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  1. Currently, The Imperial Remnant represents a more grey, middle of the road path of the nominally "good" guys with a sub-set of light side but more directly combat oriented Force sensitive Imperial Knights to play. The Galactic Alliance represents the more traditionally "good" guy New Republic style play style. The Jedi Order represents the Force wielding "good" guys who, at least under their current Grandmaster, are going to fight but also respect the more philosophical and non-aggressive Force sensitive play style. All three were once independent, but now have been forced together through circumstances to form the Rebellion. The Sith Empire originally represented the dark side Force sensitive playstyle but now has come to incorporate the militaristic non-Force sensitive and generally "evil" elements of the movie based Galactic Empire. That Sith Empire (called either "the Sith" or "the Empire") is the dominant force in the Galaxy now which caused the three "good" guy factions to unite simply to survive. Black Sun was an criminal "bad guy" faction that was allied with the Sith Empire until it suffered a costly defeat (that cost the Rebels) and was integrated into the Sith Empire. The Mandalorians have risen and fallen, but most recently united to become a very nasty rampaging force that actually inflicted some heavy damage to the Galactic Alliance and Imperial Remnant before kinda fading away due to activity and (perhaps IC explanation) over stretching themselves. IC, it may be explained that they did well fighting the weakened Galactic Alliance and Imperial Remnant who were focused on internal struggles and fighting the rising Sith Empire, but when the Mandos got the attention of the Sith, they didn't do too well.
  2. Alias Rules Players should avoid when possible exclusively interacting between their own aliases during peacetime. We understand that sometimes circumstances will make a player have to have multiple aliases in say the same meeting, but in regards to one on one interactions avoid self interaction as much as possible. The element of chaos that other players bring is important in making your character grow in unexpected ways, and player connections help build a more compelling universe. During fleet battles, each player chooses a side to determine task forces. Regardless of the number of aliases a player has, they are only counted once for the purpose of fleet command. Players can bring any number of aliases for PvP duels, but each participating player must have a duel lined up before players with multiple aliases can start to stack additional duels with other already engaged players. Players cannot duel themselves. If a player has reached knight/lord or equivalent status in a faction, subsequent aliases they make can skip the apprentice rank and start at knight/lord or equivalent status, or they can choose to self train rather than seeking a PC master. If the player makes this new character while they have another character still in the faction or are cycling from a prior character within the last three months, the new character must use one of these two options unless they have express consent from a master. This is to give new players priority for training and prevent training burnout. It is highly recommended that players that have been absent from the RP for a period exceeding two years start with a fresh alias on account of shifting power levels and board meta changes. 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. While we have relaxed rules on using multiple aliases, we would like to add that using multiple aliases in tandem to achieve your goals through unnatural cooperation is frowned upon and subject to mod review.
  3. Task Forces Overview Task Forces are the primary unit of combat and each comes with their own composition requirements, unique abilities, and usefulness. There are three major types of TF's, though more may be developed over time. All Task Force names are for flavor and clarification. PC's are still able to post creative narratives of the actions being taken, but those actions must be in line with the abilities of their TF's Some Task Forces have specialized abilities such as Interdictors. The Cruiser or specified ship is considered the source of those abilities, so if it is destroyed or disabled (such as by the ion cannons of the Surgical Strike TF), that TF cannot perform the abilities. Escorting TF's and smaller ships part of that TF are critical in protecting those primary ships so they can continue to contribute to the battle. Offensive These Task Forces are geared towards dealing damage to the enemy, usually though the Focus Fire ability of Capital Ships and Cruisers, but also through fighter/bomber actions of Bombers Inbound. Though other types of TF's can deal removal damage, these are the primary ones that can destroy opposing enemy forces. Escorts Escort Task Forces are designed to be attached to other TF's to serve as a sort of shield to protect the other TF from damage. This is especially useful if there are highly experienced TF's that may be focused on by the enemy because it lets them stay alive longer and use their Elite abilities. Some of them also have additional perks and abilities that can supplement the offensive or defensive capabilities of the ship classes they are made