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Roleplaying Rules

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TABLE OF CONTENTS

 

1. General rules

 
2. Combat rules

 

  • (a) Combat Arrival and Interference
    (b) Duels
    (c) Killshots

 

 

3. Ship rules

  • Personal ships

 

4. Force-users

  • (a) Getting started
    (b) Progression
    (c) Force-user ranks

 

5. Factions, Faction Warfare, and Non Force User Progression

  • (a) General
    (b) Faction Warfare
  • (c) NFU Progression

 

6. Miscellany

  • (a) Ysalamiri
    (b) Neutral Locations
    (c) Use of NPCs

 

7. Glossary

Edited by Ailbasí Zirtani

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1. GENERAL

 

  • 1. No posting after yourself until whoever you are interacting with has posted, or three days have passed. If you are not interacting with anyone and need to post again, edit your own post (only to add what would have been the new post) and clearly mark the edit. If three days have elapsed since your last post, you may post after yourself regardless.
     
    2. You may not kill or capture another PC without a mod ruling. This is done via a duel or a killshot (see below in combat rules).
     
    3. Characters cannot physically be in multiple threads at the same time. This includes Force ghosts, etc. Comm messages and similar are fine. BETA FORUM: Because the timeline in this forum is not occurring concurrently with the main forum, your character may be physically here and in the main forum. For now, you may only have one ‘copy’ of yourself in the Beta forum, however this is subject to change. The Beta forum is still highly experimental and is a work in progress.
     
    4. No alias-stacking for fleet battles under the false pretense that the aliases are controlled by different players.
     
    5. If your character dies in combat by mod ruling, then he/she/it is dead for three days. There is to be no posting in RP proper for any reason. This includes spiritual visits, holo-recordings, NPC actions, or any other method of communication. You may post with aliases. If you choose to kill your character as part of a storyline, either for Force ghost interactions or otherwise, this rule does not apply.
     
    6. You may not post another character's actions unless it is agreed upon by the other user and the mods have been notified. Please record the agreement and PM it to the mods, and any affected parties for ease of reference.
     
    7. If you are engaged in a duel or combat action you have three days to make a response. If you fail to do so, your opponent is allowed to kill or incapacitate you to keep the RP moving.
     
    8. Where there are three or more interacting combatants, take turns equally. This does not apply to PCs that are at the same conflict, but are not interacting. (Separate duels, etc.)
     
    9. No editing a post if someone has posted after you in the topic, interacting or not. Not even for grammar/spelling.
     
    10. Sharing accounts: All players with access must be listed on the character sheet, violations (other people than the ones on the list accessing the account or posting) are subject to bans.
     
    11. Character creation rules, and a template for your character sheet, can be found here. The short list of rules can be found below, but be sure to read that whole thread before making your first character.
     
Character Creation Rules said:
1. Until you have leveled at least one character to Knight rank (or equivalent), you are limited to one character at a time. You may scrap a character and start again, but you may only have one character. This is to help ease newer players into our setting. As such, these characters also may not start with any Force training or functional lightsabers. Lightsabers will be built IC during FU training at the Master’s discretion.
 
2. Players who already have a character at Knight rank (or equivalent) or higher may make new characters starting at that equivalent rank. These characters are restricted to generic backstories, i.e. no justification for preexisting exotic powers or abilities. FUs can have a moderate command of the Force appropriate to someone just promoted to said rank. Exotic powers and the like must be trained IC.

3. You may not play a canon character, nor be related to any canon characters. You may not own unique canon items, including but not limited to singularly unique droids from canon and relics from canon characters.
 
4. Several species are banned from the RP due to incompatibility with the setting or mechanics of the RP. Such species include Celestials, Yuuzhan Vong, and others. Check with a Mod to see whether the species you wish to play violates this rule, as new species are added to canon commonly.
 
5. User accounts are to be for one active PC at a time. Create different user accounts for additional characters.

6. Last, but certainly not least, SPELLING AND PUNCTUATION MATTER.

Due to the move to IPB, the Moderators no longer have direct control over whether an alias can post in the RP because linked accounts allow bypassing of permissions masking for the newer account. This means players will largely be on the honor system, and because of this, should anyone be found guilty of intentionally trying to sneak items or powers past the mods that break rules, the consequences will be far more severe. You are still required to obtain approval from a Mod for any newly created character prior to posting. If you have a question about something, ask a Mod. 

