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| Non force system for havsacks | |
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| Tweet Topic Started: Jul 25 2009, 01:23 PM (213 Views) | |
| Titan-032 | Jul 25 2009, 01:23 PM Post #1 |
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Also known as "Laam'inui"
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1.) The Alignment Meter Alignment measures the moral alignment that your character associates with and at what intensity. The alignment points that you get depends on the way that you RP your character. Your alignment does not dictate how your RP your character. Moving towards paragon/renegade doesn't have to do so much with saying please and thank you as it does with your character's motives, actions, and thoughts. If you want to be aligned toward paragon yet you want him to have a rough exterior then that's fine. Moral Alignment Scale: Measured in alignment points ![]() Paragon [+350] [+275] [+245] [+210] [+145] [+105] [+75] [+45] [+15] [+/-0] [-15] [-45] [-75] [-105] [-145] [-210] [-245] [-275] [-350] Renegade ![]() 2.) Skill Points A character's skills and ability to use equipment and weapons is determined how they gain skill points. A character gains skill points by experience and practice; by that I mean RPing the experience and practice. Example: I make a smuggler. He talks his way into getting a job. That might automatically gain him +2 skill points, then on the way he has to defend himself from an enemy. Depending on the difficulty of the enemy he may get a large or a small amount of skill points. If he defended himself from a bounty hunter he could get +7 skill points. If he defended himself from a Sith lord he'd get +25 skill points. Those would be skill points you accumulate to gain RP abilities like piloting, marksmanship, and engineering. Obviously if the situation includes actually RPed characters, and not just generics, the amount of skill points earned by either party would be much more than if they were generics. A player that defends themselves from or attacks generic players would receive less skill points as to real characters. However, that policy is mainly due to the threat level of the adversaries. Special circumstances can be made for player that want to attain more skill points. Such as if the generic has the ability to capture or kill then their threat level would be on par with actual characters. If the generics can do that, and have high-grade weapons that prove to be a threat, then they can be considered on par with actual players. Players will have to document their exploits and the amount of points they accumulate. It's up to the players themselves to monitor their alignment and assign skill points based on the experiences they've accumulated. This puts respondsibility firmly in the place of the player. Administrators will moniter the skill points accumulated, and if an inconsistency is brought forth you may have to change it. Beginner (15-45) You've just picked up the basics of the galaxy, and discovered that having some skills would be handy. Available Weapons: Pistol, E-11 (Single shot) Available RP Abilities ♦ Beginner Hacking: You've started to understand some core concepts in what it takes to hack into a computer system. You can crack some easy stuff; after that, you can't do much more. ♦ Beginner Lockpick: You've got the basics down on picking some easy locks, a few houses here, a few there. Anything much more complicated than an old wooden door and you're pretty clueless. ♦ Beginner Pilot: You don't crash and you've discovered what it means to be a pilot. You can take off, and you can land with some ease, but actually flying isn't exactly the easiest for you. ♦ Beginner Demolitionist: You don't really want to go messing with explosives by yourself, but you've grasped the idea that it's not safe to be around them when they go off. ♦ Beginner Marksmen: You can understand the basic concept of shooting ahead, and with that you're no longer a danger to yourself. To those around you? Perhaps. ♦ Beginner Engineering: You've discovered that you can actually do something with your hands, and grasped the foundations of schematics. ♦ Beginner Medic: You've learned some basics about the human body, and can put a band-aid on yourself. Good job! Other than that, you're not much help. ♦ Beginner Stealth: Sneaking to you is more like childs play than anything actually useful. Your most complicated technique of staying hidden is "If you can't see them, they can't see you." ♦ Beginner Unarmed Combat: You know how to throw a right hook and have gotten in a couple of bar fights - unfortunately you still haven't won any bar fights yet. ♦ Beginner Leadership: You've deduced that it takes personal skill and a strong command presence to lead; unfortunately at this point you don't