Lords of the Old Republic

Michael McCune
updated 12 May 2025

This work is licensed under CC BY-NC-SA 4.0

The Game

Lords of the Old Republic is a freeform, sandbox style, roleplaying game. It is presented as a universe to play within and a set of simple rules to help guide the roleplaying and storytelling process.

This is a game of epic deeds set in a galaxy where a fragile peace holds endless possibilities for the future. It is not the Star Wars of the Rebels and the Empire. The Lords, Ladies, and Lieges of the Old Republic are larger than life figures who will forge the foundations of a society that will stand for nearly twenty five thousand years. Players should come with big ideas and a drive for adventure.

A Galactic Republic

After countless millennia of conflict, strife, and chaos throughout the galaxy, peace has prevailed. Over a thousand star systems have come together to forge a democratic galactic republic. Overseen by elected officials from the member worlds and protected by the knights of the Jedi Order, the Republic has now endured for nearly five hundred years.

Peace is a fragile thing however, and ensuring that the Republic remains a place of freedom, self-determination, and justice is a difficult calling. Enemies from without and within threaten to rip asunder the coalition and feed upon its riches.

Feel the Force, there is chaos at the periphery and a dark shadow that is moving within the Republic.

Collaborative Storytelling

This may seem redundant but is worth repeating explicitly: this is a roleplaying game about collaborative storytelling. You and the other players will have conversations, going back and forth, talking about your fictional characters, the things they do, and the scenarios they encounter to express their stories. Unlike written storytelling though, roleplaying involves acting out the lives of characters and sometimes in the process of doing so you talk over each other, interrupt, build on each others’ ideas, improvise, and so on. These are all normal and acceptable gameplay as part of the collaboration, but remember to be kind and respectful to your fellow players.

The Game Master and the rules mediate the collaborative storytelling. They come into action when someone wants their character to confront a challenge or push themselves beyond the limits of reason and sanity, or when they meet a worthy foe. When resolving conflicts, the Game Master always has the final say on the results of actions.

Doing Things

Lords of the Old Republic is a roleplaying game focused on character action and intention. The rules are light to keep the attention of play on in-character actions, conversations, and plots.

The game is played as an ongoing conversation between all the players (including the Game Master) where the players speak as their characters and describe their character’s actions. The Game Master has a special relationship in that they are the final arbiter of conflict between characters and facts within the story.

When conflicts do arise, the Game Master has the responsibility of describing the world honestly and accurately to the players, and to fairly arbitrate scenes using the rules as a guide.

Domains

Domains are broad categories of knowledge and experience that define the thematic elements of the game. They are a set of pre-defined attributes that you will choose for your character. Although their names might sound simple, they can cover almost any skill or experience which falls within their description.

There are sixteen Domains: Agility, Astrogation, Dark Side, Endurance, Engineering, Force Control, Force Sense, Governance, Jedi, Psyche, Republic, Science, Sorcery, Strength, Underworld, and Warfare.

Domains are represented by a numeric value to help determine the depth of power that a character possesses. By default all Domains have a value of zero (0), which is equivalent to the level of ability that an average person in the setting might have.

Increasing a Domain beyond zero means that your character has above average ability in that area. During character creation, and by spending experience points, you can raise your character’s Domains to exceptional levels and beyond.

When taking an action, your Domains help define the relative effectiveness of the action you are taking. The Game Master will often ask about your Domains to understand your character’s approach to a situation, breadth of experience, and relevant resources. When asking the Game Master for information, you may also remind them of your Domains to help inform your character’s knowledge.

Facets

Facets are the people, places, things, relationships, and similar entities that give wider context to a character’s influence in the universe. They are player generated phrases that describe individual things a character is connected to and has some measure of control over.

Facets are used to support your character’s actions and to supplement Domains when the Game Master is resolving conflicts. When your character incorporates their Facets into stories, it gives them advantages over their challenges. The risk associated with Facets is that they can become damaged if those challenges overcome your character.

Facets can be used to represent things like weapons and armor, or vehicles; they can also be used to to detail associations and relationships to people or places. Through Facets your character can define areas of influence and command which transcend the boundaries between Domains.

