines their true personality, while their demeanour is how they portray themselves and attempt to act. The complete list of natures and demeanours are given in Character Creation Step 0. As described above, a character may be awarded Inspiration when they authentically act out their nature, or disguise their nature using their demeanour.
Ranked Abilities and the Proficiency Modifier
A character's level of ability in any given field is determined by two factors. The first is their Rank in the most relevant Ability (Skill, Combat Proficiency, or Force Power). Abilities are ranked from 1-4, with one denoting beginner proficiency and 4 denoting expertise. Ranks are awarded or purchased during roleplay. The second is the character's Proficiency Modifier. The Proficiency Modifier is a measure of the character's overall skill, experience, and talent developed over time.
Your Proficiency Modifier is determined by your level and is as follows:
When making an attack roll or difficulty check, you multiply your Proficiency Modifier by your Rank in the relevant Ability and add it, along with your Core Stat Modifier and any Miscellaneous Modifiers, to the result of the d20, as follows:
When a situation calls for a character to make a Core Stat DC or Save (for example a DC15 Agility Save to change lightsaber forms), add your Proficiency Modifier to result instead of multiplying it by any Ranks.
Save and Check are generally used interchangeably. The one exception to this to be wary of is a character's three Defence Saves (Reflex, Fortitude, and Will Saves) are flat numbers and are not rolled for.
Goals
Goals are an optional system for tracking and rewarding personal objectives. There are two types of Goals: minor, and major. A minor goal is generally fairly straightforward and, when actively pursued, can be completed in a fairly short time period. Examples include increasing a specific Skill to a certain rank, visiting a certain planet for the first time, or killing a specific low-level opponent that has been antagonistic to your character. Major goals are much grander in scope and typically require multiple roleplaying events and side-objectives to accomplish. These include toppling a crime syndicate, tracking down a long-lost treasure, or locating and killing the First Order Officer who had your family executed years ago. If a character has a Major goal, their Minor goals should feed into it.
A character can only have one Minor goal and one Major goal at a time. A character may choose to give up a Minor goal without any issue, but abandoning a Major goal (unless it has only just been selected) must be roleplayed. Once a goal has been completed, a character receives a commensurate reward and may select a new goal if they desire. A minor goal is considered to have a Challenge Level (CL) of the character's level minus two (minimum 1) for the purposes of experience. A major goal is considered to have a Challenge Level of the character's level plus three.
Threatened Area
'Threatened Area' is a short hand referring to the area around a character that they can reach with a melee attack (ie. within their Reach, as described in the Combat Rules). Exiting a character's Threatened Area can provoke an Attack of Opportunity. Particularly long or large melee weapons grant 'Reach', which doubles a character's normal Threatened Area (eg. 1.5m/1 square becomes 3m/2 squares).
Force Boons
Force Boons are the renamed variant of the 'Force Point' mechanic in SWSE; the name Boon is used to differentiate between this mechanic, the Force Power Points used to purchase ranks in Force Powers, and Force Well (see below). Force Boons may be used to provide a number of benefits, but the most common is spending one to add 1d6 to the result of any d20 (this may be done after the die has been rolled, but before the result of the check is known). Force Boons are also used to activate the special techniques/effects of Force Powers, Skills, and Lightsaber Forms, and may be required to activate or improve select Perks and Special Abilities. Finally, if you are reduced to 0 Hit Points and would be killed, you can spend a Force Boon to avoid death and instead fall unconscious.
When you reach 5th level, you instead roll 2d6 and take the best result. This increases to 3d6 when you reach level 13.
The Force touches all life, and you do not need to be Force-sensitive to use Force Boons. At the start of every instance of roleplay, a character receives Force Boons equal to half their level (round down) + their Spirit Modifier (overall minimum of 1).
Force Well
Force Well tracks a character's ability to use Force Powers. Each Force Power has a cost associated with its level and type; this cost is subtracted from a character's total Force Well, which replenishes on short or long rests or through various methods in combat. A character's Force Well increases as they level. Only Force-sensitive characters have a Force Well.