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2. COMBAT RULES

 

(a) Combat Arrival and Interference

 

In order to approach another character for combat or for any other adversarial reason, you must consider the realism of the time necessary to arrive, especially when factoring in the time of space travel. Obviously you can't fly across the galaxy to interrupt shots fired or interfere in a duel that is only taking seconds or minutes. For clarification, there are two speeds of potential arrival:

 

- Quick Arrival indicates that you can arrive reasonably fast.

 

For instance, if a group of Black Sun gunners attack a city, it's reasonable that someone close by might be able to get there within an hour or so, or fast enough to join a scenario already in progress. In order to determine whether you can arrive quickly, look at the Official Galactic Map. If your current location is within 2 grid squares of the destination, you may arrive quickly there. Diagonals count the same as directly adjacent squares. For example, if you are on Dantooine, you may quickly travel to Dubrillion, Artus Prime, Thalassia, Yaga Minor, Altyr V, Dathomir, Serenno, and Yeveshi Minor.

 

However, if you do not qualify for a quick arrival:

 

- Standard Arrival indicates that you could arrive, but are delayed by the standard hassles of having to fly through space. Most conflicts are resolved in only a few hours, and you can't realistically arrive in time to interfere with such situations. However, after a prolonged situation, anyone could typically arrive after realistic time has passed. For example, if a group initiates and maintains a siege on a specific location, a character could arrive sometime later, since the immediacy of their attack was not an issue. Common sense takes over. If someone attacks a location and posts that they are merely then going to sit and wait, then they are fair game. Essentially, anyone can arrive in any conflict situation, as long as it's realistically delayed. If you have any question about whether or not you should wait, ask a Mod.

 

Lastly, and perhaps most importantly, these rules on timing are only for adversarial situations. If two people agree mutually to fight, and also invite someone to join in, that is perfectly acceptable. If characters are working together, then this isn't an issue either. These rules exist to prevent someone from unrealistically spoiling another's timeline, not to restrain characters that are RPing together.

 

(b) Duels

 

- Duels are a combative, multiple-user confrontation in which each party has a pre-determined number of posts (three or more) to try to best their opponent.

 

- The protocol for a duel is to propose one to one's opponent using parentheses, followed by posts numbered according to sequence within the duel. The rough sequence for this is as follows:

 

A: ((duel?))

B: ((Accepted)) ((1))

A: ((1))

B: ((2))

A: ((2))

B: ((3))

A: ((3))

 

- Following the conclusion of the participants' duel posts, they may then make a ruling request in the 'ruling request' thread. A mod will then rule upon the duel in a manner similar to a killshot, noting techniques, successes and failures. The winner may then post a final post- in this post they may to anything to their fallen opponent with impunity, including capturing or killing them.

 

- You should not post your opponent's actions in a duel AT ALL. This includes posting damage caused, movements and speech. The correct protocol is to post initiating an attack or attempting a maneuver, but refraining from posting how it affects one's opponent.

 

- You may not kill or completely disable your opponent until the duel is over and you have been declared the winner.

 

- If you lose the duel, you may not post again until your opponent has posted. The usual rules for death apply.

 

- If the winner does not post within three days, he or she forfeits his or her right to kill/disable the opponent. The loser is free to act again, but may not kill their opponent. They may initiate a second duel/killshot, however.

 

© Killshots

 

You can request a killshot at any time, typically after at least one set-up post. Your set-up post(s) can be as simple as popping the strap on your blaster holster, or as complicated as defeating security measures, climbing a tower, setting up your sniper rifle, and aiming at the target.

 

- The killshot should be requested in the following manner, at the end of your set-up post (or at the end of the last set-up post): <>, followed by a post in the 'ruling request' thread in the "Welcome, Beginnings and Suggestions" forum.

 

- The attacked RP'er has one post to react in whichever way they see fit: if it's a subtle set-up post, FU's may detect the intent. If you're an NFU, I'll get to that later. Killshot defense posts should be suffixed with <>.

 

- The mod will review the attempt and make a ruling based on the characters' experience, post quality, and number of set-up posts.

