Master your journey with The Haven Alliance
Dive deep into the mechanics and lore of our thriving role-play community. This is your ultimate guide to character creation, game systems, and mastering the art of storytelling within Haven.
When you're ready to make your character sheet, click the link above!

Unleash your character: The Haven Alliance RP Guide
Welcome to New Haven’s RP sector! We're thrilled to have you join our ongoing story. This guide provides everything you need to know about Role Playing in New Haven, from character conception to advanced mechanics. Your story begins with character creation – developing a personality and history beyond just in-game appearance.
Getting started: crafting your persona
Every great story starts somewhere. Consider these questions to build your character's foundation:
- Where was your character born? What was their childhood like?
- Did they know their parents? Do they have siblings?
- What was their early life financial situation?
- What was the turning point in their story? Why do they do the things they do?
Further develop your character by exploring their interests:
- What is your character’s favorite food? Favorite color?
- What type of humor do they enjoy? What are their fears and strengths?
- Do they like creative pursuits? What kind of people are they romantically attracted to?
And their goals and aspirations:
- Is there a wrong they need to right? A dark presence to extinguish?
- Do they seek power, glory, peace, or comfort?
- What do they wish they could do or have never experienced? What do they need to find?
Character creation is an evolving process; don't feel pressured to know all the answers on day one!

Mastering the Mechanics: In-game & Discord RP
Role Play General Housekeeping
To ensure an immersive and fun experience for all, please follow these guidelines:
- During events, avoid running, jumping, dancing, or questing in the middle of scenes.
- If observing RP, announce in /guild, /ops, or /say to avoid being addressed.
- Keep out-of-character (OOC) comments in /ops or /guild. Use parentheses for clarity in /ops (e.g., {OOC comment}).
- New Haven is an adult guild, but not an ERP (Erotic Role Play) guild. Keep ERP out of public spaces (Guild Discord, Guild Flagship, Stronghold, Fleet, Planets, General Chat). Acceptable areas: Personal Strongholds, /whisper, private Discord DMs, /group chat (if participants are the only ones).
In-game Role Play: Emotes and Speech
Use these commands to roleplay in SWTOR:
- /e & /me: Describe actions (e.g., `/e runs and jumps into combat "But you didn't see that one coming!"`). Only visible to same faction.
- /say: For character speech or OOC comments with parentheses (e.g., `/say "Oh come on! Really?"` or `/say ((Well that roll sucked))`). Note: not available for free-to-play players.
- /ops: For OOC chat in events (initiative, rolls, scene setting).
- /group: For 1:1 training or casual RP (smaller scale /ops).
- /roll: Roll dice for attacks, defense, or skill checks (e.g., `/roll 20`).
Formatting: Use quotation marks for speech ("Speech"), no quotes for actions (walks up to the bar). Combine for speech and action (walks up to the bar "Speech"). Always roll, then emote.
In-game Role Play: Combat, Healing, and Checks
New Haven uses a D20-based system run by a Dungeon Master (DM). As a player, your job is to roll and add your modifiers:
- Roll: Use `/roll 20`.
- Add Modifier: Find your modifier (e.g., melee, persuasion) on your character sheet.
- Report: Type total into /ops using format: `(21 melee)` or `(10 Persuasion)`.
Special circumstances:
- Nat 20 (Critical Success): Doubles damage on attack, counters and damages enemy on defense. Recommend reporting: `(32 ranged, Crit)`.
- Nat 1 (Critical Fail): Take damage on attack, double damage taken on defense. Recommend reporting: `(10 ranged, Nat 1)`.
Discord Roleplay: Emotes and Speech
- Tupperbox: Use this bot to create proxy profiles for your characters (names, images) and post as them. Guides and command lists are available from the developer.
- Formatting: Discord uses Markdown. Common options: Italic actions "Plain text speech" or Plain text action "Bold speech".
