Character Creation | House Rules | Crafting | Huttball | Calendar
Please follow the following simple steps for character creation:
Step 1: Come up with a character concept and pitch it to the Game Master.
Your pitch should include basic character information, such as name, sex, rough age, species, class, and a general idea of their background and personality. Expect a discussion to take place about the different aspects of your character and be prepared to cater the character specifically to the campaign. Once your concept pitch is accepted by the Game Master, proceed to Step 2.
Step 2: Fill out the Character Background Form.
The character background form has become a staple here at Maledictae, and we’ve recently adopted the use of Google Forms to make this process relatively painless. You’re able to edit your responses to the form once submitted, so you can treat it as a living document. The link to the background form can be found in the #sw-info channel on our Discord. Once your background form has been submitted, notify the Game Master. The GM will then review your form, offer commentary, and then either request revisions or approve it. Once your background form is approved by the Game Master, proceed to Step 3.
Step 3: Access the Foundry and fill out a character sheet.
A blank character sheet will be provided upon successful completion of Step 2. Instructions on how to access the Foundry are available in our Discord and are not posted here for security reasons.
- Ability Scores:
You have the option of using either the standard array (15, 14, 13, 12, 10, 8) or rolling in Discord with the !randchar command. If you choose to roll, you must use the rolled total value (the “total” number at the bottom), which you can freely distribute among your six attributes. If you roll a value less than 70, you may reroll once and you must use this new roll.
- Starting Equipment:
Starting equipment can be swapped for any other item of the same category within reason. “Within reason” being whatever aligns with your backstory. Also, don’t be afraid to “ask big” in your backstory. We have given entire countries to players in the past because they wrote a really solid story or agreed to take on a special role.
Characters do not earn experience points. Instead, characters earn a level when the party reaches a campaign milestone, as determined by the Game Master.
Realistic Natural Healing
This rule replaces the standard rest system with respect to healing, and therefor eliminates the expenditure of Hit Dice for that purpose. After completing a long rest, characters regain an amount of hit points equal to their Constitution modifier (minimum of 1). The rate of healing can be increased by seeking proper medical attention (2x if the use of a Trauma Kit is expended, 3x if a Trauma Kit is expended and a DC 15 Wisdom (Medicine) check is passed, and 4x if the character receives professional medical attention and spends their long rest in a kolto tank). Some abilities state that you expend a hit die, such as the Give Life or Seethe force powers. Instead of expending the hit die, you roll it as normal but may only benefit from one such effect once per short or long rest.
Resting in Armour
Resting in armour makes it difficult to recover fully. At the end of a long rest, if you wore armour, you only recover half of the hit points you normally would and you relieve only a single level of exhaustion.
Droids Don’t Heal
Droids do not heal, nor do they self-repair automatically. This rule negates SW5e’s Rapid Reconstruction racial ability given to droids. Instead, droids must be repaired when they take hit point damage. A creature can spend 8 hours (a full working day) attempting to repair a damaged droid. The creature makes a DC 15 Intelligence (Technology) check. If successful, the droid is fully repaired. If unsuccessful, the repairs are botched and must be attempted again on a subsequent day.
A creature may sustain lasting injuries under certain circumstances, such as when it drops to 0 hit points or receives a critical injury (see below). There may be other circumstances where lasting injuries are possible, as determined by the Game Master.
Critical Injuries: Death & Dying System Overhaul
This is inspired by the Year Zero Engine’s death system, so all credit goes to the good folks at Free League Publishing. The concept is simple: When you drop to 0 hit points, the Game Master rolls on the Critical Injury table. On this table are a variety of potential outcomes, some minor, some deadly. The table is weighted in such a way that the deadlier outcomes are less likely to happen, but it means that there’s always an element of risk to every encounter. At this time you are also considered to have the Broken condition (this replaces Dying). While Broken, you can only crawl (which is Prone movement at half of your speed) and communicate (through gritted teeth, in most cases!), but can take no other actions. You remain broken until you receive healing from any source, or until ten minutes have passed, at which time you will naturally regain 1 hit point and lose the Broken condition. The Critical Injury you sustain, however, can only be healed naturally – each Critical Injury having a set healing time, though the speed at which it heals can be sped up as per our Realistic Natural Healing rules.
