As a long standing tabletop GM, I feel that a rules system can bring a lot of valuable structure to a RP adventure. Unlike free-form social interaction, many adventures require that characters attempt to take actions that carry with them a chance of failure, and that's where the rules come in.
I decided to try my hand at designing a system for my SWTOR RP events with the following chief goals in mind:
1) That the system could be used, without alteration, in either a chat room or in-game environment.
2) That there would be minimal bonuses or penalties to try to juggle.
3) Most importantly: that the system allow players to create a truly customized character within the rules, and contribute to the RP accordingly - because no one likes knowing that their character, who is supposed to be an
expert Force-user/pilot/slicer, only has a random toss of the coin chance at success.
This was designed to be a
light rules system, by comparison to usual table-top RPG rules sets. So if you're a veteran TTRPGer, these rules should hopefully seem very simple and streamlined.
If you are a player new to RPing with a rules set, however, this may seem like a lot of rules. It does play smoothly and simply, but the biggest challenge to someone new to RPG rules sets may be wrapping your head around getting your character sheet set up, so for that you can refer to my post directly after this one in which I do a simple walk through of designing your character. While all the other rules are important, in a pinch you can rely on your GM to give you guidance during the adventure. So, without further ado:
The Under 100 SystemRevised as of 5/14/21Core Principle: The core mechanic of this system revolves around
Skill Groups. All actions, including combat actions, fall under one of 14 Skill Groups. A player can pick 9 Skill Groups for their character (see below rules for details). They will then choose one of 6
Skill Group Allocations (a predetermined array of numbers), and apply those numbers to their 9 Skill Groups as they wish.
Skill Thresholds: The Skill Group Allocation numbers represent a
skill threshold. The higher your skill threshold, the better you are with that skill. Your threshold with a skill can range from 30 to 100. All rolls are a random roll from 1-100; if your roll result falls
under your skill threshold, you succeed. So in this case, a lower roll is better - and the higher your threshold with a skill, the better your chances are of rolling a number under it.
Example: If your Skill with Perception is 80, and you roll a 68, then you succeed; conversely, if you roll a 85, you fail.
Using Skills: When a player wishes to have their character take an action that may carry with it a chance of failure (and the GM deems that that chance for failure should be relevant to the story; a GM can of course waive the requirement for a roll at any time), the player can either declare which Skill Group they want to use to attempt the action, or they can simply say what they would like to do and the GM tells them what Skill Group it would fall under. Conversely, a GM can call for a specific Skill Group roll at any time.
Core Skill Groups
These three skills are obligatory for all characters; they must be included among the 9 skill groups assigned to every character.
Skill Group | Governs |
Athletics | Feats of agility or strength, such as (for example) balance, jumping, long-distance running, or tests of endurance. |
Perception | Visual or aural observation, sensing motive & deception |
Social | Spoken interactions, including but not limited to: diplomacy, deception, persuasion, intimidation, rumor gathering |
Exclusive Skill Groups
All characters must choose one of these two skills as part of their 9 Skill Groups. The Force skill group is mandatory for any Force-using character, and a Force-using character cannot take Gadgetry as one of their skill groups. A non Force-user must take Gadgetry.
Skill Group | Governs |
Force | Use of the Force, all types (see below section on the Force as a skill) |
Gadgetry | Gear-related "Bag of tricks", gives bonuses to: Ranged, Technical, Vehicles (see below section on uses for Gadgetry) |
Other Skill Groups
After assigning the three mandatory Core Skill Groups and either Force or Gadgetry to a character, each character has 5 open skill slots remaining. Fill these by choosing five skills from this Other Skill Groups table. Note that skills are catch-all buckets for system ease; your character may be a specialist in only one type of history, art, or combat, but that detail, and the self-imposed character limitations on the skill, are up to each player to define and color.