Soak and Armor
Soak is a renamed and expanded version of the Damage Reduction mechanic found in SWSE. It functions identically in that you subtract your Soak score from the damage you take. Soak is generally provided by armour, but can come from a small number of other sources. In SWSE, armour provides a bonus to your Reflex Defence; in NSB, this bonus is instead applied to Soak (ie. armour that would normally provide +2 to Reflex Defence provides +2 to Soak instead). However, Soak can never reduce the damage you take to zero; you always take at least one point of damage even if your Soak exceeds the damage dealt.
Resistance
When a character has resistance to a type of damage they only take half-damage from that source (for example, electrical damage).
Classes and Paths
Player characters are divided into two groups: those in a Class, and those on a Path. Classes are the archetypal Star Wars classes such as Troopers, Scouts, and Scoundrels, while Paths are exclusively the members of the New Sith Brotherhood (while characters in a Class may be Force-sensitive, only Brotherhood members on a Path receive Sith training). Classes follow a slightly atypical progression compared to most d20 RPGs; a character chooses, and is then restricted to, a single Starting Class at character creation, but may begin taking levels in a number of Prestige Classes once they reach level 7 to expand their skillset. Characters on a Path instead select from a number of Basic Paths and follow that Path until they reach level 5, whereupon they choose an Advanced Path to exclusively follow. Upon reaching level 13, they select a Master Path from a selection based on choice of Advanced Path. These Paths correspond to the three stages of a Sith's growth: Apprenticeship, Knighthood, and Masterhood.
Types of Roleplay
Roleplaying on NSB is split into three separate types: Encounters, Adventures, and Missions. Encounters are the building block of all roleplay and typically present the character's with a single challenge or obstacle to overcome, such as a set of hostile NPCs, a security system to evade, or a crashing airspeeder to escape from. Encounters may be played individually, but are usually a part of Missions and Adventures, which are comprised of a series of encounters. Isolated encounters are played in the Galaxy section and may be played without a GM if desired so long as at least two players are present; however, these encounters only ever award XP.
Adventures and Missions are similar in that they are a narratively-driven series of encounters, but differ in their scope and importance. Adventures are carried out in the Galaxy section and are usually personal quests more related to an individual character than to the overall goals of the Obsidian Union. This is not to say that they can't have a drastic effect on the site's meta-narrative, just that the focus is on the characters. Missions are carried out the Mission section and are much more focused on furthering the Obsidian Union's overall goals by accomplishing important objectives. Likewise, they may still have a personal effect or element for the characters, but the overall focus remains on completing an objective for the Union. Adventures and Missions use the same rewards structure and may reward credits, items, equipment, and Proficiency Points in addition to XP.
Rewards and Experience
NSB's rewards are adapted from the rewards given by SWSE for completing roleplay: experience (XP), credits, and rare items or equipment. This is covered in the Gamemastering section of the SWSE core rulebook and is discussed in more detail in Character Creation Step 9: Character Progression. In addition to these three rewards, NSB also Proficiency Points, used to purchase ranks in Abilities (Skills, Force Powers, Combat Proficiencies) or Perks; a GM may specifically award a type of Proficiency Point (eg. Skill point), generic Proficiency Points to be spent on whatever you wish, or a rank in a specific Ability (eg. one rank in the Acrobatics skill).
In addition, floor experience is awarded each month for active play. So long as a character makes at least two in-character posts on the site within a calendar month, at the end of that month they receive 1/10th of the XP to their next level (round down if not a whole number).
Credits
The Galaxy turns on the Galactic Credit. Credits are used to purchase equipment, vehicles, and services for characters to use. Each character receives a small stipend from the Obsidian Union sufficient to ensure they're fed, have a place to sleep, their starships are fuelled, any medical expenses are covered, and they have basic equipment (equivalent to starting equipment). Everything else is up to the characters. Unless a character possesses ranks in the Resources Asset, Credits must be gained as Mission or Adventure rewards (as discussed in Character Creation Step 9: Character Progression).