possess either. Intermediate (75-105) You've actually begun to understand how the galaxy works, and discovered that some things do save your proverbial hide in some cases. Available Weapons: Pistol, E-11, Tenloss (Unscoped), Bowcaster (No charged), Thermal Detenators (Primary fire, Not alt) Available RP Abilities ♦ Intermediate Hacking: Learning some more advanced techniques, you can tunnel your way into some more complicated systems and grab a datapad or two that aren't encrypted. You could probably even get into a school teachers computer and change your grades. ♦ Intermediate Lockpick: You've learned the uses of tunnelers and can get into some older automatic doors without the need of explosives. Now you can also wire up some of those doors to open and close, but anything newer and you're stuck. ♦ Intermediate Pilot: You've grasped some techniques, and can now do a barrel roll! You've begun to expand your horizens from simply dodging on-coming traffic to actually piloting the vessel with some semblance of skill. ♦ Intermediate Demolitionist: You've become more handy with explosives and generally don't have to worry about blowing your own hand off. You've also become more attuned to carrying them on you, but not in mass quanities though. ♦ Intermediate Marksmen: You've gotten used to handling a gun, and can even find a target now and have a chance to hit it. You've grown up from the simple blaster pilot or carbine and gotten into some cyclers and rifles. ♦ Intermediate Engineering: Architecture and machinery are easily distinquishable to you now, and you've grasped the core foundations for what's required in building various things within the galaxy. You know what makes them go up, and also, what could make them go down. ♦ Intermediate Medic: You've learned how to set broken bones and treat some wounds. You've discovered that there are some easily treatable sicknesses and can administer such cures to them. You're no Doctor McCoy though. ♦ Intermediate Stealth: After a long time attempting to be stealthy you've finally begun to understand how it's done. You can stay in the shadows and tiptoe around your house, but anything more alert than your grandmother will have no problem spotting you. ♦ Intermediate Unarmed Combat: With your knuckles calloused and your reflexes honed you've become a decent streetfighter and can hold your own against most thugs. If you come up against a proficient martial artist, however, you're in for some trouble. ♦ Intermediate Leadership: You've figured out that tactics can play a role, and that to keep a ship's crew together means more than simply dictating when they take the trash out. You're slowly becoming a leader. ♦ Weapons Proficency: Carbine - You've learned how to use the automatic weapons setting and can train the carbine on a target for burst fire. Much more then three or four rounds though, and you'll start missing badly. ♦ Weapons Proficency: Swords - You've learned that swords are sharp, that the pointy end is bad, and that you need to hit your enemies with that pointy end. Unfortunately you're still more of a danger to yourself than to your opponents. Attack 1, defense 1. ♦ Weapons Proficency: Explosives - You can now throw thermal detenators, but you still treat them like baseballs. ♦ Professions Skill: Medic - Heal 1. You can pretty well take care of yourself, sans some bad action that causes you to lose an arm or something. You can even sew yourself back together... how well you do on others is a completely different story. ♦ Professions Skill: Marksmen - Sense 1. You've become slightly more acute in your senses. You can begin seeing slightly farther, and are more aware of your surrondings. ♦ Professions Skill: Pilot - Jetpack. You've learned how to strap one on and nominally take to the air, though you can't fly for more then a few seconds without some serious issues arising. ♦ Professions Skill: Demolitionist - You're well on your way to becoming quite the bombing expert. You've grasped many of the core concepts and have moved onto more advanced techniques and technology, including Detonation Packs and Trip Mines, though you're still not that safe when you use them. Advanced (145-210) Your experience and practice have pushed you to new heights. Available Weapons: Pistol, Carbine, Tenloss, Bowcaster (No charged), Repeater, Shotgun, Det Packs, Trip Mines, Grenades, and Rocket Launcher Available RP Abilities ♦ Advanced Hacking: You've furthered your skills to a point where you can hack into far more advanced things than you previously thought possible. Encrpytions are becoming a breeze, and most non-military/corperate computers are simple for you to get into. ♦ Advanced Lockpick: All but the biggest blast doors are accessiable to the likes of you. Tunnelers, Lockpicks, and even some wiring for those big doors. You still can't break into