Bonds

Bonds are the deep connections that your character has to their social existence and the wider universe as a whole. They are statements that you will write to connect your character to something larger than themselves, and to describe relationships and motivations that drive the character to action.

Bonds speak to your character’s motivations and desires. They should give not only a strong indication of what your character is fighting for, but also why they are fighting. Bonds also give you a chance to add thematic overtones to your character in the form of the people, places, and things that they become entangled with.

In game terms, Bonds provide you a mechanism to give the Game Master clear indications of the types of scenarios and themes you would enjoy for your character. During play, your Bonds can provide opportunities for your character in the form of the Game Master introducing choices about them, or by your character exploring the depths of their connections.

Creating Characters

  1. Write a high concept.
  2. Write two Bonds.
  3. Buy Domains and Facets

Write a high concept

The first step in character creation is to start with a high concept. Something that can be used to briefly summarize your character. It should be a sentence or two at the most. A strong high concept will include a description of what the character does or is known for, and what motivates them. You can think of the high concept as your character’s “elevator pitch”, a short statement to quickly introduce the character to others.

Let’s create an example character, Jaren Starrunner, and we will start with this high concept:

Jaren is a smooth talking space smuggler who escaped the Hutt Syndicate to join the Republic as a “goods transport specialist”.

Write two Bonds

Next you should consider what motivates your character to action. What would they be willing to “risk it all” for? Who are the people that your character will always answer their call? What is so important to your character that they will drop everything to save?

Bonds help the Game Master and other players to understand your character’s desires and inspirations, but they are not necessarily known in-character unless you decide to reveal them. The Game Master may drawn from your Bonds to add personalized touches to the game.

For Jaren, our example character, let’s consider the following when writing their Bonds.

Jaren escaped the Hutt Syndicate and that theme might be fun to play with during the game. Jaren’s first bond is:

Burning desire to free all people from the Hutt Syndicate’s rule.

Jaren was born into a rough life and values friendship and loyalty highly. This would also be a interesting theme to play with and will give the Game Master plenty of opportunities for story twists. Jaren’s second Bond is:

My crew is my family, we will conquer all who oppose us.

Buy Domains and Facets

At character creation you will have a number of experience points given by the Game Master to purchase Domains and Facets for your character. In most settings the beginning number of experience is twelve points.

Domains are represented by a number, starting at zero. For each experience point you spend, you may increase a single Domain by one. The scale of relative power for points is shown below:

Value Strength of power
0 average
1 exceptional maximum
2+ supernatural

Domains at two or greater are considered to be supernatural levels of power. Characters with these levels in Domains have levels of ability, resources, relationships, and experiences that go beyond any normal person. Values beyond two are most frequently used when directly confronting other characters with supernatural ability.

Facets have no explicit numerical value, and are instead evaluated based on their description and expected levels of power. They each cost two experience points to buy, and can be composed to create hierarchies of Facets for increased power and integrity.

For Jaren we spend the points like this:

Domains

What we are telling the other players about Jaren is that they are very quick and nimble, spry on their feet, above all else. Jaren is also a well-studied and versed hyperspace navigator, with the ability to find new routes and gates even the most remote regions of the galaxy. Jaren has good experience with the criminal underworld and has connections and resources within those circles. They are also in excellent health and have a deep well of personal stamina and willpower upon which to draw.

Facets

These are the things that will help Jaren to succeed in the universe and also inform the other players about some of Jaren’s core flourishes.

Six points spent on Domains (two on Agility, two on Astrogation, one on Endurance, and one on Underworld), and six points spent on three Facets, brings the total to twelve points.

Character Growth

During play the Game Master will award experience points to you for your deeds and play. This can occur anytime during a session. You use experience to grow your character and to heal their damaged Facets.

Experience can be used to increase your Domains on a one for one basis. Before increasing your Domains always speak with the Game Master, there are some occasions where it may not be appropriate to raise a value without in-game action to support the growth.

New Facets can be purchased for two experience points and should always have a connected action or thread in-game in support. Damaged Facets can be healed for one experience point and should accompany a form of related repair or rejuvenation.

Domains

Each Domain covers a broad range of experiences, skills, knowledge, and potential connections. The following descriptions are meant to give an impression of each Domain’s area of influence. The descriptions are not meant to be a definitive binary lists of included and excluded activities, always discuss with the Game Master if there are questions.

