Jump to content

Roleplaying Rules

Recommended Posts



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

Share this post

Link to post
Share on other sites



  • 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. You may not use multiple accounts together competitively against others, and only one of your characters may be involved in a given conflict. While we recommend avoiding alias interactions, should combat break out while it happens, you must declare in one of your posts one of your characters to be the ‘primary’, the rest are subject to NPC rules and are treated as such.
    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. 

Share this post

Link to post
Share on other sites



(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.




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

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

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.




  • 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.

Share this post

Link to post
Share on other sites

5. Factions and Faction Warfare


(a) General

- A faction is a group of affiliated characters working towards a common cause or for a common reason.


- The hierarchy of a faction is not subject to moderator influence or regulation. Factions are entirely player-controlled and regulated, and any grievances or problems should be referred to the current faction leader. 


-If your Faction Leader has not made an IC post in over 30 days, reach out to a Mod and we will help establish a new Faction Leader if external mediation is needed to determine one. Otherwise, the position is considered vacant and available, and if there is a PC in the faction capable of filling the role they are welcome to take it if the rest of the faction agrees.


- The minimum number of users for a faction is five. In order to start a new faction, you must first have this number of users or more willing to join. Mod approval is required before starting a faction.


- For further information on specific factions, see the various faction threads in the OOC forum.


(b) Faction Warfare


Each faction will be allotted Asset Points (AP) to spend on faction assets as follows:


- 30 points to spend on Fleets

- 15 points to spend on Planetary Defenses


How to spend points:


You may spend AP on the following assets.


  • Fleet ships:
    Corvette (Under 200 meters, but not a personal ship) - 1 AP
    Frigate (200 to 400 meters) - 2 AP
    Cruiser (over 400 meters up to 900 meters) - 3 AP
    Capital Ship (over 900 meters and up to 3000 meters) - 4 AP
    Star Dreadnaught (over 3000 meters up to 10000 meters, such as a Super Star Destroyer) - 12 AP
    Planetary Defenses:
    Golan I Space Defense Platform - 1 AP
    Golan II Space Defense Platform - 2 AP
    Golan III Space Defense Platform - 3 AP
    Planetary Ion Cannon - 2 AP
    Planetary Turbolaser - 3 AP
    Planetary Shield System - 5 AP
    Custom Space Stations:
    You may propose a custom space station with any reasonable armaments and other capabilities for use by your faction. As a part of your design process you'll need to pitch it to the mod team. The team will evaluate its capabilities and assign an AP cost required to build it. Once you begin construction, a location thread will be created for it.
    Starfighters and Ground Troops:
    For every point you have invested, you may mobilize alongside them 2 squadrons of starfighters and 1000 ground troops (or their equivalent) along with support vehicles. This means that if you have a Star Destroyer (4 pts) and a Golan II (2 pts) defending a planet, you also have 12 squadrons of starfighters and 6000 ground soldiers.


  • Enemy ships can be captured, but they will count against your points pool, and if you do not have enough points to invest in the ship, it will be considered destroyed or derelict (irreparable).


  • Faction Leaders will be responsible for spending AP and positioning new assets. Each time they begin construction on a new asset, they must make an IC post ordering it. Every time an asset is completed or relocated, it must be recorded IC as well as in the Faction Asset Reference thread in the OOC forum. Every time a post is made there, a moderator will reflect the change in the thread's first post, which will serve as a public, canonical listing of all faction assets and their locations.


Build times:


  • Each point invested requires one week in real life to build. Fleet ships cannot be built simultaneously, even if your faction owns multiple shipyards, etc. Planetary defenses can be built simultaneously and alongside fleet construction and may be carried out independently for each world. For example, if your faction controls 5 worlds, you may spend your entire 15 AP over 3 weeks to build a Golan III platform defending each. Repair times for fleet ships takes one week less than their actual build times (one week for frigates, three for capital ships), and of course they have to be out of combat and back at a shipyards to repair.
    'Purchases' can be dismantled to free up AP. This requires the same amount of time as the asset's build time and the AP are freed up only at the end. If planetary defenses are dismantled, it must be annotated on the planetary description before the dismantling period begins. Faction leaders - contact a Mod if you are unable to perform this action.




  • Fleets must be accompanied by 2 PCs if they are to be used offensively. How you split up resources is up to you, though traditionally one PC takes the capital ships and the other takes the starfighters. Ground forces are split arbitrarily. In cases where multiple allied factions undertake a joint offensive, each faction must provide 2 PCs. This keeps one or two people from rolling around the galaxy in a huge multiple-faction fleet.


Neutral Planets:


  • Neutral planets, or planets not belonging to any faction, will have assigned defense levels appropriate for the planet (for example Hapes would be much more defended than Dathomir), on the following scale:

    • Level 1 - No defense. Uninhabited or unsettled planet or system. No planetary defenses or active defense force to speak of. Flavorful defenses from indigenous populations may occur (i.e. Tusken Raiders of Tatooine, Nightsisters of Dathomir, etc.) but planets in this category are backwater and invasions may even go unnoticed on a galactic scale.
      Level 2 - Sparse defense. This planet or system may have any of the following: anti-aircraft emplacements around major cities, an extremely limited navy, or a small or unskilled military or police force. It is unlikely to repel any but the feeblest of assaults.
      Level 3 - Moderate defense. This planet or system may have any of the following: atmospheric shielding over major cities, multiple frigate or corvette-sized ships in orbit, or partial ground forces likely relegated to major cities. Taking control of such a planet is feasible, but losses on both sides can be expected.
      Level 4 - Heavy defense. This planet or system may have any or all of the following: atmospheric shielding over major cities, a navy with several frigate- or corvette-sized ships in orbit and several quickly mobilized wings of starfighters, a full ground defense force, or weaponized space stations (Golan I or similar). This planet requires strategy and/or a strong fleet to invade.
      Level 5 - Maximum defense. This is a capital world or system with any or all of the following: fortified defense systems including possible planetary shielding or multiple state-of-the-art weaponized space stations (Golan III or similar), complete and experienced ground forces, anti-air emplacements around major cities, a full navy. Invasion of a capital world is extremely difficult with a small margin of success.


  • RPers may choose to invade these worlds to bring them under their factions' control with an Invasion Shot (similar to a killshot), in that they may post an elaborate invasion sequence in one post, then a Mod comes and makes a ruling regarding outcomes and losses. Invasion shots cannot be three dayed, because there is usually no defender, but the contacted Mod will likely post a ruling well before three days are up. Remember, realism counts, if you automatically assume a win at the end of your post, you will likely suffer heavier casualties.


(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.

Share this post

Link to post
Share on other sites

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.

(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.

Share this post

Link to post
Share on other sites

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

Share this post

Link to post
Share on other sites
This topic is now closed to further replies.

  • Create New...