‡†  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 †‡

  1. Classified Information
  2. Goals of Project: Rebirth
  3. Process of Project: Rebirth
  4. Operation: Overhaul
        -Requirement: Hush Hush
        -Requirement: Multiple Confirmations
        -Requirement: Themes
        -Requirement: Modular Information Portal
        -Requirement: Dual Servers
        -Requirement: Document storage
        -Requirement: Roster Exporting
        -Requirement: Security and Tracking
        -Requirement: Documentation
        -Requirement: Enhanced Competition approval
        -Requirement: Member Leave
        -Requirement: Message Board Integration
        -Requirement: Mailing Lists
        -Requirement: Enhanced IRC Client
        -Requirement: Enhanced Score Submission
        -Requirement: "Approved By" fields
  5. Operation: Orderless
  6. Operation: Prestige
  7. Operation: XP
  8. Operation: Credits
  9. Operation: Armory
  10. Operation: Character Depth
  11. Operation: Force Powers Improvement
  12. Operation: Games of War

 

 

‡† 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.

 

 

‡† 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:

 

‡† 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.

 

 

† Definitions and Structure of Each Unit †

 

The Circle

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

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

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

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

 

The House

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

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

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

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

 

The Clans

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

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

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

 

 

 

‡† Section VI - Operation: Prestige †‡

 

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 †

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

 

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

 

 

 

‡† Section IX - Operation: Armory †‡

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

 

† Individual Item List †

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

 

Prestige Necessary

Cost

Item Type

Item Name

Brief Description

1

15

WEAPON

Club/Baton

A simple weapon used for bludgeoning.

1

50

WEAPON

Knife

A simple weapon used for stabbing/slashing.

1

150

WEAPON

Longsword

A simple weapon used for slashing.

1

65

WEAPON

Quarterstaff

A simple weapon used for bludgeoning.

5

300

ARMOR

Blast Helmet

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

5

500

ARMOR

Blast Vest

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

5

500

WEAPON

BlasTech DL-18

The most common blaster in the galaxy.

5

750

WEAPON

XT-1 Blaster Pistol

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

5

250

WEAPON

BlasTech DL-22

A simple blaster used for stunning.

5

500

WEAPON

BlasTech DL-30

Smaller than DL-18, but equal power.

10

500

ARMOR

Combat Jumpsuit

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

10

750

WEAPON

DL-44 Heavy Blaster Pistol

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

10

900

WEAPON

XT-1a Military Sidearm

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

10

900

WEAPON

XT-2 Extended-Use Blaster

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

15

1,400

WEAPON

BlasTech A280

One of the best armor piercing rifles in the galaxy.

15

2,500

ARMOR

Thermal Suit

One piece jumpsuit that contains thermal sensor jamming equipment.

15

1,000

WEAPON

BlasTech E11 Blaster Rifle

High powered, versatile blaster rifle.

20

1,500

WEAPON BlasTech E11/M

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

20

2,500

ARMOR Corellian PowerSuit

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

20

4,000

WEAPON

Merr-Sonn SX-451 Heavy Sniper Rifle

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

30

1,700

WEAPON

BlasTech ES-23

Semi-automatic blaster rifle capable of burst firing.

30

2,000

WEAPON

BlasTech T-21

Larger and more powerful than average blaster rifles.

40

 

ARMOR

Merr-Sonn Personal Shield

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

40

8,000

ARMOR

Incom TS-43 Marauder Space Battle Suit

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

40

40,000

SPACE

TIE Fighter

Stock line of the TIE Fighter.

50

80,000

SPACE

Z-95

Aging craft. Capable of hyperspace travel.

50

90,000

SPACE

R-41

Aging craft. Capable of hyperspace travel.

50

80,000

SPACE

Pin/F

Pinook Fighter. Aging craft. Capable of hyperspace travel.

50

80,000

SPACE

T-Wing

Aging craft. Capable of hyperspace travel.

60

83,000

SPACE

Cloakshape Fighter

Popular, yet aging craft. Highly customizable.

60

120,000

SPACE

T/I

TIE Interceptor.