 

- Your attempt may go one of three different ways:

 

Killshot successful (Click spoiler for expanded explanation)

- The attacker's set-up posts exceed the quality of the defender's defense post;
 
- The attacking character is a skilled, experienced combatant and the defender is much less skilled;
 
- The attacking character has the defender at an extreme disadvantage. For instance, the defender is in a prison cell with no defenses and the attacker is fully armed and holding the defender prisoner.
 
 
- Following a 'killshot successful' post by a mod, the attacker may post a killing blow or otherwise injure or incapacitate the defender. The defender may post nothing.

 

Killshot countered (Click spoiler for expanded explanation)

- The defender's defense post exceeds the quality of the attacker's set-up post(s);
 
- The defender is of equal or more experience and skill than the attacker;
 
- The attacker does not have a sufficient amount of skill to pull the attack off that he or she is attempting;
 
- The defender has a situational advantage. For example, they are being attacked in their own throne room, surrounded by their own guards, and the attacker has just walked in.
 
- Following a 'killshot countered' post by a mod, the defender may post killing the attacker immediately, or they may choose not to. If the defender chooses to spare the attacker, they must post this so the attacker is not left hanging for a response for days on end.

 

Killshot failed (Click spoiler for expanded explanation)

- The attacker is unsuccessful in his or her attack for any of the above reasons, but a one-post counterkill is unrealistic. Reasons for an unrealistic counter-kill would be:
 
(1) The attacker is too far away and the defender is a melee fighter (e.g. a sniper misses a Jedi, but the Jedi cannot realistically get to and kill the sniper in one post);
 
(2) The attacker has taken a number of precautions in their set-up posts that make an instant counter-kill impossible (e.g. the attacker has invested time and effort in three set-up posts setting up a highly defensible, well-protected position).
 
- Following a 'killshot failed' post by a mod, the mod may choose to impose a situational disadvantage on the attacker, e.g. they may choose to allow the defender to disable/destroy the attacker's ship or equipment in one post, or capture the attacker in one post. The disadvantage to be imposed is at the mod's discretion.

 

- IMPORTANT NOTE: THIS ABILITY CAN BACKFIRE ON YOU EASILY AS IT CAN GAIN YOU A QUICK KILL. BEFORE YOU INITIATE IT, THINK CAREFULLY ABOUT WHO YOU ARE ATTACKING, HOW WELL-DEFENDED YOU AND YOUR POSITION ARE, AND HOW FAR AWAY YOU ARE FROM YOUR ATTACKER. YOU SHOULD ONLY BE USING KILLSHOTS WITH A LITTLE PREPARATION IF YOU ARE VERY CONFIDENT OF YOUR ABILITY TO KILL THE TARGET; IN MOST INSTANCES YOU SHOULD BE USING AT LEAST TWO SET-UP POSTS.

 

Supplemental notes on killshots (click spoiler):

 

- A note on NFUs and undetectable, long-distance attacks: NFUs can use, to a reasonable degree, the 'I have a bad feeling' perk: that is to say, you know something bad's about to happen. Of course, NFU's with sensor arrays etc. may already be able to detect the incoming attack or the intent to attack, but keep it realistic.

 

- Remember, this supplements and does not replace normal dueling. Normal dueling probably gives you a better chance of winning because you are given more time to formulate a strategy and plan of attack. If you use this too much, you will probably find yourself on the receiving end of an ignominious death, so use with caution.

 

- Killshots can be three-dayed. This means that if you don't post a defense within three days, your assailant may kill you/capture you.

 

- In more complicated scenarios, it's possible that the defending RP'er might be involved in several combat situations or an otherwise complicated situation. In this case, the portion of your post dealing with a killshot should be clearly labeled as such. If a post is made without acknowledging a killshot, then you are assumed to have forfeited your defense and the killshot instantly succeeds.

 

Edited by Guest

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3. Ship Rules

 

- Ship stats should be posted in one's 'character sheet' thread.

 

Personal ships

 

1. Size must be smaller than a corvette; a light freighter (such as the Millenium Falcon) is appropriate

 

2. No cloaking devices.

 

3. No quantum armor, ablative armor/shields or other forms of invincibility. No turbolasers regardless of the canon listing, use heavy laser canons.

 

4. All major upgrades must be run past a mod, so that we can verify the whether it is feasible and fair for the RP environment.

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4. Force Users and the Force

 

(a) Getting started

 

- New users may indicate that their character is 'Force sensitive' in the appropriate section of their character sheet. However, they cannot be trained in any way, and may not make use of the Force except in a very vague sense ('bad feelings', intuition etc.)