up of, such as additional protection from bombers or incoming Focus Fire. Special Forces These Task Forces are offer special and unique abilities for a deeper, more complex strategy. Stealth, Interdiction, and Medical Task Forces can provide a savvy commander the ability to surprise the enemy or mitigate damage done. While these TF's may have seemingly limited uses, when used properly, they can drastically change the outcome of any battle. Task Forces Offensive Destroyer Group [Turbolasers]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship and subject it to a withering hail of turbolaser fire using Focus Fire. Veteran: More potent turbolaser gases and higher quality crystals allow the ships to better chew through enemy shields. Focus fire damage against Capital Ship shield health is increased by 2 points, 1 point for Cruisers. Elite: The TF can put all power to weapons, doubling the damage it causes with Focus Fire, but also doubling the amount of damage it takes that turn from enemy removal attacks. Destroyer Group [Rail guns]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship and subject it to a destructive barrage of rail gun fire using Focus Fire. Veteran: The TF has been allocated special armor piercing rounds for targeting heavily armored ships. Focus fire damage against Capital Ship shield health is increased by 2 points, 1 point for Cruisers. Elite: The TF does not suffer damage penalties to attacks on distant targets like artillery. Destroyer Group [Missiles]: Focus Fire Capital Ship or 2 Cruisers Green: The TF can target an enemy ship within range and subject it to an explosive salvo of missiles using Focus Fire. Veteran: The TF has been allocated specialized high explosive cluster bombs for targeting Corvettes. When the TF uses Focus Fire on Corvettes in a Round, they do double damage, but only to the Corvettes. Spillover and all other damage to other ships is reduced to zero. Elite: The TF may treat its Focus Fire damage like a Bombers Inbound action, allowing it to ignore Cruiser and Capital escorts but making it vulnerable to reduction by Corvettes and Starfighter Interception defenses. Precision Strike Carrier Group: Fighter Command Capital Ship or Cruiser supported by Frigates and/or Corvettes Green: The TF controller can perform an additional Starfighter Action for the round, that must be Bombers Inbound. Veteran: Bombers Inbound does an additional point of damage. Elite: The TF controller can perform an additional Starfighter Action for the round, that must be Fighter Escort. Asset Denial Force: Surgical Strike Cruiser with Frigate and/or Corvette support Green: A heavy ion cannon barrage disables one unshielded ship for that Round. Disabled ships cannot contribute their Focus Fire or other special abilities (such as Interdiction or Comms Jamming), withdraw from battle, provide support or escort, or issue additional starfighter commands. Veteran: The TF declares its target for the ion cannon barrage after actions are announced but before they resolve. Elite: The TF has an experimental new type of hyperdrive that allows it to choose to ignore interdiction fields and make precise micro jumps, allowing for constant repositioning. The TF can ignore Supporting and Escort ships or TF for its ion cannon attack, but only if the target is not the same one that was targeted last Round. Hellriders: Hit and Run Tactics Corvettes only Green: The corvettes can engage Cruisers or Capital Ships to support either a Focus Fire or Bombers Inbound removal ability. The targeted TF can either choose to focus on the Hellriders, costing the Hellriders three Corvettes but doubling the base value of Focus Fire and Bombers Inbound on the enemy TF, or they can ignore the Corvettes and take three hull damage as the Corvettes exploit vulnerabilities on the ship’s flanks and aft sections. Veteran: Hellrider formations tend to draw the most brash and aggressive captains, risk takers that owe success to high stakes gambles rather than experience and discipline. This TF has a reputation that makes recruiting these men and women easily, and does not suffer experience reductions from Heavy Losses. Elite: Gut churning space acrobatics allow the Hellriders to spread Focus Fire damage across a TF, rather than dealing all damage on a ship until it is destroyed and then moving onto the next. Escort Battle Line Escort: Tradition of Excellence Capital Ship Green: The TF regains two points of shield damage at the end of each round. Veteran: The Battle Line can focus all power to shields and halve (rounding up) the power of any direct removal abilities (except for artillery) for the Round. While this ability is in play, abilities that would normally bypass shields from TFs like the Hellriders and Covert Strike Force hit the shields instead. While this ability is in play, the TF takes double damage from artillery attacks, and enemy ships do not suffer penalties from combining fire on the ship (although the three TF cap for combined attacks remains). Elite: If the fleet is in danger of total destruction, the TF can launch a suicidal assault to allow all other allied ships to flee the battle. Doing this wipes out the Battle Line TF, but it can prevent a wipe by an Interdictor supported enemy fleet. Additionally, the TF can reduce one source of removal damage to one damage once per battle. Heavy Brawler Escort: Hammer