Skill Group | Governs |
Melee | Combat style for all melee weapons (including lightsabers), as well as for hand-to-hand combat. (A thrown lightsaber still falls under the Melee skill; weapon type is what determines the skill group.) |
Ranged | Combat style for all ranged weapons (blasters, cannons, grenades, etc) |
Stealth | Moving silently; the color on how this is achieved (pure physical ability, tech, the Force) is up to the player to define for their character |
Technical | Use of computers (including slicing), mechanics, and general technical knowledge |
Vehicles | Piloting, all types (landspeeder, airspeeder, starship); represents above average proficiency (the average person might be able to drive a speeder from point A to point B, but would not be able to perform any heroic piloting feats without this skill) |
Medicine | Healing, medical skills, medical sciences (a Force user can use this to represent Force-assisted healing techniques) |
Underworld | Forgery, smuggling, underworld knowledge and contacts |
Artistry | Visual or performance arts, including music; any type of specialized craftsmanship |
Naturist | Wilderness survival, animal handling, nature knowledge |
Academic | Wide or specialized knowledge in any field of study (must be specified by player); sciences (physical or social), math, history, military, etc. |
Skill Group Allocations
Once a player has chosen the 9 Skill Groups they want to use for their character, they then choose one of the following six allocation options. Assign the 9 numbers from your chosen Allocation group to any of your 9 Skill Groups however you wish; each number can only be used once.
Note: Game Masters / Event Organizers can determine whether or not any of these Allocation groups are going to be excluded for any given event that they are organizing. The organizer should announce as much to the players during sign-ups.
Baseline Allocation - 90, 80, 75, 70, 65, 60, 60, 50, 50
Standard Allocation - 85, 75, 70, 70, 65, 65, 60, 60, 50
Diverse Allocation - 80, 75, 75, 65, 65, 65, 60, 50, 50
Specialist Allocation - 90, 90, 70, 65, 60, 60, 50, 50, 40
Savant Allocation - 100, 90, 60, 50, 50, 50, 40, 40, 30
Median Allocation - 75, 70, 70, 70, 70, 65, 65, 60, 60
Gadgetry - Application of this Exclusive Skill
Gadgetry does not function like a normal Skill Group. Instead, it is used to enhance other skills, and is meant to give non Force-using characters their heroic edge. It represents technical boosts to equipment and equipment related skills: "tricked out" weapons, tools, and vehicles, or just the variety of tools a character has available to them. A player can use Gadgetry in one of the three below ways; only one use of Gadgetry can be applied to a single skill check. - If a roll for a Technical, Ranged, or Vehicles skill failed, the player can then make a Gadgetry roll. If successful, the player can re-roll the failed Technical, Ranged, or Vehicles check.
- Prior to making a Technical, Ranged, or Vehicles roll, the player can make a Gadgetry roll. If successful, a chosen skill's threshold number is increased by 10 for the next roll only. This can also be used to increase the threshold of another character, representing an act of assistance in a task.
- When making an opposed Technical, Ranged, or Vehicles roll, the player can make a Gadgetry roll to (if successful) increase their pool of d10 dice by 1 die. (See the Opposed Rolls rules below in this post.) This use of Gadgetry is made when the GM announces an action is going to be opposed or when using the Opposed Rolls rules variant.
The Force - Application of this Exclusive Skill
A player can use the Force skill to take Force-using action, or to take the Force Enhancement special action. The applications described below are not unique skills ('Force' as a skill is a single skill group) in and of themselves, but rather just meant to be a guide to what can be done with the Force (as if we didn't know already); the player can provide the lore and color. Force Enhancement (special action): Prior to making a Melee, Ranged, Perception, Vehicles, Medicine, or Naturist roll, the player can make a Force roll. If successful, the chosen skill's threshold is increased by 10 for the next roll only. For using those skills in opposed checks, a success increases their pool of d10 dice by 1 die. (See the Opposed Rolls rules below in this post.)
Force Initiative (special action): When the initiative order in combat is being determined (see Initiative in the Combat Basics section below), the player can make a Force roll. If successful, they add 5 to their Initiative score for that combat only.
- Affect the Physical: a Force roll can be used to physically affect surroundings; examples are moving objects, Force choke.
- Affect the Self: a Force roll can be used to affect the player's physical abilities; examples are Force speed, energy absorption/deflection, increased endurance.
- Affect the Mind: a Force roll can be used to extend the player's senses or to affect the senses of others; examples are visions, telepathy, mind trick. NOTE: See the section below on Enemy NPC Types for rules on how each type contends with PC attempts to manipulate their minds. Regarding attempts to use the Force to manipulate the minds of other PCs, as a general rule this is prohibited, except insofar as another PC agrees to allow a player to read their character's thoughts or otherwise affect their minds.