 

- New users are not permitted to begin with a functional lightsaber. A character can have a lightsaber as a family heirloom, but it must be in a state of disrepair requiring training to fix. A new user who attempts, untrained, to use such a lightsaber does so at their own risk, as covered below.

 

- NFU's and lighsabres: NFUs are allowed to wield lightsabers in combat if desire and necessity allow it, though the inherent dangers of using a weightless weapon that gains mass and momentum when striking a solid object or energy barrier must be considered, so use at your own risk to life and limb. Microfusing the circuits and aligning the crystals requires the Force, so NFUs may not create their own lightsabers.

 

(b) Progression

 

- Once you have been chosen to be trained by a Lord/Master (see 'Force-user ranks' below), you have to train actively for at least three months to be able to take the trials to become a Knight/Lord (It often takes longer - this depends on your master's deeming your readiness to take the next step and the rate that both of you post)

 

- Once you have become a Knight/Lord, you will need to actively roleplay and "train" your character for an additional six months (nine months cumulatively since starting, assuming three months to reach Knight/Lord level) to become eligible to be a Master, and you must train at least one apprentice to Knight/Lord-level. Furthermore, you must be assigned and complete a trial set by a current Master-level character of your chosen faction.

 

© Force-user ranks

 

  • JEDI:
     
    • Padawan
      Knight (three months active roleplaying plus trials)
      Master (six additional months active roleplaying plus recognition and trials)
      Council Member: must be chosen by current Council Members or named by the Grand Master
      Jedi Grand Master: the head of the Jedi Order. Often chosen by his or her predecessor or by the Jedi Council.

 

SITH:

 

  • Apprentice
    Lord (three month' active roleplaying plus trials)
    Master (six additional months' active roleplaying plus recognition and trials)
    Unholy Trinity/Inner Circle: Chosen by the Dark Lord
    Dark Lord: must defeat the current Dark Lord in mortal combat. If there is no current Dark Lord, then the Sith Order will decide in-character how to proceed.

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5. Factions

 

The Empire and the Alliance

 

 

The various factions and organizations of the RP can largely be sorted into two megafactions, the Empire and the Alliance. These two sides serve as anchors for the other factions and groupings for fleet assets, while also defining inter-faction interactions. While what if scenarios are a fun thing to theorize about, the staff would prefer to keep to the traditional political breakdown, both for accessibility to new players and to maintain balance in the RP.

 

The Core Factions and Faction Management

 

There are five core factions in the RP that help maintain forward momentum for the plot; the Jedi, the Rebels, the Empire, the Sith, and Black Sun. During times of low player population, recruiting for these factions will take priority, and the creation of spin off factions will be limited or possibly even restricted. Black Sun is considered a neutral faction, serving as a starting point for effectively unaligned bounty hunters and other mercs. Faction leaders have the greatest authority over the narrative of their factions, and can automatically veto attempts to compromise or usurp assets through unauthorized use of NPCs or other faction resources. Factions are distanced from the actions of PCs depending on the faction rank of the PC. Apprentices YOLOing enemy bases can largely be handwaved away, while knights and lords share more accountability with their faction. Master rank characters are considered to be faces of the faction and as such their actions carry the most weight for good or for ill regarding public opinion.

 

Faction leaders have the power to demote faction members, usually on account of extended absence, a character or player demonstrating the need for additional training before they are ready for the rank, or the character is continually acting in a way that is harmful to the goals and/or ideals of the faction. Faction leaders themselves can lose their position through inactivity, with the seat being considered open after a month of inactivity. Otherwise, each faction has its own methods for resolving the transfer of power, and players are encouraged to keep to tradition. In severe cases of misconduct, the mods may remove a player from a leadership position to protect the community.

 

Players can only hold one leadership position at any given time in the factions, regardless of the number of aliases they possess or the standing of those aliases within the factions. We want to make sure that older players, who tend to have both the connections and aliases to secure multiple positions don’t unintentionally gate off political advancement for other players in a faction, or have to compartmentalize their player knowledge due to holding commands in opposing factions. If a character decides to switch sides, the betrayal should focus on personal consequences and not be used to steal assets or compromise secrets or security for the faction being betrayed. While this is fairly unrealistic, it prevents the weaponization of traitor characters and also prevents the act of betrayal from having too much mechanical weight.