Credits can be spent in one of three ways. The first is during downtime between Missions, Adventures, and Encounters on one of the Union's worlds. The second is immediately at the start of a Mission or Adventure, so long as it starts on one of the Union's major worlds. The third is during a Mission or Adventure when the opportunity arises. While most equipment, goods and services use the sticker price, some items require licenses or are restricted to certain organizations or individuals. These typically require an additional license fee. There are four restriction ratings:
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
Restricted: Only specifically qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
When purchasing restricted equipment on Union worlds during downtime, a character may purchase Licensed or Restricted items without any hassle or additional cost. When purchasing items at the start of a Mission or Adventure starting on one of the Union's major worlds, a character may further waive any purchasing restrictions on Military equipment (thanks to the Union's influence). However, all restrictions apply in full when a character is attempting to purchase an item during a Mission or Adventure away from one of the Union's major worlds. This requires a Knowledge (Bureaucracy) check corresponding to its restriction rating as well as an additional Credit and time cost, as given below:
Of course, a character in a hurry may choose to bypass all of these by tapping into the Black Market. Buying from the Black Market requires a successful Gather information check to locate it, and then the cost of the item is doubled (the license fee is waived, however). The time is also, generally, reduced to the previous rating's time (eg. Licensed becomes immediate, Restricted becomes 1 day), though some dealers may have choice goods on hand. This is also the only way to purchase Illegal goods - unless, of course, somebody high-ranking in the Union gives you special permission to purchase them at the start of a Mission or Adventure.
The core principle of NSB, like any d20 RPG, is simple: when the outcome of an action is in doubt, roll a twenty-sided die (d20), add relevant modifiers, and compare the result to the difficulty check (DC) of whatever you're trying to do. If the number is equal to or higher than the DC, you succeed.
If you've never played DnD, Pathfinder, or a similar RPG, we recommend you skim through the rules for the Star Wars Saga Edition RPG. This can easily be found online, or on the SWSE fan wiki. While NSB is inspired by SWSE, it only directly adapts its Combat rules (Chapter IX) which we recommend you read to get up to speed. These rules are also presented, with our modified (house) rules), in this topic.
NSB uses the following major house rules, many of which are taken from later editions of DnD or other roleplaying systems. These are designed to better suit our forum format, and to streamline the roleplaying experience.
Advantage, Disadvantage, and Inspiration
When a character has a distinct advantage in a situation, they roll 2 d20 (instead of the usual 1) and take the better result. Conversely, a character who is at a distinct disadvantage still rolls 2 d20, but takes the lower of the two results. Advantage and disadvantage can result from Perks or Class/Species abilities, or may be granted at the Gamemaster's discretion. However, the Inspiration Mechanic allows a character to take advantage on a d20 roll of their choosing. A character may be awarded a point of Inspiration by the Gamemaster to be used when they desire; this may be granted at the Gamemaster's discretion for exceptional roleplaying, but may also be granted when a character authentically acts out their nature, or disguises their nature using their demeanour. These mechanics are described below.
Inspiration, Nature, and Demeanour
Inspired by the White Wolf family of roleplaying games, nature and demeanour help to define the core of a character. Broadly speaking, their nature defines their true personality, while their demeanour is how they portray themselves and attempt to act. The complete list of natures and demeanours are given in Character Creation Step 0. As described above, a character may be awarded Inspiration when they authentically act out their nature, or disguise their nature using their demeanour.
Ranked Abilities and the Proficiency Modifier
A character's level of ability in any given field is determined by two factors. The first is their Rank in the most relevant Ability (Skill, Combat Proficiency, or Force Power). Abilities are ranked from 1-4, with one denoting beginner proficiency and 4 denoting expertise. Ranks are awarded or purchased during roleplay. The second is the character's Proficiency Modifier. The Proficiency Modifier is a measure of the character's overall skill, experience, and talent developed over time.
Your Proficiency Modifier is determined by your level and is as follows:
Level 1-4: 1
Level 5-8: 2
Level 9-12: 3
Level 13+: 4
When making an attack roll or difficulty check, you multiply your Proficiency Modifier by your Rank in the relevant Ability and add it, along with your Core Stat Modifier and any Miscellaneous Modifiers, to the result of the d20, as follows:
1d20 + Core Stat Modifier + (Relevant Ability Rank * Proficiency Modifier) + Miscellaneous Modifiers
Save and Check are generally used interchangeably. The one exception to this to be wary of is a character's three Defence Saves (Reflex, Fortitude, and Will Saves) are flat numbers and are not rolled for.