Combat - Basics:
The default Under 100 rules system handles combat by the player making a single
unopposed check to determine the success or failure of their attempted combat action. This is designed to keep combat moving
swiftly, and is primarily intended for adventures where players are acting against NPCs or the environment. (To see the Opposed Rolls variant for PVP, look for that section lower in this post.)
As with all other skills, combat rolls are meant to represent a character's own proficiency; if they are a very good sharpshooter, they are simply more frequently going to land their shots. This works the same with NPCs when attacking PCs; if the NPC is a very good sharpshooter, they simply have a better chance of landing their shot, even against a PC. Fortunately, player characters are Big Damn Heroes, and most of the Bad Guys of the galaxy are not as good at shooting things as heroes are.
The three skill groups directly associated with combat are: Melee, Ranged, and Force. Successful Hit: Any roll on a combat skill that falls below the associated skill's threshold is a success.
Damage Dealt: Damage dealt by any successful attack is always a flat value of 1 Hit Point.
Combat - Defensive Actions: Sometimes a character wants to take a purely defensive action in combat. In this case, the player has three defensive action options available, and they need to tell the GM which one they are attempting
before they make their roll. In all cases, the player uses their primary combat skill as the skill check they will be rolling for (Melee, Ranged, or Force).
Self-Defense: A character can take a fully defensive stance. Color-wise, this could be a lightsaber-wielder attempting to deflect blaster fire, or it could be a ranged fighter ready to take cover or tumble out of danger. If the PC succeeds in rolling under their skill threshold, they negate the next point of damage that would otherwise have been inflicted on them (prior to the PC taking a different combat action).
Defense of Others: A character can attempt to step into the line of fire with the intention of defending others at the cost of their own safety. If the PC succeeds in rolling under their skill threshold, they take the next point of damage that would otherwise have been inflicted on the target they are protecting (prior to the PC taking a different combat action).
Disarming an Opponent: This is the only combat action that is an opposed check even if using the basic unopposed rules default. (Note that Mook NPCs cannot be disarmed as they cannot make opposed checks.) This opposed check pits the combat roll of the attacking PC against the combat roll of choice of the defending character. See the below section on Opposed Rules Variant for resolving opposed checks.
Initiative: To determine your character's Initiative score, you first need to have selected your character's 9 skill groups and have assigned the threshold numbers to them. Then choose three of the skills from the following options; all three choices must be skills you have assigned to your character.
Athletics, Force, Gadgetry, Melee, Ranged, Perception, Stealth Take an average of the thresholds of the three chosen skills (the sum of the thresholds, divided by three). That number is your Initiative score.
In combat, characters are assigned turn order based on Initiative score, from highest to lowest. Ties are resolved by a straight 1d100 roll-off, highest winning.
Player Character Health: Hit Points: Player Characters should be assigned a health pool by the GM at the start of an adventure. This pool can be variable depending on the GM's expectations. Hit Point pools should not be lower than 4, but can go as high as 10.
Unconsciousness: A PC taken down to 0 HP is considered unconscious. They can be revived by medical treatment from an ally (specifically, an ally's use of the Medicine skill group), and revive at 1/4 of their total HP, rounded down. They can only be revived in this manner once during a single encounter. Alternatively, they can be revived out of combat after the encounter ends by any ally, with or without access to the Medicine skill group.
Note: The above rule about unconsciousness assumed that PCs can never die during an encounter. If the GM and players agree that they want death to be an option, then being reduced to 0 HP instead triggers a 50/50 death chance roll every time the character's turn comes around in the initiative order after they've been reduced to 0 HP.
Healing: Only PCs trained in the Medicine skill are considered proficient enough to be able to render healing during a combat encounter. (Outside of a combat encounter, any PC with a medpac or trained in the Force can attempt to heal another PC at a skill threshold of 40.) Any successful application of healing restores 2 HP.
Heroic Moment Points:
Each PC gets 2 Heroic Moments points at the start of an adventure. They can be refreshed at the discretion of the GM if an adventure goes long. They can be used/spent in one of four ways:
Automatic Success: A Heroic Moment point can be used by a player to earn an automatic success on any skill check (including opposed) for any skill in their 9 assigned skill groups.