Themes

There is no formal relationship between individual Domains. But, it can be useful to think about the Domains in general categories when designing characters. In loose terms, these are the way Domains are grouped:

Descriptions

Agility

Agility is the Domain of all things related to rapid body movement, nimbleness, raw speed, and manual dexterity. Skills with direct reliance on body control and speed are also under the Agility Domain, such as: acrobatics/gymnatics, running, swimming, archery, fencing, martial arts, dancing, skiing, bicycle riding. Naturally there is crossover with Domains for many of the application of these skills, but Agility governs the depth of skill and experience.

Examples:

Astrogation

Hyperspace is a strange and enigmatic place. It empowers some to travel faster than light throughout the galaxy, and dooms others to madness and death. Hyperspace is also home to life that dwells within its mathematically impossible dimensions.

To travel hyperspace effectively takes intuition, piloting skill, and an internal compass that gives confidence of course in the most dire of storms. Although computers can be manufactured to traverse the most well-known and safest of hyperspace lanes, to truly unlock the limitless potential requires special talents. This internal wisdom as well as a deep and extensive knowledge of hyperspace are the Domain of Astrogation.

Examples:

Dark Side

The Jedi Order is barely a millennium old, and with it came a common reasoning about the Light and Dark sides of the Force. The Dark Side Domain covers knowledge and experiences related to the Dark side of the Force. This knowledge is dangerous and can be a warning to those who sensitive to the Force. But studying one’s opposition is beneficial if the gains can outweigh the risks.

Characters with expertise in Dark Side have knowledge of the history and practices of those cults that pledge allegiance to the Dark side of the Force. They also have access to contacts within and around communities that have more tolerant views of the Dark side of the Force. With that said, characters with expertise in this Domain also know Jedi Knights who study the Dark side of the Force.

Examples:

Endurance

Endurance is the Domain of raw stamina and ability to endure pain, suffering, disease, and even death itself. Endurance is also a measure of a character’s wellspring of physical and mental power. Although this Domain may have the least direct skill-based knowledge, it is powerful companion to nearly all other Domains when taking action where outlasting is a factor.

Characters with expertise in Endurance have the ability to push themselves further than all others when in the face of great adversity. They may also have a reputation for being exceptionally healthy and of high stamina or fatigue resistance.

Examples:

Engineering

Engineering is the craft and science of designing, building, repairing, and maintaining things in the galaxy. From electrical to mechanical, even to civil, Engineering is the Domain of academic theory become physical manifestation.

Characters with expertise in Engineering are able to understand technology on an intrinsic level. Being able to tear down, rebuild, and create new devices given enough time and proper equipment. This Domain covers all manner of topics including, but not limited to: droids, starships, atmospheric vehicles, computers, civil infrastructure, weapons, chemical and biological manufacturing process, and agricultural machinery and equipment.

Examples:

Force Control

Force Control is the ability to harness the ebb and flow of the Force. Characters with exceptional Force Control have the ability to move objects with their mind, control healing and life processes within themselves and others, and even the capacity to control the weather and energy.

Controlling the Force is not free of risk however. Without proper experience and wisdom, characters can easily become trapped by the Dark side of the Force. The skills related to Force Control are most advanced by the Jedi Order, character with expertise in this Domain will certainly have met or trained with Jedi.

Examples:

Force Sense

Force Sense is the ability to feel and connect with the Force, to sense it throughout the galaxy and focus perception at any point. To the Jedi, the Force is the living will and energy of the galaxy itself. To gain deep levels of harmony with the Force is also the ability to sense it deeply.

Characters with expertise in Force Sense have learned to calm their minds and feel the living Force as it flows through the galaxy. They can sense living beings and their life patterns, see different places and times, and even read the minds of others. The Jedi Order have the most knowledge and experiencing sensing the Force, characters with this Domain will certainly have met or trained with Jedi.

Examples:

Governance

Governance is the Domain associated with the knowledge, history, and practice of organizing large groups of sentient beings to create and reinforce societies. It covers everything from small community cooperatives all the way to interstellar civilizations.