 

Players can create subfactions within the factions freely, as long as the subfactions are identifiably of the parent faction, and maintain loyalty to the faction leader. In mechanical terms, subfactions should be cosmetically different but not mechanically different. In other words, they should not be treated as a prestige or superior form of the faction, or possess abilities available only to them regardless of an outsider’s skill or training in an attempt to replicate the power or skill.

 

Organizations

 

Players with characters that have achieved master rank or equivalent in a major faction can create organizations. Organizations are groups of individuals that are valuable to worldbuilding, but don’t function well as full fledged factions. The creator of an organization has authority over its narrative, just like how faction leaders have authority over the narratives of their faction and NPCs. Organizations that predate this rules system can only be claimed by their creator. Organizations can have locations associated with them, protected by sufficient security to protect them from basic intrusion both physically and technologically, however players shouldn’t expect these places to function as strongholds. On the flip side, organizations are low profile enough in game that attempts by factions or players to target them without just cause will be reviewed by staff and may be reprimanded as trolling or griefing.

 

(c) NFU Progression and Ranks

NFU Ranks (Names are generic and can be changed according to faction preferences)

 

Grunt career path

 

Recruit (Starting Rank)

 

Access to blasters, thrown grenades, vibro weapons, and basic armor.

 

Veteran (3 months active roleplaying plus a defining moment such as a well written duel or competent world building coming to fruition that is acknowledged by a veteran/line officer or higher rank peer)

 

Access to heavy weapons, launchable grenades, jet/rocket/repulsor packs, lightsaber resistant melee weapons, and powered armor of standard materials.

 

Legend (Six additional months of active roleplaying plus a defining moment acknowledged by an NFU faction leader)

 

Access to exotic weapons, powered armor made of rare materials like phrik, and personal shields.

 

Command Style (Officer) Character variant rules

 

Junior Officer (Starting Rank)

 

Access to pistols and light armor. Can lead squads of their faction’s basic troops.

 

Line Officer (3 months active roleplaying plus a defining moment such as a well written duel or competent world building coming to fruition that is acknowledged by a veteran/line officer or higher rank peer)

 

Access to personal energy shields. Access to rifles and medium armor if the character already went through the Grunt career path. Can lead squads of their faction’s advanced troops.

 

Career Officer (Six additional months of active roleplaying plus a defining moment acknowledged by an NFU faction leader)

 

Access to high quality light power armor. Can lead squads of their faction’s elite special forces.

 

Limited to pistols and light armor at the beginning, officers can branch out to rifles and medium armor at Career Officer rank, unless they went through the “grunt” character path first, in which case they can make the transition at veteran. Some officers carry melee weapons as symbols of office and to assist with signalling commands, but two semesters of vibrofoil fencing at the officer training academy doesn’t always translate fantastically to the no holds barred close quarters fighting found on the battlefield.

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6. Miscellany

 

(a) Ysalamiri

-Only PCs OR one person of their accompanying retinue can carry ysalamir.

-Anyone carrying a ysalamiri must account for the bulk and weight of an adult, full sized version of the creature, and it must be properly situated on a nutrient frame, no more lizard in a lunchbox antics.

-Constructs and amulets can function internally at reduced capacity for one post in range, then go to barely functional. They lose any external functions immediately. Reanimants treat ysalamir like vampires treat crosses, they keep them at bay but do not destroy them.

Factions have a yearly cap of ten ysalamir that they can harvest/maintain at one time. If those ten are lost in battle before the year’s end, the faction will have to cope without. Ysalamir cannot be stolen by another faction as a work around, and new factions will start with their full allotment at faction creation (Creating new factions as a workaround to running out of ysalamir will not be tolerated). Faction leaders have final say on ysalamir use. Factions can lend out ysalamir to freelancers, but not other factions.

Design notes: This iteration of the ysalamir rules is designed to set up a risk/reward situation for ysalamir. You can go all in and give everyone ysalamir, but doing so risks burning through your allotment if there is a shutout. The current number allows for a full faction to wipe twice before running out, which we felt was a fair starting point for the rule, but we can adjust that number as needed.

We also addressed some situations that would otherwise make ysalamir OHK vehicles for certain NPC types and PCs, closed some exploits regarding fortified and teacup ysalamir, and addressed ysalamir spam. Ysalamir are still a powerful means to counter Force users, but this prevents them from being omnipresent to the point of stifling fun for other players.

