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Roleplaying Rules

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1. No posting after yourself until whoever you are interacting with has posted, or three days have passed.


2. You may not kill or capture another PC without a mod ruling or the consent of the player. 

3. Characters cannot physically be in multiple threads at the same time. This includes Force ghosts, etc. Comm messages and similar are fine.

4. 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.

5. 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.

6. No editing a post if someone has posted after you in the topic, interacting or not. Not even for grammar/spelling.

7. 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.

8. 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. 


9. Players may flag themselves as Non-Combat, and these players may not be attacked. Such flagged players may not influence galactic events/invasions in any way. The status of Non-PVP will be revoked if the player directly or indirectly attempts to use hostile action against other players without direct consent (IE sending bounty hunters, killshots, etc). These characters are the story-crafters of the universe, the GameMasters, the Dungeon Masters, etc. Feel free to team up with these players to tell stories that do not involve direct player vs player dueling. Faction Leaders cannot flag themselves for non-combat

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Character Creation


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.


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/repaired* in character 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 Knight/etc 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. With Mod approval, when taking over a faction (Sith or Jedi) you may roll a new Master level character. 


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, Ssi-ruu 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.

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Combat Rules 


- In this RP combat between player characters is done via a "duel"


- 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))


- 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.)


- Following the conclusion of the participants' duel posts, they may then make a ruling request in the discord channel. A mod will then rule upon the duel, noting techniques, successes and failures. The winner may then post a final post- in this post they may do 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.


- The ideal is to see players competing with their best selves, and not trying to win by removing the other opponent's ability to do anything or completely locking them down.


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


- 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.


- 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, however.


- You cannot join an ongoing combat if your character is not in that location

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Ship Rules


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


Personal ships


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


2. No cloaking devices.


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


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

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Force Users and the Force


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.)



- 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.




- Once you have been chosen to be trained by a Lord/Master (see 'Force-user ranks' below), You must demonstrate knowledge of the setting and roleplay etiquette to become a Knight/Lord (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 to become eligible to be a Master, and you must train at least one apprentice to Knight/Lord-level. 


Force-user ranks



  • Padawan
    Knight (Promotion deemed worthy by your master, you must demonstrate knowledge of the roleplay setting and etiquette)

  • Master (Trained one padawan, demonstrated detailed knowledge of the faction, setting, combat and is deemed worthy by the jedi council or grand master) 

  • 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 (Promotion deemed worthy by your master, you must demonstrate knowledge of the roleplay setting and etiquette)

  • Master (Trained one apprentice, demonstrated detailed knowledge of the faction, setting, combat and is deemed worthy by the Dark Lord)
    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.


Force Power Restriction


The Dark Side is specifically using the Force to cause pain for pain's sake, to kill or wantonly destroy, subvert the natural order, or for personal gain. It is not using the dark side when using the Force to subdue someone, or to perform simple or menial tasks. (Powers such as Lightning, Drain, and Pyromancy fit this definition of the dark side.) 


The Light Side is specifically the preservation and defense of life. It is not using the light side to defend yourself or to stop an opponent from grabbing equipment from your belt. (Powers such as Healing, Barrier, and Tutaminis fit the definition of the light side.) 


Sith and darkside characters cannot use the above lightside powers. And Jedi and lightside characters cannot use the above darkside powers. Neutral or 'Grey' characters cannot use either unless they align themselves with a specific side of the force, which then in turn cuts them off from the other side's restricted powers. 


If you have a question about a specific power or its application, pm a mod on discord. 


Specialization and Regulations on Equipment, Force Use, and  Skills for Playable Character In Combat, by Class

All force users are skilled at using the force, but their applications are different. Each force class has an area that they excel in and their primary focus, specifically during combat, should be towards that area. These classes are to be used by force users on all sides of the spectrum and light and dark side specific power rules should be adhered to in addition to these classes.


Warrior - Guardian

FOCUS: Strength or Dexterity

Close range specialists, focusing on use of lightsabers and close range weapons to engage in direct physical combat. These are the force users who dedicate themselves to traditional combat, mastering fighting styles and honing their bodies into the ultimate weapon. To be a warrior/guardian is to be a force for change across the battlefield, changing the tide of battle by the strength of your blade and body. It is only the suicidal or a fool that clashes with these, thinking to come away unscathed.

Usage limited to this class:

- Heavy (damage taking) or force-enhanced armour 

- Force-enhanced combat abilities (strength, speed, skill, bodily enhancements)

- Advanced personal combat training across multiple fields

- Specialty Close Range Weapons and Proficiency: Swords, spears, double-bladed or unique lightsaber configurations, dual-wielded lightsabers, exotic hand-to-hand weapons, martial arts style combat (effectively) etc


Assassin - Sentinel

FOCUS: Dexterity & Cunning

Agile and stealthy force users who use illusionary skills, fast movements, and their environment to carry the day. These force users excel at moving about the battlefield unhindered, manipulating their foes and striking at points of weakness from unforeseen and unseen angles. These cunning combatants engage in atypical combat, of which they are the undisputed champions.

Usage limited to this class:

- Mental Combat (Illusions and mental attacks for assassins) (mind tricks, mental or perception enhancement for sentinels)

- Stealth

- Limited battlefield force manipulations

- Force imbued acrobatics to improve battlefield speed and movement

- Light armor - being armor that resists some damage, but does not outright render an attack null and void

- (Sentinel specific) Limited NFU combat Tech (Pick one): simple blasters or weapons, pocket guns, smoke grenades, nets, shock, distractionary devices, extremely limited explosive devices (Not thermal detonators, Not military grade)


Sorcerer - Consular

FOCUS: Spirit 

Mystical and metaphysically focused beings who tap into the deepest reaches of the force to outwardly affect, alter, and control the world around them. These are the force users who by the very nature of their being were spoken of as wizards, sorceresses, magicians, and deities in times of yore. To be a sorcerer/consular is to command vast arrays of power that to the uneducated look to be magic; calling on unseen or forgotten powers to strike at your foes from any angle.