This rule impacts many abilities and powers and how it does so will be determined on a case by case basis. Individual rulings will be recorded here, in point format:
- Spare the Dying
At-will light Force power. 1 action, Touch, Instantaneous.
You touch a living creature that has sustained a fatal critical injury. That creature’s critical injury is no longer fatal. This power has no effect on droids or constructs.
Resurrections are impossible. This rule nullifies all resurrection powers and abilities found within SW5e.
Skills & Tools Together
Having an applicable tool on hand with which you are proficient gives you advantage on any associated checks. This replaces SW5e’s “tool checks.”
Force & Tech Prowess
When you fail an ability check, if you added your proficiency bonus to the check and you did not have advantage or disadvantage, you can spend 1 force or tech point to re-roll the die. You can only use this feature once per ability check, and you must use the new roll. Use of this is subject to some degree of Game Master discretion.
When the outlook of a situation looks grim, players might want to have their character attempt to go above and beyond, fuelling their endeavours with their own vitality by exerting themselves.
Once per round, when a character makes an ability heck, attack roll or saving throw, the character can roll a Hit Die without expending it, plus their Constitution modifier, adding the result to the roll. Alternatively, on their turn, the character can roll a Hit Die without expending it, plus their Constitution modifier, increasing their speed by 5x the amount rolled (in feet) until the end of their turn. If the character has Hit Dice of different sizes, they take the larger. The character must declare an exertion before they roll any dice.
When a character exerts themselves, they immediately lose hit points equal to the amount rolled, which cannot be reduced or negated in any way. If this damage would reduce the character to 0 hit points, they become Broken but do not incur a Critical Injury.
Crueller Critical Hits
When you score a critical hit, instead of rolling the damage dice twice, you instead maximize the damage once and then roll. This makes critical hits feel more impactful, and guarantees a better result every time.
This system is written by the brilliant folks over at Sly Flourish and can be accessed here. Cinematic Advantage replaces Flanking.
This rule replaces a character’s proficiency bonus with a proficiency die. Whenever proficiency would apply, instead of adding your proficiency bonus for that level, you instead roll a proficiency die. The size of the die to roll is twice that of your proficiency bonus for that level bracket (a proficiency bonus of +2 rolls a d4, +3 rolls a d6, +4 rolls a d8, +5 rolls a d10, and +6 rolls a d12). This is handled automatically by Foundry.
These rules are a revision of SW5e’s expanded crafting system. These rules supersede all others.
The Crafting Process
Crafting is broken down into six steps, which are as follows:
Step One: Acquire a Blueprint for the item you wish to construct.
Having proficiency in a tool grants blueprints for all mundane (that is, non-enhanced items) items associated with that tool. Blueprints for higher-quality items can be purchased, found, or stolen; they can also be reverse engineered or designed from scratch with a Crafting check (see the Crafting Check Table).
Step Two: Calculate baseline material costs.
For mundane items, the baseline material cost is equal to half of the item’s book value. For enhanced items, you must consult the Game Master. There are times when acquiring materials for crafting will be much more expensive or not even possible at all, such as in remote locations where resources are scarce.
Step Three: Calculate how long it will take to craft the item.
For mundane items, this is done by dividing the book value of the item by 250. The result is how long it will take in eight-hour working days to construct the item in question. For enhanced items, the breakdown is the same, based on whatever value the Game Master gave you during Step Two.
Multiple characters can work together, dividing the time required by the number of characters working on the project. There are other ways to reduce crafting time, such as employing a factory or utilizing an advanced workshop – for these solutions, please consult the Game Master.
Step Four: Determine special requirements.
For mundane items, this step generally does not apply. For enhanced items, there may be a requirement for rare materials or special construction processes which will be indicated in the item’s blueprint. Consult the Game Master!
Step Five: Resolution
Crafting is finally resolved by making a Crafting Check, which is done by making an Intelligence check using the appropriate tool for the item you are crafting. The DC of the check is determined by the rarity of the item being crafted, as shown in the Crafting Check Table below:
|Item Rarity||Crafting Check DC|
Huttball originated as a means for debtors to pay back their loans by participating in this violent sport. The earliest matches were known as Alay Makcheesas, meaning “late payoffs” in Huttese. The games are essentially gladiatorial duels in which cheating and violence were encouraged. Unregulated Huttball is illegal within the Republic because deaths are frequent, known as the ‘Blood Sport of Kingpins’, but is popular within Hutt space, particularly Nar Shadda.
