‡† PROJECT: REBIRTH †‡
Greetings Dark Jedi,
You are reading this because you are long past the stages in your career in the Brotherhood where you watch from the sidelines. You are now one of the leaders of this organization and as such, you are destined to give back to the Brotherhood more than what it has given you. There has been a saying in the Brotherhood for the longest time: “The higher ranked you are, the more people you serve; not the more people that serve you.” It is our time to give to the members what they have always looked toward.
The Dark Brotherhood is at a critical phase in its life. The split from the Emperor’s Hammer, although we like to think otherwise, has damaged our security and member base. We will not survive in the shape and format that we have adopted under the EH. The EH Dark Brotherhood will be there always to look like a clone, and the real Dark Brotherhood needs to escape from the grasps of them. The Dark Brotherhood needs to strike out on its own, radically changing the way we think about a Jedi Brotherhood; radically changing the way we think about Star Wars clubs; radically changing the way we think about Internet clubs in general.
The Dark Brotherhood must change for the better. We must return to the days where there was a storyline driving the clubs activities. We must return to the days where the promotions received by members meant something more than a database driven e-mail. We must return to the days where being a member of this club made you feel like you were really a part of something unique.
Unfortunately, most of you never experienced those days, as they disappeared upon the introduction of the database into the club’s operations. Because of our systems and our automation, the leaders of the Brotherhood are removed from the members, and the members often feel lost and discounted. Furthermore, it is impossible to move back to the days where things were done by hand due to the sheer number of members we have. Therefore, it is our duty now to implement a database and structure design so in-depth and collected that it will simultaneously work for a greater experience than the past with the organization of the future.
The system that is outlined in this proposal is to be named “Project: Rebirth.” The Dark Brotherhood is to be formed into what an internet club was meant to be. We will be reborn.
For the coming months you will be working on the project as outlined in this proposal. Please read this through fully and carefully. On the first glance, do not concentrate on the petty details as they are not final; rather, concentrate on the big picture of the system, and it’s implications for the Brotherhood.
Brothers and Sisters…Our Time is Now.
- Jac Cotelin -
‡† Table of Contents †‡
‡† Section I - Classified Information †‡
By nature, the contents of Project: Rebirth are not to be shared openly. The Dark Council does not want this document or any others to fall into the hands of people who would steal our ideas or use this against us in any way.
General members are not to be told about the details of Project: Rebirth. Any discussion of Project: Rebirth is to be done in closed channels or through email.
Members who willfully violate these requirements will find themselves no longer working on this project, and facing a demotion.
This project will be released in a way that members will not know what hit them. The Dark Brotherhood will change and like a tidal wave, all will succumb to our glory.
‡† 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.
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.
‡† Section III - Process of Project: Rebirth †‡
The process of Project: Rebirth will lead to a long and complicated set of changes to the Brotherhood. The most notable of these changes will be all the changes to the structure of the Dark Brotherhood database. This will be a huge project that will need a lot of time, effort and consideration.
In order to facilitate the most efficient progress of Project: Rebirth, a Dark Council position will be filled to manage the progress. This position, currently dubbed Oracle, will be charged with furthering the development of the proposals, creating a proper working environment, keeping all projects moving, and reporting the progress back to the Dark Council. The Oracle will be working hand in hand with the Deputy Grand Master to assure that all is running smoothly and in a timely fashion.
Project: Rebirth is split into operations. These operations each represent a major portion of Project: Rebirth, and each will have its own group of people working on it, led by a single, reliable person. Each operation commander will report directly to the Oracle. No operation group will exceed five members, excluding the Oracle and the Deputy Grand Master. Each group should contain at least one Dark Council member, one Clan Summit member, and one member below the rank of Dark Jedi Knight. Operation commanders are required to report to the Oracle each week. A lack of a report will require Archon intervention.
Operations will be implemented as soon as they are ready. The test for final implementation will involve approval from the Oracle, Grand master, Deputy Grand Master and a quorum of the Dark Council and Consuls. Full details of the operation will need to be submitted. Upon approval, the web site staff will being the coding.
This will be a lengthy project, but the attention to details is a must.
‡† 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 will eventually 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 is going to do many things. First, the members of Operation: Overhaul will compile a wishlist of features from DC members, Consuls and regular members alike. These will be things that the current site does not do but they would really like to see added. These features, the current functionality list and the changes brought on through Project: Rebirth will be implemented into a new and improved database. Coded from scratch for the new processes and requirements of the DB, this database must provide the ease of use and expandability that we require. The design of the database will need a lot of time to prepare. This will be contingent on the work of other operations, so it is imperative that the others work fast to give their requirements to the coders.
It has been suggested that, with a new database, new technology should be utilized as well. It is with this in mind that the members of Operation: Overhaul should look carefully into what SQL system and programming language they wish to use. A .NET platform has been suggested.
A list of 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
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
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
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
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
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.
‡† Section V - Operation: Orderless †‡
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.
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 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.
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 †‡
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: XP †‡
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.