Goals
Goals are an optional system for tracking and rewarding personal objectives. There are two types of Goals: minor, and major. A minor goal is generally fairly straightforward and, when actively pursued, can be completed in a fairly short time period. Examples include increasing a specific Skill to a certain rank, visiting a certain planet for the first time, or killing a specific low-level opponent that has been antagonistic to your character. Major goals are much grander in scope and typically require multiple roleplaying events and side-objectives to accomplish. These include toppling a crime syndicate, tracking down a long-lost treasure, or locating and killing the First Order Officer who had your family executed years ago. If a character has a Major goal, their Minor goals should feed into it.
A character can only have one Minor goal and one Major goal at a time. A character may choose to give up a Minor goal without any issue, but abandoning a Major goal (unless it has only just been selected) must be roleplayed. Once a goal has been completed, a character receives a commensurate reward and may select a new goal if they desire. A minor goal is considered to have a Challenge Level (CL) of the character's level minus two (minimum 1) for the purposes of experience. A major goal is considered to have a Challenge Level of the character's level plus three.
Threatened Area
'Threatened Area' is a short hand referring to the area around a character that they can reach with a melee attack (ie. within their Reach, as described in the Combat Rules). Exiting a character's Threatened Area can provoke an Attack of Opportunity. Particularly long or large melee weapons grant 'Reach', which doubles a character's normal Threatened Area (eg. 1.5m/1 square becomes 3m/2 squares).
Force Boons
Force Boons are the renamed variant of the 'Force Point' mechanic in SWSE; the name Boon is used to differentiate between this mechanic, the Force Power Points used to purchase ranks in Force Powers, and Force Well (see below). Force Boons may be used to provide a number of benefits, but the most common is spending one to add 1d6 to the result of any d20 (this may be done after the die has been rolled, but before the result of the check is known). Force Boons are also used to activate the special techniques/effects of Force Powers, Skills, and Lightsaber Forms, and may be required to activate or improve select Perks and Special Abilities. Finally, if you are reduced to 0 Hit Points and would be killed, you can spend a Force Boon to avoid death and instead fall unconscious.
When you reach 5th level, you instead roll 2d6 and take the best result. This increases to 3d6 when you reach level 13.
The Force touches all life, and you do not need to be Force-sensitive to use Force Boons. At the start of every instance of roleplay, a character receives Force Boons equal to half their level (round down) + their Spirit Modifier (overall minimum of 1).
Force Well
Force Well tracks a character's ability to use Force Powers. Each Force Power has a cost associated with its level and type; this cost is subtracted from a character's total Force Well, which replenishes on short or long rests or through various methods in combat. A character's Force Well increases as they level. Only Force-sensitive characters have a Force Well.
Soak and Armor
Soak is a renamed and expanded version of the Damage Reduction mechanic found in SWSE. It functions identically in that you subtract your Soak score from the damage you take. Soak is generally provided by armour, but can come from a small number of other sources. In SWSE, armour provides a bonus to your Reflex Defence; in NSB, this bonus is instead applied to Soak (ie. armour that would normally provide +2 to Reflex Defence provides +2 to Soak instead). However, Soak can never reduce the damage you take to zero; you always take at least one point of damage even if your Soak exceeds the damage dealt.
Resistance
When a character has resistance to a type of damage they only take half-damage from that source (for example, electrical damage).
Classes and Paths
Player characters are divided into two groups: those in a Class, and those on a Path. Classes are the archetypal Star Wars classes such as Troopers, Scouts, and Scoundrels, while Paths are exclusively the members of the New Sith Brotherhood (while characters in a Class may be Force-sensitive, only Brotherhood members on a Path receive Sith training). Classes follow a slightly atypical progression compared to most d20 RPGs; a character chooses, and is then restricted to, a single Starting Class at character creation, but may begin taking levels in a number of Prestige Classes once they reach level 7 to expand their skillset. Characters on a Path instead select from a number of Basic Paths and follow that Path until they reach level 5, whereupon they choose an Advanced Path to exclusively follow. Upon reaching level 13, they select a Master Path from a selection based on choice of Advanced Path. These Paths correspond to the three stages of a Sith's growth: Apprenticeship, Knighthood, and Masterhood.