Discord roleplay: rolls
For rolls in Discord (using Raid-Helper bot), use the command structure: `/roll limit: [max_number_on_dice] amount: [number_of_dice]`. Examples:
- `/roll limit: 20` (rolls 1D20)
- `/roll limit: 20 amount: 2` (rolls 2D20)
- `/roll limit: 6 amount: 7` (rolls 7D6)

Crafting Your Legend: the Character Sheet Guide
New Haven’s character sheets are D&D-based but with unique differences. This guide will help you create and manage yours.
Creating a Sheet
Choose your sphere (or "No Current Sphere") and create your personal sheet:
- Right-click the tab labeled “Template”.
- Select “Duplicate”. A "Copy of Template" will appear.
- Select “Rename” and type your character’s name.
Filling out Character Details
Start by completing the "Character Information" section.
- Character Photo: Under "Image", select the blank block, then "Insert" > "Image" > "Insert Image Over Cells". Choose your image, resize, and center it.
- Backstory: Click the text box under "Backstory" and type or link a Google Docs sheet.
- Character Profile: Fill in or select options. To add missing options in drop-down menus (e.g., Species), select the menu, click the small pencil icon (scroll if needed), then "Add another item" and type your option.
Inventory, Pets, Accomplishments, and Reputation
- Inventory: List items your character brings to missions. If it's not here, you can't use it.
- Pets: List "Combat Pets" (have HP, can attack/defend) and "Non-Combat Pets" (flavor, cannot fight).
- Accomplishments: Write down post-mission achievements.
- Reputation: Select how your character feels about factions.
Rank & Experience
Every character progresses through ranks, gaining additional points for abilities and skills. All players start at "Citizen" (0 rank XP). Joining a sphere grants the first step in that sphere's path (1 rank XP). Each event gives 1-3 XP. Rank XP and Earned XP are the only things you need to manually change; other calculations are automatic. You start with 20 Total Spendable Points for initial character building.
HP, AP, and SAP tracking
Track your Health Points (HP), Action Points (AP), and Special Action Points (SAP) during events. The left column shows totals, dropdowns track remaining. Totals update automatically when you allocate points.
Resource Tracking
Track limited resources here. Certain classes or spheres grant additional resources.
Heritage & Allegiance: Species and Faction bonuses
Your species and chosen sphere provide bonuses to skills. The "Sphere" ability is pre-filled and automatically calculated. For your species ability, you'll need to add it manually based on the list below. After inputting, message Xeleria to update calculations.
- Twi’lek: Persuasion +2, Stealth +1
- Sith Pureblood: Force Points +2, Intimidation +1
- Cathar: Beast Mastery +2, Perception +1
- Chiss: Intelligence +2, Perception +1
- Togruta: Dexterity +2, Athletics +1
- Cyborg: Constitution +2, Technology +1
- Zabrak: Strength +2, Dexterity +1
- Miraluka: Force +2, Perception +1
- Mirialan: Survival +2, Persuasion +1
- Rattataki: Strength +2, Intimidation +1
- Nautolan: Nature +2, Stealth +1
- Arkanian: Technology +2, Medicine +1
- Echani: Strength +2, Stealth +1
- Zeltron: Persuasion +2, Medicine +1
- Chiss (Changling? Assuming typo for Chagrian based on common species, or a custom one): Deception +2, Stealth +1
- Human/Unlisted: +2 to any single modifier of choice (mention skill to Xeleria).
- Human Hybrids: Constitution +2
Action Points
Action points (AP) are non-class specific abilities usable twice per encounter (battle). Declare use before your roll. At 40 Earned XP, you gain access to a character-specific ability; apply here.
Allocating Points & Total Modifiers
Increase your Ability Scores or Skills by selecting values from dropdown menus. "Spent Points" will auto-calculate; ensure they don't exceed "Total Spendable Points". The "Total Modifiers" section combines all allocations and abilities to give you the final modifier to add to your rolls.
Forge Your Path: Classes and Subclasses
Welcome to the Class and Subclass outline! Here you'll find information on all seven Primary classes and their three subclasses. You get your first class upon character creation. At 20 Earned XP (EXP), you gain your first subclass from your primary class. At 60 EXP you gain your second primary class, and at 80 EXP, you unlock your secondary subclass. The classes you choose directly link to the SAP abilities you can access.