(b) Neutral locations

- Currently, the only completely neutral location in RP is the 'Last Call' cantina. No violence or Force use of any kind is permitted in this location, and such actions will be nulled. The advantage is that you can treat this location as a safe zone.

- Although other locations may be considered 'IC'-neutral, mods do not enforce this 'OOC'. This functionally means that although characters consider violence there a no-no, it may be (and, on occasion, is) attempted.

(c) Use of NPCs

The use of NPCs is allowed in this game, but with certain restrictions.

(1) Flavorful use of NPCs is allowed, without restriction. For example, if a PC enters a cantina, there is nothing wrong with using NPC characters that one would normally encounter for basic interactions. A PC is allowed to describe the atmosphere of the cantina, with the server droids and dancers and whatever other patrons are present. A PC exploring the Under Levels of Coruscant would be allowed to interact with beggars. Sith PCs in the Sith Temple can torture NPC acolytes. There is no tactical gain from such interaction.

(2) Tactical use of NPCs is allowed, but restricted. For instance, having a body guard, or banker that garners resources, or soldiers on patrol constitutes tactical usage of NPCs. PCs that are members of specific factions are allowed to use their faction's NPCs tactically within reason. Within a faction's own territory, members of that faction may tactically use NPCs even without a PC present. However, when traveling outside of faction territory, a PC must accompany the NPCs. That said, PCs that are not members of factions, cannot use NPCs for tactical gain. Unless:

(3) PCs that are not members of factions may employ NPCs from factions, for tactical use, if permission is obtained from those factions. For example, a PC that owns a cantina in Mos Eisley may hire NPCs as guards or bouncers. However, the factions will control their loaned out NPCs. For example, if the Mos Eisley cantina gets attacked by Jedi, a member of the faction will control the NPC guards. Or, if the owner of the cantina is already a member, he or she may control the NPCs.

(4) The faction's leadership has the final say on how the faction's NPCs would be employed for tactical use. For example, it might be in the faction's best interest to limit NPC use to only certain PCs. Perhaps the newest Jedi could control a handful of apprentices, but not the temple guards.

(5) Ultimately, allowing factions to control their own NPCs ensures a realistic portrayal of massive interstellar organizations, which would understandably sustain numerous members and workers. For instance, temples have guards. Organized crime has assassins. Law enforcement has agents. A faction's headquarters has more security than a cramped hideout. Such examples are realistic and appropriate. However, the ability to lead and control NPCs does not permit personal armies or individuals entering duels with squads of droids and soldiers. The mods retain discretion in determining what is appropriate and what is disproportionate or unfair regarding the use or acquisition of NPCs. The essential element of this game is the unique characters interacting with one another, not controlling and owning garrisons of droids or clone militaries.

(6) Utility NPCs are NPCs with character sheets that serve supporting and world building roles like trainers and government officials. These NPCs are not meant to be used in combat or in personal storylines, and will avoid conflict with PCs when possible (Other than Sith trainers potentially beating down overconfident apprentices). Faction leaders have final say over the portrayal of utility NPCs.

Bodyguard NPCs for Support characters: Characters that specialize in abilities such as healing and buffing to the point where achieving victory in a duel is practically dependent on allies to use their powers on will be allowed to have a bodyguard NPC that functions like a tactical NPC with extra layers of plot armor. As long as the PC is in a combat able state, the companion is able to persist provided its owner did not make it perform a suicidal or otherwise incapacitating action. Bodyguards are not secondary PCs, instead think of them as tools to showcase a support character’s abilities. Bodyguard NPCs require mod approval.

 

Companions/Champions: Essentially backup combat characters that can be sent to fight in battles on behalf of your main PC if they are mid story or otherwise indisposed (not including death or capture). A player can never have more than one of these alternates at a time, but they can replace him,her, or it upon death or retirement. Replacement has a six month cooldown after creation to prevent new character spam. Alternates are treated as PCs of equal level to the main PC, except for faction leaders, their alternates are treated as master equivalents to preserve the impact of their arrival on the field. Use of a champion requires active and loyal membership in a faction.