Huttball pits two teams against one another in a no-holds-barred attempt to gain possession of the ball and bring it to the opposing team’s end-zone. The ball, a heavy metallic sphere fitted with a repulsor, begins at the centre of the field. Both teams begin in their respective end-zones. When the match begins, both teams rush to gain possession of the ball and deliver it to the opposing team’s end-zone, which earns their team a point.
Possession of the Ball & Passing
When not in the possession of a player, the ball will float about three feet off the ground. A player need only grab it to take possession of it for their team. As an action, the ball can be passed to team mates in any direction. The distance one can throw the ball is equal to 30 feet plus your Strength modifier.
Taking the Ball from Someone Else
Players can attempt to take the ball from another player by wrestling it from their grasp (grapple check), intercepting it when it is being passed (moving into a space along the ball’s flight path and making an Athletics or Acrobatics check, DC 15), or incapacitating the person holding the ball and rushing to grab it as it hovers over the body.
Points are earned by carrying the ball into the opposing team’s end-zone. Once this is done, the ball immediately returns to its starting point at the centre of the field.
Unregulated Huttball is just that: Unregulated. There are minimal rules and the use of real weapons and armour is not only permitted, but encouraged!
Regulated Huttball involves the use of special suits and weapons. These suits cover the player’s body and head, leaving the face uncovered, and transmit an incapacitating shock should the suit be “hit” by an opposing team member’s weapon. The shock lasts until the start of their next turn, during which time they drop any objects they are carrying (including the ball!) and are unable to move or take actions. The following additional rules are also in play:
- Players are never permitted to bypass a suit’s incapacitation.
- Players can, however, “revive” a team mate by touching them.
- The use of damage-dealing powers is not permitted.
- The use of non-regulation items is not permitted.
Universal Huttball Rules
The following rules are in play regardless of whether the game is regulated or unregulated:
- Players are not permitted to leave the Huttball pitch, which is clearly defined and often enclosed by high walls. During unregulated matches, it is not uncommon for the audience to enforce this rule with deadly force!
- The Huttball itself cannot leave the pitch. It is programmed to stop at the border line and will resist being taken off of the field.
Galactic Standard Calendar
Star Wars introduced a standardized calendar during the prequel era of films, and introduced in universe by the Galactic Republic in 35 BBY. While this technically doesn’t work for our Old Republic campaign, as they used over 20 different calendars at the time, we’re going to use this one anyway because it’s better than alternatives we have utilized in the past.
The calendar is based on the size and rotation of the planet Coruscant. It is a lunar-solar calendar based both on Coruscant’s orbit around its sun, and the orbit of its primary satellite, Centax-1. The standard unit of time is the standard second. Sixty standard seconds make up each standard minute, and sixty minutes make up each standard hour. Each day consists of 24 standard hours. A standard week was 5 standard days, and each month has seven weeks (making 35 standard days each month). A standard year is 368 days, composed of ten months, three fete weeks, and three holidays. As the Hyperdrive Theory allows space travelers to bypass relativity, a single duration of time passes at all locations equally over a given interval.
- 60 standard minutes = 1 standard hour
- 24 standard hours = 1 standard day
- 5 standard days = 1 standard week
- 7 standard weeks = 1 standard month
- 10 standard months + 3 festival weeks + 3 holidays = 368 standard days = 1 standard year
The five days of the week are Primeday, Centaxday, Taungsday, Zhellday, and Benduday.
Dates are written as “DX-MX-YYYY.” For example: D1-M1-3681, which translates into the 1st day of the 1st month, 3681 years before the Battle of Yavin.
Specific Dates in our Campaigns
As most Star Wars fans are familiar, the “year zero” of the entire setting is the Battle of Yavin and dates are either measured in years before the Battle of Yavin (BBY) or after the Battle of Yavin (ABY). This works as a useful reference for fans, but the characters in the game world wouldn’t use this dating scheme.
Our Sith Empire characters in the Great Galactic War campaign will use the formation of the Sith Empire in 4980 BBY as the year zero, meaning the start of that campaign (the first year of the Great Galactic War, 3681 BBY) is the year 1299.
Our Jedi characters in the Sixty Six campaign will utilize the Great ReSynchronization of 35 BBY as the year zero, meaning that the start of that campaign (The Great Jedi Purge of 19 BBY) is the year 16.