and Anvil Capital Ship Green: The TF has been fitted with heavy armor, and has an additional ten hull points. Veteran: The TF uses its heavier armor to close the distance with threats and engage them at close range with weapons designed for high damage at short range. Non artillery and detected TF's that attack ships being escorted by this TF or the TF itself take three removal damage in return. There is no limit to how many times this damage can be triggered per turn. Elite: The TF adds an additional damage to its counterattack for each non artillery and detected ship that attacked it or the TF it is escorting this turn. Rapid Intervention Escort: Timely Response Two Cruisers Green: If held in reserve, the TF can perform an escort action during the arrival phase. Veteran: The TF can choose to adjust its shield arrays into a more focused configuration before going into battle. If it does this, each cruiser has an additional nine shields, but damage from bombers inbound on this TF is doubled. Elite: The TF decides which ally it will support after actions are declared but before they resolve. Light Defensive Escort: Suppressing Fire Frigates and Corvettes Green: Starfighter actions on the TF or allied ships that the TF is supporting are resolved at delayed speed. Veteran: The TF can treat itself and any TF that it is supporting as being targeted by Interception. Elite: When targeted by a ship of cruiser or larger classification, the TF can redirect damage to an allied TF that is escorting the same TF as they are. Mobile Disruption Escort: Aggressive Defense Corvettes only Green: Coordinated and highly disciplined evasive maneuvers effectively translate to corvettes in this TF having a second point of hull damage. Veteran: Rather than attaching to an allied TF to cover it like normal for escorts, the MDE can attach to an enemy TF with removal abilities and force it to target them first. If the enemy TF is a Carrier Group, its Bombers Inbound action is treated as going through an additional Corvette screen. Elite: Localized jamming causes the targeted TF to be unable to participate in coordinated attacks with its allies, and the MDE Corvettes are now considered to have three points of hull damage for the purpose of removal abilities. Special Forces Interdiction Cadre: Interdiction Field Interdictor Cruiser supported by Frigates and/or Corvettes Green: Gravity wells severely hamper retreat, allowing the TF commander to nominate a number of task forces equal to the scale of the battle each round, those task forces cannot withdraw for that round. Veteran: Interdiction fields can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw early for the rest of the battle. Elite: As long as the Interdictor is functional, its crew can largely prevent any ships from fleeing. Enemies can only withdraw one task force each turn. Electronic Warfare Pod: Information Control Dedicated EW and Comms Cruiser with Frigate and/or Corvettes Green: The TF can jam long range communications and sensors. Veteran: The TF can perform an additional scan on any allied TF to search for concealed enemies. Elite: The enemy penalty for targeting the same TF with more than one TF becomes a cumulative -3 instead of -2. Covert Strike Force: Silent Hunters One Stealth Cruiser Green: The TF uses stealth armor and sensor baffling countermeasures to prowl unnoticed along the edges of the battle. As long as the cruiser does not engage, each Round they can bank three points of damage while stalking an enemy TF. On the TF commander’s order, the banked damage can be applied to a target ship’s hull integrity, ignoring support ships and shields. Banked points are not lost if the TF disengages to avoid scans, but are lost if the target is destroyed or the TF starts stalking another target. If the ship is discovered before it applies its banked damage, the damage is treated as a normal attack that can be distributed to support craft and shields. Veteran: The TF has a cloaking device, making cruiser and capital ship direct damage be treated as if there was an additional ship firing at the same target, reflecting the difficulty of targeting the cloaked ship. Furthermore, this ship does not generate an extra sensor ping when firing. Elite: The TF carries special ordnance such as gravity bombs and can bank five points of damage instead of three when targeting a capital ship. Medical Support Cluster: Guardian Angels Frigates Green: As long as the Task Force doesn’t engage the enemy, it is considered a war crime to target them. The TF can support an allied TF by attaching to it, that TF reduces the end of battle damage penalties it suffered by one degree. Veteran: The frigates can split into two groups and move to support two different task forces. Elite: The frigates can split into three groups and move to support three different task forces. If the enemy has fought honorably(IE not committed war crimes), both sides benefit from the presence of medical rescue teams, and task forces that are wiped out lose one XP instead of an entire rank. If the enemy has fired on medical ships this campaign, only the medical support cluster's side gets this benefit. Fleet Command : Flagship Capital ship, one per faction under the command of the grand admiral. The grand admiral does not need to use his or her flagship, but only they can command it if it is on the field. The