Characters with expertise in Governance have an encyclopedic knowledge of governmental philosophies and histories. They also have direct experience organizing groups of people, interacting with populaces, and achieving effective results for the communities they govern. The science, and art, of governing also carries an understanding of how those techniques and forces can be used for manipulating people to malevolent ends. This Domain is not a binary machine however, and many factors come in to play when attempting to lead.

Examples:

Jedi

The Jedi Order has existed for one thousand years. It began when a being known as the Prime Jedi shared their wisdom and experience about the Force. This event changed the galaxy as it brought a teaching of harmony with life tempered against the violent realities of existence. As the philosophy and practice of the Jedi spread, an order of being gathered to learn and proliferate the Prime Jedi’s teachings. They became the Jedi Order.

Characters with expertise in Jedi have thorough knowledge of the Jedi Order, its history and practices, and the current factional trends within its members. Further, characters can recognize artifacts of Jedi origin and have the ability to pass as a member of the Jedi Order, if only for a moment. This Domain does not require that one is a member of the Jedi Order, but characters with Jedi expertise will definitely know at least a few Jedi.

Examples:

Psyche

Psyche is the Domain of willpower, raw mental strength , quickness of thought, and natural aptitude with the Force. It is not a measure of intelligence or knowledge, but more a measure of the strength, agility, and mental fitness of a person. When a conflict rests on a battle of minds or force of will, Psyche is the Domain that is directly pertinent.

Character with expertise in Psyche will have superior mental acuity and deep wells of willpower. They will have a natural sense of the Force, even if they do not have the training or knowledge to control it. Psyche also instils characters with a strong sense of attunement to the universe and the Force within the galaxy, this can often be a foundation for resist mental attacks and sensing danger.

Examples:

Republic

The Galactic Republic is just over five hundred years old. It has grown to include one thousand systems with each having representation in the Galactic Senate. Although peace has been brokered between the worlds and treaties have been signed to authorize the Jedi Order as arbiters of conflict, there are yet factions and rivals within the Galactic Republic and its politics can be confrontational at times.

Characters with expertise in Republic have a deep understanding of the historic, economic, and social factors that are at play within the Galactic Republic. They have contact networks within the government, and the influence to achieve their ends when needed. Practical skills such as economics, sociology, communications, and others related to the mechanisms of government are also within this Domain.

Examples:

Science

Science is the practice, history, knowledge, and pursuit of the scientific method as it applies to all areas of study. It covers all manner of subjects from physics to biology, anthropology to zoology, and all points in between. Science is focused on the pursuit of knowledge and learning through the lens of research into the unknown or mysterious.

Characters with expertise in Science are masters of several fields of scientific endeavor. They understand and have experience researching new theories and technologies to achieve specific goals. Characters with this Domain also have ties into the scientific community, and may have contributed discoveries which have changed the galaxy.

Examples:

Sorcery

Long before the Jedi brought the language of the Light and Dark sides of the Force, the people of the galaxy knew about the power of the Force. The techniques for accessing the Force evolved over time and took many forms across the worlds of the galaxy. One thing that was common among those techniques was the notion of rote or ritual use of the Force. This practice is commonly known as Sorcery.

Characters with expertise in Sorcery are accomplished in the ritual forms of Force sense and control. They have learned the traditions and history of one or more lineages of Sorcery, and maintain contact with social circles within those communities. Sorcery is a slow practice, its ways are ritual and learned, it is not quick and reactive but can be used in creative ways to embody those qualities.

In game terms, Sorcery can often incorporate themes or actions from both Force Control and Force Sense. But whereas the latter are more improvised forms of Force usage, Sorcery is magnitudes of order slower and more methodical. For all the trouble, this trade-off brings with it greater buffering from the weathers of the Dark Side of the Force for those with expertise in Sorcery.

Examples:

Strength

Strength is the Domain of all things related to raw physical power, competition of brute force, and skills directly related to the application of physical supremacy. It covers raw muscular strength and the ability to withstand physical blows and shocks. Skills related to physical power and the application of that power are also within the purview of this Domain.

Characters with expertise in Strength are among the strongest beings in the galaxy for their weight class. They are masters of unarmed combat, boxing, wrestling, grappling, weight lifting, throwing, and absorbing physical damage. Strength also has broad application in combination with other Domains.

