‡†  Rebirth: The Awakening  †‡

 

Welcome,

 

There are choices you make in life that you often wish you could get back. Things happen and a person acts on the fly to bring on a bad result, or a long and drawn out decision turns out to be the wrong one. Over periods of time, there can be a string of mistakes that lead to one colossal one. That, my friends is where we are. Over the past two years, I have made more mistakes than I care to imagine. Every small thing I spent my time on, every eruption that caused a distraction, every time I went to IRC instead of pulling up my editor was a mistake. Letting this project go this long was a mistake. Project Rebirth should have been done by now!

I don't like to make excuses, and even less do I like to regret the past. The time that we have used for other things in this organization may have been well spent, and it may have been spent poorly. That no longer matters. That is time we cannot get back. Hindsight is 20/20, but now we must do our best to keep perfect vision for the future. Unlike when we started, we now know the extent that this project will go. We know the requirements. We know the workers. We know the pitfalls. The only thing that hasn't changed is the fact that we know Rebirth will impact the online community in a big way.

That's the goal isn't it? We're here because in some great way, this club has changed our lives. I personally want to spread this organization to others, and give those within the experience that I could have only dreamed of when I joined. What better thing is there than to take everything we love to do in life and combine it into one thing? Star Wars, gaming, talking to friends, being leaders, writing, coding, winning, getting awarded. The Brotherhood offers it all, and yet with Rebirth we could offer so much more! In my vision, this organization will be the perfect mesh of fiction and reality. Rebirth is the first step toward that goal.

When I wrote the first introduction to this vision, I talked about service. I said that "the higher ranked you are, the more people you serve; not the more people that serve you." In the last two years, I have found that, unlike the EH, we don't have a problem there. The Brotherhood is built on serving from your position. What we have failed at, is serving in the right way. As leaders, we all get caught up in the day to day affairs so much that we miss the big picture. We work so much on the smaller things that we never get a chance to keep the big guns rolling. Today, my friends, that changes! As you can see, I have titled this document "Rebirth: The Awakening." That title is to symbolize what I want this document to lead to: an unending devotion to this project. From every position of the Brotherhood, the number one goal must be the completion of all aspects of this project!

As Grand Master I will lead the way. I will delve into the project head first and pull everyone else in with me. With every decision we make, we are going to need to look into whether we are helping our ultimate goals. We must no longer waste time. We must no longer quarrel amongst ourselves. We must no longer take priority for projects that mean nothing in the long term. We will get organized, get a schedule, get motivated and then stick to it. No more excuses. Rebirth will be completed this summer!

The leaders of this club must be awakened to realize that we are not invulnerable. Unless we work for security now through Rebirth, the club will not last through the years. We've lasted almost a decade. I want to die a Grand Master.

So join me Brothers and Sisters in a mission that will be the Rebirth of this club. Awaken and get to work!

                                                                                                                                                                  - Jac Cotelin -

 

 

‡† Table of Contents †‡

  1. Classified Information
  2. Goals of Project: Rebirth
  3. Process of Project: Rebirth
  4. Operation: Overhaul
  5. Operation: Orderless
  6. Operation: Prestige
  7. Operation: Infinite Depth (Cancelled)
  8. Operation: Credits
  9. Operation: Armory
  10. Operation: Force Powers Improvement (Cancelled)
  11. Operation: Games of War
  12. Operation: Manuals

 

‡† Section I - Classified Information †

 

Many details of this project have already been given out in one way or another. However, this document itself should remain behind closed doors. Any information about the project should also only be communicated through appropriate channels.

Members who willfully violate these requirements will find themselves no longer working on this project, and facing a demotion.

 

‡† Section II - Goals of Project: Rebirth †‡

    The goals of Project: Rebirth are vast and general in nature. They will be achieved only through completing every phase of the project and even then it will only provide a means to an end. There are many misconceptions of what these goals entail. Many people think that this project is a website. Rightly so, in some respects. The website is a giant part of this project, however, there are other aspects of this project that do not revolve around the site. Many are complete, but there are many more that need to be finished. Everyone can contribute to these tasks.

    The following are some of the old goals, as well as a few new ones.

  • Goal 1: Set ourselves apart from our past
       
    The Dark Jedi Brotherhood must strike out in a new direction to create an individual and unique internet community experience, while retaining the legacy of the Brotherhood's history
     

  • Goal 2: Provide a new level of rewards and recognition
       
    Project: Rebirth will allow for the eventual use of different methods to award and recognize people in this club. This is outlined more throughout the proposal. Furthermore, and perhaps more importantly, Project: Rebirth will give new meaning to the awards that are currently at use. These awards will no longer just be something that is tacked onto an ID line and forgotten. They will each serve to enhance the experience that a person has.
     

  • Goal 3: Increase the uniqueness and individuality of every character in the Dark Brotherhood
       
    For too long, members of the DB have been simply defined by a pre-determined set of variables that reside in their dossier. Project: Rebirth’s intent is to expand greatly on the amount of freedom a person can have with their character. Characters will have skills and attributes that will be used not only in fiction but in database-driven competitions as well.
     

  • Goal 4: Provide further options for competitions
       
    The Dark Brotherhood has used up almost all of its innovative potential on many forms of competition. There is very little that will attract new participation and the like. The capacity for differences between competitions will need to change using Project: Rebirth. The leaders of the brotherhood will be given a completely new way of running comps and it should prove vital to the success of the DB. We should be hearing the members say that there are more than enough competitions, while still keeping the excitement and anticipation that come along with vendettas.
     

  • Goal 5: Enhance the organizational structure
       
    While the database currently running the Dark Brotherhood is amazing, it is far from perfect. The ability to do what we need to do is there, but the complete functionality for a multi-faceted organization is not present. The changes that are to be made in Project: Rebirth will require a re-work of almost all components.
        Furthermore, the general structure of the DB needs to change to one more conducive to what we want. This may include changes in the clan structure and dark council structure.
     

  • Goal 6: Facilitate true growth
        The ultimate goal of Project: Rebirth is to facilitate true growth of the Brotherhood. We must create a system that draws people in and keeps them here, as to secure the stability of the Dark Brotherhood for years to come.
     

  • Goal 7: Improve the online experience
        The experience of the Brotherhood is great, but there are many things that can be done to improve it. Rebirth will focus on a lot of small things at first and make way for great expansions into the future.
     

  • Goal 8: Follow the Mission and Vision of the Brotherhood
        The Dark Jedi Brotherhood will set the standard of integrity, intellect, and achievement for our members, allies, and the online communities in which we reside, providing the highest forms of entertainment value, social interaction, and fun.

 

‡† Section III - Process of Project: Rebirth †‡

There has never really been a process to the project, a point that has caused a lot of the failure. However, Organization is needed if all of the Councilors, Consuls and Proconsuls are going to take part. The Grand Master will be the lead facilitator of the project and will be handing out jobs to the team. To coordinate this, the Grand Master will do the following:

  • Create a task list of what has been done and what needs to be done.

  • Assign jobs to all members from those needing work on the task list

  • Prioritize and set timetables for each job

  • Create and update a calendar with the tasks on it

  • Give feedback and suggestions in a timely and organized fashion.

The Grand Master will complete a weekly internal report to communicate the progress of each project. The members will be required to update the GM regularly on the status of their projects. All updates should be made through email to keep a record.

 

 

‡† Section IV - Operation: Overhaul †‡

The Dark Brotherhood website is a fantastic work for what the Brotherhood is currently, but unfortunately, it is the limitations of the website that limit the club as a whole. The Dark Brotherhood has grown outside the boundaries originally set by the designers of the current database. We have hacked and mended the files in the website to suit our needs, each time pushing the site further toward the end. It is imperative to the stability of the DB that the website work, be easily navigated both from the internet and in the code, and be updatable by a variety of people. The position of SCL provides for a great asset to the DB, but the work of what is to come with Project: Rebirth will be too much for one or even two people to handle. Furthermore, it will be too much for our current database structure to handle.

The way we must look at Project: Rebirth is just that; look at the DB as if we were being born again. What would we do differently with the structure of the website and database had we known then what we know now? There are many things that come to mind, detailed as requirements below. Many more things I am sure can be added to that list.

Operation: Overhaul has progressed very far since the beginning, but is the main focus for the coming months still. Currently, we have done the following:

  • Created a wish list for the new website using member and DC suggestions

  • Created a requirements document from that wish list

  • Finished the initial design of the new website

  • Created a database design document for the site

  • Created the database for the site

  • Wrote a convert script to bring the data in from the old database

  • Completed the build of the background functionality of the site

  • Began coding on the major systems of the administrative backend.

  • Created a documentation center

This list is not long, but it amounts to a lot of work. The toils of Cybey, Jam3z and Jac have been tremendous already, yet there is still much more to do. Aerick will be joining the group as the fourth member of the Fantastic Four. Together we will pound out the rest of the code to get the website overhaul finished.
       An important aspect that we must remember is that the current website is on a moratorium for new development. That means that no DCer is getting their projects done that need any site design.

 

A list of some main requirements for the site has been compiled with details below:

  • Requirement: Hush Hush
        A project that has been conceptualized by myself and Lord Khyron and worked on by Trev is what has been dubbed Project: Hush Hush. The purpose of Project: Hush Hush is to create an atmosphere in the Dark Brotherhood in which promotions and award recognition have a meaning to them.
        Currently, a member who is rewarded or promoted receives a database-esque email that informs them of the event. These emails are artificial looking and lack substance that can make a member feel the excitement of a recognition. This is a facet of the DB that can be greatly improved upon with little effort.
        Project: Hush Hush contends this flagrant disregard of better proceedings in two ways. First, Jedi will no longer be informed of medal awards or rank elevations simply through email; rather, they will be informed when they log into the Dark Brotherhood website. Upon receiving a promotion or medal, the database will send an email to the member that simply says "You have a message waiting for you at djb.org. Please log in to view it." Upon logging in, members will see the second part of Project: Hush Hush. With every promotion and medal a piece of fiction written in second person will be displayed. This fiction will dictate the events of their promotion or reward. This will be a system of theme-carrying rituals that are known only to members who are of the rank to see them. A new ritual has been written by Trev for every rank, and these will be used to stimulate the fictional side of the Brotherhood. Members will be more surprised at the events that transpire, and will be more willing to work so they can continue the story that starts with their first Apprentice ritual.
        It has been suggested that in order to facilitate the creation of this system, a Private Message system be placed in the website backend. This is something to be considered by the members of Operation: Overhaul
     

  • Requirement: Multiple Confirms
       
    A small problem that can be resolved with the rebuilding of the database is the handling of promotions and medal awards that go beyond the approval ability level of the CHAN and MAA. These medals and promotions always require GM and/or DGM approval. A system should be added where, guided by the rules in the DC, additional confirmation is needed by the GM/DGM to approve promotions and medals.
     

  • Requirement: Themes BUILT INTO SITE BACKEND ALREADY
        The website layouts have been a great addition to the domain. Members can currently choose from a variety of layouts, taking the one that suits them the most. This is something that we should keep in the new site, and expand upon. members should be given more options for customization. Furthermore when a member logs in, they should see the website change to pertain to them. Their clan crest should be displayed and the site should have images that reflect their order. This will create for a better experience and a feeling of home.
     

  • Requirement: Modular Information Portal BUILT INTO SITE BACKEND ALREADY
        The website as of now has no real information on the main page. A new design will be needed to facilitate the inclusion of more information on the page, especially when a member is logged in. Members should never have to dig more than two pages for the information they need. This will likely require the merging of several sites, including the Shadow Academy, the order sites and maybe even clan websites. The more cohesive and full djb.org is, the better. However, members should also have the ability to "turn off" the display of information that doesn't pertain to them. In this I suggest we move to a modular website that has the ability to show different things for different people. For an example of what this could look like go to http://www.darkjedibrotherhood.org/dbjedi/dgm/modular.gif
     

  • Requirement: Dual Servers
        The changes in Project: Rebirth will bring the Dark Brotherhood to a new age of success in the online community, and with that and an enemy right around the corner, the DB must think of its safety. Upon completion of Project: Rebirth, the Dark Brotherhood database and website shall be running on two servers simultaneously. An emergency procedure must be set up to switch to the backup server in the least amount of time possible in the event of a loss.
     

  • Requirement: Document storage
        The new website should be capable of file uploading and archiving. This will be used for things such as meeting logs and competition submissions. No longer will members create stories and graphics that simply get lost on their QUA's hard drive. A library of files, matched with their competition or subject, will be kept with the DB site, making our records complete.
     

  • Requirement: Roster Exporting
        A function of the old DB site that was lost somehow was the ability to export rosters to excel. Is not a hard piece of functionality to build and should be added.
     

  • Requirement: Security and tracking features BUILT INTO SITE BACKEND ALREADY
        New security features should be put in place to track logins, requests and changes to the site. Everything should be logged and filed away.
     

  • Requirement: Documentation BUILT INTO SITE BACKEND ALREADY
        The most important of all the requirements, documentation is a complete must for Operation:Overhaul. The files within the website must be commented thoroughly and the structure and documentation for the site must be compiled and given to multiple people. In the event that an SCL resigns, this will lower the learning curve and allow for easier and faster upgrades. The code in the site should be neat, easy to read and broken into functions and classes where necessary.
     