 

Supporting Cast(Rework of claimed non tactical NPCs): Non combat NPCs tied to a PC’s storyline. Supporting cast can be of rank in the character’s aligned Force user faction, but no higher than a step below the PC’s current rank(Note the distinction that they don’t have to be the same faction, just the same side, so for instance a rebel can be on friendly terms with a Jedi healer). These NPCs have the combat capabilities of a heavily sedated porg regardless of rank, and will flee if combat comes to them. If using Force powers will help an FU supporting cast NPC escape they can use as their rank dictates, but any attempt at combat or otherwise interfering with combat immediately reverts them to hopeful rank and causes them to fail. In any other state than actively participating in combat, supporting cast NPCs have plot armor. Supporting cast cannot be used to access secure areas of factions that the PC does not belong to.

 

Golden Rule of NPCs: No amount of plot or rules armor will protect any character from a suicidal action. Misuse of NPCs can result in their status being changed or disciplinary action.

(d) Cortosis

Due to varying examples in canon, we have decided that Cortosis will work the following way on our board:

- Cortosis Alloy(s), as seen in KoToR, functions as expected, it is lightsaber resistant and suitable for making vibroblades and similar weapons from to properly defend against lightsabers.

-Raw/Pure/Refined Cortosis, or basically any iteration of the material not mixed in an alloy, significantly drains the power from a lightsaber with each hit. Lightsabers retain the ability to block, almost like in a training setting, but immediately lose the energy necessary to cut through materials. This can be fixed by simply power cycling the lightsaber (turning it off and on). Several hits and the RPer should consider having to swap out the lightsaber's power cell for realism's sake. This kind of cortosis is prohibited from being used in weapons/bullets/any offensive capacity designed to automatically imply deactivation/power reduction of a lightsaber in a chain effect to subvert another RPer's agency to react. Basically, don't use it in weapons.

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7. Glossary of terms

 

2HK: 'two-hit kill'. A previously popular maneuver in which a player posts attacking, allows a return post, and then kills their opponent. Now illegal and will be nulled if used.

 

Alias: any account past one's first used to create and RP with a new character.

 

Alias-stacking: Posting with two or more accounts in the same thread consecutively, especially when acting in concert. Not permitted.

 

Asset Points (AP): Currency used by factions to purchase assets such as fleets and planetary defenses.

 

Duel: a series of three or more posts against another character or characters in which one attempts to best an opponent in combat (or conceivably some other way). Mod-approved and therefore legal.

 

FU: 'Force-user'. A character who uses the Force.

 

Godmoding: any use of unrealistic/overpowered measures, either in combat or without. In a duel/killshot situation, godmoding is very much frowned upon and will severely affect one's chances of winning the killshot/duel.

 

IC: 'In character'. This refers to all actions taken within the universe of this role-playing game, by one's character rather than oneself.

 

Killshot: an attempt to kill, capture or disable a fellow character without first engaging them in a duel. Mod-approved and therefore legal.

 

NFU: 'Non-Force-user'. Any character who is not particularly sensitive to the Force.

 

NPC: 'Non-player character'. This is any person which exists in the galaxy who is not a player character. This includes your average citizen or a nameless soldier, and together they make up the backdrop of the roleplay.

 

Null: The act of a moderator reversing/canceling an illegal action taken within RP.

 

OHK: 'One-hit kill'. An illegal maneuver in which one tries to kill/capture/disable an opponent in a single post. These are not permitted and will be made null.

 

OOC: 'Out of character'. This refers to all interactions between players that is not explicitly narrative that characters could know about.

 

PC: 'Player character'. Any character that exists in the RP that represents a player. PCs are the bread and butter of the Roleplay, its cast of heroes and villains.

 

RP: 'Roleplay'. A blanket term for Jedi.net's roleplaying game. Also 'to roleplay'.

 

RP'er/RPer: 'roleplayer'. Any person who participates in the JediRP role-playing game.

 

Ruling: A Moderator's judgment on a killshot/duel or any other situation requiring a Moderator's attention. Rulings are final and will not be changed.

 

Three-dayed: to kill somebody, or be killed by somebody, as a result of not responding to a duel post/killshot after three days.

 

WBS: 'Welcome, Beginnings and Suggestions'. The previous name for the forum which roleplayers use to discuss gaming mechanics, ideas, comments, and concerns. Now titled the OOC Discussion forum, you may still see some old users refer to it by the old initialism.

 

Back to the F.A.Q. Table of Contents

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