Usage limited to this class:

- Heavy force powers (e.g. outright offensive or defensive force powers and manipulations, mass and advanced telekinesis, environment altering powers, conjuring)


NPC use by force users:

In certain subclasses or specialties one may use NPCs to assist them to the detriment of other abilities. These may consist of creatures, creations, animations, personal assistants, minions, or other ideas that are approved with specifically designed and approved subclasses. In general, however, the use of NPCs by force users is not allowed, except where the need for such a thing is balanced by the lack of other combat worthy abilities or it is a necessity to the subtype with appropriate loss of other combat skills and abilities.

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NFU Progression and Ranks


Non force users come with a wide array of combat abilities, ranging from terrors that scourge the battlefield, beings that command swarths of the most highly trained operatives the galaxy has to offer, to even more highly trained operators working under the cover of deception.

These classes are to be used by any non force using character regardless of moral or faction affiliation.

NOTE: the following classes list gear specific to those classes. The gear is divided by a “/“. Gear prior to this is available at rank 2. Gear following this is available at rank 3.


Militant (Cannot use NPCs)

Focus: Militant Combat

Battlefield experts who excel in the use of weaponry to single handedly turn the tide of battle. These are the veterans and combatants who have thrown themselves into their training and by such have become masters of destruction both controlled and not. Where they aim, they rarely miss. What they seek to destroy, never walks away unscathed. When all seems lost, it is these beings who single handedly carry their colors to victory across battlefields around the galaxy.

Usage limited to this class:

- heavy weapons, lightsaber resistant melee weapons/exotic weapons

- flamethrowers and other specialized heavy weapons

- launchable grenades

- flight packs and boosters/personal shield generators

- powered armor of standard materials/powered armor made of rare materials (phrik, beskar, etc)


Officer (Uses NPCs)

Focus: Command

Commanding officers and leaders amongst the ranks who stand a cut above.  When all seems lost and the enemy is advancing, it is the officers, trained, born, or bred, that the rabble turn to for inspiration. Offering words of inspiration and fear, officers can lead their men into battle or command from the safety of the rear. Wherever they are, the forces at their command can become unstoppable if those that lead them are left unopposed.

Usage limited to this class:

- Personal energy shields

- light armor/powered light armor, light armor of special design or material, or medium armor

- can lead squads of advanced troops/elite special forces (NOTE: the smaller the group of soldiers led, the more specialized they may be, up to a maximum size of a single squad.)



Focus: Worldbuilding, support, and NPCs

Specialists are individuals whose knowledge and experience place them as valued members of their faction as scientists, doctors, corporate leaders, crime lords, and politicians. Specialists are often not combatants, and rely on quick thinking and the aid of bodyguards to survive when war comes to them. The Specialist is for players that want to focus on NFU world building, experiment with non-traditional characters, or play PCs that aren’t primarily defined by their role in the war. As they work their way up the ranks, their bodyguards level up alongside them. (Clarifications: this is not an archetype designed to be competitive in duels, this is here to give survivability to characters that would otherwise get wrecked if caught in an invasion or being targeted by combat PCs. Bodyguards have one objective in duels, get their boss out alive. Specialists that have fled a duel are not considered to be occupying a location when players are resolving a duel invasion.)

Usage limited to this class:

- Bodyguard NPCs (Starting at 1and advancing to 5)

- Advanced medical/cybernetic support actions (Medical treatment, repair of droids)

- Defensive tech such as Personal energy shields




On Champions used instead of characters in combat: A non-combat oriented character may, with moderator permission, utilize a champion as their stand in during duel-based combat. A champion is a limited play character that may be used for combat or as a sidekick of sorts for non-combat scenes with the main account character. Characters may not act in the stead of the main character outside of combat. Characters may not use a champion to circumvent the rules of death; if a champion loses a duel, both the champion and the main character are susceptible to the final outcomes of the duel, up to and including death.


On Bodyguard NPCS: These are specific NPCs used by specialists and non combat characters to defend themselves in PVP. Unlike NPCs used in duels under command of officers, these are not meant to be used offensively and are designed to help their Specialist to escape. A successful duel result as a specialist is one in which you escape, not taking the field of battle. 

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The various factions and organizations of the RP can largely be sorted into two megafactions, the Lightside and the Darkside. 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.


Faction Management


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. The same applies to command of fleet fights and major engagements. You may only have one overall command character on a single side of the conflict. That character must stay in place until retired or killed. You may participate on either side in different fights but not as a commanding officer. 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.


You as a player may not change the narrative of a faction or factions without the explicit permission of the faction leader. This excludes propaganda from other factions. Sabotaging your own faction by treasonous action or maliciously damaging their intended alignment is subject to nullification by the Mods at the faction leader's request.


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.




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.

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Use of NPCs

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


  • 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.


  • 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:


  • 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.


  • 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.


  • 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.


  • 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.



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.


Alternative lightsabers

Lightsabers can have alternate sources of damage/appearances as long as they are still equally affected by lightsaber proof materials and their damage is contained to blade contact the same way that lightsabers contain their heat to affecting at touch only. A "stormsaber" cannot send electricity through the conductive metals it touches, for example. This rule is meant to allow for greater customization of a character's aesthetic, not for creating weapons that are lightsabers but better, so attempts to make +5 damage sabers or sabers that ignore defensive tech that is normally lightsaber proof will be denied.

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