† Earning Experience †
Members will gain experience through rank elevation, awards and time served. The numbers are as follows:
† Rank Experience Values †
|
Experience Points Gained |
Abbreviation |
Rank name |
|
15,400 |
GM |
Grand Master |
|
7,800 |
DP |
Dark Jedi Prophet |
|
7,200 |
DJM |
Dark Jedi Master |
|
6,600 |
DA |
Dark Adept |
|
6,000 |
SO,KPN,OPM |
Sith Overlord, Krath Pontifex, Obelisk Primarch |
|
5,400 |
SWL,KE,OE |
Sith Warlord, Krath Epis, Obelisk Exarch |
|
4,800 |
SWM,KAP,OP |
Sith Warmaster, Krath Archpriest, Obelisk Pilate |
|
4,200 |
SW,KP,OT |
Sith Warrior, Krath Priest, Obelisk Templar |
|
3,600 |
DJK |
Dark Jedi Knight |
|
3,000 |
DJH(JH) |
Dark Jedi Hunter |
|
2,400 |
GRD |
Guardian |
|
1,800 |
PRT |
Protector |
|
1,200 |
ACO |
Acolyte |
|
600 |
NOV |
Novice |
|
0 |
APP |
Apprentice |
† Merit Award Values †
|
XP gained |
XP Gained: Second Award |
Abbreviation |
Medal Name |
|
1,200 |
500 |
DC |
Dark Cross |
|
1,600 |
750 |
SE |
Star of Eos |
|
2,000 |
1,000 |
SC |
Steel Cross |
|
3,600 |
1,600 |
GC |
Grand Cross of the Dark Side |
|
5,000 |
2,500 |
SB |
Sapphire Blade |
|
5,300 |
2,650 |
RS |
Ruby Sceptre |
|
5,600 |
2,800 |
ED |
Emerald Dagger |
|
6,200 |
3,100 |
DS |
Diamond Sword |
|
6,800 |
3,400 |
SL |
Silver Sash |
|
7,500 |
3,750 |
GLS |
Golden Lightsaber |
† Competition Medal Values †
|
XP gained |
XP Gained: Second Award |
Abbreviation |
Medal Name |
|
2,000 |
1,000 |
GN |
Gold Nova |
|
1,750 |
850 |
SN |
Silver Nova |
|
1,500 |
750 |
BN |
Bronze Nova |
|
1000 |
500 |
Cr-1D |
Crescent w/Diamond Star |
|
850 |
400 |
Cr-1R |
Crescent w/Ruby Star |
|
700 |
320 |
Cr-1A |
Crescent w/Amethyst Star |
|
600 |
275 |
Cr-1S |
Crescent w/Sapphire Star |
|
500 |
200 |
Cr-1E |
Crescent w/Emerald Star |
|
400 |
150 |
Cr-1T |
Crescent w/Topaz Star |
|
300 |
100 |
Cr-1Q |
Crescent w/Quartz Star |
|
100 |
30 |
CF |
Cluster of Fire |
† Other Award Values †
|
XP gained |
XP Gained: Second Award |
Abbreviation |
Medal Name |
|
2500 |
1250 |
SoL |
Seal of Loyalty |
|
150 |
150 |
LSS |
Leagion of the Scholar |
|
300 |
100 |
DSS |
Dark Side Scroll |
|
250 |
150 |
SI |
Scroll of Indoctrination |
† Membership duration awards †
4 XP per day of membership
‡† 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 †
‡† 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!
‡† Section X - Operation: Character Depth †‡
With the inclusion of Prestige and Credits we have added depth to the DB member characters as they will not be able to buy items, weapons and ships. To accompany this, members need the depth of skills and attributes, based off XP< to be able to use those items that they have bought.
† Character Basics †
Characters start out as Apprentices with 200 XP. Players get to spend 63 points on attribute scores as desired as long as neither the physical nor the mental experience scores exceed a total of 42 and no single
score excceds 18.
| Physical Scores: | Strength |
| Constitution | |
| Dexterity | |
| Mental Scores: | Intelligence |
| Wisdom | |
| Charisma |
(these names are going to be changed)
| Saves: | Will |
| Reflect | |
| Fortitude | |
| Other Values: | Vitality |
| Skill Points | |
| Attack Bonus | |
| Force Powers | |
| Feats |
The Base advances for these values is as folows:
| Vitality: | 8 + CON bonus |
| Skill Points: | 16 + 4x INT bonus |
| Base Attack Bonus: | +0 |
| Base Saves: | Place two +1s or one +2 on saves of your choice. |
| Force Powers: | none |
| Feats: | Any two (one if race has a +4 or higher adjustment on an attribute) |
The base attack bonus is split into two separate values, one for ground fighting (including ranged weapon) and one for vehicle/starfighter fighting.
† Rank Level †
Some feats, force powers and techniques depend on the rank of members. This is refered to as RankLevel and is as follows:
| Rank | RankLevel |
| Grand Master | 14 |
| Dark Prophet | 13 |
| Dark Jedi Master | 12 |
| Dark Adept | 11 |
| KPN/SO/OPM | 10 |
| KE/SWL/OE | 9 |
| KAP/SWM/OP | 8 |
| KP/SW/OT | 7 |
| Dark Jedi Knight | 6 |
| Jedi Hunter | 5 |
| Guardian | 4 |
| Protector | 3 |
| Accolyte | 2 |
| Novice | 1 |
| Apprentice | 0 |
† Force Powers †
Force powers are measured on a 6-step scale so that partial mastery of a power is possible. To use a power, roll a d20, add mastery and any eventual attribute modifier and consult the following table:
| Die Roll | Effect |
| 8 or less | Backfire (adverse effect) |
| 9 to 16 | No effect |
| 17 to 20 | 1/4 effect |
| 21 to 24 | half effect |
| 25 to 36 | Normal effect |
| 37 and more | 1 1/2 times normal effect |
† Mastery levels (for each power) †
| Mastery Level | Title | Modifier |
| 0 | none | -3 |
| 1 | Inept | +4 |
| 2 | Weak | +8 |
| 3 | Partial | +12 |
| 4 | Controlled | +16 |
| 5 | Complete | +20 |
† Spending Experience Points †
The following table reflects things to improve your character with. The numbers listed are in the format a(xb), meaning you'd spend a the first b times you buy from this group, then 2a for the next b times, then 3a for the next b and so on:
Example: If I list a cost as 60(x2), the first two times the appropriate item is taken it costs 60 XP each, the 3rd and 4th time it costs 120, the 5th and 6th it costs 180, etc.
| Attribute | Cost |
| 1 point base attack bonus (ground) | 100(x1) |
| 1 point base attack bonus (pilot) | 100(x1) |
| 1 Force power mastery level (for one power) | 8(x5) |
| 1 skill point(*) | 30(x4) |
| 1 feat | 120(x1) |
| 1 hit die (d8+ CON bonus) | 100(x1) |
| 1 attribute point | 50(x3) |
(*) Add 1/4 of the INT modifier to the skill point as well (minimum is 1/4 of a point). Only full points buy any ranks ;-)
Thus, an average just-promoted ACO (3,000 XP) could buy:
Base attack, ground: +3 (600)
Base attack, pilot: +2 (300)
2 hit dice: Vitality 8+2d8 (300)
8 skill points: (360)
2 feats (360)
25 Force advances: 4 completely mastered powers, plus one at weak and one at partial (600)
6 attribute points (450)
He would still have 30 points left over. In a 5 more days, he could advance another Force power for 48.