grand admiral picks one upgrade to start, and selects a new upgrade at a rate of every two battles plus the number of current upgrades. Since the upgrades are specific to the ship, abilities that prevent veterancy loss cannot be used on the flagship. Axial Weapon (MK I-III): The ship may perform Focus Fire as if it was a Destroyer Group(Turbolasers). At MK II, its damage becomes eight, and at MK III, its damage becomes nine. Target Saturation (MK I-V): The ship is flanked by a number of up armored and heavily shielded transports used to provide cover, halve focus fire damage to it for the first round that it is fired upon. Each additional upgrade grants an additional round of halved damage. Precision Deployment: The ship house a small gravity well generator that can be used to precision deploy fleet assets, but this damages their hyperdrives, preventing them from being able to withdraw for the rest of the battle. Advanced Sensor Suite: Gain an additional scan every round. Ultra-Heavy Flak Cannons: The ship carries a network of remorselessly deadly flak weapons. Treat the flagship as supported by Corvettes. Meditation Chamber: Force Users can use these specially designed rooms to increase the efficiency of their forces, either gaining an additional Starfighter Action or allowing two TF's to choose the same target for Focus Fire without penalty to damage. Citadel Overshield: Superior shield management prevents attacks that ignore shields from going straight to hull damage, instead being treated as regular attacks. Pocket Dreadnought (MK I-3): The flagship is far larger than a standard capital ship, allowing for heavier armor and more powerful shield generators. This translates to an additional five shield and hull health. Each further upgrade grants five additional shield and hull health.
  4. Fleet Rules Each player participating in a fleet battle commands their own Task Force(TF). If the numbers are uneven, then the admiral with fewer task forces can either choose to take a number of “Green” task forces to create an equal conflict, or request a secret win objective from the mods if it makes narrative sense to do so. No engagement is ever considered to include any faction’s entire fleet, and players can enter subsequent battles even if their last task force suffered total destruction. Player commanders are responsible for their task force’s ship composition, names, traditions, and portrayal in the RP, not to mention their actions on the field. All ships in a task force are considered to be overhauled to function at “modern” levels to perform their duties in a task force, so if players like the look of an older ship like a Venator, they can use it without having to worry about the shield generators being outdated. The scale of a battle is classified as one of three tiers, skirmish, sortie, and engagement. At skirmish level, each player controls a single task force, planning with others is vital for any sort of synergy within fleets, and it’s less likely for a task force to get vaporized out of left field. Sorties allow players more room to experiment with task force combinations and the use of defensive task forces with two task forces per player, but massed firepower becomes more readily available at this point and it’s easier for players to lose a task force when they aren’t expecting it. Engagements are meat grinder affairs of chaos and shattered plans with each player running three task forces, allowing for players to experiment with more exotic and situational task forces, but the firepower involved means that tactics are often upended in a massive turbolaser barrage. The scale of battle also determines how many starfighter actions each fleet admiral has (One for skirmish, two for Sortie, threes for Engagement). Task forces gain levels from participating in fleet combat, Any PC led task force starts at Green, needs two battles for veteran, and three further battles for elite (As in, it takes five battles in total to gain elite status). A task force that loses over half of its ships (or suffers 50% hull damage in the case of capitals and specialist ships with support) is considered to have suffered heavy losses and must skip the next battle to undergo repairs and train replacement crew, and a task force that is wiped out loses a rank of veterancy unless it has a bonus to prevent that or is already at Green, in which case advancement to next rank is reset. Withdrawing is a full round action, but can prevent the loss of valuable experience and abilities. The fleet’s admiral can order “unowned” task forces to retreat. Only matched PVP battles give experience, practice battles, battles against NPCs, and narrative battles will not provide experience. Players are encouraged to plan out task forces in advance, and new task forces that are posted before the start of their first battle with named ships and a backstory are treated as having already participated in a battle in terms of progression. Commanders are expected to maintain lines of communication and goodwill to the opposing players. All fleet abilities are announced at the beginning of the round (in secret) and resolved at the end of the round to represent simultaneous events rather than each post being slightly later in the timeline. Players that fail to meet the three day rule requirement are assumed to repeat their last action if possible. If