  • Requirement: Enhanced Competition Approval
        Competitions within the Dark Brotherhood have become more centralized with the recent addition of the Competition approval form, however the functionality needs to be added to. What we would ideally have is a all-encompassing form when members could submit a competition, post results, and award participants all in the same stroke. The competition approval form should stay basically the same as it is, but an addition should be added that lets results be added. Competition Leaders should be able to upload the submissions into the DB Archive, link to the dossiers of all the participants, and have the database automatically award the winners that were designated by the leader. From this, reports can be generated that show who participated in what, and when; members could have a list of what they have done on their dossiers, and the Dark Council would better be able to gauge activity.
     

  • Requirement: Member Leave
        Members should be able to set their dossiers to "Leave Status" when they go away for any period of time. this should be tracked in the database.
     

  • Requirement: Message Board Integration
        Members should be able to access the Message Board using their DB pin and DB information. An option should be build to allow non-members the ability to use the Message Boards, but that is not a priority.
     

  • Requirement: Mailing Lists BUILT INTO SITE BACKEND ALREADY
        The Site should be configured so that group@darkjedibrotherhood.com is configured automatically for each unit in the brotherhood.
     

  • Requirement: Enhanced IRC Client
        The IRC client should be based within the same window as djb.org and should have explanations of the different fields, with easy help available.
     

  • Requirement: Enhanced Score Submission
       
    Score Submissions should be allowed for multiple opponents and opponents in different clubs.
     

  • Requirement: "Approved by" fields
        All items requiring approval (medals, promotions, etc.) should document who approved it and on what date.

       The following list is a guide of the system specifications that will be used for the coding.

 

  • Email Guidelines (who things should go to for anything)
    • All Mails
  •  GM

  • DGM

    • Roster Management mails
  • MAA

  • Member requiring management

  • HM if member is ACO or less

  • Every superior of the member

    • Medal Management mails
  • MAA

  • Member

  • Every Superior

    • Society Mails
  • Society leader (CM, CoG, etc.)

  • Member

  • Every Superior
     

  • Process for all special news regarding a member’s profile.
    • Upon receiving a promotion, medal, new position or the like, members should not be notified of the nature of the event by email.
    • Instead, a mail should be sent informing the member that they have a message waiting for them on the website.
    • Upon logging in, the details of the event should be displayed. This is where any rituals, if necessary, are displayed
    • Members should be able to view these messages at any date from within a personal archive.
       
  • Rules for all tabular data
    • Allow for sorting by different columns
    • All large tables should allow for paging
    • Members should be able to set tabular paging and sorting preferences and have them stay
    • Members should be able to open essential tables in excel file for manipulation and printing.

 

  • News
    • Displays on first page of the portal
    • Short list of most recent news and report items as a module
    • Should display the date in EST time, unless the member has added a time zone to their dossier, in which case a converted time should be noted
    • Ability to have plain text or to add HTML (should be set as a default by DC members)
    • Number of comments should be shown
    • Comments system should be integrated into the Message Board system. Comments should become threads in a forum locked to only the comments system. These should count as regular posts toward post counts.
    • Members should have a layout option that lets them view news by headlines or in the current extended version. Headline news will be displayed with the news title being a link to display the full story. This should default to the extended version and saved as default when changed.
    • Reports should show up as news at the appropriate date and time
       
  • News Archive
    • Should have the option of choosing a month or a date range.
    • News Archive should be condensed to display news titles and authors. This should lead to links to the full stories.
    • Should have ability to find news based on position
    • Should have ability to find news based on name

 

  • Join Form
    • Should ask for Dark Jedi First Name and Surname, Email address, Order, and the dossier number of their recruiter
    • The Join form should check for any banned names, such as Darth, Luke, Shadow, Vader, etc. It should also check for reserved names such as registered family and clan names. These should pull from a database.
    • Orders should be explained with a brief paragraph. Easily referenced material should be available through popups when any order is clicked.
    • Remove Step 3: Brief History
    • Instead of asking directly for a parents email, we need to have a date field that asks for their age. If they submit a date that puts them under the age of 13, it should ask for their parent's email address. Parents should be emailed automatically with notification that their child has joined
    • Upon completing the form, and email should be sent to the new member, MAA, HM, GM, and DGM with confirmation code and information.
    • A page is needed to submit the confirmation and activate the dossier
    • Upon dossier activation, two emails should be sent to the new member, Ccing the Roster group. The first should have general dark brotherhood information from the MAA. The second should be Shadow Academy information from the HM.

 

  • About Page
    • More detailed information about activities in the brotherhood needs to be given.
    • A form for contacting the Dark Council with questions needs to be available from this page.
    • The mission and vision should be displayed on this page.
       
  • Login Page
    • Login page should contain the code that lets it redirect to its referrer. If, for example, someone tries to access someone's dossier, after the login the member should be brought to the dossier, not the admin page.
    • Should have the option of staying logged in on a computer indefinitely.
       
  • Layout Options
    • Should not be an option to casual visitors
    • This should be available to members upon logging in.
    • Cookies should be set to display when not logged in.
    • Options should default based on a person’s unit and order when there are different templates
       
  • Requests
    • The database should be run on a system of requests. Every thing that is done through the database is a "Request" and should be subject to request rules.
    • Members should be able to view the status of any request they have pending through the database.
    • If a request has been sitting for more than 1 week, the member should be given the option to renew the request. This will send out an email to whoever is supposed to be reviewing the request and their superiors.
       
  • Challenge Request Denial
    • If a request is denied, the requester should be given the option of refuting the denial by sending a reason to the superior of the person who denied it.
    • If the superior agrees, the request will be processed through their stage.
    • If the superior disagrees, the request will be completely denied. There is no recourse beyond the second denial.
       
  • Recommendation Requests
    • All recommendations should require a word count. For small recommendations a smaller count would be required. The relevant DC members should have override on this.
    • Upon recommendation, the approval should flow through the chain of command up unto the MAA
    • Any superior should have the ability to override the need for subordinate approval. For example, the MAA can approve any medal request at any time, but this would not be a default option.
    • A FAQ about relevant recommendations should be readily available from the page. This should bring up the DSC listing of the item and any FAQs and policies about it that are in place.
    • Types
  • Medal

  • Rank Elevation

  • Title
     

  • Other Requests
    • Requests needing Approval
  • Name Change

  • Should check for naming violations just like the join form

  • Old names should be stored for reference

  • Email Change

  • Should check for valid email addresses

  • Before changing the address, an unsubscribe mail should be sent to all unit mailing accounts from the member’s old address

  • After changing the address, a subscribe mail should be sent to all unit mailing accounts that the member needs to be a part of

  • Units with mailing accounts

  • Clans

  • Houses

  • BattleTeams

  • Dark Council

  • Dark Summit (Dark Council, Consuls, and ProConsuls)

  • Star Chamber

  • Societies (ACC, Guilds, CoG)

  • Order Change

  • Position Appointment

  • Position appointments can come from within other units of the brotherhood

  • Position Appointments should be approved through the chain of command

  • Upon approval, the member’s mailing list accounts should be changed to reflect any unit movement

  • Prestige Effect should be calculated

  • Leaders should be able to swap the person holding a position by filling out a single form instead of removing the old then adding the new

  • Unit Transfer

  • Should require approval by the destination unit. The Former unit should be notified

  • Upon approval, the member’s mailing list accounts should be changed to reflect any unit movement

  • Prestige Effect should be calculated

  • Bans must be able to be put upon some members from rejoining certain clans

  • GoA Request

  • Members should get this ability when they reach GRD

  • o     They should be notified of this new ability

  • This should have the ability to upload crest image

  • HRLD should receive the request for the GoA.

  • HRLD should be able to upload new GoA to dossier and have it update automatically

  • Upon approval, Prestige Effect should be calculated

  • History Change

  • Force the approver to click on the history before approving it

  • Competition Approval

  • The type of submission to the competition (graphic, fiction, poem, run-on, etc.) should be chosen

  • Large-scale competitions should be associated with lower competitions, referred to as events.

  • The number of awards given at the competition end should be dictated here, as well as the type of award for each placement.

  • Recurrence of competitions over a period of time should be allowed

  • Approvals should feed directly into the events center.

  • MAA should be allowed to edit competition requests as they come in for minor changes.

  • People running competitions should be able to log back in and say who won, and then the database should automatically give out the awards.

  • Submission Approval

    • Requests not needing approval
  • Skills Change

  • Games List Change

  • Saber Change

  • Prestige Effect should be calculated

  • Password Change

  • Character Sheet Change

    • Other Requests
  • New Unactivated members

  • o     The Roster personnel should be able to view new unactivated members in the following categories

  • Waiting for code confirmation

  • Confirmation not sent after 2 days

  • If the member has sat in the first category for more then 48 hours they move here

  • In this category, the roster personnel has the option of re-sending the confirmation codes and welcome emails

  • Confirmation re-sent

  • Once the confirmation is re-sent the members move here

  • The roster personnel have the option of deleting a member after they have been here for 5 days
     

  • Approve Requests
    • Requests should be displayed in six categories
  • Waiting for Subordinate approval

  • If a member below the user needs to approve the request, it shows up in this category.

  • User may have the option in this category of overriding the need for approval. In that case, the request is moved into their pending request category.

  • Subordinate Requests Overdue

  • If a subordinate’s request is more than 3 days old, it show up here

  • User may have the option in this category of overriding the need for approval. In that case, the request is moved into their pending request category

  • Requests Pending Action

  • This displays a list of requests that need action from the user

  • Overdue requests

  • This displays a list of requests that have been needing attention for more than 3 days

  • Waiting for Superior Approval

  • This lists requests that have been approved by the user and are waiting for superior approval

  • Superior Requests overdue

  • This lists requests that have been approved by the user and have not been taken care of within 3 days

  • The user can have an option of “reminding the superior about the request.” This will also alert higher authorities.

    • All request pages should work on radio buttons so that the actions on each request can be taken care of using one submit
    • Any request that is tracked on a member’s history outline should be accordingly added.
       
  • View Approved/Denied Requests
    • Administrators should be able to view the requests that they have previously approved/denied or that have been approved/denied from their position.
    • Administrators should be able to view these requests by individual, rank, position, unit, day or month
       
  • Notifications
    • Members should have the option of receiving notifications via email as well as the website (website is a must
    • Notification types
  • New Administration functionality added

  • Feedback waiting

  • Approvals waiting
     

  • View Competitions
    • Members should have the ability to view competitions by unit, member, position
    • Members should be able to view the competitions they can participate in
    • Members should be able to view competitions they have participated in
    • By clicking on a competition, it should show the full details, including who participated, who won, and have links to the relevant submission files.

 

  • Submissions
    • Members should have the ability to submit to competitions or to the Dark Voice
    • Types of submissions
  • Scores

  • Score submissions should be directed to a competition or event.

  • Should designate platform

  • This should be submitted by the winner of the match

  • Relative forms for each platform should be displayed

  • Score submissions should be available for team matches

  • Text Documents

  • Stories, poems and the like can be submitted to a competition through the website here.

  • Stories should be restricted to .doc or .txt format.

  • A naming convention for tracking these uploads must be used.

  • Graphics

  • Any graphics should be restricted to .jpg or .gif format

  • All graphics should be resized to be a reasonable file size.

  • Standard naming convention should apply

  • Battles, Levels, Missions

  • All battles should be zipped

  • Should be associated with platform

  • Standard naming convention should apply.

  • Meeting logs

  • Should be .txt format

  • Should be associated with unit

  • Standard naming convention should apply

    • Upon submitting, the relative groups in charge of the competition or event should be notified of the new item.
       
  • View submissions
    • Members should be able to view submissions by member, unit, time, position, rank, competition, or event
    • Score records should be kept on dossiers
  • Members should have the option of whether or not this shows up on their dossier.

 

  • Polls
    • Most Recent poll should show up on the main page
    • Members should have notification on their main page of what polls they have available to vote in
    • Polls should be available for restriction to Rank, Unit, Order or Position

 

  • Poll Results
    • Scores should be listed right next to the option caption instead of listing the captions and then the scores.
    • Any requirement for voting in the poll should be listed (for example: Krath Only)

 

  • Send Feedback
    • Feedback should work into the message board system instead of email.
    • Members should be able to view previous feedback
    • Members should be notified of replies
    • Feedback notifications should be sent to the relative group of members depending on the feedback category selected
  • Notifications should stay present until the member has clicked to read the feedback, and until someone has replied.

    • Feedback categories
  • General Question

  • Recipients: Dark Council Main Body and Advisors

  • General Feedback

  • Recipients: Dark Council Main Body and Advisors

  • Shadow Academy Question

  • Recipients: Member’s Superiors, HM, DGM, Order Leader, GM

  • Site Enhancement suggestion

  • Recipients: Website Crew, GM

  • Site Bug Report

  • Recipients: Website Crew, GM

 

  • Report Administration
    • Allow Members to set a preference that defaults some HTML or pure HTML
    • Remove the need for a password to submit the report
    • Upon submissions, a notification should be sent to the superiors of the person submitting the report.
    • The count of the report should be displayed at the top of the page.
       
  • View Reports
    • The members should be able to list reports by member, unit, position
    • Position should be the default
    • There should be a list of the most recent reports from every position

 

  • Calendar
    • Calendar should be present as a module in a month format. Days with events should be highlightable and clickable
    • Events should be added mainly through the competition center and calendar tools
    • Recurrence of events should be allowed

 

  • Manual Dossier Administration
    • Any administration done through these forms should be added to history outlines.

 

  • Roll
    • A page should be added for roster breakdown where a person can see on one page the number of members in each unit.

 

  • Dark Council
    • Link the descriptions to those in a database for easy united updates.

 

  • IRC
    • Javascript chat program should be more visible

 

  • Statistics
    • Statistics on roster updates, medals and such should be searchable by different characteristics
    • In medal statistics, display what the weekly totals were for each medal (just the ones awarded.)
    • Don’t list the reason for medals and promotions unless a person clicks on the link (popup?)
    • Allow for statistics to take a date range.
    • Members should be able to view statistics based on a unit, whereas a QUA can see everything done by his members over a certain date range.
    • Add competitions statistics for approved, denied, unit etc.
       
  • Chamber of Justice Functionality
    • Probation System
  • Holds a Start of Term/End of Term/Conditions of Term space

  • Promotions/Medals for people on Probation should have to go thru the JST.

  • Any member center changes need be approved by CoJ when on probation.

    • Lockout Access, the JST (and GM/DGM for that matter) should be able to lock out someone's access to DJB.org
    • Demotion ability
    • Remove Medals, access to Remove Medals.
    • Jury Selection: Script to randomly select 20 Active members DJK+, Active meaning in Clan.
    • Anonymous Complaint section that allows people to submit complaints to the CoJ directly.
    • IP Tracking: Somewhere log every person's last used IP, especially important for SA tests.
       
  • New Dossier additions
    • Titles
  • Member should be able to choose from the titles they have been awarded

    • Personal image
  • Should fit naming convention

  • Should be sized to fit the website with a reasonable file size

    • Country flag
       
  • Member Leave of Absence
    • The database should be able to track LoAs of members
    • Members should be able to pass the functionality of their position on to another member in the case their absence for a period of more than a week
       
  • Unit Dossier Additions
    • Unit banner/logo images
    • IRC channel w/direct link to IRC applet
    • Unit history
       
  • Shadow Academy Additions
    • Automatic SA staff roster based on the EP settings (ask Kaiann)
    • Possibility for multiple choice questions
    • Possibility to set long/short answer for exams (yielding one line entry field vs. larger field)
    • Fractional point scoring
    • Stats page that shows candidate scores in handy steps (100%, 95-99, 90-94, ..., 70-74, 65-69, 60-64, 50-59, 40-49, ... 1-9, 0%) per course
    • Honor roll: All 100% scores on a course (public page)
    • Different pass levels for different courses
       
  • DB Timeline
    • A timeline should be built for DB use
    • DGM and GM should have ability to add events to the timeline
       
  • Order of Battle
    • Functionality for carrying the DB order of battle should be added (RPG stuff?)

 

  • ADDITIONAL NOTES
    • Order Websites should be linked from the main DB page
    • IRC applet should be prominently linked from the main page (module perhaps?)
  • Maybe a field could be given on the main page that says “Enter a nickname and connect to DB members now.” When submitted, it would automatically launch the applet with that nick.

    • Join button should be more prominent
    • Functionality for robust ladder system for competitions

 

 

‡† Section V - Operation: Orderless †‡

Largely completed operation. Most of the houses in the brotherhood have move to orderless structures. What follows is the original proposal. Please note that we have chosen not to use Circles as a common entity across the brotherhood.

 

When Houses and Clans were first introduced to the Dark Brotherhood, the basic unit of the Dark Brotherhood was the various Battleteams. These Order-specific battleteams made up multi-order Houses. Clans were a collection of two or more Houses which were ruled by a Consul and Proconsul. This system allowed the Dark Brotherhood to grow in activity and strength, providing a tiered structure of reinforced activity. At the lowest level, each Battleteam was important to its House, as they were the contingent of members of that Order that the House would field.  This made the importance of Battleteams far more significant. Membrs were introduced to the responsibilities of leadership at the earlier levels, and they were accustomed to working with all three orders at the House summit level rather than the clan summit level.

Today’s system uses a much different version of the Clan-House system.  Clans are made up of 3 Houses, one of each Order, with up to three Battleteams from a given Order inside each House.  This system massively devalues the worth of a Battleteam. As Houses then become giant units of a single Order, it becomes the job of the Quaestor to administer the House, managing every one of the members.  While many Quaestors are able to handle this task, it also creates a disconnect between the membership and the leadership. Rather than working directly with a small number of membership, the Quaestor of the House has disorganized groups sometimes as large as 26 to work with. The large number of members creates a distinct possibility for someone to be “lost” between the cracks. Beyond that, it also limits the possibility of competition inside a Clan.  Since each House is Order-specific, it is nearly impossible to hold competitions between houses inside a Clan, and due to the fact that Battleteams are largely defunct, they are completely ineffective for holding competitions except in a very small number of Clans.

It is for that reason I present the beginning of a restructuring operation that would return, in large part, to the previous multi-order system used in the Dark Brotherhood. While many are against this idea for various reasons, I think it is quite clear that it is necessary. One of the largest problems the Dark Brotherhood currently faces is the near complete uselessness of the Battleteam unit. This restructuring will place for focus on a smaller unit of people, increasing the opportunity for leadership experience within the Dark Brotherhood while simultaneously increasing communication through all levels of the Dark Brotherhood. It will also be a conductor for intra-clan competitions that pin house verse house. Furthermore, the word “Battleteam” is disliked throughout the Dark Brotherhood for its lack of originality. For this reason, as well as hoping to keep a more “Dark Jedi” feel to the organization, I recommend we rename the Battleteam unit to Circle.

 

 

† Definitions and Structure of Each Unit †

 

The Circle

The Circle, formerly the Battleteam, is the basic unit of the Dark Brotherhood.  This unit is made up of members of a single Order.  However, each Order-specific Circle has a different name.  First, there is the Sith Flight(More fitting than squadron for reasons below :P).  Second, there is the Obelisk Brigade(possible rename- Phalanx).  Third and final is the Krath Phyle. 

Each Circle, regardless of Order, is made up of a single leader who is in charge of the maintenance of communication between members, internal competitions, and membership admissions/instruction within the Circle.  The title of this leader varies depending upon the Order for which the Circle belongs.  Leaders of Sith Circles are Commanders, while Obelisk are Sergeants and Krath are Tetrarchs.

Membership in a Circle provides the base level of activity throughout the Brotherhood. Ideally, the most competitions in the Brotherhood are run at the Circle level of structure, ranging from competitions between Circles, to internal tests of skill and activity.  Circles would hold as many as 10 members, but for a Circle existing with a House (see below), the ‘recommended’ size is 6 members.  Due to the nature of the Brotherhood currently, a flexible size of Circles is necessary as to not leave “the odd man out.”  This means that in certain cases the size of a Circle may be temporarily increased.  However, keep in mind that one does not need to be a member of a Circle in order to participate in DB-wide Competitions.  This allows for an opportunity for each Circle to set (reasonable) joining requirements of members, instead of just having the Circle be a place to dump “everyone” in a Clan.

Circles exist in Independent Clans, and in Houses inside of Clans.  Under the structure of an Independent Clan(as detailed later), the Circle leaders report directly to the Consul.  They work with the Consul to coordinate Clan-wide activities that their Circles can participate in.  However, only one Circle of a given Order can exist within the structure of an Independent Clan.

 

The House

The House is the competition unit of the Dark Brotherhood.  Compromised of one Circle of each Order, the House is lead by a Quaestor.  Aedile could be kept, but it may not be needed.  Furthermore, each House is allotted one Auxiliary Summit position, in which they may name any member in the House not already on the Clan or House summit to a position that they can completely define.  This feature would be added to djb.org, including the ability to name the position by the Quaestor and/or Consul.

As mentioned before, each House would be made up of no more and no less than one Circle of each Order with a maximum of 6 to 10 members each.  Upon transferring into a House, members are automatically placed into the Circle of their respective Order if space is available if they complete any possible pre-reqs of being in that Circle, as mentioned above.  Should the member wish to leave the Circle, they will not be able to participate in any competitions open to Circles, though they are still able to participate in any competition on the Dark Brotherhood level.

Houses would be involved in a multitude of competitions.  These competitions would include Rites of Supremacy at the House level, where the Houses could battle for titles.  They would also participate in competitions inside the Clan they are part of, where the Houses inside a Clan would compete.

Houses would exist within a Clan, as detailed below in the Clans section.  During Clan feuds, the Houses would fight for their Clans.  Furthermore, Houses would not have individual possessions beyond what they are assigned by their Clans.  The Quaestor would then be able to assign these possessions to individual Circles for their ‘fictional’ use.

 

The Clans

Each of our existing Clans would be brought down to two Houses, or made into an Independent Clan.  Each of these Houses would function as described above, while an Independent Clan will be mentioned shortly.  Each Clan would have a Consul, a Proconsul, and one non-summit Auxiliary member of the summit in any of the Houses with a position description and name designed by the Consul and/or Proconsul.  Again, this feature would be supported on djb.org as talked about above.

Independent Clans are clans which have no Houses.  These Clans are made up of one Circle of each Order, with the Circle leaders reporting directly to the Clan Summit.  Each of these Circles act as any other Circle, however, Independent Clans can not participate in Right of Supremacies at the House-level, as they have no Houses.  Members may belong to Independent Clans without belonging to a Circle, though it is recommend that any active member of the Dark Brotherhood not in a summit position join a Circle.  If any Independent Clan reaches a size where it can function with two separate Houses, it will Clan to a Housed Clan with two Houses as detailed above.

Clans would compete against each other as they do in the Dark Brotherhood now.  Furthermore, they would own possessions and be able to assign them to use by a House or in the case of an Independent Clan, its Circles.  The House may then be able to assign these possessions to Circles, as they see fit.  At any time, the Consul may change where these items are assigned. 

 

 

 

‡† Section VI - Operation: Prestige †‡

 

      Please note: Almost all of the numbers here have changed or are subject to change.

 

Almost all Dark Jedi are selfish at heart, and motivated little by loyalty or honor.  Instead, Dark Jedi seek power, influence, and control over others. It is for that reason, that a system of Prestige is to be implemented into the Dark Brotherhood.  This system is designed to represent an individual (and, indeed, a Clan's) influence over others.

 

† What is Prestige? †

The need for power and influence is what drives a Dark Jedi.  For the purposes of the Brotherhood, the representation of the influence of a particular Dark Jedi (or Clan) is represented by their Prestige.  The amount of influence (Prestige) a character has is based off of his rank, his position, and any medals he has earned. Prestige would accumulate in a number of ways, through systems already existent in the Dark Brotherhood.  Whenever a member is awarded a medal, they receive prestige appropriate to the medal (or add-on).  Whenever a member is appointed to a position, they gain the prestige of that position.  Whenever a member is promoted, they gain the prestige of that rank.  Members can also lose prestige by transferring clans, leaving positions or through CoJ convictions.

 

† What can Prestige be used for? †

Prestige is never "used." Prestige directly relates to the purchasing and training access a member has within the DB. For instance, a member with a certain level of prestige can have access to buy, and possibly customize, a personal fighter, transport or weapon for use in role-playing and other areas of the DB. A person with a lower prestige would not have this item available to him. This represents the need to have connections and power in order to obtain certain things.  This offers exciting options for the customization of games by Dark Brotherhood members.  As the system develops, we will be able to easily add new items to the list of what can be obtained.

 

† Prestige and Clans †

Clans, as well as individuals, will have a Prestige rating.  A clan's prestige rating will be roughly based upon the average of the prestige members of their Clan plus the total number of members the Clan has, using the following formula:

 

( 2(Average Prestige of Members) + Number of Members – (Number of Houses)*3 ) 17

 

This formula was chosen due to the fact it awards Clans with larger membership numbers, yet also keeps the Prestige of Clans fairly close together, so that there would not be great disparity between Clans that were hurt a lot from the separation, versus Clans that weren’t hurt so much.  The Prestige clans have work in much the same way that it does for individuals, in that having a certain prestige will allow a Clan to purchase certain items.  Clans, however, have a different list of items to choose from. These include larger star-ships, advanced armor and weaponry that will (generally) be out of reach of the average member due to the amount of influence needed.

 

† Rank Prestige Values †

  

Prestige Value

Abbreviation

Rank name

450

GM

Grand Master

350

DP

Dark Jedi Prophet

250

DJM

Dark Jedi Master

175

DA

Dark Adept

140

SO,KPN,OPM

Sith Overlord, Krath Pontifex, Obelisk Primarch

105

SWL,KE,OE

Sith Warlord, Krath Epis, Obelisk Exarch

90

SWM,KAP,OP

Sith Warmaster, Krath Archpriest, Obelisk Pilate

75

SW,KP,OT

Sith Warrior, Krath Priest, Obelisk Templar

60

DJK

Dark Jedi Knight

40

DJH(JH)

Dark Jedi Hunter

30

GRD

Guardian

20

PRT

Protector

10

ACO

Acolyte

5

NOV

Novice

0

APP

Apprentice

 

 

† Merit Award Values †

 

Prestige Value

Abbreviation

Medal Name

5

DC

Dark Cross

 

1

Each add-on will grant the recipient an additional 1 prestige

7

SE

Star of Eos

 

2

Each add-on will grant the recipient an additional 2 prestige

10

SC

Steel Cross

 

3

Each add-on will grant the recipient an additional 3 prestige

40

GC

Grand Cross of the Dark Side

60

SB

Sapphire Blade

80

RS

Ruby Sceptre

100

ED

Emerald Dagger

150

DS

Diamond Sword

225

SL

Silver Sash

300

GLS

Golden Lightsaber

 

† Competition Medal Values †

Prestige Value

Abbreviation

Medal Name

Novas:

 

 

15

GN

Gold Nova

 

15

Each addon is worth 15 Prestige

7

SN

Silver Nova

 

7

Each addon is worth 7 prestige.

2          

BN

Bronze Nova

 

2

Each Addon is worth 2 Prestige

Crescents:

7

Cr-1D

Diamond Star

6

Cr-1R

Ruby Star

5

Cr-1A

Amethyst Star

4

Cr-1S

Sapphire Star

3

Cr-1E

Emerald Star

2

Cr-1T

Topaz Star

1

Cr-1Q

Quartz Star

Clusters of Fire:

1

CF

Cluster of Fire

 

10

CF-RF

                   With Red Flame

20

CF-GF

                   With Green Flame

30

CF-PF

                   With Purple Flame

75

CF-BF

                   With Black Flame

 

† Other Award Values †

Prestige Value

Abbreviation

Medal Name

1

DSS

Dark Side Scroll

 

4

DSS-QK

               w/ Quill of Knowledge

6

DSS-QL

               w/ Quill of Lore

8

DSS-QW

               w/ Quill of Wisdom

15

DSS-QA

               w/ Quill of Ages

30

DSS-QE

               w/ Quill of Enlightenment

1

SI

Scroll of Indoctrination

 

5

SI-SoW

               w/ Seal of Wax

10

SI-SoL

               w/ Seal of Lead

25

SI-SoG

               w/ Seal of Gold

50

SI-SoB

               w/ Seal of Blood

 

 

              

 

† Position Values †

Prestige Value

Abbreviation

Position Name

15

M:

Magistrate

30

SRG/TET/CMDR

Battleteam Leader: Tetrarch, Commander, Sergeant

30

P:

Praetor

40

AED

Aedile

60

QUA

Quaestor

75

PCON

ProConsul

125

CON

Consul

200

Dark Council

Any Dark Council position, including Advisors/Society leaders

250

DGM

Deptuy Grand Master

300

GM

Grand Master

 

Also, it should be noted that any member resigning from a position equal to or above Quaestor after having served for 6 months (or a time at the discretion of the GM, DGM and/or ARCH) will receive a permanent, but one time, 50 point Prestige addition.  This is to represent the prestige that comes with having served in a prestigious position for a long period of time.

 

 

 

‡† Section VII - Operation: Infinite Depth †‡

Where Prestige is a value of a member's influence over others, there needs to be established a standard for advancement internally in characters. If Prestige is influence then XP is worth and experience. The XP earned by members will be used to train in skills and abilities that will help define their character and aid them in wargaming and RPG efforts.

 

Please note: Many equations and values have been redacted to keep the members from having a complete documentation of the system. Members should not know the equations used to calculate things. Webmasters: See Jac for the complete document.

 

Also NOTE: Not all of this has been updated as of its posting. Kaiann is working on a new spec document. Consider this a basic outline -- NOT THE FINAL PLANS.

 

1.   Preface

This document contains the implementation specification and details of the roleplaying system of the Brotherhood. It is intended solely for those persons involved in approving and/or coding this system. The mathematical formulas used to calculate experience values and costs of various items are not to be made public; instead it will be left to the members’ own discoveries to determine how much experience is gained or used for what character aspect. The only costs known to the member at any time are those that directly affect character purchase decisions (i.e. the immediate price for an item).

 

Not knowing the exact price for items adds to the roleplaying experience as it does not allow for planning out an exact path to a specific character feature.

 

Note: Some tables in this document use only the Krath titles for Equite ranks. They are to be read as encompassing the equivalent Sith and Obelisk ranks as well.

2.   Calculating Experience

 

Experience is granted to members based on their achievements in the Brotherhood. Four individual aspects are considered in the experience point total:

 

·       Rank (at 40% weight)

·       Medals (at 30% weight)

·       Time of membership (at 10% weight)

·       Direct experience awards (at 20% weight).

 

1.1  Rank

Rank is translated into experience using a direct table:

 

REDACTED

   

APP

   

NOV

   

ACO

   

PRT

   

GRD

   

JH

   

DJK

   

KP/SW/OT

   

KAP/SWM/OP

   

KE/SWL/OE

   

(none)

   

KPN/SO/OPM

   

(none)

   

DA

   

(none)

   

DJM

   

(none)

   

DP

   

(none)

   

GM

   

 

These values are not cumulative, so e.g. the promotion from DJK to KP earns 11,200-8,400=2,800 new experience.

 

1.2  Medals

 

Medals use two values to define their experience value: a base value and a deprecation factor.

 

The deprecation factor is applied to each medal of the same kind after the first as a multiplier, reducing its XP value. The multiplier is 1 – (DF / 100), so with a deprecation factor of 25, the second medal of a type would be worth 75% of its original value. Fractions should be rounded up (in favor of the member)

 

The minimum value of any medal, regardless of deprecation, is 5% of its original value, rounded up.

 

REDACTED

GLS

SL

DS

ED

RS

SB

GC

(OK)*

SC

StA

DC

 

GN***

SN***

BN***

Cr-D**

Cr-R**

Cr-A**

Cr-S**

Cr-E**

Cr-T**

Cr-Q**

 

LSS

DSS

SI

SoL

CF

 

 

 

 

(*) This is a proposed new medal filling a gap between the Steel Cross and the Grand Cross

(**) The deprecation factor applies for all Crescents together, calculating the highest Crescents with the highest multiplier (least times deprecated). If a member thus has Cr-2D-1R-4S, he would have the two Diamonds at 100.00% and 95.00%, the Ruby at 90.25% and the four Sapphires at 85.74%, 81.45%, 77.38% and 73.51%.

(***) Treat these the same way as the Crescents, applying one DF for all three types of Novas.

 

IMPORTANT on merit medals (DC and upwards):

 

If a member would gain less XP from a medal than he would be receiving for a lower medal through the deprecation factors, he is awarded that lower medal’s value instead. So, if I had two SBs but no GC, I’d receive 5,000 plus 3,500 instead of 5,000 plus 2,500. If I then got a GC afterwards, this would only be worth 2,500 then of course (as now the second SB falls back to its original slot).

 

Algorithm:

 

Count medals of each type GLS to DC. Calculate the lowest value that would be awarded for each medal type and the next one that would be given for this type.

Then:

For each medal type high_type from top to bottom{

             While {there exists a lower medal type low_type with next_value (low_type) > current_value(high_type) {

Deduct one medal of type high_type

Add one medal of type low_type

Recalculate next_value and current_value for these two types

}

             }

 

These medals are of course added and subtracted only virtually for XP calculation, not on the actual dossier J

 

These algorithms should be reapplied whenever the member gets a medal of DC or higher. Count things from scrac

 

1.3  Time served

 

A flat award of 4 XP is given for each day since the member joined. This needs to use the accurate date calculation however, not the current messed-up one that subtracts days of the month while the date progresses J

 

1.4  Direct XP awards

These awards are for everyday activities in the DB and in very special cases should be handled like medals and also be listed on the dossiers with their reasons. They should be given for any achievement that deserves recognition but does not directly translate into a medal or promotion. Usually, these will be small, but especially in Dark Council or Consul situations, they can also be substantial.

 

Members can give these awards depending on their position:

 

Position

Can award up to

GM

Any amount

DGM

6,000 XP

Dark Council

2,500 XP

Consul

1,000 XP

Proconsul

750 XP

Quaestor

400 XP

Aedile

300 XP

Battle Team Leader

100 XP

 

Some typical XP awards will be listed in the RPG compendium, examples are 10 XP for playing a training multiplayer game or 50 XP for submitting to a standard writing competition without placing. The Grand Master and selected DC members / Consuls  of his choice receive monthly experience awards to recognize their basic work that is not generally rewarded with promotions or medals. A feature should be present for the GM to set this “salary” for each member in such a position; this will then modify the standard 4 per day award accordingly (a member with a 1000 per month bonus will receive +33 XP per day)
 

1.5  Storing Experience

 

The member’s experience needs to be stored in two ways: Total earned experience and experience spent. The displayed values however are the total and unspent experience.

 

Experience should be recalculated under the following conditions:

 

-       A member was promoted, received a medal or was granted a direct XP award.

-       A member’s character sheet is called up and had not been viewed the same day.

 

The second variant saves us a daily “add 4” job.

 

1.6  Special situations

Demotions or loss of awards:

 

-       If, after the loss, the spent XP is still less than those earned, no special provisions happen

-       If, after the loss, the spent XP exceeds those earned, but not by more than 10% of the member’s XP total, the member will simply have to re-earn the experience before progressing in power again.

-       If, after the loss, the spent XP exceeds those earned by more than 10% of the member’s XP total, the member’s character will automatically be reverted to the last saved character compatible with the new XP total and all higher-total backup characters erased. (A backup character should be saved every time the member first edits their character sheet after a rank promotion, resulting in a maximum of 15 backups per member).

 

Members above Apprentice at the time this system goes live:

 

Members currently above the rank of Apprentice at the time this system is put into use will receive a one-time experience bonus in the amount of 40% of their rank’s total experience value. This reflects the direct XP awards they should have received since they joined (nominally 50%, but reduced somewhat due to the fact that their higher rank will allow them to acquire Force powers cheaper than they would have done had they gradually risen through the ranks).

 

3.   Character creation

Building a Brotherhood character consists of two steps: the initial creation and the advancement. Before any character can be advanced, it must be created as a zero-experience base character reflecting the personality that entered the Brotherhood as an Initiate. Character creation is available to initiates, however members of that rank cannot gain experience.

 

This chapter deals with the creation process, advancing a character is described in chapter 4.

 

1.7  Basic statistics

The name of the character is taken from the dossier. The member may now pick a race and a planet of birth (as well as any appearance stats we may wish to store). Racial characteristics will not be applied to the character until the next step. The member should be shown the race’s abilities and hindrances in an IFRAME depending on the race chosen. “Human” can have subraces with slightly different abilities to accomodate more choice. Half-breeds should be possible – in this case, the member selects two races and all bonuses will be the average of the two values, rounded down (i.e. 0 and 5 rounds to 2, –3 and –6 to –5)

 

Note: Code for the possibility of having a total of two “racial packages” with the second being taken from a different list. This provides for family/sect packages to be added onto a character later. A racial package includes a descriptive text and any number of characteristic modifiers. Under no circumstance will a character have more than two racial packages, although one may possibly be split into two half packages. Also, familiy package benefits will obviously be minimal, they should provide only one or two small changes to stats apart from the descriptive text.

 

A member also selects one or two “archetypes” on this screen. Archetypes are changable later on and determine the member’s philosophy and ethos. They do have no effect on stats and just serve as a roleplaying tool. Archetypes are stored with a descriptive text.

 

1.8  Initial attributes

The member has 69 points to distribute over the six attributes Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. He may set any attribute as low as 5 or as high as 18, however only one attribute may be above 16 at this time. These values are used for internal storage, limiting attribute maximum values and determining cost. At any time beyond this initial setting, the attributes shown will include the racial bonus.

 

While setting initial attributes, the following text should be shown to the member:

 

“The attribute values displayed here are expressed in relation to your chosen race. Racial modifiers will be applied to your numbers after this step to determine your actual values. 10 is the value that reflects a completely average being of your race, thus a Wookiee character created with a 10 as Strength will wind up stronger than an Ewok created using the same Strength value. You may set values anywhere between 5 (pathetic) and 16 (way above the norm); in addition one value of your choice may be 17 or 18 (exceptional).”

 

In the form, the member should be given a base value of 5 in each attribute and 39 points to spend. Once committed, apply the racial values to any displayed steps. (A confirmation screen should appear showing the racially modified values).

 

Note: The minimum of 5 is given so that a racial modifier of –4 will still lead to a living character J

 

1.9  Granted abilities

Every race gains a number of granted abilities (expressed in a points value ranging from 1 to 10 with the “normal” value being 6). These points can be spent on minor abilities reflecting skills and training obtained before joining the Brotherhood as well as those Force talents a member may have had before joining and that ultimately led him to our doors. Some sample granted abilities are given below, more may be added later:

 

Name

Cost

Description

Professional*

2

Grants a rank of 10 in any one skill. However, further increases in this skill must be purchased at double cost. Code this as the actual skill rank being (stored rank + 20)/2 for this one skill. Every character can have only one profession.

Wild talent

2 or 4

The character can use one Force power untrained, rolling 1d30 (with no attribute bonus) for the Force power roll. This can never be improved upon, should the character learn the power normally, he can choose to apply either the normal roll or the wild roll. Cost is 2 for a Journeyman power or 4 for an Equite power.

Knack

1 or 3

The character has a special aptitude for learning one specific Force power. He can learn it as if he were one or two ranks higher (Cost 1 for 1 rank, 3 for 2 ranks).