Outside Skill: A Heroic Moment point can be used to take an action that falls under a skill group a character does not have among their 9 assigned skill groups. A PC can attempt to roll for any such skill with a skill threshold of 50 for one roll. (Note that not having a skill among your 9 assigned skill groups doesn't mean your character is ICly
incapable of doing something related to that skill, it just means that they can't usually do it at the level required for a heroic feat/adventure.)
Heroic Sacrifice: A Heroic Moment point can be used to take a hit for another character, even if your character wasn't using the
Defense of Others combat action at the time.
Negation: A Heroic Moment point can be used to negate the effects of a successful attack against a player's own character.
Enemy NPC Types:
The GM creates NPCs that fall under one of the following three categories. As is always the case in GMing, these NPC rules can and should be adjusted as the GM needs them to be. To make for more simplified and streamlined play, a GM can choose to use only Mooks to oppose the PCs; in addition to lessening the book-keeping needs, it also creates an adventure in which the PCs feel particularly heroic. However, to create more drama and risk, including Champions and the occasional Boss is recommended.
- Mooks: Mooks have no skill groups, and cannot oppose checks. They are assumed to be trained in the task the GM is using them for, and so take all actions as a roll toward a universal skill threshold of 40. Mooks do not have a Hit Point pool; if they are successfully attacked once by a PC, they are defeated. Mooks are completely susceptible to mind-affecting uses of the Force, with no means of defense.
- Champion: Champion NPCs are able to make opposed checks. Like Mooks, they do not have skill groups but are assumed to be trained in the task the GM is using them for, and take all actions as a roll toward a universal skill threshold of 60. Champions have a Hit Point pool of 2; they must be successfully attacked twice by a PC to be taken down. Champions can attempt to resist a mind-affecting use of the Force with an opposed check (using their universal threshold of 60).
- Boss: Boss NPCs are able to make opposed checks. They should be created as a PC would, picking from the skill groups and applying one of the skill allocation arrays. A Boss's Hit Point pool is at the GM's discretion, and is best determined by calculating how many PCs might be present to oppose them. Boss NPCs follow the same wounded rules as a PC. Regarding resisting a mind-affecting use of the Force: if the Boss is a Force-using character, resisting is an opposed check of Force skill vs Force skill; if they are not a Force-using character, resisting is an opposed check using the Boss's third highest skill (whatever that skill may be) to represent a strong will but no dedicated training in the arena of mental powers.
Opposed Rolls Rules
These rules are applied either when the GM wishes to call for an opposed check using the core Under 100 rules, or during a
PVP event. Below, two categories address the intended use of Opposed Rolls rules.
Opposed Skill Checks, Basic: Under normal circumstances, a character wishing to attempt an action only needs to roll under their own skill threshold to achieve success. However, there are a few circumstances in which a character's attempted action may be directly opposed by another PC or NPC. When the GM calls for an opposed check, the two opposing parties will use the PVP Score variant of their skill; this is always a single digit variant of their skill threshold divided by 10, rounded down. So, for a score of 70, it is 7. For a score of 65, it is 6. (This is always visible in the Character Sheet tool. See also the below section on PVP for more details.)
A player makes a roll of d10 dice equal to that value (7d10, 6d10, etc), opposed by the opposing character's similar roll. The highest roll result wins. Opposing rolls should use the skill group/threshold that is most appropriate to the action, as approved by the GM. For example: Two slicers attempting to out-slice each other in a system are making opposed Technical checks.
The following are some examples of circumstances in which a GM might call for an opposed check:
- The opposing character is another Player Character.
- The opposing NPC is not a Mook (Mooks cannot oppose); see below rules on NPCs.
- The action can reasonably be opposed/prevented; e.g. counter-slicing an active slicing attempt (the Technical skill), attempting to win a race using Athletics or Vehicles.