a military grade blast door though. ♦ Advanced Pilot: You can fly with some of the best, including droid starfighters. You're about a military grade pilot, with all the skills needed to keep your hide from turning into space dust in the middle of a dogfight. ♦ Advanced Demolitionist: You're skilled with the use of explosives. You can even throw a thermal detenator out to explode on contact without worry. You've gotten the basics down for skilled use of detenators and mines as well. ♦ Advanced Marksmen: You're pretty sharp; you've got the advanced techniques down and could even use a sniper scope with relative ease. You've got some pretty good skills with most weapons now. ♦ Advanced Engineering: Countless hours building, repairing, and designing everything from buildings to speederbikes has given you some real skill in the field of engineering. ♦ Advanced Medic: You're almost there. You can set wounds on other people with a pretty good idea of how to do it. You can cure some pretty hefty dieses, and even know how make some medicine to keep people from croaking from pain. ♦ Advanced Stealth: Stepping softly, hiding in the shadows, you do everything in your power to remain undetected. While this may not be enough for the most alert of opponents or equipment, you do a pretty good job. ♦ Advanced Unarmed Combat: You've become proficient enough in martial arts to be a challenge for anyone to take down. ♦ Advanced Leadership: You could lead a platoon if you had to, or even captain a corvette. You can inspire some of your followers to do deeds that only a Sith would command. You've grasped some advanced tactical techniques. ♦ Weapons Proficency: Sniper Rifle - You can sight down the barrel of a rifle, with or without a scope. Zoom in, and blast your target away. ♦ Weapons Proficency: Swords - You've learned that just swinging isn't the best idea and that it takes more than just being "fast like a freak" to win in a duel. Attack 2 and Defense 1. ♦ Weapons Proficency: Explosives - You can really blow stuff up now, bud. You can set trip mines to detenate just by movement, let alone tripping the line. Detenators have become a breeze. ♦ Weapons Proficency: Rocket Launcher - You've learned that while using a rocket launcher is risky, it's also brutally effective. You can only carry two rounds at a time and must effectively reload it after each shot. ♦ Armor Proficency: Medium Armor - Protect 1. You've discovered that the heavier the armor, the better defense. ♦ Professions Skill: Medic - Heal 2. With healing others, and yourself, you've learned some pretty good stuff. You can work on yourself on a quicker pace, and fix some deeper wounds that you might've had. ♦ Professions Skill: Pilot - Jetpack. You can now use the jetpack with some skill, right down to flying about. You can't fire a weapon from a jetpack yet, though. Thats some serious skill. Master (245-275) You are a true master at your craft and have become an example for people everywhere. Available Weapons: Pistol, Carbine, Tenloss, Bowcaster, Repeater, Shotgun, Det Packs, Trip Mines, Grenades, and Rocket Launcher Available RP Abilities ♦ Master Hacking: You've furthered your skills to a point where you can hack into some far more advanced things. Encrpytions are becoming a breeze, and most non-military/corperate computers are simple to get into for you. ♦ Master Lockpick: The subtle rattle of lockpicks and falling lock tumblers is music to your ears. You've become so proficient in bypassing locks that you've even started to get through military grade doors. ♦ Master Pilot: You are a true flying ace, able to match pace with the fastest and the most formidable of pilots. You can take a broken down hulk and fly it like it's the most expensive bird in the galaxy. ♦ Master Demolitionist: You've become a professional pyrotechnician and can easily use nearly any explosive that you come across to devastating effect. ♦ Master Marksmen: You've become such a dead shot that you're regarded with a mix of awe and fear by all who encounter you. Striking a target at extreme distances has become a practice simpler than breathing, and you've almost forgotten that it takes skill. ♦ Master Engineering: You could design a good house, build an engine off the top of your head, or even fix a starship that's six feet under. You're pretty damn good now with even some advanced techniques in building things. ♦ Master Medic: You've become so skilled in the medical arts that you could pass for a professional doctor if you wanted. ♦ Master Stealth: You are a true master of stealth, able to evade both watchful eyes and attentive electronics. ♦ Master Unarmed Combat: You've developed endurance and reflexes akin to Jedi, and you've memorized your techniques to the point where you can seamlessly and effortlessly blend different styles of combat into one. ♦ Master Leadership: You have the ability to inspire and command without hesitation, and its paid off time and time again. If needed you could probably even lead an army or captain your own flagship. ♦ Weapons Proficency: Rocket Launcher - You've learned how to use a homing rocket. ♦ Weapons Proficency: Swords - Damn kid, you've got it down to a science. Fencing, and Broadswords? Easy. You've got some real style with your blade, affording you Attack 3 and Defense 1. ♦ Armor Proficency: Heavy Armor - Protect 2. You've discovered that the heavier the armor, the better defense. ♦ Professions Skill: Pilot - Jetpack. You can fire from a jetpack, and nail some targets from the sky. The Hun in the Sun? Thats you! Legendary (350) You've surpassed even the best in their fields and have earned yourself a mark in history for your achievements. Available Weapons: Pistol, Carbine, Tenloss, Bowcaster, Repeater, Shotgun, Det Packs, Trip Mines, Grenades, Concussion Rifle (Alt-fire only), and Rocket Launcher Available RP Abilities ♦ Legendary Hacking: You are a scourge to computers and networks everywhere, toppling even the strongest electronic defenses - even military and corporate databases can fall prey to your skill. ♦ Legendary Lockpick: No door is too tough to open for you. You can hotwire, pick, tunnel, pry, and hack into nearly any lock you come across. ♦ Legendary Pilot: Your piloting skills dizzy the aces. You are truly one of the best in the galaxy and can pull stunts that anyone less experienced wouldn't dream of; you can outmanuever virtually anyone. ♦ Legendary Demolitionist: Your pyrotechnic displays have become awe inspiring. Long gone are the days when you'd simply throw some grenades on the ground and hope they did the job; you can now work with explosives as an artist does with his masterpiece. ♦ Legendary Marksmen: 'Love' to you is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love for you is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds. ♦ Legendary Engineering: You could fight your way through a derelict cruiser infested with thousands of Necromorphs and kill every single one in the process before taking down the hivemind and fixing the cruiser up like new. ♦ Legendary Medic: You have become a medical prodigy, a miracle worker who can cure the uncurable and heal all but the very worst of wounds. ♦ Legendary Stealth: You do not exist. You are invisible and silent; a ghost in the shadows that puts even the toughest defenses to shame. ♦ Legendary Unarmed Combat: You've become both an unstoppable force and an immovable object. Your reflexes can only be described as superhuman and you can tear apart even Jedi and Sith with ease. ♦ Legendary Leadership: You are a leader of monumental proportions, able to stir fires in the hearts of even the coldest people. Your mere words can fortify the soul and rally the spirit. ♦ Weapons Proficency: Light Lightning Cannon - You've tackled even the toughest of heavy weapons. (Alt fire concussion rifle) ♦ Weapons Proficency: Swords - Fighting with a blade is no more than a dance for you, regardless of the blade you use. Attack 3 and Defense 2. ♦ Armor Proficency: Heavy Armor - Protect 3. You've finally figured out that the best defense is not simply armor, but armor and a portable shield generator. 3.) Notes - Note that if a character, say, achieves mastery that does not mean they immediately get all the powers and benefits that are only available. They have to RP learning them. - What does this prevent? It prevents beginner characters from having high level abilities when they should be concentrating on the basics. It basically prevents godmoding. It gives players a more detailed description of what they can do and what they can't do. When someone has their character RP a stealth infiltration of a military base, everyone will know if that character could perform such a feat. - Turning: When turning from one side to the other the player needs to get the opposite alignment points of what they have been collecting. For example, a mercenary reaches a turning point in his life that makes him compelled to do good, he'd have to remove his renegade alignment points by performing good deeds and gain paragon alignment points. Note that revelations and gaining the desire to change would automatically gain the mercenary ten alignment points in the opposing spectrum. - A character may only choose 5 feats to achieve mastery/legendary status in. |
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| Titan-032 | Jul 30 2009, 08:44 AM Post #2 |
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Also known as "Laam'inui"
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1.) The Alignment Meter The alignment measures which part of the lesser force your character is more in tune with, and at what intensity. Depending how you RP depends what kind of alignment points you get. Your alignment does not dictate how your RP your character. If you want to be aligned with the lightside yet you want him to have a rough exterior then that's fine. If your guy is essentially a neutral guy they won't be penalized for being gray Jedi. Their alignment may be in the middle, but their force points dictate their powers, not their alignment alone. However, some abilities such as Sith magic or force light require the user to delve deeply towards a single side. Force Alignment Scale: Measured in alignment points ![]() Light Force Enlightenment [+350] [+275] [+245] [+210] [+145] [+105] [+75] [+45] [+15] [+/-0] [-15] [-45] [-75] [-105] [-145] [-210] [-245] [-275] [-350] Dark Force Submission ![]() 2.) Force Power A character's power and ability to use force powers is determined how they gain force points. A character gains force points by experience and practice. By that I mean RPing the experience and practice. Example: I make a force sensitive character. He finds out he's force sensitive. That automatically gains him +5 force points. He Uses his new found ability to defend himself from an enemy. Depending on the enemy depends on how much force points he would get. If he defended himself from a bounty hunter he'd get +7 force points. If he defended himself from a Sith lord he'd get +25 force points. Those would be force points you accumulate to gain powers such as speed, push, pull, and sense. Obviously if the situation includes actually RPed, and not generics, the amount of force points earned by either party would be much more than if they were generics. A player that defends themselves from or attacks generic players would receive less force points as to real characters. However, that policy is mainly due to the threat level of the adversaries. Special circumstances can be made for player that want to attain more force points. Such as if the generic has the ability to capture or kill then their threat level would be on par with actual characters. If the generics can do that, and have high-grade weapons that prove to be a threat to the force user, then they can be considered on par with actual players. Players will have to document their exploits and the amount of points they accumulate. It's up to the players themselves to monitor their alignment and assign Force points based on the experiances they've accumulated. This puts respondsibility firmly in the place of the player. Administrators will moniter the Force Points accumulated, and if an incosistancy is brought forth you may have to change it. Availability of Force Powers and Abilities Beginner (15-45) You've just taken your first step into a much larger world. Your journey to understanding the force begins. Available Powers: Sense 1, push 1, pull 1, jump 1 Available Lightsaber Abilities: Attack 2, Defense 0, Throw 0 Available RP powers ♦ Beginner Telekinesis: The character is able to lift common or small objects. Such as weapons and small items. The most they could lift would be 45lbs. ♦ Force Precognition: Characters are able to see force visions of events to come. A small glimpse into the future. However, at the beginner level the visions would be pretty obscure. ♦ Force Comprehension: Able to more quickly get a grasp of a variety of different concepts. Whether it may be a language or repairing an engine. However that does not mean the user learns at a geometric rate. They just get the hang of it quicker than others, but by a small margin. ♦ Psychometry: Similar to precognition only the inverse. By touching objects or being in a certain place a character can receive obscure visions of events that already passed. ♦ Force Empathy: The character is able to sense the feelings of people close to him/her. ♦ Force Seeing: The character is able to see and sense the people around them. Their field of view is wider, and have the ability to see through some objects. Remember that as a beginner this ability is limited. ♦ Force Valor: The character has the ability to overcome some physical issues with him, and empower his own and/or his allies resolve. Intermediate (75-105) You have begun to better understand your power. You've just learned to control it. Available Neutral Powers: Sense 2, push 1 & 2 & 3, pull 1 & 2, jump 2, speed 1 Available Light Powers: Heal 1 & 2, absorb 1, protect 1, mindtrick 1 Available Dark Powers: Drain 1 & 2, force choke/grip 1, force shock (lightning 1), dark rage 1 Available Lightsaber Abilities: Attack 2, Defense 1, Throw 1 Available RP powers ♦ Intermediate Telekinesis: The character is able to lift larger objects such as crates and furniture. ♦ Force Precognition: Characters are able to see force visions of events to come. A small glimpse into the future. The visions become clearer and may be more frequent at intermediate level. ♦ Force Comprehension: Able to more quickly get a grasp of a variety of different concepts. Whether it may be a language or repairing an engine. However that does not mean the user learns at a geometric rate. They just get the hang of it quicker than others, but by a significant margin. ♦ Psychometry: Similar to precognition only the inverse. By touching objects or being in a certain place a character can receive obscure visions of events that already passed. At intermediate the visions may or may not be clearer. ♦ Force Empathy: The character is able to sense the feelings of people close to him/her. At intermediate the character is able to sense strong emotions from strangers. Anger, love, hate, fear, etc. ♦ Force Seeing: The character is able to see and sense the people around them. Their field of view is wider, and have the ability to see through some objects. When at intermediate the range of seeing is much wider. ♦ Mindtrick (persuasion): Characters are able to influence the minds of generic characters to the point of them doing their bidding. It cannot be done on actual characters. When an intermediate force users says "these aren't the droid your looking for" to an actual player who's player as a Federal trooper, he can say "these are the droids we're looking for. However, characters can give subtle suggestions to actual players. To get them to divulge important pieces of information. ♦ Sith Alchemy Level 1 (Darksider): Characters are able to begin introductory courses of Sith alchemy. They are able to do low level feats. Such as slightly empower objects and weapons with the darkside. ♦ Droid disable ♦ Force blinding ♦ Force Scream Advanced (145-210) You experience and practice has gain you a new level of power. Your focus is honed, and your concentration is superhuman. Available Neutral Powers: Sense 2, push 3, pull 3, jump 3, speed 2 Available Light Powers: Heal 2, absorb 1, protect 2, mindtrick 2 Available Dark Powers: Drain 2, force choke/grip 2, force lightning 2, dark rage 1 Available Lightsaber Abilities: Attack 3, Defense 2, Throw 2 Available RP powers ♦ Sith alchemy Level 2 (Darksider): Gains the ability to create more effective Sith objects. Such as armor and weapons. A character at this level is able to create simple creatures and place curses on a character. The submission rules apply. ♦ Sith Magic Level 1 (Darksider): Summon darkness, summon fear, concealment (cloak), and false lightside aura. ♦ Advanced Telekinesis: The character is able to lift huge object and rip steel apart. They can also use their telekinesis in lightsaber combat. ♦ Force Empathy: The character is able to sense the feelings of people close to him/her. At intermediate the character is able to sense strong emotions from strangers. Anger, love, hate, fear, etc. At advanced levels they can feel more subtle feelings such as deception. ♦ Mindtrick (Advanced): Characters are able to manipulate the inner workings of a sentient being's mind and bend it to the user's will. Regular, non-FS characters are vulnerable to manipulation. The user can create illusions, induce fear, and erase short-term memories. ♦ Force Flash ♦ Alter Damage ♦ Force Whirlwind ♦ Combustion ♦ Droid Destroy ♦ Force slow ♦ Drain Knowledge (darksider) ♦ Force suppression ♦ Battle Meditation ♦ Breath Control ♦ Force concealment (Cloak) ♦ Force deflection (without lightsaber) ♦ Plant Surge Master (245-275) I had an idea about specializing force masters. After they hypothetical character had traveled down the long road of a Jedi, he finally achieves the state of light force master. Obviously when you reach this stage you acquire a wide range of powerful abilities and techniques. However, he leaned a certain way during his journey. He leaned toward the path of a battlemaster, yet he still doesn't know all the secrets of the force. What this means is he has a cap on which light force powers he can have at level 3. I suggest we give players a cap on master powers when they reach this level. The hypothetical character is a battlemaster, so he'd choose protect 3. He wouldn't be able to learn more advanced light force powers until he reached the next level. The same applies to darksiders, of course. Available Neutral Powers: Sense 3, push 3, pull 3, jump 3, speed 2 Available Light Powers: Heal 2-3, absorb 2-3, protect 2-3, mindtrick 2-3 Available Dark Powers: Drain 2-3, force grip/crush 2-3, force lightning 2-3, dark rage 2-3 Available Lightsaber Abilities: Attack 3, Defense 3, Throw 3 Available RP powers ♦ Sith Alchemy Level 3 (Darkside): The practitioner is able to create larger beasts , genetically engineers and enhance alien species into completely different creatures, and create Sith spawn. ♦ Sith Magic Level 2 (Darkside): Invoke spirit, illusion casting, force blast, and mind control. ♦ Force Wave ♦ Force Destruction (Darkside) ♦ Kinetite (Darkside) ♦ Force breach/strip ♦ Master Telekinesis: The character is able to use the force to crush the hardest materials, and lift the heaviest objects. ♦ Force Stasis ♦ Force Enlightenment (Lightside): The character is given empowerment for the duration of one life. Once they lose a life they lose their empowerment. ♦ Hibernation trance ♦ Morichro ♦ Shatterpoint (Requires Approval) ♦ Electric Judgment (Lightside) Enlightened/Submitted (350) You've reached a level of understanding of the force that can only be described as legendary. The sky is the limit. Available Neutral Powers: Sense 3, push 3, pull 3, jump 3, speed 3 Available Light Powers: Heal 3, absorb 3, protect 3, mindtrick 3 Available Dark Powers: Drain 3, force crush 3, force lightning 3, dark rage 3 Available Lightsaber Abilities: Attack 3, Defense 3, Throw 3 Available RP powers Note(s): - A player must choose whether to have Sith magic level 3 or Sith alchemy level 4. ♦ Sith Alchemy Level 4 (Darkside): Midi-chlorian manipulation ♦ Sith Magic Level 3 (Darkside): Supernova ♦ Force Resuscitation (Requires approval and darkside alignment) ♦ Force Storm (Darkside) ♦ Art of the small ♦ Force Light (Lightside) ♦ Force Stasis Field ♦ Death Field (Darkside) ♦ Spirit Transference (Requires Approval and darkside alignment) ♦ Force Ghost ♦ Force Repulse 3.) Notes - Note that if a character, say, achieves mastery that does not mean they immediately get all the powers and benefits that are only available. They have to RP learning them. (Does not apply to telekinesis. Except lightsaber combat.) - What does this prevent? It prevents beginner force users from having high level powers when they should be concentrating on the basics. It basically prevents godmodding. It gives players a more detailed description of what they can do and what they can't do. When someone has their character RP destroying a tank NPC by simply using the force, everyone will know if that character could perform such a feat. - Turning: When turning from one side to the other the player needs to get the opposite alignment points of what they have been collecting. For example, a Sith reaches a turning point in his life that makes him compelled to do good, he'd have to remove his dark alignment points by performing good deeds and gain light alignment points. Note that revelations and gaining the desire to change would automatically gain the Sith ten alignment points in the opssing spectrum. I know it may seem that it's limiting RP options, but at least people would get a penalty for being indecisive and wishy-washy, or trying to exploit the systems by gaining the benefits of both sides. If Sith turned then he wouldn't be able to perform dark powers that takes a commitment to the darkside to do. Such as Sith alchemy or magic. - you have to drink deep into the a side in order to do the high level force powers such as magic, alchemy, or the heavy lightside powers. However, there are a lot of powers in the the list that are neutral, but that's irrelevant. Because of the game mechanics the player have to choose dark or light powers. They could say that they're gray Jedi, but lean to one direction. When it come to RP powers they could drink into the light and darkside, but you have to remember the darkside is bad. When people use it they only want to use it more. It's like a parasite that wants to get hold of you. It's malignant. No getting around that. It also depends how you RP your character. For example, Jolee and Qui-Gon were considered "grey Jedi," but leaned toward the lightside. If you are going for a Jolee-esque character you could use lightside powers, but keep your alignment neutral. Force points are what makes a character powerful, not so much alignment points. You can be neutral and gain a lot of force points. I know that the scale looks like it's contradicting what I'm saying, but I measured alignment points and force points the same way. When it says x number of points to get to say beginner I'm talking talking about force points not alignment points. - When seeing multiple available powers such as "push 1 and 2 and 3, that means they have the capacity to learn up to level 3. ------------------------------------------------- As a special note, a Non-Force System will soon be coming in which will utilize a system of feats and skills. Allowing both Force Users, and Non-Force Users to track themselves, and be awarded perks based on in-game experiances, and roleplays. This system is now the official Force System of RPG Omega. Please modify yourselfs accordingly, there will be a special forum provided in the biography section to track your characters Force Points, and eventually your characters perks ( For you Non-Force Users *cough* ). Thank you very much. I hope this works better then the Hero System. :-[ |
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