Primary Classes Overview
- Forcewalker: Designed for force-sensitive characters, adding flair in combat.
- Medic: For those focused on medical traits. (Currently under revision; details may change).
- Support: Provides minor buffs to players, potentially changing battle outcomes.
- Piloting: Designed with space combat in mind.
- Agent: For stealth characters, but usable by anyone.
- Military: A commonly selected, well-rounded class suitable for combat and recommended for new players.
- Cleric: For characters with steadfast religious faith, granting special faith-based skills. Similar to D&D Clerics.
Unleash Your Power: Special Action Points (SAP)
Forcewalker SAP Abilities
- Force Purification (1 SAP): Remove venom, poison, or parasite from (1) ally.
- Force Mend (1 SAP): Heal a minor wound (Self or Ally) +1HP.
- One With The Force (2 SAP): +3 to next force attack.
- Saber Master (uses Strength Modifier):
- Parry (2 SAP): +3 against next defense roll against a melee attack.
- Saber Deflection (3 SAP): +5 against next defense roll against ranged attack. On success, attacker takes 1 damage.
- Battle Mage (uses Force Modifier):
- Force Choke (2 SAP): Stuns target, giving disadvantage for 1 round.
- Force Storm (3 SAP): Targets up to 10 enemies in a 30m radius. May be placed up to 10m away from caster.
- Force Scholar (uses Force Modifier):
- Mind Trick (2 SAP): Confuses target for 1 round, causing them to target allies.
- Force Lightning (3 SAP): Stuns target for two rounds, giving disadvantage. Also deals damage.
Medic SAP Abilities
- Medpack (1 SAP): Apply medpack to an ally, giving them 1 HP.
- Sedation (1 SAP): Sedate target for 2 rounds.
- Kolto Injection (2 SAP): Heal self or ally, giving them 2 HP.
- Combat Medic (uses Medicine Modifier):
- Emergency Stabilization (2 SAP): Prevent an ally’s death, granting them 1 HP.
- Revival (3 SAP): If used within same round as death, stabilizes ally and grants 1 HP.
- Surgeon (uses Medicine Modifier):
- Stabilize (2 SAP): Non-combat action to prevent death of ally or enemy, granting 1 HP.
- Field Surgery (3 SAP): Non-combat action to restore 3 HP, takes 3 rounds.
- Veterinarian (uses Beast Mastery Modifier):
- Emergency Stabilization (2 SAP): Prevent a pet's death, granting them 1 HP.
- Revival (3 SAP): If used on same round as death, prevents pet death and grants 1 HP.
Support SAP Abilities
- On Your Side (1 SAP): Give an ally +3 to any roll.
- You’ve Got This (1 SAP): Give ally advantage on next roll.
- Not Today! (2 SAP): Prevent a critical fail for a willing ally, they reroll.
- Diplomat (uses Persuasion Modifier):
- Smooth Talking (2 SAP): Confuses target, causing them to think player is their ally.
- Side Switcher (3 SAP): Convince target to switch sides.
- Tactician (uses Perception Modifier):
- Battle Plans (2 SAP): Give ally advantage on next attack roll and a +1 to the roll.
- Know Your Enemy (3 SAP): Give ally advantage on next defense roll and a +1 to the roll.
- Aegis (uses Charisma Modifier):
- Hey Look! (2 SAP): Give enemy disadvantage on defense roll.
- Not On My Watch. (3 SAP): Intercept ally damage, taking 1 point yourself.
Piloting SAP abilities (all use Piloting Modifier)
- Stealth Approach (1 SAP): Roll with advantage on your next stealth piloting roll.
- Tailspin Escape (1 SAP): +2 to next piloting defense roll.
- Precision Targeting (2 SAP): Add 1d6 damage to next successful piloting attack.