Examples:

Underworld

Although peace has blossomed in the galaxy, justice and law are a different story. The Galactic Republic has laws that the local authorities, and the Jedi Order, are tasked with upholding. For all their efforts, there is a surviving criminal underworld within and around the Republic. The largest of criminal enterprises exist outside the boundaries of the Republic, comprising multitudes of star systems in some cases. Within the Republic, the criminal network operates in the shadows and in the byways between worlds.

Characters with expertise in Underworld understand how criminal networks operate within and without the Republic. They have a history with the criminal world, and may have operated in that world in the past, or the present. Depending on their history, characters with expertise in this Domain also may have skills pertaining to some areas of criminal endeavor, this is different for every character.

Examples:

Warfare

Warfare is the art, science, and practice of making war, on all scales: from interpersonal to interstellar. It covers all manner of skills and activities related to making war, including: fighting with weapons, piloting vehicles of war, commanding troops, and creating new strategies and tactics.

Characters with expertise in Warfare are masters of fighting using organized techniques and tactics. They have been to war and experienced many conflicts of varying sizes. Characters are also familiar with the techniques for training others and building fighting forces. As a side note, expertise in this Domain also confers a high degree of skill in games of strategy and tactics.

Examples:

Playing the Game

Playing Lords of the Old Republic is a conversation between the players, with the Game Master being the final arbiter of conflicts and disputes. As you go back and forth playing out your character’s lives, there will come times when you want to do things where the outcome is uncertain. When these situations arise, the Game Master will ask for involved players to declare their intentions and consider their stakes.

Conflicts and Uncertainties

During the course of the conversation about your character’s lives and adventures there will come times when the Game Master indicates that the outcome of your actions are uncertain. Perhaps your course of action carries unknown levels of risk, or is at odds with parties that have malign intent, but regardless the reason the Game Master will give a direct clue that the outcome is uncertain (e.g. “are you really sure you want to do that?”). At this point it is your choice to decide if your character will proceed or change their course of action to avoid the situation or take a different approach.

When determining the outcome of an encounter, the Game Master will take into account the Domains involved from each party and their relative values, the number of Facets involved from each party, and the circumstances of the scenario and the actions of all parties involved. This process is not an exact science, there is a high level of trust involved between all players, ultimately though the Game Master should seek to fairly compare and contrast all parties in the conflict and then be transparent about how they reached the resolution.

Being Harmed

There are times when even the best of situations can turn out poorly for characters. When the Game Master determines that damage or fatigue has been done to a character as the result of a conflict or action there are generally two possible outcomes: the character suffers some form of in-game impairment until they can heal it, or the Game Master can designate Facets that have become damaged. Damaged Facets are unable to used until they have been repaired, although they may still exist they are effectively “out of commission”.

Facets that are damaged require experience points and some amount of time to heal or be restored to functional status. In general, the number of experience points and amount of time required to restore a Facet will be constant. When you want to heal a damaged Facet, speak with the Game Master about spending experience.

Compound Facets

When you want to create Facets that have more intrinsic toughness or complexity built into them, you can composite several Facets together to create a hierarchy. At the top of the hierarchy is a single Facet that encompasses the collection. Underneath it are one or more Facets that represent individual components of the whole.

For example, if our hero Jaren Starrunner wanted to improve the Spectral Sparrow, they might create a few sub-Facets as follows:

With this upgrade, Jaren now has a new hyperdrive and shield system to enhance their ship. What does this mean in game terms though?

When compound Facets are harmed, they must have all the sub-Facets harmed before any Facets above them in the hierarchy. Conversely, when healing compound Facets, you will need to repair the base Facets before repairing the sub-Facets.

Temporary Facets

There are times during gameplay when a situation might dictate that a temporary Facet could be called into an action. For example, sneaking up on someone in a dark alley, you might ask the Game Master about bringing the darkness in as a Facet in your favor.

Temporary Facets are situational and may be harmed or even healed given the proper circumstances. In some cases, a temporary Facet may later become a permanent Facet. The rules do not forbid any of these transactions, but they may not be applicable to all situations.

Experience

You will get experience points for playing, and may gain bonus points for doing things like keeping a game log or creating artwork. In general, it is normal to get 1-2 points per session. You can spend them as follows: