Docent Halls

ACC Basics

I – Introduction

The purpose of this course is to relay a general idea of what the Antei Combat Centre is about and how to get started. Items covered will range from; an explanation of what the ACC is, to how to fill out a Character Sheet (CS), to the basics of the Centre’s ‘mechanics’. In completing this course, we hope you will have gained the tools necessary to have an understanding of what the Centre does and what purpose it serves. More information, beyond this course, can be found in the ACC Handbook.

II – The Antei Combat Centre (ACC)

Apart from the fictional history of the Centre and its inception as a training facility, the ACC exists as a writing platform. While the ‘gamers’ of the Brotherhood have JO, JA, Battlefront and the like, writers have the ACC. The Centre’s primary function is ‘Combat Writing’ which exists in many forms such as duels (1v1), death-matches (2v1, 2v2 etc), ladders (elimination tournaments) and cooperative missions that are available to the characters. The actions of the characters are written out, in sequence, by the participants, using the Character Sheets (CS) as guides to determine what would and would not be realistic to write.

III – Character Sheets

CS’s provide combatants and their opponents with the necessary resources to write a believable story that involves the characters. The CS can be filled out by accessing the dossier through the Brotherhood login and selecting the link ‘Subscribe to the ACC’ in the admin section. From there, go back to the admin section of the dossier and look for the link ‘Manage your Character Sheet’. Clicking this link will open an editable CS that needs to be filled out and submitted. The amount of points a combatant begins with (to allocate as they see fit) is determined by DB rank. Newcomers are given the rank of Initiate [INI].

The Combat Master (CM) or Deputy Combat Master (DCM) will review the character sheet and approve it or decline it as necessary. Various items are listed for consideration, including height, weight, and dominant hand. There are some limiting factors for properly filling out a CS, most of which can be found in the CS Anatomy and Usage section of the ACC Handbook.

  • Physical Appearance: What does the character look like, what are they wearing? Weapons, traits, armor etc. written in this section will have no bearing on the character, with the exception of being for appearance only.
  • Species: The selection of species available to you is found under the ACC Species List . There are a large variety of Star Wars species (species which are part of the canon Star Wars universe) available for you to choose from. While there are entries at the beginning of the list for “custom species”, new custom species are currently not being approved by the ACC Staff. Each species contains an “information table” that will provide you with ideas on how a typical member of that species would function. Note, however, that unusual abilities (such as the Anzati ability “telepathy used to mesmerize prey”) do not function in the ACC.
  • Stats: Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT), Wisdom (WIS), Charisma (CHA), Force Defense (FD), Force Reflex (FR) and Force Pool (FP) are the nine major attributes that the ACC currently functions with. STR, DEX and CON deal with physical ability; INT, WIS and CHA deal with mental ability; and FD, FR and FP govern how well Force powers function. ACC explanations of these stats can be found in the ACC Handbook (CS Attributes section). Please note that all abilities are determined entirely by the stats specified on the character sheet and not by any typical advantages a species usually possesses. For example: a Wookie character is not guaranteed to be of greater than average strength. A Wookie character with a STR of 12 is, for the purposes of an ACC fight, no stronger than a human with a STR of 12.
  • Fighting Skills: There are nine standard fighting skills to which an individual can allocate their points. In the ACC Handbook (Weapon Guide) there can be seen the most popular weapons, along with their ‘category’. For example, a B’hedda is of the ‘sword’ category, the same as a Krath War Blade. Allocating points to your ‘sword’ skill will allow an Initiate to use either one of those blades. The same can be said for all other weapons that share the same categories that points are allocated to. More information can be found in the ACC Handbook. ***Note on handedness: “Handedness” determines how well a character can use weapons in each hand, whether their strong hand or their off hand. Using a pair of weapons or some long weapons requires a certain number of points in the Strong Hand or Off Hand categories. The “Hand” field under Character Information decides which hand is the character’s Strong Hand.
  • Hand-to-Hand Combat and Lightsaber Styles: These can be filled out by any Dark Jedi (for lightsabers, anything above Form 0 requires the rank of DJK or higher). The number of points you place in a given style determines how well you can use that style, in the same way that placing points in fighting skills shows how well you can use that type of weapon. Certain styles have prerequisites, requiring that points be placed in other styles before being able to use them. The Lightsaber Guide and Hand-to-Hand Combat Guide give more information on individual styles.

IV – ACC Mechanics

A – Halls

The ACC itself is composed of multiple Halls, each with their own specific logistical rules. For further information about a specific Hall, go to the ACC site and click on the Hall name. This will take you to the Hall itself, where all active and completed battles are listed, as well as any sub-Halls within it. At the top of the page, in bullet point format, the specific details for each hall are listed. The default time limit for a combatant to post is 14 days unless otherwise specified by the Hall.

The Genesis Combine is the ACC hall for conducting training and qualification matches. Open to all ACC ranks, it is the only hall in which Initiates may participate. All battles conducted in this hall consist of four normal posts (two by each combatant) and two Death Posts. No battles in the Genesis Combine will affect a participant’s Win/Loss record. Unless judgment is requested by the participants, all battles here are simply closed when finished.

The Combat Centre is the main Hall in the ACC for normal battles. Members must pass a qualification match in the Genesis Combine to participate in a battle here. All Combat Centre battles are judged by an ACC staff member upon completion and the participants’ Win/Loss record is updated. Unique to the Combat Centre Hall is the choice in battle length. In the initial challenge, battles can be specified to have 6, 8, 10, or 12 posts prior to the deathposts.

The Jester’s Keep is, as the name implies, a Hall intended for humorous battles. While matches here are judged, realism is not a factor in the judging process, instead replaced by humor as a criterion. To that extent, combatants’ chosen ‘weapons’ are often not even actual weapons at all.

The Quick Skirmish Hall is for short battles. Battles here have one post by each combatant, followed by a Death Post