Attributes cannot be increased beyond 18 + half your level. The character level itself (for checks that need it) is determined by the standard D20 advancement table, however you get no free feats or attributes from this figure (this is already calculated in)
† Inherent Bonuses †
High-level awards and specific ranks receive specific inherent bonuses:
| Award or Rank | Bonus |
| GRD | If you have a GoA on file (and only then), receive a +1 reputation bonus on Diplomacy, Bluff and Intimidation checks. |
| DJK | Receive Exotic Weapon proficiency (lightsaber) for free |
| KAP/SWM/OP | If you have a custom lightsaber on file (and only then), you can treat this weapon as a +1 weapon OR have it deal 2d10 damage instead of 2d8. |
| KPN/SO/OPM | Receive the Ambidexterity OR Two-weapon fighting feat (your choice) for free |
| DA | Receive Exotic Weapon proficiency (double-bladed lightsaber) for free |
| DJM | Once per day, you may take 20 on a Force power roll when taking a normal Force action. |
| GM |
You may choose skills and abilities as if you had 150,000 Experience points (if your total is lower than that). Also, the current GM, being unable to receive any awards or promotions, gets a 3,000 XP office bonus each month.
|
| GC | Receive one free feat of your choice |
| SB | Receive five skill points, these must be used on five different skills |
| ED | Receive a +2 competence bonus on Wisdom |
| RS | Receive a +2 competence bonus on Dexterity |
| DS | Receive a +2 competence bonus on Strength |
| SL | Receive a +2 competence bonus on Charisma and a +2 competence bonus on Intelligence |
| GLS | This saber is a +3 weapon that deals 3d6 damage instead of the usual 2d8. When wielded, it grants a +2 Force bonus on Constitution. |
All these are given *only* the first time the respective medal is awarded.
† Skills †
The following list of skills can be purchased from for the purpose of RPG and wargaming. (mostly RPG)
| Skills | Key ability |
| Appraise | INT |
| Astrogate | INT |
| Balance | DEX |
| Bluff | CHA |
| Climb | STR |
| Computer Use | INT |
| Craft* | INT |
| Demolitions | INT |
| Diplomacy | CHA |
| Disable Device | INT |
| Disguise | CHA |
| Entertain | CHA |
| Escape Artist | DEX |
| Forgery | INT |
| Gamble | WIS |
| Gather Information | CHA |
| Handle Animal | CHA |
| Hide | DEX |
| Intimidate | CHA |
| Jump | STR |
| Knowledge* | INT |
| Listen | WIS |
| Move Silently | DEX |
| Piloting Maneuvers | DEX |
| Profession* | WIS |
| Read/Write language | N/A |
| Repair | INT |
| Ride | DEX |
| Search | INT |
| Sense Motive | WIS |
| Sleight of Hand | DEX |
| Speak Language | N/A |
| Spot | WIS |
| Survival | WIS |
| Swin | STR |
| Treat Injury | WIS |
| Tumble | DEX |
| Force Speed*** | N/A |
***RPG: Force Speed
This skill is purchased like a regular skill but you don't make skill checks for it. Instead, you get the following benefits:
For rank 1, 5, 9, 13, etc.: +1 Force bonus on initiative (cumulative)
For rank 2, 6, 10, 14, etc.: +1 Force bonus on Armor class (cumulative)
For rank 3, 7, 11, 15, etc.: +5ft. bonus on your normal speed (cumulative)
For rank 4, 8, 12, 16, etc.: Once per day, you may add one additional attack at highest attack bonus when using the full attack action.
Using this skill is a Force ability and thus can be suppressed by Ysalamiri, etc.
† Feats †
Feats are skills that are used to RPG.
| Feats | Prerequisites |
| Acroatic | |
| Alertness | |
| Ambidexterity | Dex 13 |
| Animal Affinity | |
| Armor Proficiency:light | |
| Armor Proficiency:medium | Armor Proficiency:light |
| Armor Proficiency:heavy | Armor Proficiency:medium |
| Armor Proficiency:powered | Armor Proficiency:medium |
| Athletic | |
| Blind-Fight | |
| Cautious | |
| Combat Expertise | Int 13 |
| Improved Disarm | Combat Expertise; Int 13 |
| Improved Trip | Combat Expertise; Int 13; |
| Whirlwind attack | Combat Expertise; Int 13; Spring Attack; Dex 13 |
| Combat Reflexes | |
| Dodge | Dex 13 |
| Mobility | Dodge; Dex 13 |
| Spring Attack | Mobility; Dex 13 |
| Endurance | |
| Exotic Weapon Proficiency* | Base attack (land) +1 |
| Fame | |
| Frightful Presence | Cha 15; Intimidate 9 |
| Gearhead | |
| Great Fortitude | |
| Headstrong | |
| Heroic Surge | |
| Improved Critical* | Proficient with weapon; Base attack (land) +8 |
| Infamy | |
| Influence | |
| Iron Will | |
| Lightning Reflexes | |
| Low Profile | |
| Martial Arts | |
| Improved Martial Arts | Martial Arts; Base attack (land) +4 |
| Defensive Martial Arts | Martial Arts |
| Advanced Martial Arts | Improved Martial Arts; Base attack (land) +8 |
| Mimic | |
| Nimble | |
| Persuasive | |
| Point Blank Shot | |
| Far Shot | Point Blank Shot |
| Precise Shot | Point Blank Shot |
| Rapid Shot | Point Blank Shot; Dex 13 |
| Multishot | Rapid Shot; Dex 13 |
| Shot on the Run | Point Blank Shot; Dex 13 |
| Power Attack | Str 13 |
| Cleave | Power Attack; Str 13 |
| Great Cleave | Cleave; Base attack (land) +4; Str 13 |
| Improved Bantha Rush | Power Attack; Str 13 |
| Sunder | Power Attack; Str 13 |
| Quick Draw | Str 13 |
| Quickness | |
| Rugged | |
| Run | |
| Skill Emphasis* | |
| Sharp-Eyed | |
| Spacer | |
| Stamina | Con 13 |
| Starship Dodge | Starship Operation; Pilot Maneuvers 6; Dex 13 |
| Starship Operation | Pilot Maneuvers 2 |
| Steady | |
| Stealthy | |
| Surgery | Treat Injury 4 |
| Toughness | |
| Track | |
| Trick | |
| Trustworthy | |
| Two-Weapon Fighting | |
| Improved Two-Weapon Fighting | Two-Weapon Fighting; Base attack (land) +4; Ambidexterity |
| Weapon Finesse* | Proficient with weapon; Base attack (land) +1 |
| Weapon Focus* | Proficient with weapon; Base attack (land) +1 |
| Weapon Group Proficiency* | |
| Zero-G Training | Tumble 4; Dex 13 |
| Krath Magic** | Wis 16; Rank KP/SW/OT |
| Sith Alchemy** | Int 16; Rank KP/SW/OT |
† Techniques †
Techniques are like Feats but with added functionality made specifically for the wargames. They have no relevancy in RPGs, and feats have no relevancy in wargames. The Type designation is normally active or passive. Active types are actual moves that can be chose and used during wargame combat. Passive types are always on and add to attributes. The Stamina Point cost is how many Stamina Points they take to use. Stamina Points will be detailed later. The Effect is what it adds to stats. Base Techniques are options that are always available to anyone.
| Technique | Prerequisites | Type | Stamina Point Cost |
Effect |
| Kick | Base Technique | Active | 1 | NA |
| Punch | Base Technique | Active | 1 | NA |
| Head butt | Base Technique | Active | 1 | NA |
| Tackle | Base Technique | Active | 1 | NA |
| Blast | Base Technique | Active | 1 | NA |
| Melee Stab | Base Technique | Active | 1 | NA |
| Melee Strike | Base Technique | Active | 1 | Na |
| Two-Weapon Fighting | Passive | - | -2 to two-weapon penalty | |
| Improved Two-Weapon Fighting | Two-Weapon Fighting | Passive | - | -4 to two-weapon penalty |
| Master Two-Weapon Fighting | Improved Two-Weapon Fighting | Passive | - | -6 to two-weapon penalty |
| Light Armor Proficiency | Passive | - | Allows use of light armor | |
| Medium Armor Proficiency | Light Armor Proficiency | Passive | - | Allows use of medium armor |
| Heavy Armor Proficiency | Medium Armor Proficiency | Passive | - | Allows use of heavy Armor |
| Critical Strike | Active | 1 | doubles chance of critical strike for melee Strike | |
| Improved Critical Strike | Critical Strike | Active | 1 | triples chance of critical strike for melee Strike |
| Master Critical Strike | Improved Critical Strike | Active | 1 | quadruples chance of critical strike for melee Strike |
| Flurry | Active | 2 | Extra melee Strike attack each round, -6 to defense for the round | |
| Improved Flurry | Flurry | Active | 2 | Extra melee Strike attack each round, -4 to defense for the round |
| Master Flurry | Improved Flurry | Active | 2 | Extra melee Strike attack each round, -2 to defense for the round |
| Conditioning | Passive | +1 to all saving throws | ||
| Improved Conditioning | Conditioning | Passive | +2 to all saving throws | |
| Master Conditioning | Improved Conditioning | Passive | +3 to all saving throws | |
| Power Attack | Active | 1 | +5 to damage, -6 to defense | |
| Improved Power Attack | Power Attack | Active | 1 | +8 to damage, -4 to defense |
| Master Power Attack | Improved Power Attack | Active | 1 | +10 to damage, -2 to defense |
| Power Blast | Active | 1 | +5 to damage, -6 to defense | |
| Improved Power Blast | Power Blast | Active | 1 | +8 to damage, -4 to defense |
| Master Power Blast | Improved Power Blast | Active | 1 | +10 to damage, -2 to defense |
| Rapid Shot | Active | 2 | Extra Blast attack each round, -6 to defense for the round | |
| Improved Rapid Shot | Rapid Shot | Active | 2 | Extra Blast attack each round, -4 to defense for the round |
| Master Rapid Shot | Improved Rapid Shot | Active | 2 | Extra Blast attack each round, -2 to defense for the round |
| Sniper Shot | Active | 1 | doubles chance of critical strike for Blast | |
| Improved Sniper Shot | Sniper Shot | Active | 1 | triples chance of critical strike for Blast |
| Master Sniper Shot | Improved Sniper Shot | Active | 1 | quadruples chance of critical strike for Blast |
| Blaster Pistol Proficiency | Passive | +1 to attack with Blaster Pistols | ||
| Improved Blaster Pistol Proficiency | Blaster Pistol Proficiency | Passive | +2 to attack with Blaster Pistols | |
| Master Blaster Pistol Proficiency | Improved Blaster Pistol Proficiency | Passive | +3 to attack with Blaster Pistols | |
| Blaster Rifle Proficiency | Passive | +1 to attack with Blaster Rifles | ||
| Improved Blaster Rifle Proficiency | Blaster Rifle Proficiency | Passive | +2 to attack with Blaster Rifles | |
| Master Blaster Rifle Proficiency | Improved Blaster Rifle Proficiency | Passive | +3 to attack with Blaster Rifles | |
| Heavy Weapons Proficiency | Passive | +1 to attack with Heavy Weapons | ||
| Improved Heavy Weapons Proficiency | Heavy Weapons Proficiency | Passive | +2 to attack with Heavy Weapons | |
| Master Heavy Weapons Proficiency | Improved Heavy Weapons Proficiency | Passive | +3 to attack with Heavy Weapons | |
| Lightsaber Proficiency | Passive | +1 to attack with Lightsaber | ||
| Improved Lightsaber Proficiency | Lightsaber Proficiency | Passive | +2 to attack with Lightsaber | |
| Master Lightsaber Proficiency | Improved Lightsaber Proficiency | Passive | +3 to attack with Lightsaber | |
| Melee Weapons Proficiency | Passive | +1 to attack with Melee Weapon | ||
| Improved Melee Weapons Proficiency | Melee Weapons Proficiency | Passive | +2 to attack with Melee Weapon | |
| Master Melee Weapons Proficiency | Improved Melee Weapons Proficiency | Passive | +3 to attack with Melee Weapon | |
| Jedi Defense | Passive | +4 to defense vs. Blasters/Rifles | ||
| Improved Jedi Defense | Jedi Defense | Passive | +7 to defense vs. Blasters/Rifles | |
| Master Jedi Defense | Improved Jedi Defense | Passive | +10 to defense vs. Blasters/Rifles | |
| Toughness | Passive | +1 to vitality for each rank (retroactive) | ||
| Improved Toughness | Toughness | Passive | +1 to vitality for each rank (retroactive), -2 to all damage | |
| Master Toughness | Improved Toughness | Passive | +2 to vitality for each rank (retroactive), -2 to all damage | |
| Jedi Sense | Passive | +2 to defense when not wearing armor | ||
| Improved Jedi Sense | Jedi Sense | Passive | +4 to defense when not wearing armor | |
| Master Jedi Sense | Improved Jedi Sense | Passive | +6 to defense when not wearing armor | |
| Dueling | Passive | +1 to attack with one weapon | ||
| Improved Dueling | Dueling | Passive | +2 to attack with one weapon | |
| Master Dueling | Improved Dueling | Passive | +3 to attack with one weapon | |
| Death From Above | Active | 3 | -10 to attack, deals 5xRankLevel damage | |
| Improved Death From Above | Death From Above | Active | 3 | -7 to attack, deals 5xRankLevel damage |
| Master Death From Above | Improved Death From Above | Active | 3 | -4 to attack, deals 5xRankLevel damage |
| Martial Arts | Passive | +2 to attack, +2 to damage without weapons | ||
| Improved Martial Arts | Martial Arts | Passive | +4 to attack, +4 to damage without weapons | |
| Master Martial Arts | Improved Martial Arts | Passive | +6 to attack, +6 to damage without weapons | |
| Starship Power Blast | Active | 1 | +1 to attack | |
| Improved Starship Power Blast | Starship Power Blast | Active | 1 | +2 to attack |
| Master Starship Power Blast | Improved Starship Power Blast | Active | 1 | +3 to attack |
| Starship Dodge | Active | 1 | -6 to attack, +6 to defense | |
| Improved Starship Dodge | Starship Dodge | Active | 1 | -4 to attack, +6 to defense |
| Master Starship Dodge | Improved Starship Dodge | Active | 1 | -2 to attack, +6 to defense |
| Light Starship Proficiency | Passive | Ability to pilot light starships | ||
| Medium Starship Proficiency | Light Starship Proficiency | Passive | Ability to pilot medium starships | |
| Heavy Starship Proficiency | Medium Starship Proficiency | Passive | Ability to pilot heavy starships | |
| Barrel roll | Passive | +1 to all starship saving throws | ||
| Improved Barrel roll | Barrel roll | Passive | +2 to all starship saving throws | |
| Master Barrel roll | Improved Barrel roll | Passive | +3 to all starship saving throws | |
| Kamikaze | Active | 3 | -10 to attack, deals 5xRankLevel damage | |
| Improved Kamikaze | Kamikaze | Active | 3 | -7 to attack, deals 5xRankLevel damage |
| Master Kamikaze | Improved Kamikaze | Active | 3 | -4 to attack, deals 5xRankLevel damage |
| Starship Rapid Shot | Active | 2 | Extra attack each round, -6 to defense for the round | |
| Improved Starship Rapid Shot | Starship Rapid Shot | Active | 2 | Extra attack each round, -4 to defense for the round |
| Master Starship Rapid Shot | Improved Starship Rapid Shot | Active | 2 | Extra attack each round, -2 to defense for the round |
† Buying Feats and Techniques †
To balance the RPG character and the Wargame character, Feats and Techniques will not draw from the same purchasing pool. Any XP spent on Feats will still be available to spend on Tehniques, but will not be available to spend on other things. Vise Versa applies.
‡† Section XI: 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) |
|
| Feed on the Dark Side | |
| Object Translocation | |
| Conduit | |
| Telekinetic Kill | |
| Force Lightning | |
| Brainwash | |
| Rage | |
| Blackness | |
| Doppelganger | |
|
Equites Krath Pontifex (KPN) |
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) |
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
Throughout the legends of the Galaxy, even in the annals of the Jedi, none are more famous than the mystical feats the Jedi Knights may enact with the strength of their will, their level of training. Through their connection to the life-energy of the Universe, the Jedi may heal wounds, see far beyond sight, and even create the legendary lightsaber.
The Followers of the Dark Side, too, claim their own legacy of mystical abilities. In times past, Dark Jedi were often rogue, and outcast from the Jedi Society. Since the collapse of the Sith Empire, after the Great War, much knowledge has been lost, and recovered. Jedi who walked the Dark Path before the birth of the Dark Brotherhood often relied on broken and misguided information, and therefore destroyed by the raw power of the Dark Side.
The Brotherhood of Dark Jedi has codified its structure of powers, so that a Jedi of the appropriate Order and Class is taught the higher levels of power, and instructed in more mystical and esoteric aspects of the Force. This ensures that each Jedi is only open to the level of instruction and raw power that their understanding is capable of controlling, and does not end up like so many other Dark Jedi; reduced to ash.
The Brotherhood recognizes three levels of understanding, which then reflect into the Three Rites of Power. Each Rite is a progressive step in the process of obtaining power through the Dark Side. Each new Rite incorporates aspects of all the knowledge below it, and requires study of new abilities before advancement in rank and Class.
Upon the elevation of the Jedi to the Status of Knight, and to the Equite Class, each Jedi is also trained in the particular talents of their Order. The Sith are expected to hone their flying edge to a hair trigger of reaction speed, the Obelisk their martial abilities to a devastating effect, and the Krath their own mystical path of Dark Side Magic.
So too, the Clans of the Brotherhood have refined the methods by which they instruct their students. Each of these sects of Dark Jedi is privy to mystical arts that might take Jedi of other Clans decades to learn.
Note: the Grand Masters exist in a class of their own, claiming the most powerful Dark Jedi in the universe. Like the lower Classes, those who have achieved Grand Mastery will exhibit power beyond any other. A Grand Master’s power grows exponentially the longer they live.
The Classes
Ranks: Dark Jedi Primarch, Dark Jedi Master, Dark Side Adept
From the highest levels of Dark Side understanding, the Elders are the pinnacle of power, and raw skill. They can enact feats of horrid effect upon great swaths of reality.
Ranks: Pontifex/Warlord, Epis/Battlelord, Archpriest/Battlemaster, Priest/Warrior
With the utmost of skill, the Equites are quickly moving into their own right as a powerful Jedi. Each is skilled at the arts of the Order, and are often in positions of high authority within their Orders and the Clans they serve.
Ranks: Dark Jedi Knight, Dark Jedi Hunter, Guardian, Protector, Acolyte, Novice, Apprentice
While not the most powerful of the Dark Jedi, the Journeyman are fast on their way to greater understanding. They have the understanding of the basics of Dark Side power, and seek out teachers with the utmost of voracity.
The First Rite of Power: The Journeyman Class
At this most basic level, each Jedi is expected to hone their understanding of themselves, and their surroundings, to carefully observe and make subtle changes to that reality. In the first Rite, the Jedi learn to fine tune the Force within them, and to reach outside to a minor degree. These powers are the building blocks of all later abilities, and the Jedi must have a complete understanding before advancing in rank and class. The nature of this Class necessitates the division into three sub-classes, based on Rank, so that the young Jedi does not accelerate too quickly though this most important phase in power development.
Life Sense
The Jedi is able to pull an
impression of the life presence around her, and to determine approximate
location and degree of intelligence. With greater ability, the Jedi may sense
greater areas, and for more information.
Receptive Telepathy
By attuning her
senses, the Jedi may receive impressions from other Force Users, but not project
them.
Control Pain
With this ability, the
Jedi may affect the amount of pain processed by her body, but not heal wounds.
A more powerful Jedi may even ignore the pain from grievous damage, such as
massive fire trauma.
Danger Sense
A sense of
imminent danger floods the Jedi. It can give warning of attacks, and even help
provide split second timing to react in a crisis, similar to Attack
Anticipation
Farseeing
This power
causes the Jedi to see farther, and deeper into the Force, or even beyond the
normal range of the sight limits of his species.
Accelerate Healing
Minor wounds and
bruising may be healed with the application of the Force. With greater power,
the speed and scope of the healing may be increasing to astonishing levels.
Detoxify Poison
A dangerous substance
may be rendered useless against a Dark Jedi within his own body, or in his
surroundings.
Remain Conscious
By preparing for a
split second, or by instinct, the Jedi may stave off effects that would render
him unconscious
Absorb/Dissipate Energy
The Jedi may
intake energy from any external source within contact of his skin, and bled off
into their surroundings. With greater skill, the energy from blaster bolts,
lightsabers and other sources may be absorbed and used to power devastating
feats of power.
Hibernation
A sleep-like trance used
to heal wounds, or pass time, the Jedi enters a state of suspended animation.
Some mental faculties still function, such as time and danger sense, but the
Jedi appears dead for all intents and purposes.
Contortion
A Jedi may stretch his
body, forcing it into forms and shapes, allowing the Jedi to escape bonds and
confinements or evade capture.
Prowess
By focusing the
Force into their body, the Jedi may enhance one single physical trait to a
minor degree. They may use the Force to jump higher, once, run faster for a
short duration, or even resist a blaster-bolt to the bare skin.
Projective Telepathy
The Jedi may now
send out blanket Force transmissions and impressions, or to a single
individual.
Telekinesis
One of the most legendary
powers of the Jedi, the minor uses of telekinesis are staggering. The Jedi may
use the Force to cause an object to move. With greater skill, the Jedi can
manipulate larger objects, with even greater precision.
Inflict Pain
The Jedi may
lay hands on his victim, and inflict excruciating pain and suffering, but not
cause actual physical harm.
Lightsaber Combat
All Journeymen are
taught the rudiments of Lightsaber Combat, but only those of the status of Dark
Jedi Knight may build and possess a personal lightsaber. This skill reflects
the skill a Jedi must have to contruct, and wield a lightsaber.
Instinctive Astrogation
By abandoning himself to the Force, a Jedi may sense the locations of stars and
planets while in hyperspace, traveling safely to any destination without charts
or even a navigational computer.
Attack Anticipation
By
watching the subtle variations in the Force in others, the Jedi may gain an
intrinsic sense of what moves an enemy is about to make, this becomes useful in lightsaber combat, starfighter dogfights, and even a barroom brawl, as the Jedi
can plan his attacks around an opponent.
Second Rite of Power: The Equite Class; Priest/Warrior, Archpriest/Battlemaster, Epis/Battlelord, Pontifex/Warlord
The Second Rite focuses on developing control of forces exterior to the body, and upon enhancing control over the Jedi’s own body, building upon the foundations of earlier studies. Life Sense and Farseeing are mastered by Mental Translocation. A Jedi may heal himself, and now has the ability to heal another. The powers of this Rite also begin to introduce the more far-reaching powers of the Last Rite, such as control over matter, and physical mastery
Order Specific Powers: Krath Magic, Obelisk Frenzy, Sith Meditation
Affect Mind
With this ability, the
Dark Jedi can create false impression, affect mood, perception, memories, and
even understand their psychological structures, reading the state of mind, of
another being equal or lesser power.
Death Blow
A keen understanding of the
energies of life and death, the Jedi may his the Force to inflict gross physical
injury, and even death with the lightest touch
Exterior Control
By understanding the
innate characteristics of another person, the Jedi may heal another, place them
in a hibernation trance, or detoxify a poison in their body.
Battle Meditation
By
extending their senses outward, the Jedi may influence the moods and moral of a
large group of beings, whether soldiers, protestors, rioters, or even at a
religious revival
Physical Enhancement
Furthering the
understanding of how the Force works inside the individual, the Jedi may enhance
his strength, speed and stamina while in a fight. This gives the Jedi the
ability to perform amazing feats of physical strength.
Telekinetic Strike
This power is one
of the more difficult applications of telekinetic principals. The Jedi may use
the Force to strike an opponent from a distance, with a power equal to their own
normal strike.
Affect Matter
Noticing the
flow of the Force in all things, the Jedi may use his abilities to change the
physical properties of an object. A feather may be hardened to diamond, or a
door reduced to nothingness.
Create Homunculus
An odd power, but
useful. By preparing the samples beforehand, the Jedi may create a small living
servitor out of his own flesh and blood. The Krath have made extensive use of
this power, some creating vile and demonic entities from their own bodies
Modify Senses
The Jedi
may enhance his or her own senses far beyond that of what is normal for their
species, even far beyond the limits of Farseeing
Transfer Force
The Jedi may partially
absorb the latent Force energy from an object or his surroundings and use it to
his own ends.
Force Suppression
The Jedi
may suppress his influence on the Force, rending him insensible by other Force
users.
Third Rite of Power: The Elders; Dark Adept, Dark Jedi Master, Dark Jedi Primarch
The Final Rite available to most Jedi, these are the most powerful short of Grand Mastery. Their areas of expertise extend far into the deeper regions of the Dark Side, exhibiting mastery over one’s Body, and the powerful mystical nature of the Force.
Mental Translocation
The
height of sense mastery, the Jedi may project all his mental faculties across
vast distances in a space of seconds. The Jedi’s body may not take any
actions while projected; neither may his mind take any actions that require a
body.
Feed on the Dark Side
One of the most
useful powers in Combat, the Jedi may use the Dark Side to revitalize depleted
energy stores.
Conduit
The Force is present in all
things, and a Jedi with sufficient understanding that pull the Force from vast
areas, and use it to power feats far beyond his normal scope of control, but
with increasing power, comes increasing physical risk.
Telekinetic Kill
Lord Vader is said to
have made judicious use of this power, and Elder Jedi have perfected his
techniques, killing an offending subordinate in seconds, or in a long and drawn
out torture.
Object Translocation
With sufficient
master of telekinesis, it becomes possible to relocate a small object (less than
10 lbs) from one location, to another.
Force Lightning
Another legendary
power of the Dark Side. Massive pseudo-electrical pulses are used to
incapacitate an opponent, or even kill him.
Brainwash
The Jedi may use his
understanding of the Mental Force, to erase all mental attributes in a less
powerful being, and is free to rebuild that being to his own designs. One of the
most feared of all Dark Side powers.
Rage
By drawing the power of the Dark
Side into themselves, the Dark Jedi may enhance the power of their emotions,
entering a state of single-minded aggression. The Jedi is totally focused on
the object of their hate, and will ignore everything else, even bodily injury,
to strike down their foe. In times past, this power has been used, to allow a
Dark Jedi to strike down overwhelming forces, but it carries great physical
risk.
More than one Jedi has died after coming down, and finding themselves
drained and unable to call the Force.
Blackness
One of the most mystical of
Dark Side powers, the Jedi draws the very darkness form his soul, and gives it
tangible form, similar to the Shadow-crafting arts of Clan Arcona, but not
nearly as developed
Doppelganger
An expansion upon the
Homunculi knowledge, this power allows the Jedi to create perfect clones of
himself, without his mental abilities, these creatures are driven only by the
emotions of their creator, and answer his will with unwavering devotion. A
Doppelganger will retain all physical abilities of the creator, and the Jedi may
create even more powerful versions as their understanding develops.
Grand Mastery
The Grand Masters have divulged some of the more esoteric of their abilities, and others may be inferred from observation and historical records. They are unusually quiet about the full scope of their abilities. The Eldest of the Eldest display powers that border on divine power in the Dark Side.
Transfer Essence
A Grand
Master may physically drain the life essence from another being, and bind it
into another object or being. The bound being can act with full mental resolve,
if they have sufficient mastery of the Force.
Preparance
This is a
terrifying power of mental mastery. A Grand Master may mentally unify
themselves with the Dark Side, ceasing to exist as a physical being, but only as
a mental entity not confined by mere matter. A Grand Master in such a state is
truly powerful, able to do almost anything, as a direct incarnation of the Dark
Side
Create Force Storms
These
storms are concentrations of the pure destructive energy of the Dark Side,
capable of destroying star systems in total annihilative energy, swirling like
vast hurricanes and tornadoes of Dark Side power.
Affect Force Imprint
Used
to punish those who have betrayed the Dark Side, a Grand Master may strip a Jedi
of all ability to touch the Force, or even give a Force imprint to one otherwise
blind.
Shroud of the Dark Side
Often used during great galactic coups, the power allows the Grand Master to
cloak the Force in the shroud of the Dark Side, rendering all attempts to probe
the Force for knowledge useless, and all Light Side user’s other powers
diminished…unless they probe the Dark Side for power.
Gross Translocation
This is yet another fearsome power of the Grand
Masters. By pure strength of will, the Lord of Darkness may transport
massive objects across vast distances in a space of seconds.
In addition to these powers, the Grand Masters have mastered the arts of the Lesser Clans and Orders, and have likely developed unique abilities as it suits their own designs.
Clan Specific Force Power
Each Clan of the Brotherhood has developed a specialized knowledge of their particular powers of interest. No-one outside their Clan, with the possible exception of the Grand Masters, is wholly privy to their arts. Of course, some degree of abilities may be found throughout the Brotherhood in incomplete fragments.
Clan Exar Kun
Clan Arcona, Shadowcrafting
Clan Naga Sadow, Kinetic Mastery
Clan Satal Keto
Clan Scholae Palatinae
Clan Taldryan, Elemental Mastery
Clan Tarentum
Order Specific Force Powers
Krath Magic
Obelisk Something
Sith Something
† Power Techniques †
For use in the Wargame, Powers Classes have been divided up
into power techniques that can be used to fight.
|
Power Class |
Power Techniques | Effect | Prerequisites | Stamina Cost |
| Preparance | Preparance | Upon Death, opponent is killed as well | Transfer Essense, Feed on Dark Side | |
| Transfer Essence | Absorb Essence | Inflicts .5*RankLevelD6 damage to opponent, gains the damage inflicted to member HP | Conduit | |
| Create Force Storms | Force Storm | Inflicts RankLevelD8 damage | Force Lightning | 3 |
| Shroud of the Dark Side | ||||
| Affect Force Imprint | Remove Imprint |
Opponent no longer able to use force powers Lasts for 1 + .5*RankLevel Rounds |
BrainWash | 3 |
| Feed on the Dark Side | Dark Heal | Regain .5*RankLevelD6 HP | Accelerate Healing | |
| Dark Regeneration | Regain D4 HP each round for .5*RankLevel rounds | Accelerate Healing | ||
| Conduit | Conduit |
Adds RankLevel damage to all force attacks Lasts for 1 + .25*RankLevel rounds |
Transfer Force | 2 |
| Telekinetic Kill | Telekinetic Kill | Inflicts damage equal to 1/2 of opponents max HP | Telekinetic Strike | 3 |
| Force Lightning | Shock | Inflicts 1 + .25*RankLevelD8 damage | 1 | |
| Lightning | Inflicts 1 + .5*RankLevelD6 damage, 4 damage inflicted per round after for 1+.2RankLevel rounds | 2 | ||
| Brainwash | Brainwash | Opponent does not act for the next 1+ .25*RankLevel rounds | Projective Telepathy | 2 |
| Rage | Rage |
Adds RankLevel to Attack and Damage, Minus RankLevel to defense, Minus .5*RankLevel
to all saving throws Lasts for 1 + .25*RankLevel rounds |
Physical Enhancement | 2 |
| Blackness | Shadow Strike | Inflicts 1 + .1*RankLevelD8 damage, Cannot be blocked | 1 | |
| Doppelganger | Doppelganger | Creates clone that mimics the next .25*RankLevel rounds of attacks. Ignores non-combative techniques | Create Homunculus | 3 |
| Clone | Upon Death, Jedi assumes the body of fully-healed clone created and available for RankLevel rounds. | Create Homunculus, Transfer Force | ||
| Force Suppression | Suppress Force |
Adds 2*RankLevel to Will saving throws Lasts for .25*RankLevel rounds |
Life Sense | 2 |
| Battle Meditation | Wane Confidence |
Minus RankLevel to Opponent's Defense, Minus RankLevel to Opponent's
Relfex saving throws, Minus RankLevel to Opponent's Will saving throws Lasts for 1 + .2*RankLevel Rounds |
Projective Telepathy | 3 |
| Telekinetic Strike | Telekinetic Strike | Inflicts 1 + .3*RankLevelD8 damage | Telekenisis | 2 |
| Death Blow | Death Blow |
Next Martial Art attack deals damage equal to 1/2 of opponents max HP Minus 14-RankLevel to Attack |
Inflict Pain, Contortion | 3 |
| Physical Enhancement | Enhance Physique |
Adds .5*RankLevel to Attack and Defense Lasts for 1+.25*RankLevel rounds |