Social status*

varies

The character has higher than standard social status with the appropriate starting money and possessions. Choosing 0 in this area essentially starts the character out with nothing, 1 would be an average citizen, 3 well off and 5+ nobility. This grants (cost squared) x 10,000 credits of which half are bound in property (e.g. land ownership) and the other half is applied to the member’s account.

Mutation *

1

Choose from a list of bodily enhancements. Two points may be spent on the same mutation, doubling its effect.

 

A member may leave points open for “later discoveries”, however abilities with * cannot be chosen later on.

 

Once the member has chosen all desired granted abilities, he may commit the character. At this point, the character is given starting characteristics (copied from a special table); some of those reflect skill and feat points to be spent during the advancement process.

 

Note: Once committed, a created character’s base values can never be changed. The member is stuck with his choices for the duration of his membership. Similarly, this applies to all changes made under character advancement, once committed, those can only be undone through a loss of experience.

 

4.   Advancing characters

Advancing characters is essentially done by spending experience on various improvements. Improvements of various types can be bought at differing costs, generally increasing as the character has selected previous improvements in the same category. This is noted as a cost of x/y with x being the base cost (applied for the first purchase within the category) and y being the increment frequency. This means that the first y increases of the category are purchased at a cost of x, the next y at a cost of 2x, the next y at a cost of 3x and so on.

Example: The first nine upgrades of an item costed at 100/4 would cost a total of 1,500 XP (4x100 for the first four, 4x200 for the 5th to 8th and 1x300 for the 9th).

1.10               Attributes

Attributes are the only item not costed by the x/y scheme. Instead, increasing an attribute to the next level costs 500x the current level minus 14 (125 for any increase up to 10, 250 for any increase up to 14). Thus, from 14 to 15, I would need to spend 500 XP while 20 to 21 costs 3,000. The maximum any attribute can be raised to is 18 + ˝ of the character’s level.

 

1.11               Skill points and feats

Skill points are costed at 15/4, feat slots at 120/1. A starting character has 16 skill points (plus any eventual Intelligence bonus) and one feat slot available that do not affect the cost. Once purchased, skill points and feat slots can be spent on any skill or feat the character meets the prerequisites for. Skills cannot be increased beyond the character’s level +3 (except in the case of a professional – this character may however still have no more points assigned to that skill, they just get a higher benefit from it).

 

1.12               Attack bonuses

Attack bonuses reflect the character’s general capability to fight either with handheld weapons (land attack bonus) or with vehicles and starships (pilot attack bonus). These two values are independently costed at 150/1 and cannot exceed the character’s level +2.

 

1.13               Saving throws and hit dice

Saving throws measure a character’s resistance and come in three flavors: Fortitude, Reflexes and Will. These three together are costed at 80/3 with two free points avalable to a starting character. Hit dice reflect the character’s vitality (each die grants 1d8 vitality plus any Constitution bonus but never less than 1) and are costed at 150/1. There is no limit on saving throw numbers, however a character cannot have more hit dice than his level +3. The first hit die (which a character starts out with for free) is always 8.

 

Note: Roll all hit dice for a character at creation time and just sum them up accordingly. Also be sure to code the Constitution bonus separately per die – a character with a Constitution penalty of –2 and having rolled 8, 1 and 3 for his hit dice has 5+1+1 = 7 Vitality, not (8+1+3)-9 = 3.

 

1.14               Force powers

 

Force powers use a complicated costing system that is essentially based on a x/5 cost. However, different levels of Force powers and different levels of mastery cost a different number of points as per the character’s rank (higher ranks have an easier time learning the same Force power). The costs are as follows:

 

Journeyman powers

 

Rank

1

2

3

4

5+

Max

INI-1*

15

 

 

 

 

1

INI

9

13

 

 

 

2

APP

8

10

12

 

 

3

NOV

8

9

11

13

 

4

ACO

8

8

10

11

 

4

PRT

8

8

9

10

13

5

GRD

8

8

8

9

11

5

JH

8

8

8

8

9

5

DJK

8

8

8

8

8

5

KP

8

8

8

8

8

6

KAP

8

8

8

8

8

7

KE

8

8

8

8

8

8

KPN

8

8

8

8

8

8

DA

8

8

8

8

8

9

DJM

8

8

8

8

8

9

DP

8

8

8

8

8

10

GM

8

8

8

8

8

10

GM+1*

8

8

8

8

8

10

GM+2

8

8

8

8

8

10

 

Equite powers

 

Rank

1

2

3

4

5+

Max

GRD

20

 

 

 

 

1

JH

15

18

 

 

 

2

DJK

11

14

16

 

 

3

KP

9

11

13

15

17

5

KAP

3

10

11

12

14

6

KE

9

9

9

10

11

6

KPN

9

9

9

9

9

7

DA

9

9

9

9

9

7

DJM

9

9

9

9

9

8

DP

9

9

9

9

9

9

GM

9

9

9

9

9

10

GM+1

8

8

8

8

8

10

GM+2

8

8

8

8

8

10

 

Elder powers

 

Rank

1

2

3

4

5+

Max

KAP

30

 

 

 

 

1

KE

22

28

 

 

 

2

KPN

14

19

26

 

 

3

DA

10

11

15

19

23

5

DJM

10

10

10

12

14

7

DP

10

10

10

10

10

8

GM

10

10

10

10

10

10

GM+1

9

9

9

9

9

10

GM+2

8

8

8

8

8

10

 

Grand Mastery powers**

 

Rank

1

2

3

4

5+

Max

DA

50

 

 

 

 

1

DJM

35

60

 

 

 

2

DP

20

35

75

 

 

3

GM

12

13

14

15

16

10

GM+1

10

11

11

12

12

10

GM+2

8

8

8

8

8

10

 

(*) These lines are needed in case a member has a bonus or penalty to rank in terms of learning specific Force powers. Coding should use numerical rank indicators here with INI=0, APP=1, NOV=2, etc. up to GM=15. A table design for these items is included in the Table Init Excel.

(**) Grand Mastery powers have unique restrictions if not wielded by a true Grand Master; so for example might a sufficiently trained DJM be able to affect someone’s ability to use the Force, but unlike the changes bestowed by a GM, these will last only a short time. None of these abilities will unfold their true potential until used by an actual GM (or, in exceptional cases, the reigning GM specifically entrusts the member with full power).

 

Also, to prevent some nasty going around by sneaky members, a member wishing to learn any:

-       Equite powers needs to have at least 30 total levels of mastery in Journeyman powers

-       Elder powers needs to have at least 70 total levels of mastery in Journeyman and Equite powers

-       Grand Master powers needs to have at least 120 total levels of mastery in lower ranked powers.

 

Note that a mastery level of 4 is required to really use the Force power in a combat or other tight situation. Mastery 3 may be borderline useful in such situations but incurs severe disadvantages. Thus, a KE’s “Force Lightning” might be useful to impress his fellow Equites on a drunken evening (or just as probably to make a fool of himself), but not to actually smite a foe in combat. You can still expect members to spend premium prices on these abilities, just for the “look mom, I can do this” factor J.

 

Costing example: An APP wishing to learn two Force powers to level 3 (his maximum) each would need to spend 8+10+12=30 XP on the first such power and 8+10+24=42 XP (the /5 part kicks in now) on the second. Assuming he wants to learn four powers, he is well advised to learn them one after the other instead of first beginning all of them, then later improving:

 

Learning one power after the other: 8+10+12+8+10+24+16+20+24+16+30+36 XP = 214 XP

Beginning several at a time: 8+8+8+8+10+20+20+20+24+24+36+36 XP = 222 XP

 

This effect becomes more prominent the more powers are involved. It pays to learn one thing at a time.

5.   User Interface

1.15               Character creation user interface

The character creation system consists of three screens. The first asks for race, gender, archetype, place of birth and appearance, filling in appropriate items from the character history if those exist (they are however editable even if pre-filled). Once this is submitted, advance to the attribute selection screen similar to that of the ACC. There should be a “suggest” button for those completely new to this type of character creation that selects a sensible set of attributes based on Order, archetype and gender. (as the numbers are relative to the racial norm at this point, no racial features need to be taken into account. To simplify coding, all values are coded as modifiers from the basic order set of attributes).

 

Lastly, the member is allowed to choose their granted abilities, submitting them one by one and choosing a specific power or skill if such is needed. After choosing all desired granted abilities, the member can save the character. At any time in the process, starting over is allowed. Before finally saving, show the completed character and ask for confirmation, pointing out that submitting cannot be undone.

1.16               Character advancement user interface

The most critical user interface component is that for character advancement as the member will be making most decisions there. It consists of a main screen, a Force screen and a number of subscreens for assigning purchased points. In addition, two “view” modes need to be provided, one for the character as he was before editing and one for the current status including edits.

 

The main screen

 

In the main screen, list the current attributes, attack bonuses and hit dice and available skill points, feat slots and unassigned saving throw points. Then provide for a way to increase these numbers (similar to the ACC character setup). Important: Costs must be listed next to each choice and only such changes the member can currently make, from available XP and maximum values, should be selectable. At any point, the member also needs to be informed about the remaining available XP. For skill points, the effective number purchased needs to be displayed along with the raw total as a high Intelligence yields bonus points here. This number may change if an Intelligence increase is taken at the same time, so be sure to work off the selected value, not the stored value.

Once the form is submitted, any points purchased become available for use in the respective subscreen.

 

Coding note: Make sure to apply any attribute purchases first when adding in new purchases as a simultaneous purchase of Intelligence points and Skill points needs to yield the number of skill points due by the now increased Intelligence!

 

Subscreens

 

There needs to be one subscreen each for feats, skills and saving throws.

 

For feats, provide a dropdown with those feats the member currently meets prerequisites for. If a feat is selected that requires specifying a text (e.g. a weapon) or selecting from a list, enable the respective selection (Javascript, this should not require an extra submit process). Once submitted, return the member to feat purchasing if he has another slot available, otherwise return to the main screen.

 

For skills, list all presently possessed skills with a way to increase the number of ranks as well as a dropdown with all presently unselected skills. The latter should have a button “add skill” – this adds the skill to the list of taken skills at 1 rank (for the cost of  1 point). In case a language or a craft/knowledge/profession skill are selected, a dropdown or list box needs to be enabled to select the specific subskill from (make sure to disallow duplicate selections).

 

Note that language skills should never appear in the skill list to be improved as they cannot be increased.

 

The saving throw screen is a straightforward screen with the three types of saving throws listed and the possibility to increase the number on each of them.

 

Also accessible as a subscreen should be the granted abilities screen from the character creation setup if a member has any points for granted abilities remaining.

 

 

Force purchase screen

 

This is the most complicated screen to create. The user will be given a list of Force powers he can currently use or improve including those not learned but having a maximum of at least one level, sorted by class and then by name. Behind each power that can be improved is a link / button allowing to upgrade this power by one. When this is used, the display will have to change accordingly (Javascript would be ideal as it avoids major reload times – however some changes may require a full reload, especially when a 30, 70 or 120 boundary is reached and the class of available Force powers improves). Once all desired changes are made, the user submits the form. Now one of two things can happen:

 

1)     No new mastery level of 6 or higher was taken: Return the user to the main screen.

2)     At least one new mastery level of 6 or higher was taken: The user will now be presented with a screen from which to choose the benefits of each such mastery level. Present this as a table (with borders) for each power, being sure to list the currently available upgrades. Sample layout:

 

Pick your options for Telekinesis (upgraded from 7 to 9, currently +24, -1 cost reduction):

8 (dropdown or radio button list)

9 (dropdown or radio button list)

 

Pick your options for Affect Matter (upgraded from 5 to 6, currently +20)

6 (dropdown or radio button list)

 

Submit

 

Submitting this screen takes the member to the main screen.

 

Important: Whenever a dropdown list is made available, make sure to pre-select an invalid option. There should never be a submitting of a choice the member has not actively clicked on.

 

Reviewing and submitting the character

 

After making a change, the member can view both his changed character and the character as it was before any changes were made during the same session. At the end of the viewing form for the changed character, there are two buttons for submitting this character and discarding all changes. Either one will require a confirmation screen. Only when the character is submitted are the XP actually spent and the abilities gained.

 

Confirmation text for submitting:

 

Warning: You are about to make permanent changes to your character sheet. Any such changes made can not be undone. The changes you made will cost you [...] Experience points and affect your character as follows:

 

[Insert differential list of changes made – only changed items should appear here – e.g.

 

Intelligence                                              was 14               now 16

Telekinesis                                               was 7                 now 9

Affect Matter                                           was 5                 now 6

Tumbling                                                                          added at 4

Exotic Weapon Proficiency (Bowcaster)                               added

]

 

Buttons: Submit changes, Discard Changes, Return to character advancement. Discard leads to discard confirmation screen (which has Yes, discard changes and No, Return to advancement

 

Implementation notes

 

Uncommitted changes should be stored in the database. When a member returns to character advancement with uncommitted changes, he should have the option of continuing from where he left off or discarding the changes. This prevents the results of an editing session from being lost in a connection error. A screen similar to the confirm commit screen should be shown to remind the member of what was changed.

 

All choices are implemented from fixed lists, the member should never be allowed to just type something. If a new ability or variety of an ability is desired, the member needs to propose that to the RPG manager who will then add that to the list.