it’s the first round, their commander is assumed to have failed to react promptly and/or the crew was caught unprepared and they make no action. Since all actions are determined at the beginning, and resolved at the end, post order of combatants is irrelevant as long as they post in the round, and the three day countdown goes into effect at the start of the round. Fleet commanders PM their actions to the staff member overseeing the battle, who will then post a summary of them once the round is up, with players optionally posting their more in depth narratives afterwards. Throughout the rules you will see references to removal, targeted removal, and damage abilities, these all refer to Task Force abilities and starfighter actions that allow ships to do measurable damage to each other. This is not to say that other ships aren’t actively firing their weapons or otherwise engaging the enemy, just that these task forces and bombers are specifically designed to overwhelm shields and compromise hulls. Rather than cluttering the process by trying to track every single ship’s attacks, we’re focusing on the heavy hitters whose role it is to destroy other ships, while letting other ships focus on different aspects of fleet combat. Up to three task forces can focus fire on the same enemy task force, but for each attacking task force after the first there’s a cumulative minus two penalty per task force to total damage inflicted, representing too many ships getting in the way of each other. Some task forces in this list mention that they are supported by smaller ships, such as the Interdiction Cadre. Leaders of these task forces can choose to reallocate removal abilities such as Focus Fire from their key ship to other ships in the task force to represent other ships tanking fire to keep their key piece on the field. As mentioned before, support ship losses do not count towards determining whether the task force has suffered heavy losses. Another form of defensive options are escorts, task forces that can attach themselves to other task forces to allow their ships to serve as support. When a task force is escorting another task force, incoming damage must be redirected to the escort, unless the escort has rules that state otherwise. Only escort task forces can perform escort actions. After initial deployment, capital ships require a full round of traversal to reposition in defense of a new task force. Cruisers and smaller classes can redeploy in time to intercept attacks that occur at regular or delayed speed. Cruiser and capital escorts serving as support cannot intercept bomber attacks, but frigates can, and corvettes force bombers to destroy shields before they can start targeting the hull. In the case of task forces where the task force ability is tied to a specific ship such as an interdictor or carrier, loss of that ship also means loss of the task force ability. Removal abilities that overkill a target with damage have the excess distributed to another target in the task force, and if necessary however many more targets are required to account for all of the damage. If the task force is destroyed entirely, the remaining damage is lost. In addition to any fleet assets they control, each fleet commander will also have between one and three starfighter commands to use each round, depending on the size of the battle (Some task forces allow for additional commands). This system does not track squadron numbers or ship carrier capacity, so there is no optimal meta ship pick that will maximize starfighter effectiveness. For more information see the list of commands below in the mechanics sections. A task force can be held in reserve rather than deploying immediately to the field. If a player chooses this option they should let the presiding staff member know which task force they want to hold back. When submitting actions for the round, the player can inform the mod that they want to bring their reserves in next turn. During the end of round summary the mod will post that the enemy detects incoming ships and relay how many task forces are inbound but not the composition of the task forces. When a task force jumps in the enemy is made aware of ships exiting hyperspace and have the opportunity to assign abilities to target them. This arrival phase takes a full round, and the task force does not get to perform any other actions for the round unless otherwise noted. If enemy sensors are jammed the opposition loses the option to make an initial response during the arrival phase. If comms for the side that is bringing in reserves are not jammed, the new arrival can perform an action as normal for the round. Some task forces (Interdiction cadre and Command Group at the time of writing this)can allow reserve forces to do precision jumps into the battle. Provided that comms are not jammed, the reserve task force can ignore support ships and escorts for the round that they jump in. If the task force is a carrier group and chooses Bombers Inbound, the starfighter action ignores support ships as well, representing the ships jumping in already in attack formation. Ships that use precision deployment have damaged their hyperdrives and cannot withdraw early (If both sides have ships stranded this way and no longer wish to fight they can agree to mutually disengage until repairs are completed). Some task forces are composed