Stell's rolling system
Against minions:
On both attacking and defending
- under 10: crit fail
- 10 to 40: fail
- 41 to 90: success
- over 90: crit success
Against NPC mobs, often, they will be ICly simply firing continuously, in which case, after each player has had their attack turn, all players at once will roll once for defense against the mob and then the next round will begin.
Boss or PC fights, either party attacking.
Attacker types attempt description, both parties roll, highest roll wins but spread affects the outcome, winning party posts first, then losing party.
Roll spread results:
Attacker wins, spread less than 75: single hp damage
Attacker wins, spread 75+: crit - either extra point damage or some other consequence chosen by GM
Defender wins, spread 75+: crit defense - some consequence or bonus determined by the GM
Hitpoint effects
All players start with 10 hitpoints. Minions have 1 or 2 determined by gm. Boss hp levels established by gm.
At 0 hp, players are incapacitated for rest of encounter.
Skills and abilities
Conventional skills:
It's assumed all Jedi and Sith can use the Force to: pull items to them, push or throw lunchbox sized items, push people back, influence minions. It's assumed that any Force user can use their lightsaber for some basic combat.
It's assumed that non Force users can generally use whatever weapon they are carrying (that isn't a lightsaber).
It's assumed that anyone who has or has had their own ship ICly has some basic piloting skills.
It is also possible for players to have any of the following additional skills or abilities, which are less frequent, though still standard within the game setting: Force leap, Force speed, Force shielding, masking oneself in the Force, Force lightening, empathy (detecting moods and feelings, not thoughts, could also be a non Force skill with a good sense of observation), piloting. The number of such abilities any character exhibits should reflect the age/experience/rank of the character. These abilities don't require a trait and give no bonus to rolls.
Equipment based skills
It's assumed that anyone carrying a slicing spike and a datapad knows how to use it and can attempt a slicing roll.
It's assumed that anyone can administer a kolto shot or dress a simple cut or scrape with a kolto bandage and that anyone carrying such equipment can attempt a healing roll.
Only a player having taken slicing or healing as a trait can carry more advanced slicing or healing equipment.
Equipment based rolls (such as healing or slicing) require a roll of 50+ for success and will get a crit of the gm's choosing for 90+.
Trait based skills and abilities
Every player may choose three traits for their character. They may be positive traits, negative traits or balanced traits, but no more than two can be from the same category.
Positive traits can be proficiency at a conventional or equipment skill, or an unconventional skill. Every positive trait adds a +10 bonus to every roll using that trait. No trait can be used in two consecutive turns.
A negative trait reflects a weakness of the character. Every negative trait, when called upon, adds a -10 to the player's roll and generates one fate point.
A balanced trait confers an extra advantage, but at a cost, indicating strain on the character. Invoking a balanced trait gives a +20 bonus on the roll for that trait. The cost is either a one hp loss due to the strain, an incapacitation effect for one turn due to the strain, or a -20 on the next roll (attack or defense, whichever the next roll happens to be), due to the strain.
Every player may invoke the following gm traits:
I can't be this incompetent: On the player's fourth consecutive unsuccessful roll, they may invoke this trait for a +20 bonus on a re-roll.
The fates finally smile upon me: On the player's sixth consecutive unsuccessful roll, they may invoke this trait for an automatic roll of 110.
Time for some humility: On a player's fifth consecutive successful roll, another player may invoke this trait to force a re-roll with a -40 penalty. The targeted player receives a fate point in exchange.
Invoking any of these traits resets the unsuccessful or successful roll count.
Fate points
Fate points are given for use of negative traits, or at the gm's discretion.
Fate points may be cashed in at any time to add a +10 bonus to a roll. They may be stacked and used together. Each player can accumulate a maximum of three fate points.