SWLOR - A highly customized module for the Star Wars universe!
SWLOR has a comprehensive mechanics design document available for reference. In the Discord enter ?bible to get a link to the design bible at any time!
You select "perks" rather than feats, and you do this from the character menu in game. Which does include equipping armor/weapons so you'll need to do this as soon as you've created your character. Initially your perk points are small so focus on getting your armor perks and primary weapon to start with. Skills are earned with the activities in game, and roleplay XP is automatically distributed based on how much roleplay you're doing around other characters.
One of your major initial decisions you make during creation is whether your character is Force Sensitive or not.
This choice will determine what Perks your character can buy. For example, all Force powers are only available to Force Sensitive characters. The ability to use stims, as well as the top end of other skill trees, are only available to Standard characters. Check the Design Bible for these limitations.
There are a host of races available to play, and since there are no assigned racial attribute points you can play any that you'd like.
The droid is the only character that is Standard Character limited, all others have the option of Force Sensitivity or Standard Character play. The following are the mechanically implemented races:
Any near-humans that can reasonably exist can be made with the human race mechanically and have colors and such changed to represent them better in-game. There are also a number of blindfolds and head coverings for Miraluka.
Below is a list of non “near-human” races with heads available by modifying helmets:
"With all colors unlocked for customization, players are allowed to choose to have their character be a separate near-human or “hybrid” race, such as Pantorans, half-Twi’lek, and other similar races that can be easily represented in such a way. However, under no circumstances will any such races be granted any mechanical or roleplay capabilities above and beyond what the mechanically supported races possess." -DM Announcer
This section is slotted higher because it's the second most important initial decision for character creation. What weapon you choose will affect the attributes you then select and the perks that you are going to be able to access.
Weapons are either Melee or Ranged
Ranged
Pistols and Rifles use Agility to hit, and Perception to do damage.
Shurkien is Agility to hit, and Might to damage.
(Zen archery allows Standard characters to use Willpower in place of Perception for damage.)
Melee weapons - Accuracy stat/Damage stat
Vibroblade - PER/MGT
Finesse Vibroblade - AGI/PER
Great Sword - PER/MGT
Polearm (spear) - PER/MGT
Katar - AGI/PER
Staff - PER/MGT
Twin Blade - AGI/MGT
Lightsaber/Electroblade - AGI/PER
Saberstaff/Twin Ectroblade - AGI/PER
Strong style Lightsaber/Electroblade - PER/MGT
Strong style Saberstaff/Twin Electroblade - PER/MGT
Additionally:
SWLOR has 6 attributes.
Attribute | Description | Primary Skills | Effects |
---|---|---|---|
Might | A measure of how physically strong a character is. | One-Handed Two-Handed Martial Arts Smithery Gathering |
Improves damage dealt by regular melee weapons. Improves damage dealt by heavy melee weapons. Improves damage dealt by throwing weapons. Improves item harvest acquisition. Increases Fortitude saving throws. Reduces critical hit chance against you. Increases carrying capacity. |
Perception | A measure of the character's situational awareness. | One-Handed Two-Handed Martial Arts Ranged Fabrication Devices |
Improves accuracy of regular melee weapons. Improves accuracy of heavy melee weapons. Improves damage of finesse melee weapons. Improves damage of ranged weapons. Increase Reflex saving throws. Increases chance of dealing a critical hit to a target. |
Vitality | A measure of the character's physical toughness. | Armor Smithery Engineering |
Increases max HP. Improves physical defense (reduces damage taken). Improves natural HP/FP/STM regen. Improves rest recovery. |
Willpower | A measure of the character's strength of will and mental fortitude. | Force Fabrication Agriculture First Aid Piloting |
Increases max FP. Improves force defense (reduces damage taken). Improves efficacy of First Aid abilities. Improves efficacy of Force abilities. Improves efficacy of ship combat modules. Increases Will saving throws. |
Agility | A measure of the character's quickness and nimbleness. | One-Handed Martial Arts Ranged Engineering Piloting |
Increases Max STM. Improves evasion. Improves accuracy of finesse weapons. Improves accuracy of ranged weapons. Improves accuracy of throwing weapons. Improves efficacy of ship combat modules. |
Social | A measure of the character's social grace and force of personality. | Leadership Agriculture Beast Mastery |
Improves GP acquisition. Improves credit rewards. Improves XP gain. Improves XP debt on death. Reduces ship repair bills. |
All attributes start at 10.
You have the usual 30 points to spend on increasing your attributes. Each point of raised attribute costs 2 points.
(Most people choose a 16/16/13/10/10/10 distribution for their build, depending on what they want to do.)
When you have a attribute point available you'll see the little plus sign next to the possible attributes you can level up!
For every 10 combined skill points you earn you'll earn an attribute point to spend. With a cap of 350 skill points you'll be able to earn up to 35 attribute upgrades, however you can never add more than 10 to a single attribute so plan in advance how you might want to spend them.
Characters have 40 HP plus 40 HP for each positive point of VIT modifier, plus equipment bonuses and temporary bonuses from abilities. So VIT makes a significant difference to your overall HP pool. VIT also improves the regen rate of HP when resting - 1 + VIT mod HP recovered per round.
Vitality also increases your max STM (stamina) and FP (force points). However, regeneration of STM during resting is influenced by PER, and regeneration of FP during resting is influences by WIL. In both cases, 1 + half your modifier per round.
Perks define your character's abilities. There are two types of perk.
One of the very first things you'll want to do when you roll up a new character is assign some or all of your 10 initial Perk points. Hit C to access the character sheet and hit the Perks button to pull up the Perks window.
You can sort Perks by category. It's a good idea to give yourself proficiency in at least one type of weapon and basic armor. Initially you will want to take care in what perks you choose.
Every time you gain a rank in a skill, you gain an additional perk point. There are ways to reset perks in game later if you take something you later regret. Use ?refund in the Discord for additional information.
Concentration abilities:
Some active abilities allow for a target to be picked for concentration. Some, like comprehend languages, are self cast only. But effectively these abilities will not be disrupted unless you lose sight of your concentration target (range), character defeat (death), or the resource being expended (force point drain). There are some rare attacks (such as Skewer for polearm) which can interrupt concentration.
They have to be actively toggled OFF in order to stop draining your resource pool.
There are no attribute requirements for which type of armor you choose. You can mix the armor types, there is only light and heavy.
Light armor generally comes with the ability to regain Force points and Stamina points more easily.
Heavy armor generally is able to grant more Health points and provide damage soak protection.
Force users that use ANY heavy armor will notice their force powers will cast more slowly, but otherwise there is no other impact.
Make sure that you lock the skills you want to keep. Skill decay happens when you have reached the 350 skill cap and have unlocked skills, so go ahead and lock in the ones you want to keep. All skills start as unlocked by default.