Types of Roleplay
Roleplaying on NSB is split into three separate types: Encounters, Adventures, and Missions. Encounters are the building block of all roleplay and typically present the character's with a single challenge or obstacle to overcome, such as a set of hostile NPCs, a security system to evade, or a crashing airspeeder to escape from. Encounters may be played individually, but are usually a part of Missions and Adventures, which are comprised of a series of encounters. Isolated encounters are played in the Galaxy section and may be played without a GM if desired so long as at least two players are present; however, these encounters only ever award XP.
Adventures and Missions are similar in that they are a narratively-driven series of encounters, but differ in their scope and importance. Adventures are carried out in the Galaxy section and are usually personal quests more related to an individual character than to the overall goals of the Obsidian Union. This is not to say that they can't have a drastic effect on the site's meta-narrative, just that the focus is on the characters. Missions are carried out the Mission section and are much more focused on furthering the Obsidian Union's overall goals by accomplishing important objectives. Likewise, they may still have a personal effect or element for the characters, but the overall focus remains on completing an objective for the Union. Adventures and Missions use the same rewards structure and may reward credits, items, equipment, and Proficiency Points in addition to XP.
Rewards and Experience
NSB's rewards are adapted from the rewards given by SWSE for completing roleplay: experience (XP), credits, and rare items or equipment. This is covered in the Gamemastering section of the SWSE core rulebook and is discussed in more detail in Character Creation Step 9: Character Progression. In addition to these three rewards, NSB also Proficiency Points, used to purchase ranks in Abilities (Skills, Force Powers, Combat Proficiencies) or Perks; a GM may specifically award a type of Proficiency Point (eg. Skill point), generic Proficiency Points to be spent on whatever you wish, or a rank in a specific Ability (eg. one rank in the Acrobatics skill).
In addition, floor experience is awarded each month for active play. So long as a character makes at least two in-character posts on the site within a calendar month, at the end of that month they receive 1/10th of the XP to their next level (round down if not a whole number).
Credits
The Galaxy turns on the Galactic Credit. Credits are used to purchase equipment, vehicles, and services for characters to use. Each character receives a small stipend from the Obsidian Union sufficient to ensure they're fed, have a place to sleep, their starships are fuelled, any medical expenses are covered, and they have basic equipment (equivalent to starting equipment). Everything else is up to the characters. Unless a character possesses ranks in the Resources Asset, Credits must be gained as Mission or Adventure rewards (as discussed in Character Creation Step 9: Character Progression).
Credits can be spent in one of three ways. The first is during downtime between Missions, Adventures, and Encounters on one of the Union's worlds. The second is immediately at the start of a Mission or Adventure, so long as it starts on one of the Union's major worlds. The third is during a Mission or Adventure when the opportunity arises. While most equipment, goods and services use the sticker price, some items require licenses or are restricted to certain organizations or individuals. These typically require an additional license fee. There are four restriction ratings:
Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.
Restricted: Only specifically qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted, except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
Illegal: The object is illegal in all but specific, highly regulated circumstances.
When purchasing restricted equipment on Union worlds during downtime, a character may purchase Licensed or Restricted items without any hassle or additional cost. When purchasing items at the start of a Mission or Adventure starting on one of the Union's major worlds, a character may further waive any purchasing restrictions on Military equipment (thanks to the Union's influence). However, all restrictions apply in full when a character is attempting to purchase an item during a Mission or Adventure away from one of the Union's major worlds. This requires a Knowledge (Bureaucracy) check corresponding to its restriction rating as well as an additional Credit and time cost, as given below:
Restriction Rating | License Fee | Black Market Cost | Skill DC | Time Required |
Licensed | 5% | x2 | 10 | 1 days |
Restricted | 10% | x3 | 15 | 2 days |
Military | 20% | x4 | 20 | 5 days |
Illegal | 50% | x5 | 25 | 10 days |
Of course, a character in a hurry may choose to bypass all of these by tapping into the Black Market. Buying from the Black Market requires a successful Gather information check to locate it, and then the cost of the item is doubled (the license fee is waived, however). The time is also, generally, reduced to the previous rating's time (eg. Licensed becomes immediate, Restricted becomes 1 day), though some dealers may have choice goods on hand. This is also the only way to purchase Illegal goods - unless, of course, somebody high-ranking in the Union gives you special permission to purchase them at the start of a Mission or Adventure.