6.   Administration interface

 

7.   Coding issues

This chapter deals with specific issues about coding the system.

1.17               Character storage

A

REDACTED

 

8.   Nonplayer characters

 

A member is allowed to maintain one nonplayer character per rank (APP = 1, NOV = 2 and so on). The XP totals for these characters can be freely set up to 90% of the main character’s total. They may be of any order, and any rank up to the member’s own rank. The member himself chooses when to award these characters XP to keep within the storyline. Nonplayer characters can be deleted freely, however to avoid abuse, the slot they occupied will only become available again after one week after deletion.

 

Nonplayer characters do not have saved waypoints, if their owner wants to demote them, they will have to be deleted. Upon an XP loss, any nonplayer character(s) now above the new limit become inaccessible except for deletion; they will become accessible again after the member regains the requisite XP. If a member loses rank and thus has more accessible NPCs than allowed (after deactivating those with excess XP), the ones with the lowest XP totals will become inaccessible as well.

 

Other than this, NPCs are treated exactly like main characters. They can be viewed from the member’s main character sheet. Members cannot create NPCs until they have created their main character.

 

There are also NPCs assigned to no particular member, these are maintained by the administration and usually, once created, not advanced. They can be viewed from the general RPG library.

 

9.   Standard characters

 

Members not wishing to take part in this system will show a standard character determined by Order and rank. One such character will be provided for each rank/order combination. These will use a relatively low experience total for the rank, assuming just some basic medals.

 

 

‡† Section VIII - Operation: Credits †‡

Most of the recent, well known Dark Jedi were notoriously wealthy.  Often engaging in pleasures of the senses, as well as those of the mind, Dark Jedi would gorge themselves on material possessions.  Furthermore, a Dark Jedi would always be seeking ways to improve their power, through buying training time, advanced weapony, ships, and even transports.  This system is the only truly new part of Project: Rebirth, though it is absolutely necessary.  Not only does it provide a unique way for individuals to customize their progression through the Dark Brotherhood (through their economic choices), but it also provides yet another way for the Dark Brotherhood to reward its active membership.

 

† What are credits? †

Credits are a term for currency used in Star Wars.  In our case, the Dark Brotherhood would adopt a system of currency.  At the start, the amount each Clan receives would be a set standard.  Each member is also given an amount of credits that is determined by their rank and position within their Clan.  Clans receive credits that allow them to purchase armor, weapons and equipment for their members, though the individuals would not own any of this equipment.  The access that Clans and individuals have to what they can spend their credits on is dependant upon the Prestige that each has.  Note that Clans and individuals do not use the same list of what they can purchase for what prestige they have.  An individuals credits would be shown in their dossier, and they would be able to access a database on the website in order to purchase official possessions, which would be added to their dossier.  Members will be able to purchase from a long list of items, with the higher quality items being “unlocked” for purchase as members advance through the structure of the Dark Brotherhood.

 

† How are credits earned? †

Credits are earned primarily through participation in competitions run within the Battleteam, House, Clan, and even the Dark Brotherhood as a whole.  Both Clans and individuals will primarily be rewarded for activity in competitions through the awarding of credits, while medals (and the Prestige that comes with them) will still be awarded to the victors in these competitions.  Additionally, a salary is given once a month to individuals.  Clans will each receive one tenth of what each member would earn from this salary.  This amount is not subtracted from the members earned credits. When this system is first implemented, Clans will all receive the same number of credits.  Also at the time of implementation, each member will receive a number of credits in their salary based upon their position and their rank.  As with Prestige, it is possible for a member to lose credits, as well, through disciplinary action.

 

† Monthly Salaries for each Rank †

It should be noted, these salaries are give to ALL members, regardless of current position. 

 

Credits Per Month

Abbreviation

Rank Name

30,000

GM

Grand Master

24,400

DJP

Dark Jedi Primarch

21,200

DJM

Dark Jedi Master

18,000

DA

Dark Adept

14,800

KPN,SWL,OWL

Krath Pontifex, Sith Warlord, Obelisk Warlord

11,600

KE,SBL,OBL

Krath Epis, Obelisk Battlelord, Sith Battlelord

10,000

SBM,KAP,OBM

Krath Archpriest, Sith Battlemaster, Obelisk Battlemaster

8,000

SW,KP,OW

Krath Priest, Sith Warrior, Obelisk Warrior

6,800

DJK

Dark Jedi Knight

5,200

DJH(JH)

Dark Jedi Hunter

4,400

GRD

Guardian

3,600

PRT

Protector

2,800

ACO

Acolyte

2,000

NOV

Novice

0

APP

Apprentice

 

† Monthly Salaries for each Position †

These salaries are awarded on the first Monday of each month, in conjunction with the credits per month, and require a member to be serving in the position on the “pay day.”

 

Credits Per Month

Abbreviation

Position Name

300,000

GM

Grand Master

250,000

DGM

Deputy Grand Master

200,000

DC Position

Any DC position, including Society leaders and advisors

100,000

CON

Consul

50,000

PCON

ProConsul

35,000

QUA

Quaestor

25,000

AED

Aedile

12,000

TET,SGT,CMDR

Battleteam Leaders; Tetrarch, Commander, Sergeant

10,000

P:

Praetor

5,000

M:

Magistrate

 

† Suggested Credit awarding for competitions †

Every competition run by the Dark Brotherhood should give at least a minimal bonus to Credits for participation. As the number of participants and complexity of the competition grows, so too should the awards given.  These are suggested credits to be awarded for events in competitions that do not include banner/motto competition.  Obviously these numbers are completely at the discretion of the DGM to accept or decline as he sees fit based on each competition as submitted by the person planning on running said competition.  Keep in mind, that credits are given for participation, while medals are given for the competitiveness of these events, so that winners will tend not to receive many more credits than those who participated.

  

Credits Awarded Per Event Participation

Level of the DB the Event is Run On

10,000

DB, Order, or multiple Clan involvement.

5,000

Single Clan involvement

5,000

Single House involvement

 

† Starting Credits for Existing DB Members †

Members in the Dark Brotherhood as of the implementation of the Credit-Prestige system will receive credits based upon the following formula:

 

 (Credits equal to 7 month’s salary at their rank) + (Credits equal to one month serving in their Position)

 

 

 

‡† Section IX - Operation: Armory †‡

All members of the Dark Brotherhood will have access to a section of the Dark Brotherhood website that will allow them to spend credits on various items.   These items include ships, weapons, and training time.  Dependant upon their Prestige more varied and complex items and training become available to the member.  The below list is for individual members, and is FAR from complete!

 

† Individual Item List †

This is clearly an incomplete list.  It is meant as a rough glance at the kind of items that would be purchased.  This also gives members the opportunity to submit new designs for weapons, armor, ships, and anything else that can be purchased.

 

Prestige Necessary

Cost

Item Type

Item Name

Brief Description

1

15

WEAPON

Club/Baton

A simple weapon used for bludgeoning.

1

50

WEAPON

Knife

A simple weapon used for stabbing/slashing.

1

150

WEAPON

Longsword

A simple weapon used for slashing.

1

65

WEAPON

Quarterstaff

A simple weapon used for bludgeoning.

5

300

ARMOR

Blast Helmet

Simple armor worn on the head to protect against shrapnel and fragments, though useless against blasters.

5

500

ARMOR

Blast Vest

Simple armor worn on the body to protect against shrapnel and fragments, though useless against blasters.

5

500

WEAPON

BlasTech DL-18

The most common blaster in the galaxy.

5

750

WEAPON

XT-1 Blaster Pistol

One of the most common blasters found in the galaxy.  Equivalent power to the DL-18.

5

250

WEAPON

BlasTech DL-22

A simple blaster used for stunning.

5

500

WEAPON

BlasTech DL-30

Smaller than DL-18, but equal power.

10

500

ARMOR

Combat Jumpsuit

One piece jumpsuit with attachment rings and pockets for various items.

10

750

WEAPON

DL-44 Heavy Blaster Pistol

Far more firepower than the DL-18, but with very limited range.

10

900

WEAPON

XT-1a Military Sidearm

Slightly more powerful than the XT-1, the XT-1a also holds slightly more ammo.

10

900

WEAPON

XT-2 Extended-Use Blaster

The XT-2 almost as strong as BlasTech's infamous DL-44 heavy blaster pistol, but holds more ammo.

15

1,400

WEAPON

BlasTech A280

One of the best armor piercing rifles in the galaxy.

15

2,500

ARMOR

Thermal Suit

One piece jumpsuit that contains thermal sensor jamming equipment.

15

1,000

WEAPON

BlasTech E11 Blaster Rifle

High powered, versatile blaster rifle.

20

1,500

WEAPON BlasTech E11/M

Sharpshooter’s blaster .  More accurate than their E11 sister blaster.

20

2,500

ARMOR Corellian PowerSuit

Very popular armor suit capable of enhancing the wearers strength. Easily modifiable for personal use. 

20

4,000

WEAPON

Merr-Sonn SX-451 Heavy Sniper Rifle

Heavy  sniper rifle with a good scope.  Used on a bipod

30

1,700

WEAPON

BlasTech ES-23

Semi-automatic blaster rifle capable of burst firing.

30

2,000

WEAPON

BlasTech T-21

Larger and more powerful than average blaster rifles.

40

 

ARMOR

Merr-Sonn Personal Shield

Belt sized personal shielding device, projecting a one-meter in diameter concussion/ray energy shield.

40

8,000

ARMOR

Incom TS-43 Marauder Space Battle Suit

Complex armored battle suit including a laser cutter, armor penetrating rockets, a laser cutter and a very potent rocket pack.

40

40,000

SPACE

TIE Fighter

Stock line of the TIE Fighter.

50

80,000

SPACE

Z-95

Aging craft. Capable of hyperspace travel.

50

90,000

SPACE

R-41

Aging craft. Capable of hyperspace travel.

50

80,000

SPACE

Pin/F

Pinook Fighter. Aging craft. Capable of hyperspace travel.

50

80,000

SPACE

T-Wing

Aging craft. Capable of hyperspace travel.

60

83,000

SPACE

Cloakshape Fighter

Popular, yet aging craft. Highly customizable.

60

120,000

SPACE

T/I

TIE Interceptor.

70

130,000

SPACE

A-9

A-9 Vigilance Interceptor

70

165,000

SPACE

I-71

I-7l Howlrunner

75

175,000

SPACE

A-Wing

A-Wing

75

220,000

SPACE

B-WING

B-Wing

75

200,000

SPACE

X-wing

Upgraded X-Wing

80

240,000

SPACE

SHU

Lambda Shuttle

80

300,000

SPACE

T/A

TIE Advanced

100

500,000

SPACE

T/D

TIE Defender

100

120,000

SPACE

Firespray-31

Firespray-31

100

130,000

SPACE

YT-2400

YT-2400

150

855,000

SPACE

Assault Shuttle

Assault Shuttle

200

945,000

SPACE

Bulk Freighter

Action IV Bulk Freighter

700

3,000,000

SPACE

CRV

Correllian Corvette

800

4,800,000

SPACE

Corellian Gunship

Corellian Gunship

850

25,000,000

SPACE

DREAD

Dreadnaught

1,000

57,000,000

SPACE

VSD

Victory Star Destroyer/1

1,200

145, 670,000

SPACE

ISD/2

Imperial Star Destroyer/2

 

 

 

† Test Clan Item List †

Next, here is an example of a list for a Clan… Keep in mind, this too is just to show a rough general picture of what the store would offer.

 

Prestige Necessary

Cost

Item Type

Item Name

Brief Description

5

6,000

WEAPON

BlasTech DL-18

The most common blaster in the galaxy, bought in amounts of 12, perfect for outfitting a Battleteam.

10

30,000

ARMOR

Thermal Suit

One piece jumpsuit that contains thermal sensor jamming equipment, sold in amounts of 12.

15

12,000

WEAPON

BlasTech E11 Blaster Rifle

12 standard issue E11 blaster rifles.

15

30,000

ARMOR

Corellian PowerSuit

A completely customizable set of 12 Corellian PowerSuits ready for individual Clan customization!

15

160,000

SHIP

TIE Fighter

Four TIE Fighters

20

480,000

SHIP

TIE Interceptor

Four TIE Interceptors

30

945,000

SHIP

Bulk Freighter

Action IV Bulk Freighter

55

3,000,000

SHIP

CRV

Corellian Corvette

70

4,800,000

SHIP

Corellian Gunship

Corellian Gunship

90

25,000,000

SHIP

DREAD

Dreadnaught

120

57,000,000

SHIP

VSD

Victory Star Destroyer

 

 

† More Detailed Items †
More detailed items are at the bottom of this proposal

 

† DB Black Market †

Everything can be purchased if the price is right.  For this reason, members of the Dark Brotherhood will have access to a Black Market, for which goods are purchasable regardless of Prestige.  Keep in mind, though, that the quality of these goods is not assured!  Furthermore, the price for anything found on the Black Market is EXTREMELY high!  However, beyond the lack of requiring Prestige, the Black Market may also occasionally contain items that can’t be found in the DB Store.  This will directly be related to events that “occur” in the DB, such as competitions or story line content.  It should be noted, that barring a few exceptions, the only items that will be counted as Official Possessions of Members and Clans will be items that will be bought in the store or on the Black Market.