Prowess | 2 |
| Exterior Control | Heal Other | All Allies regain .5*RankLevelD4 HP | Life Sense | 2 |
| Regenerate Other | All Allies regain D4 HP each round for .5*RankLevel rounds | Life Sense | 2 | |
| Create Homunculus | Create Homunculus |
Creates a creature that deals .5*RankLevel damage each round. Cannot be
blocked. Lasts for 1+ .25*RankLevel rounds |
Life Sense, Affect Matter | 2 |
| Affect Matters | Disable Weapon |
Opponents Weapon is unusable Lasts for 1+ .2*RankLevel rounds |
3 | |
| Modify Senses | ||||
| Transfer Force | Absorb Force |
Force powers used only take one Stamina Point Lasts for .1*RankLevel rounds |
||
| Lightsaber Combat | ||||
| Inflict Pain | Inflict Pain |
Inflicts RankLevel damage each round Lasts for 1+.25*RankLevel Rounds Can be nullified by Cure Ailments |
Life Sense, Control Pain | 2 |
| Instinctive Astrogation | Required for use of force in Space combat | |||
| Telekinesis | Throw Object | Inflicts 1 + .5*RankLevelD4 damage | 1 | |
| Choke |
Inflicts 1 + .5*RankLevelD4 damage per round Lasts for 1+.25*RankLevel rounds |
Life Sense | 2 | |
| Push | Minus RankLevel to Opponent's attack, Minus .25*RankLevel to Opponent's Defense | 1 | ||
| Whirlwind |
Minus RankLevel to Opponent's attack, Minus .5*RankLevel to Opponent's
Defense Lasts for 1 + .25*RankLevel Rounds |
2 | ||
| Projective Telepathy | Fear |
Minus .5*RankLevel to Opponent's Defense Lasts for 1 + .1*RankLevel Rounds |
1 | |
| Horror |
Minus .5*RankLevel to Opponent's Defense, Minus .5*RankLevel to Opponent's
Relfex saving throws Lasts for 1 + .1*RankLevel Rounds |
2 | ||
| Insanity |
Minus RankLevel to Opponent's Defense, Minus RankLevel to Opponent's
Relfex saving throws, Minus .5*RankLevel to Opponent's Will saving throws Lasts for 1 + .1*RankLevel Rounds |
3 | ||
| Attack Anticipation | Anticipate | Adds .5*RankLevel to Defense | 1 | |
| Counter Attack | Adds .5*RankLevel to Defense, Adds 25% more damage to next attack | Danger Sense | ||
| Accelerate Healing | Heal | Regain .5*RankLevelD4 HP | 2 | |
| Regenerate | Regain D4 HP each round for .5*RankLevel rounds | 2 | ||
| Detoxify Poison | Cure Ailments | Remove all ailments | 1 | |
| Contortion | Near Miss |
Adds RankLevel to all Reflex saving throws Lasts for 1 + .25 Rank Level Rounds |
Prowess | |
| Absorb/Dissipate Energy | Absorb Energy | 5*RankLevel % of the next energy attack damage is added to HP | 1 | |
| Dissipate Energy | 10*RankLevel % of the next energy attack damage is not taken | 1 | ||
| Constant Dissipation | 5*RankLevel % of the next 1+.50*RankLevel rounds of energy attack damage is not taken | 2 | ||
| Remain Conscious | Remain Conscious |
All effects that would render member unconscious for any amount of time
are nullified. Lasts for RankLevel rounds |
1 | |
| Preserve Life |
Any attack that would kill the Jedi only reduces Jedi to 1 HP. Lasts RankLevel rounds or until used |
1 | ||
| Prowess | Enhance Reflex |
Adds .5*RankLevel to all Reflex saving throws Lasts for 1 + .25 Rank Level Rounds |
1 | |
| Enhance Will |
Adds .5*RankLevel to all Will saving throws Lasts for 1 + .25 Rank Level Rounds |
1 | ||
| Enhance Fortitude |
Adds .5*RankLevel to all Fortitude saving throws Lasts for 1 + .25 Rank Level Rounds |
1 | ||
| Life Sense | Life Sense | Required for Distance force combat | ||
| Control Pain | Control Pain |
Damage on attacks is reduced by 1/3 Lasts for 1 + .25 Rank Level Rounds |
1 | |
| Danger Sense | Danger Sense |
Adds .5*RankLevel to Defense Lasts for 1 + .25 Rank Level Rounds |
1 | |
| Avoid |
Adds .5*RankLevel to Defense, Adds .5*RankLevel to Relfex saving throws Lasts for 1 + .25 Rank Level Rounds |
Prowess | 2 |
‡†
Section XII: 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.
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.
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:
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.
|
|
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 |
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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. |
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Czerka Vibroknuckler |
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Cost: |
150 Credits |
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Prestige: |
10 |
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Weight: |
Light |
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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. |
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SoroSuub BD-1 Vibro-Ax |
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Cost: |
500 Credits |
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Prestige: |
50 |
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Weight: |
Medium |
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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. |
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Palandix Personal Protection Gear Stun Gauntlets |
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Cost: |
300 Credits |
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Prestige: |
30 |
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Weight: |
Medium |
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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. |
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SoroSuub Controller Force Pike |
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Cost: |
1,500 Credits |
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Prestige: |
100 |
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Weight: |
Light |
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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. |
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LaserHone Duelist Vibrorapier |
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Cost: |
5,000 Credits |
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Prestige: |
150 |
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Weight: |
Light |
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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. |
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LaserHone Talon VibroDagger |
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Cost: |
2,000 Credits |
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Prestige: |
100 |
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Weight: |
Light |
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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. |
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Sancreti Arms & Munitions Interstellar Rodian Cryogen Whip |
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Cost: |
1,750 Credits |
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Prestige: |
100 |
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Weight: |
Light |
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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. |