of ships with stealth armor or cloaking devices. For enemies to target them they must first find them through scanning. While every stealth system has a “tell” on certain frequencies, finding it takes time. At the beginning of each battle, the commander of the stealth task force picks a number between one and ten, this is their “tell” frequency. Fleet commanders can order their task forces to scan their immediate surroundings each round and pick a number, if the number is the same as the stealth task force, the stealth ship becomes targetable for the rest of the battle. Additional scans are gained from using the sensor sweep starfighter action, certain task force abilities, and if the concealed ship opens fire. If sensors are being jammed by an allied EW ship, the stealth ship has hardened stealth, and remains stealthed one more turn before being revealed if their tell is found. Ships with cloaking are treated as being targeted by an additional ship when determining damage by capital and cruiser removal abilities, and do not generate an additional scan when they fire. Hidden ships can go cold, not performing any actions for the round, to avoid scans for that round. Each side has one flagship that can be commanded by the grand admiral. The flagship can earn a variety of powerful upgrades, but if it is destroyed, all upgrades are lost. Furthermore, if the flagship is destroyed then the following round actions for that side are resolved after the opponent's, representing confusion and panic from the loss of such a powerful symbol. Mechanics Ship scaling A Task Force is 6 points worth of ships. One capital ship is 6 points, meaning that it comprises the entire task force. One cruiser is 3 points, meaning that a task force can either have two cruisers or one cruiser and smaller support ships. One frigate is 1 point. Two corvettes are 1 point. Removal effects and ship health Ship shields and hull by type Corvette: 2/1 Frigate: 3/3 Cruiser: 9/9 Capital: 20/20 Damage per by ship type Bomber Wing: Varies by size of target, damage goes directly to hull unless abilities or corvette support prevent it (Frigates: 1, Cruisers and Capitals: 3) Cruiser: 4 Capital: 6 Starfighter Actions Each side gets a number of starfighter actions per round according to the scale of the battle, with some task forces providing additional ones. Bombers Inbound: The fleet’s bombers move to engage a frigate or larger ship, doing direct removal damage at fast action speed. When bombers target ships supported by corvettes their damage must go through shields before doing hull damage. A maximum of three bombers inbound actions can target one task force at a time, and frigates reduce that cap by one per frigate. Interception(Forward Deployment): The fleet's interceptors move to engage the enemy's heavy attack craft. All enemy Bombers Inbound actions are resolved at delayed action speed rather than fast action speed, and up to three points of each action is redirected to shields. Each round that this action is used, the damage redirection is reduced by an additional point for subsequent rounds. Interception(Focused Deployment): The fleet's interceptors are directed to protect a specific task force. If the task force has no corvette support, then it is treated as having corvette protection for this round. If the task force has corvette support, or an Interception(Focused Deployment) order is already being issued on the same target, then the cap on stacked Bombers Inbound attacks on the target is reduced by one for each additional Interception(Focused Deployment) order. If this reduces the cap below the amount of incoming bomber attacks, the excess bomber actions can be redirected to other targets, suffering a one point damage penalty and resolving at delayed speed. Sensor Sweep: The starfighters assist with locating potential hidden enemies, allowing for an additional scan of one frequency in a task force’s area. Each consecutive turn that the action is used on the same task force, the number of frequencies scanned increases by one. Fighter Escort: Supplements bombers inbound, so only usable if the fleet can use more than one starfighter action a round. Snubfighters escort the bombers, restoring Bombers Inbound cap reductions caused by Interception(Focused Deployment) actions and frigates on a one for one basis.
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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. ( c ) 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) - 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) - 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) - 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):
  11. 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 or the consent of the player. 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. The staff will not grant players special access to powers or abilities that cannot be obtained by other players, and all players are bound to the same rules. The players cannot circumvent rules through mutual agreement except where stated, such as the outcome of a duel. This is especially true in regards to faction level warfare. 12. 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. 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.
  12. 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
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