===== Combat ===== Roll "Join Battle"; highest goes first, everyone else counts down per tick from winner, maximum 5 ticks delta - Attacker rolls (Attribute + Skill + Weapon Accuracy) to hit, with (Epic Attribute) autosuccesses as appropriate - Attacker's Net Successes = [(Raw Successes) - (Defender's relevant DV)] - If Attacker's Net Successes >= 0, the attack hits - Attacker rolls (Attribute + Weapon Accuracy + Net Successes) to hit, with (Epic Attribute) autosuccesses as appropriate - Attacker's Net Damage = [(Raw Successes) - (Defender's Soak + Defender's relevant Armor)] - If Attacker's Net Damage >=0, the attack does that amount of damage - Attacker moves (Attack Speed) ticks forward on the combat wheel - Next Attacker's turn * In the case of Join Battle ties or multiple characters going on the same tick, the one with the highest Join Battle goes first; if still tied, actions are simultaneous * Strength is the Attribute used to calculate damage with impact-based melee attacks and thrown weapons (e.g.: fists, knives, clubs, rocks, tentacles) * Wits is the Attribute used to calculate damage with ranged attacks (e.g.: blasters, bowcasters) * Perception is the Attribute used to calculate damage with lightsabers and similar weapons (e.g.: lightwhips) * Charisma is the Attribute used to calculate damage with Force attacks (e.g.: Force Lightning, Force Crush, pretty much all of the Dark Side's special toys) ===== Recovery ===== **Without medical care:** * Bashing damage heals (Stamina + Enhanced Stamina) per day * Lethal damage heals (Stamina + Enhanced Stamina) per week * Aggravated damage does not heal without medical care **With medical care:** * Bashing damage heals (Stamina + Enhanced Stamina) per hour * Lethal damage heals (Stamina + Enhanced Stamina) per day * Aggravated damage heals (Stamina + Enhanced Stamina) per week Medical care consists of making a Science: Medicine roll with a Difficulty of the current wound level. Net successes add to the healing value. A new roll must be made for every time increment spent under medical care and both the medic and patient are considered occupied during that time. Any interruptions negates the effort and the patient is considered to be no longer under medical care for that time increment. Additional attempts can be made, but the same medic must wait one (untended) time increment before rolling again; a different medic need not wait. It's good to have a second opinion sometimes. **Example**: Bob takes a punch to the mandible in a bar fight for 3 points of Bashing damage. He has Stamina 2. While he will still show signs of bruising for weeks, if he just goes home and sleeps it off the next day he will have merely 1 point of Bashing left, and the day after that he might have some tenderness but he is fully functional. If Bob goes and rents a medical droid worth 6 dice of Science: Medicine, let's say the droid rolls 3 successes. That is enough to patch up Bob's face adequately after about an hour. If the droid had rolled 5 successes, Bob could have recovered from even an additional 2 points of damage. If the droid had rolled 4 successes, Bob would use the slower healing rate as if he were untended, as his injuries proved too severe for the droid to make much of a difference just yet. Note that this means 10 points of Aggravated damage is going to be extremely difficult to recover from, even with the absolute best medical care and the most resilient patient. ===== Social "Combat" ===== Social combat -- also known as //roll//playing -- is much simpler than physical combat. ==== Presence Rolls ==== Presence simply influences an NPC's state of mind or opinion of you. If you walk up to a stranger in a bar, they will get a first impression of your character based on various cues; that is a Presence roll. If you are trying to convince a prison guard that you're not such a bad guy, that is a Presence roll as well. If you are trying to terrorize a Jawa into giving you a droid for free, you must start with a Presence roll to make him afraid of you. - Player declares the emotion he/she wants to engender in a NPC - Player //role//plays out the social exchange - GM declares any circumstantial modifiers to the roll - Player rolls Charisma + Presence vs the NPC's Mental DV - Successes determine degree of emotional response. Yes, you can potentially use Presence on droids, if they are designed to mimic social interactions. You cannot use Presence upon nonsentient lifeforms; for that you would use Animal Ken instead, with the same mechanic as above. All a Presence roll does is set the tone of the conversation. It does not directly influence the NPC's actions, however it will indirectly influence them. Note that all NPCs automatically will have some sort of opinion of you, and if they get to know you over time that opinion will become more fixed in place (represented by modifiers to that roll). In certain circumstances, a Presence roll may not be necessary at all: for instance, slaughtering a village of sandpeople then towering over the last survivor with your weapon in hand doesn't really need a Presence roll if you're looking to intimidate the target. However, if you want to make him your new life partner, then you'll have to work for it. ==== Politics / Persuasion Rolls ==== Regardless of the opinion a NPC has of you, at some point you will want that NPC to do something they don't want to do. At that point you will be rolling Manipulation + Persuasion against his/her Mental DV. Alternately, in certain settings, Manipulation + Politics will be in order.... or perhaps even Charisma + Command if you're their ranking superior. - Player declares the action he/she wants the NPC to accomplish against their will - Player //role//plays out the social exchange - GM declares any circumstantial modifiers to the roll - Player rolls Manipulation + Persuasion (or other die pool as appropriate) vs the NPC's Mental DV - Successes determine degree of commitment to that action. For example, "Strike me down with all of your hatred" is not a very likely command to get a Padawan to execute. However, if your Presence rolls (above) have gotten that Padawan into an emotional state where he might be inclined to do just that, then it's just a matter of pulling the conversational trigger to get him to follow through. If you roll really well, he might commit himself to a berserker attack upon you in which he won't stop until someone's dead. If you rolled poorly, he might tentatively attack you once then back off and feel really bad about it. When dealing with nonsentient life forms, Charisma + Animal Ken is used if you can "socially" interact with the creature.