Opposed Skill Checks, PVP: PVP Stats: A player creating character stats for a PVP adventure will pick their skill groups and assign thresholds as normal. Then each skill threshold should be divided by ten, rounded
down. Note that the Character Sheet tool provided below calculates this automatically. For example:
Skill & Threshold | PVP Score |
Athletics, 50 | 5 |
Perception, 70 | 7 |
Force, 85 | 8 |
Melee, 65 | 6 |
PVP Defense Score: After converting the normal skill thresholds to PVP scores, a player creates a PVP Defense score by choosing three skills from the following options; all three choices must be skills you have assigned to your character.
Athletics, Force, Gadgetry, Melee, Ranged, Perception, Stealth Take an average of the thresholds of the three chosen skills (the sum of the thresholds, divided by three). That number is your PVP Defense score.
Rolling Mechanic: When making rolls using these PVP rules, a player rolls a number of "10 sided dice" equal to their PVP score for each attempted use of a skill. For example, rolls using the above stats would appear as follows:
Athletics roll: /roll 5d10
Force roll: /roll 8d10
The conversion of the threshold score into a number of "dice," with more dice being used to represent higher thresholds, means that the results of a roll will have a chance of being higher proportional to the character's "proficiency" with a skill. This means that for rolls using this PVP rules set, higher total numbers in roll results are better.
PVP Combat: In PVP combat using this rules set, all combat actions are opposed. (This is fundamentally the opposite of how PVE combat is handled in Under 100, which is why these PVP rules are a separate and optional rules set.)
The basic way opposed combat checks work with this PVP rules set is as follows:
- Player A, on their turn to act, initiates a combat action and rolls for the relevant skill: /roll 8d10 ( Result: 7,6,6,8,8,7,6,1, Total: 49 )
- Player B chooses if they are going to oppose Player A's attack either by use of an opposing skill or with their flat PVP Defense score. If choosing an opposing skill, the skill must be a reasonable one that could be used to oppose or negate an attack, and is always subject to GM approval. For example: Someone might try to use Athletics (or Vehicles) to oppose a Ranged attack with the argument that they are dodging the attack. A lightsaber-wielder might use Melee to oppose a Ranged attack with the argument that they are deflecting the blaster shot. Athletics can oppose Athletics, Melee can oppose Melee, Vehicles can oppose Vehicles, and etc. After choosing whether they are opposing with a skill or with their PVP Defense score, the player rolls a number of d10 based on their PVP variant of the score.
The higher roll of the two counts as the success. If the attacker wins, their attack is successful. If the defender wins, the attack is not successful. Circumstantial Bonuses: If the GM wishes to grant circumstantial bonuses to any Opposed check, bonuses can be assigned by adding (or subtracting, for penalties) increments of d10 to a PC's roll. It is recommended that a GM wishing to do so clearly outline ahead of time the conditions for such bonuses or penalties, and no score/roll should ever be higher than 10d10 as an upper cap. (Note: the SWTOR in-game chat window does not allow dX rolls in quantities greater than 10, and this also corresponds with a skill threshold of 100 being the highest threshold available.)
Other Under 100 Rules Sets/Modules:
The following are additional specialized rules sets that use the core Under 100 system.
Starship RulesGambling RulesUnder 100 Character Sheet Generator:
Players are welcome to go to
this Google Docs character sheet as a tool to easily whip up some character stats using the Under 100 system. Only fields with a drop down option need to be selected by the player, and everything else calculates automatically. (Just keep in mind that the selections of the person who used the sheet before you may still be present, so you just want to override them with your own choices.)
1. If you are new to making a character sheet with the system, check out
this post showing a simple conceptual walkthrough of the process. The following steps 2-5 apply just to using the Character Sheet Generator, for those who would like to make use of that tool.
2. Choose the Allocation Array you want (this can be updated after you've selected your skills as well, to see which numbers you like better)
3. Choose/Assign your 9 Skill Groups to the threshold scores of your Array (the array numbers populate highest to lowest, so it is helpful to rank your skills in proficiency order)
4. For each of the Initiative, PVP Defense, and Gambling categories (on the right of the sheet), choose three skills to contribute to creating those scores. Only skills from your character's 9 chosen skills apply, and only those skills with drop-down options are eligible for each category. Set your chosen three skills for each category to 'Select'. (All skills other than the three you choose should be set to N/A.)
5. When done, go to the 'File' menu of the spreadsheet and choose 'Download as - PDF' and you can then save a single sheet image of your character sheet, which you can attach to a forum post at need.