 

† Official and Unofficial Possessions †

As it stands, Clans have official possessions. Furthermore, Clans and individuals each have unofficial possessions and/or assets they have used in fiction and role playing since joining the Brotherhood.  It is required of all members with these unofficial possessions, that if they wish to be allowed to use them in any official manner, that they send a list of items and/or assets (this includes family fortunes/estates, as well as any ships, fighters, weapons, or Artifacts your character may have!) that their character owns to the ARCH and DGM, who will look over each item independently and determine whether or not these items are kept.  If they are, there may be some sort of credit-related penalty to make up for the accepting of these items into the Dark Brotherhood.  Keep in mind all items must have a story behind them!

 

 

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‡† Section X: Operation: Force Powers Improvement †‡

Force Powers will no longer relate to specific ranks, but rather classes of ranks. Any member of a class can choose from the powers available to them. The following power listing is rather broad, so these have been deemed power classes. Each will have further breakdowns (listed further down) that show specific Power Techniques that can be used in wargames. The addition of a power class adds all of the power techniques.

 

Class

Power Class

Grand Mastery

Preparance
Transfer Essence
Create Force Storms
Shroud of the Dark Side
Affect Force Imprint
Gross Translocation 

Elders

Dark Jedi Primarch (DJP)
Dark Jedi Master (DJM)
Dark Side Adept (DA)

Feed on the Dark Side
Object Translocation
Conduit
Telekinetic Kill
Force Lightning
Brainwash
Rage
Blackness
Doppelganger

Equites

Krath Pontifex (KPN)
Sith Warlord (SWL)
Obelisk Primarch (OPM)
Krath Epis (KE)
Sith Battlelord (SBL)
Obelisk Exarch (OE)
Krath Archpriest (KAP)
Sith Battlemaster (SBM)
Obelisk Prelate (OP)
Sith Warrior (SW)
Obelisk Templar (OT)
Krath Priest (KP)
 

Order Specific Abilities
Force Supression
Battle Meditation
Telekinetic Strike
Death Blow
Physical Enhancement
Exterior Control
Create Homunculus
Affect Matters
Modify Senses
Transfer Force

Journeymen

 

Dark Jedi Knight (DJK)

*Note: Only Dark Jedi Knights are permitted to own a personal lightsaber

Lightsaber Combat (free)

 

Dark Jedi Hunter (JH)
Guardian (GRD)
Protector (PRT)
Acolyte (ACO)
Novice (NOV)
Apprentice (APP)

Inflict Pain
Instinctive Astrogation
Telekinesis
Projective Telepathy
Attack Anticipation
Accelerate Healing
Detoxify Poison
Hibernation
Contortion
Absorb/Dissipate Energy
Remain Conscious
Prowess
Life Sense
Receptive Telepathy
Control Pain
Danger Sense
Farseeing

 

 

† More In-depth details for the DSC  †

Introduction

This is all finished. Please see the DSC for the Power changes

 

Clan Specific Force Power

 

Finito. Please see http://gm.darkjedibrotherhood.com/policies/ for more information

 

‡† Section XI: Games of War †‡
The overall goal of rebirth is to provide a unique experience for all members, where they can use everything that they have earned to their advantage. This is where the wargames come in. The concept of the wargames is simple: realism. We want to make a system that provides clans, leaders and members with the ability to do what they should be able to do during a Vendetta. Clans should be able to control their ships and planets, leaders their troops, and individuals their own skills. The system is to be involved yet simple; fun yet realistic; boundary less yet within reason.

† Games Overview †
Each Wargame is to be set within a Vendetta and will have an accompanying storyline.

Map
The DB will make a quadrant system that will hold a map of the DB systems, Clan Systems and any additional enemy territories.

Combat Platforms
Before the wargame occurs, options for conducting the games should be chosen. Options include Clan combat, Individual Ground Combat, Individual Space Combat, Individual Force Combat, Group Ground Combat, Group Space Combat, Group Force Combat, Multiplayer combat, Knowledge Testing, and/or ACC combat.

Rounds
The Wargames generally last 56 days and are split into eight 7-day rounds or fourteen 4-day rounds. Rounds that rely more heavily on djb.org combat and the ACC will be allotted the full seven days where as the more traditional games will only be allotted four days. Rounds begin and end at midnight GMT.

Participants
Eligible participants are determined by those running the wargame. These generally include all members of clans that are within battleteams.

Initiation of Combat
Combat can be initiated through a challenge from anyone. Any challenge that is denied is considered a forfeit. In the case of multiplayer challenges, a forfeit is only granted if the challenge came by the way of IRC and it is clear that the person is refusing. Logs are required.

 

† Game Types †
There are three different types of war games, each having a slightly different way of handling kills.

Search and Destroy
Search and Destroy gaming revolves around the reality of death. Participants that lose in a certain number of ACC, gaming or wargame combat efforts will be "killed" and eliminated from the game. The victor of the Search and Destroy type of game is the Clan that has the last man standing. Participants are killed when they accumulate 12 wargame losses. These losses are determined in the following way.

  • 1 wargame loss for every multiplayer loss
  • 2 wargame losses for every wargame combat loss
  • 3 wargame losses for every ACC 8+2 loss
  • 4 wargame losses for inactivity during any round

A 3 page fictional story detailing their miraculous survival may regain 3 wargame losses once per wargame.

This game will continue until there is only one group left standing.

Traditional
The traditional wargame allows for unlimited deaths and concentrates on the maximum amount of points gained. Points are determined in the following way.

  • 1 point for every multiplayer win
  • 2 points for every wargame combat win
  • 3 points for every ACC 8+2 win
  • 4 points for every 3 page fictional depiction entered (only one per-member per-wargame)
  • 1 point for Knowledge-Testing wins (trivia)

Occupation
Occupation wargames revolve around the domination of the different worlds. A clan wins the Occupation wargame when they are in control of their target quadrant. These targets normally consist of clan-held territories that need to be defended. Occupation occurs when all defenses in the target quadrant are eliminated, and when all threats to quadrants held are eliminated.

The Occupation wargames use the Search and Destroy rules.

 

† Clan Combat †
The Consul of each clan will have the primary responsibility of participating in the Clan Combat. Consuls will have control over the dispersion of a clans ships over the map area, the use of any special features they achieve from their systems, and the deployment of groups in battle.

Starship Movement
The fleets of the Clans begin within the same quadrant of the Clan's home world, unless otherwise specified by the game's controller. Ships may move in any direction from their current quadrant for a maximum of 4 quadrants,  or until they reach an impassible point. Impassible points include quadrants that hold a star, planet, other large object, or Interdictor cruiser. Except for in the case of an Interdictor, Consuls may continue in the same direction past the obstacle on the next turn.

Scouting
Consuls may choose to scout 6 quadrants per turn. Scouting will return the details of who is in that quadrant.

Member Deployment
Consuls have the ability to deploy their members as they feel is necessary. Each Consul will be given a roster and a listing of their ships. There is no maximum capacity for any ship. Consuls will assign their members to the different ships before the start of a wargame. Members may be transferred from ship to ship when the ships occupy the same quadrant, or the Consuls may

Engagement
When Clans occupy adjacent quadrants they can choose to engage in combat. Combat is initiated if either of the clans choose to fight. Members that are stationed on the ships within those quadrants may fight each other.

Destruction of ships
In Search and Destroy and Occupation wargames, a ship is destroyed when all members stationed aboard it are killed.

 

† Individual Combat †
Wargame combat mainly revolves around the individual combat. This uses the skills and traits described in the member's character sheets to go through a combat simulation that is a true to a character as it can get. The Wargame uses modified D20 rules.

Before Combat
Members must equip what weapons and armor they wish to use for the fight. Each weapon will have a damage rating and any special modifiers it may have. Armor has a defense rating and whatever special modifiers it may have. Members always start with their full allotment of hitpoints

First Strike
The first person to attack will be chosen through the D20 initiative system.

Combat Turns
Combat will consist of as many turns as it takes to get one member to 0 hitpoints. Each turn a member is given a certain amount of Stamina points that they may spend on moves. These moves are conducted in the order they are selected. Stamina points vary due to class. they are as follows:

  • 8 Stamina points per turn for Journeymen
  • 10 Stamina points per turn for Equites
  • 12 Stamina points per turn for Elders
  • 14 Stamina points per turn for Grand Masters

Combat Moves
Combat moves are based off of the Techniques or force powers bought by members. Each move has an associated Stamina point cost associated with it. Modifier techniques such as "Improved power blast" are improvements of the basic "Blast" Technique.

Move Nullification
Moves that are nullified by a force power are lost

Combat Types
There are three different individual combat types. Ground Combat revolves around the use of both force and hand-to-hand fighting. Starship combat uses force and starship combat. Force Distance Combat uses distance force powers only.

 

† Group Combat †
Group combat uses the exact same format as individual combat except that each move has a target attribute. Each technique or force power has to be aimed at a certain target. Group Combat continues until all members of one group are dead.

 

‡† Section XIII: Manuals and Decrees †‡
A main goal of Rebirth is to create a new system of manuals for the Brotherhood. This will consist of the following:

  • The Dark Covenant - a basic outline of the DB rules and structure
  • Decrees - Policies split into sections according to the layout of the Covenant
  • Compendium - Fictional/Historical background to the DB
  • Training Manual
  • Dominion - DB order of Battle
  • Position Manuals for every position

 

† More Detailed Items †

 

SoroSuub Equalizer Ion Cannon

Cost:

5,000 Credits

Prestige:

150

Ammo:

4

Max. Range:

300 Meters

Fire Rate:

1

Cool Rate:

2

Power:

3

Settings:

Ion Bolt

Description:

This disposable weapon system, designed to be carried by an individual soldier, holds four ion bolts.  Each in its own two-meter tube. Together, the entire system (four bolts in four tubes) weighs just 12 kilograms. When firing, the Equalizer is held on the shoulder and the targeting gear, located on its side, is aligned on the target vehicle. The Equalizer’s sensors then compute the target’s range, speed and angle of deflection, and feed this data into a microcomputer which adjusts each bolt’s flight angle accordingly.

 

Each ion bolt is launched individually. Once all four tubes have fired the empty casing is discarded. Vehicles struck by the Equalizer’s highly charged ion bolts experience power shortages (particularly to their shield power converters), leaving them vulnerable to attack by more standard weapons, like blasters. Smaller vehicles may have their entire electronic system fused by a single Equalizer bolt.

 

While the primary mission of the Equalizer is anti-vehicle duty, it also proves to be highly effective against low-flying ground assault craft. More than one Rebel fighter has crashed after having its flight controls shorted.

  

 

Merr-Sonn PLX-2 "Plex" Missile Launcher

Cost:

10,000 Credits

Prestige:

250

Ammo:

2

Max. Range:

500 Meters

Fire Rate:

1

Cool Rate:

1

Power:

9

Settings:

Ion Bolt

Description:

The PLX-2, or "Plex," combination missile and rocket launcher is the newest standard-issue weapon for rapid, high-powered projectile response. It is used against vehicles, fortifications, atmospheric craft and other projectiles. It is especially suitable as an anti-repulsorcraft weapon.

 

The launcher is an over-the-shoulder device operated by one person. It fires "dumb" rockets in a line-of-sight attack, or can program and fire the smart Gravity-Activated Mode (GAM) guided missile designed for use with this weapon. The Plex chambers one projectile and holds a second in reserve.

 

Guided missile tracking modes are selected with the push of a firing stud on the launcher housing. Two different modes are supported. In EPR mode, the GAM homes on intense infrared sources, such as vehicle or missile exhaust. In the Gravity-Activated Mode for which the missile is named, its onboard computer first records the target’s silhouette. It pursues that image until it is close enough to lock onto the gravity-wave anomalies that are the signature of repulsorlift propulsion. The GAM missile can pursue a target for 40 kilometers before its fuel expires.

  

 

BlasTech CSPL-12 "Caspel" Projectile Launcher

Cost:

8,000 Credits

Prestige:

200

Ammo:

4 (magazine)

Max. Range:

250 Meters

Fire Rate:

1

Cool Rate:

1

Power:

N/A

Settings:

Smoke, Nerve Gas, Stun Spores, Acid, T-238 (induces nausea)

Description:

The CSPL ("Caspel") Projectile Launcher fires canister projectiles containing smoke, gas, and chemical agents as needed in tactical combat situations. Canisters containing the desired agent are mounted in the projectile launcher or stored in the weapon’s four-canister magazine. An adapter for launching grenades, the PL/1G, is available as optional equipment.

Canister effects vary depending on the load fired. When undisturbed by wind, gas clouds affect all within a 30-meter radius after impact.

 

 

 

BlasTech DL-18 Pistol

Cost:

500 Credits

Prestige:

10

Ammo:

100

Max. Range:

120 Meters

Fire Rate:

1

Cool Rate:

2

Power:

3

Settings:

Kill Bolt

Description:

This is the most common weapon in the galaxy. It is popular with urban police forces, traders and anyone else who needs to pack respectable firepower in a compact package. Ownership of these weapons is restricted in many systems.

 

 

BlasTech ST-90 Stun Pistol

Cost:

300 Credits

Prestige:

10

Ammo:

100

Max. Range:

200 Meters

Fire Rate:

1

Cool Rate:

1

Power:

6

Settings:

Stun Bolt

Description:

This is a high end stun pistol produced by BlasTech. It is found both in use by civilians and is in current distribution among law enforcement agencies.

 

 

BlasTech DL-30 Compact Pistol

Cost:

500 Credits

Prestige:

50

Ammo:

75

Max. Range:

60 Meters

Fire Rate:

1

Cool Rate:

1

Power:

3

Settings:

Kill Bolt

Description:

The DL-30 is a very popular model, and is one of the hardest to find. It is equal in power to its larger cousin, the DL-18, but is noticeably smaller, only slightly larger than a holdout pistol. The powercell port has been moved into the butt of the pistol, and fitted with a barrel a little shorter than that of the Merr-Sonn M-44, giving it an amazingly short overall length. This has made it very popular with individuals who carry a concealed sidearm.

 

 

BlasTech A280 Rifle

Cost:

1400 Credits (Power Packs: 25c)

Prestige:

80

Ammo:

100

Max. Range:

250 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5.5

Settings:

Kill Bolt

Description:

The A280 is reputed to be the best armor-piercing rifle available anywhere in the galaxy. At medium range, it has been known to cut a fully-armored Imperial Stormtrooper nearly in half. When used during the Imperial assault on Hoth, the A280 failed top performance, but still put more than a fist-sized dent in the armor of the AT-ATs.

 

 

BlasTech DL-44 Heavy Pistol

Cost:

750 Credits

Prestige:

20

Ammo:

25

Max. Range:

50 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5

Settings:

Kill Bolt, Stun Bolt

Description:

The DL-44 is the big brother of the DL-18. It is a compromise: it gives the user a lot more fire power, but at the cost of range and ammo. The DL-44 is a heavy blaster pistol is crammed into a standard pistol frame, making it easy to disguise if necessary. These weapons are illegal or heavily restricted in many systems. Han Solo's personal blaster was a modified DL-44.

 

 

BlasTech E-11 Blaster Rifle

Cost:

1000 Credits

Prestige:

40

Ammo:

100

Max. Range:

300 Meters

Fire Rate:

1

Cool Rate:

3

Power:

6

Settings:

Kill Bolt, Stun Bolt, Stun Coil

Description:

The basic E-11 can be found almost anywhere. It was the standard issue weapon of the Imperial Stormtrooper Corp, and one of the most common issue rifles in the Imperial military and the Corporate Sector's ESPOs. They are also in high demand (although heavily regulated) for civilian and corporate sales, along with a brisk trade in them on the underground market.

 

 

Merr-Sonn Q2 Holdout Blaster

Cost:

275 Credits (Power Packs: 25c)

Prestige:

10

Ammo:

6

Max. Range:

12 Meters

Fire Rate:

1

Cool Rate:

1

Power:

2

Settings:

Kill Bolt

Description:

Small enough to be hidden in a human hand, hold-out blasters are common in urban areas with strict weapon controls and among undercover agents. Hold-out blasters require custom designed power packs and only hold enough blaster gas for a few shots. They are illegal or closely regulated in most systems. Many systems, however, look on them as a "self-defense" alternative to the more powerful types of personal weapons available.

 

 

BlasTech EKX-10 CryoRifle

Cost:

1750 Credits

Prestige:

100

Ammo:

350

Max. Range:

100 Meters

Fire Rate:

1

Cool Rate:

2

Power:

6.5

Settings:

Kill Bolt, Stun Bolt

Description:

Combining the technology pioneered in the A-280, EE-3 and Sharpshooter V rifles, the EKX-10 is the first rifle of the next generation. Designed to hit harder than almost any other rifle in its range class, and have higher ammunition capacity than its closest competitors, the EXK-10 was being evaluated for service with select branches of the Stormtrooper Legions, including the Cold Assault legions.

  

 

Merr-Sonn M-434 "Death Hammer" Heavy Pistol

Cost:

1500 Credits (Power Packs: 25c)

Prestige:

100

Ammo:

40

Max. Range:

120 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5.25

Settings:

Kill Bolt

Description:

Doing for handguns what the EKX-10 and the M-435 are doing for shoulder arms, the M-434 is a very popular pistol with professionals. Rumored to be in service with the Emperor's personal Royal Guards, it has a capacity almost twice as high than that found in the DL-44, and the longer range normally associated with light pistols, yet with the power of a full sized rifle. It also has another major selling point: no quirks, period. It is 100% reliable under normal conditions, vacuum, under water, and even has a 75% reliability rate in a class 4 radiation zone.

 

 

BlasTech T-21 Light Repeating Blaster

Cost:

2000 Credits

Prestige:

100

Ammo:

300

Max. Range:

300 Meters

Fire Rate:

4

Cool Rate:

1

Power:

2

Settings:

Kill Bolt

Description:

BlasTech's repeating blaster, based on a riot gun model originally marketed in the Corporate Sector, is quite popular with Alliance heavy weapons Specs for its relative ease of handling and high volume of fire. This weapon was found both as an ISW and as a primary trooper weapon. (This weapon fires very low powered bolts, but has the capability of firing up to 6 per round, though the more bolts it fires, the harder it is to aim precisely).

 

 

Merr-Sonn SX-451 Heavy Sniper Rifle

Cost:

4000 Credits

Prestige:

150

Ammo:

5

Max. Range:

500 Meters

Fire Rate:

1/4

Cool Rate:

1/4

Power:

8

Settings:

Kill Bolt

Description:

The Merr-Sonn SX-451 is one of the premier heavy sniper rifles on the market today, it is closer to a piece of light artillery than it is to a personal weapon. The mission of the SX-451 is to destroy materiel, vehicles and crew served weapons from a distance, usually outside of the enemy's perimeter. It is also being used by law enforcement authorities to neutralize armed criminals who have taken cover behind cover capable of stopping a lesser shot, to destroy explosive devices where they lay and to disable a felon's escape vehicle. Having the range and power of the famous E-WEB heavy repeating blaster, the SX-451 is not a small weapon, nearly two meters long and 15 kilograms in weight, making unsuitable for all but a few, specialized, select missions.

 

For transportability, the rifle breaks down into four pieces (barrel and scope, bipod, action, and stock), and packs into a case or a specially built pack frame. Reassembly takes about a minute, with no special tools, just a credit chip, screwdriver or similar item. The scope is built under license from BlasTech, as it utilizes the thermal, UV and passive light enhancement composite image systems found in the Sharpshooter V, while improving on the haze and smoke filters. Unfortunately, due to the power, the capacitors in the trigger group must be quite powerful, but compact for portability. The trade off with this is a 20 second recharge time on the firing mechanism. But all things considered, you really don't need to hit a target twice for it to stay still.

 

 

Tenloss Syndicate DXR-6 Disruptor Rifle

Cost:

6000 Credits (Power Packs: 300c)

Prestige:

180

Ammo:

5

Max. Range:

20 Meters

Fire Rate:

1

Cool Rate:

1/3

Power:

10

Settings:

Kill Bolt

Description:

This is a powerful rifle which fires bolts sometimes powerful enough to reduce matter to its constituent molecules (For came purposes, these are the same as extraordinarily powerful kill bolts.) These are highly illegal, overheat very easily, and are extremely expensive.

 

 

Wooden Club

Cost:

50 Credits

Prestige:

1

Weight:

Medium

Description:

The bare minimum for a good old-fashioned bludgeoning.  Invite your friends!

  

 

Throwing Knives

Cost:

50 Credits

Prestige:

10

Weight:

Light/Throwing

Description:

A set of five steel sharpened leaf blades.  Silent takedowns from a distance, or errant missiles?  You decide.

 

 

Longsword

Cost:

200 Credits

Prestige:

10

Weight:

Medium

Description:

Hand-forged, lovingly polished... yeah, right.  Get your mass-produced, cast, machine-sharpened longswords here.  Well-balanced, and about the length of your arm and a half.  Train well, and you might even hit something with it.

 

 

Quarterstaff

Cost:

100 Credits

Prestige:

10

Weight:

Medium

Description:

In the hands of an expert, the meter-long quarterstaff can inflict a dizzying amount of blows in a short amount of time.  Ideal for humiliating your enemy, but it won't last long against a sharp blade.

 

 

Merr-Sonn Stun Baton

Cost:

300 Credits

Prestige:

10

Weight:

Medium

Description:

        Various manufacturers have designed many non-lethal weapons, to break up public protests and riots.  One of the most recognizable of these weapons is the Merr-Sonn stun baton, which was used extensively by both Empire and the Corporate Sector Authority.

       The Merr-Sonn stun baton is a weighted club that has been fixed with a shock charge generator. It’s ridges have multiple miniature shock projectors that carry a stunning and excruciating charge that can paralyze a person for as much as several minutes.  The charge is powerful enough that most victims slump into unconsciousness after just one blow.

     The baton has a variable charge setting that allows the wielder to set the severity of the charge.  The rechargeable power cell lasts for three hours of continuous use

 

 

Merr-Sonn Treppus-2 Vibroblade

Cost:

250 Credits

Prestige:

10

Weight:

Light/Throwing

Description:

The Merr-Sonn Treppus-2 is a standard knife-sized vibroblade with a sharp edge nearly fifteen centimeters long. The power cell (located in the handgrip) supplies energy for up to ten hours, while the sheath can include an optional automatic recharging unit.  When activated, the blade is blurred from the quick vibrations, and the low, intimidating hum can be heard several meters away.  The weapon’s weight is distributed evenly to allow the weapon to be thrown with superb accuracy.

 

 

Czerka Vibroknuckler

Cost:

150 Credits

Prestige:

10

Weight:

Light

Description:

The Czerka vibroknuckler is a small vibroblade designed for individuals who are accustomed to fighting with their bare fists.  The weapon is slipped over the wielder’s fingers, and activates when he or she clenches their hand into a fist.  While the knuckler has a very short blade, it is nearly impossible for unarmed opponents to block its blows.

 

 

SoroSuub BD-1 Vibro-Ax

Cost:

500 Credits

Prestige:

50

Weight:

Medium

Description:

The SoroSuub BD-1 Cutter vibro-ax has a hollow durasteel shaft with internal dampeners that absorb vibrations from the ax blade. The high-powered ax head can slice through armor plating as if it were rotting cloth, while the quick-release switch allows the user to replace a damaged ax blade in seconds. Six power cells permit up to eight hours of continuous use, while the intensity switch gives the wielder the ability to determine precisely how much damage the blade will cause.  These weapons are sturdy enough to take rough handling, with superior weight distribution to make them easy to handle in combat.

 

 

Palandix Personal Protection Gear Stun Gauntlets

Cost:

300 Credits

Prestige:

30

Weight:

Medium

Description:

Palandix Stun Gauntlets appear to be a pair of standard heavy gauntlets with extremely long cuffs.  The gauntlets conceal a tiny battery connected to a mesh of contact wiring over an insulated glove which, when activated, delivers a stun charge on contact.

 

 

SoroSuub Controller Force Pike

Cost:

1,500 Credits

Prestige:

100

Weight:

Light

Description:

     The force pike is a two-meter-long pole arm weapon, topped with a charged power tip.  The shaft of the weapon is made of very durable spun graphite, which enables the rigid poles to retain some flexibility:  Weighing barely seven kilograms, a skilled user can manipulate a force pike with stunning efficiency.  The force pike's power cell energizes an ultrasonic vibration generator, and in the same manner as a vibroblade, the weapon begins to vibrate with a low menacing hum.   When the weapon is powered down, the metal blade is extremely sharp, but when activated, even a grazing attack from the weapon can cause serious lacerations or other severe injury.

     The weapon can also be set to release a powerful stun charge, which is delivered within four centimeters of the target.  Switches on the pole let the user choose power-output settings.

     These weapons are primarily used in ceremonial or diplomatic situations, where emissaries don’t want to unintentionally threaten guests or diplomats.

 

 

LaserHone Duelist Vibrorapier

Cost:

5,000 Credits

Prestige:

150

Weight:

Light

Description:

The LaserHone Duelist vibrorapier is an elegant vibroweapon, carried by nobles, gentle beings, and those who like to maintain an air of roguishness. LaserHone vibroweapons have a greatly attractive feature: unlike many vibroweapons, LaserHones are silent (actually ultrasonic), lacking the high-pitched whine that is so common to weapons of this type.

 

 

LaserHone Talon VibroDagger

Cost:

2,000 Credits

Prestige:

100

Weight:

Light

Description:

The Talon is a favorite among pirates, Infiltrators, Imperial Storm Commandos, and others who need to operate silently. Purely functional, these deadly weapons have virtually no aesthetic appeal, but are efficient weapons in properly skilled hands.

 

 

Sancreti Arms & Munitions Interstellar Rodian Cryogen Whip

Cost:

1,750 Credits

Prestige:

100

Weight:

Light

Description:

Never ones to let good technology be wasted on 'mere' non-military applications, the Rodians have adapted cryogenic technology to produce the Rodian cryogen whip. The weapon appears to be a simple 3 meter coiled whip with an outer coating of flexible metal panels. The core of the whip circulates super-cooled chemicals that chill the outer panels. As the tip of the lash strikes an object or being, the extreme cold of the metallic panels causes a near-explosive chemical reaction, which generates a painful blast and a loud cracking sound.