- Privateer:
- Cannonade (2 SAP): Add 1D8 damage to next successful piloting attack.
- Overwhelming Barrage (3 SAP): Make a single attack roll against an enemy ship, on hit double the damage.
- Aerial Ace:
- Sensor Jam (2 SAP): Enemies that target you next turn roll attacks at disadvantage.
- Holo-Decoy (3 SAP): Attacks aimed at you for one round must make insight check, or hit the decoy instead.
- Boarding Party:
- Disable Ray Shield (2 SAP): Temporarily disables a hanger bay ray shield allowing access to the enemy ship for 1 round.
- Hostile Takeover (3 SAP): Take over the bridge of a boarded ship. Roll an intimidation check with a 1d5 bonus. On success the ship’s weapons start targeting enemy ships instead of allies.
Agent SAP Abilities
- Stealth Attack (1 SAP): Activate stealth mid combat, if successful roll an attack at advantage.
- Disengage (1 SAP): Leave combat. Prevents being targeted. Effect ends if player attacks.
- Hiding In Plain Sight (2 SAP): Advantage to next out of combat stealth roll.
- Shadow Seeker (uses Stealth Modifier):
- Now You See Me (2 SAP): Attempt to hide, usable outside of turn order without burning next action.
- Assassinate (3 SAP): Must be stealthed to use. +5 to damage.
- Hacker (uses Hacking Modifier):
- Tracker (2 SAP): Place a tracker on enemy during combat, allowing tracking out of combat.
- Hack The System (3 SAP): Advantage to next slicing or hacking check. Add +2 to the roll.
- Poison Specialist (uses Poison Modifier):
- Poisoned Blade (2 SAP): +2 damage to next melee attack. Target disoriented for 2 rounds (disadvantage on rolls).
- Poisoned Dart (3 SAP): Give enemy disadvantage on all defense rolls for 3 rounds. Damage is doubled.
Military SAP Abilities
- Auto Activation System (1 SAP): +2 to initiative. Declare prior to roll. Can give +2 to group leader in group initiative.
- Berserker Adrenal (1 SAP): Advantage on next attack roll.
- Grenadier (2 SAP): +2 to attack on next ordinance attack.
- Demolitionist (uses Ordinance Modifier):
- Big Boom (2 SAP): +2 Damage to next successful ordinance attack.
- Mortar Mayhem (3 SAP): +5 damage on up to three enemies on successful ordinance attack.
- Forward Assailant (uses Strength Modifier):
- Feel My Blade (2 SAP): +2 to next melee attack roll.
- Tank (3 SAP): +3 to next defense roll.
- Marksman (uses Dexterity Modifier):
- Disruptor Ammo (2 SAP): +3 damage to next successful ranged attack.
- Over Charged (3 SAP): +5 damage to next successful ranged attack.
Cleric SAP Abilities
- Channel Divinity (1 SAP): Gain advantage on next skill check or savings throw.
- Divine Insight (1 SAP): Gain 1d3 bonus to next insight check.
- Radiant Strike (2 SAP): Next successful melee attack gains additional 1d4 damage.
- Templar (uses Religion Modifier):
- Consecrated Ground (2 SAP): Sanctify a 20m radius, giving all allies a 1d3 bonus to defense until your next turn.
- Divine Judgement (3 SAP): Make a single attack roll, if it hits double the damage.
- Holy Crusader (uses Strength Modifier):
- Deities Blessing (2 SAP): +2 to next melee attack.
- Holy Strength (3 SAP): +5 damage to next melee attack.
- Exarch (uses Athletics Modifier):
- Trained at Birth (2 SAP): +3 to next defense roll.
- Holy Strikes (3 SAP): Paralyze target for 2 rounds.
Your journey begins now
Role Play is a vast world where you can be anyone and try anything, limited only by your imagination and the dice. The goal is always to have fun and build a strong community. Don't worry about knowing everything on day one; new skills take time to learn.
Guild Leadership and Event DMs are here to answer your questions and guide you. Focus on having fun, and your story will unfold!
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