70

130,000

SPACE

A-9

A-9 Vigilance Interceptor

70

165,000

SPACE

I-71

I-7l Howlrunner

75

175,000

SPACE

A-Wing

A-Wing

75

220,000

SPACE

B-WING

B-Wing

75

200,000

SPACE

X-wing

Upgraded X-Wing

80

240,000

SPACE

SHU

Lambda Shuttle

80

300,000

SPACE

T/A

TIE Advanced

100

500,000

SPACE

T/D

TIE Defender

100

120,000

SPACE

Firespray-31

Firespray-31

100

130,000

SPACE

YT-2400

YT-2400

150

855,000

SPACE

Assault Shuttle

Assault Shuttle

200

945,000

SPACE

Bulk Freighter

Action IV Bulk Freighter

700

3,000,000

SPACE

CRV

Correllian Corvette

800

4,800,000

SPACE

Corellian Gunship

Corellian Gunship

850

25,000,000

SPACE

DREAD

Dreadnaught

1,000

57,000,000

SPACE

VSD

Victory Star Destroyer/1

1,200

145, 670,000

SPACE

ISD/2

Imperial Star Destroyer/2

 

 

 

† Test Clan Item List †

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

 

Prestige Necessary

Cost

Item Type

Item Name

Brief Description

5

6,000

WEAPON

BlasTech DL-18

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

10

30,000

ARMOR

Thermal Suit

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

15

12,000

WEAPON

BlasTech E11 Blaster Rifle

12 standard issue E11 blaster rifles.

15

30,000

ARMOR

Corellian PowerSuit

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

15

160,000

SHIP

TIE Fighter

Four TIE Fighters

20

480,000

SHIP

TIE Interceptor

Four TIE Interceptors

30

945,000

SHIP

Bulk Freighter

Action IV Bulk Freighter

55

3,000,000

SHIP

CRV

Corellian Corvette

70

4,800,000

SHIP

Corellian Gunship

Corellian Gunship

90

25,000,000

SHIP

DREAD

Dreadnaught

120

57,000,000

SHIP

VSD

Victory Star Destroyer

 

 

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

 

† DB Black Market †

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

 

† Official and Unofficial Possessions †

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

 

 

‡† 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)
Dark Jedi Master (DJM)
Dark Side Adept (DA)

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

Equites

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

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

Journeymen

 

Dark Jedi Knight (DJK)

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

Lightsaber Combat (free)

 

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

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

 

 

† More In-depth details for the DSC  †

Introduction

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.

 

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

 

 

 

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. 

 

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.

 

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. 

Order Specific Force Powers

 

† 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.

 

† More Detailed Items †

 

SoroSuub Equalizer Ion Cannon

Cost:

5,000 Credits

Prestige:

150

Ammo:

4

Max. Range:

300 Meters

Fire Rate:

1

Cool Rate:

2

Power:

3

Settings:

Ion Bolt

Description:

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

 

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

 

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

  

 

Merr-Sonn PLX-2 "Plex" Missile Launcher

Cost:

10,000 Credits

Prestige:

250

Ammo:

2

Max. Range:

500 Meters

Fire Rate:

1

Cool Rate:

1

Power:

9

Settings:

Ion Bolt

Description:

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

 

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

 

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

  

 

BlasTech CSPL-12 "Caspel" Projectile Launcher

Cost:

8,000 Credits

Prestige:

200

Ammo:

4 (magazine)

Max. Range:

250 Meters

Fire Rate:

1

Cool Rate:

1

Power:

N/A

Settings:

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

Description:

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

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

 

 

 

BlasTech DL-18 Pistol

Cost:

500 Credits

Prestige:

10

Ammo:

100

Max. Range:

120 Meters

Fire Rate:

1

Cool Rate:

2

Power:

3

Settings:

Kill Bolt

Description:

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

 

 

BlasTech ST-90 Stun Pistol

Cost:

300 Credits

Prestige:

10

Ammo:

100

Max. Range:

200 Meters

Fire Rate:

1

Cool Rate:

1

Power:

6

Settings:

Stun Bolt

Description:

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

 

 

BlasTech DL-30 Compact Pistol

Cost:

500 Credits

Prestige:

50

Ammo:

75

Max. Range:

60 Meters

Fire Rate:

1

Cool Rate:

1

Power:

3

Settings:

Kill Bolt

Description:

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

 

 

BlasTech A280 Rifle

Cost:

1400 Credits (Power Packs: 25c)

Prestige:

80

Ammo:

100

Max. Range:

250 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5.5

Settings:

Kill Bolt

Description:

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

 

 

BlasTech DL-44 Heavy Pistol

Cost:

750 Credits

Prestige:

20

Ammo:

25

Max. Range:

50 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5

Settings:

Kill Bolt, Stun Bolt

Description:

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

 

 

BlasTech E-11 Blaster Rifle

Cost:

1000 Credits

Prestige:

40

Ammo:

100

Max. Range:

300 Meters

Fire Rate:

1

Cool Rate:

3

Power:

6

Settings:

Kill Bolt, Stun Bolt, Stun Coil

Description:

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

 

 

Merr-Sonn Q2 Holdout Blaster

Cost:

275 Credits (Power Packs: 25c)

Prestige:

10

Ammo:

6

Max. Range:

12 Meters

Fire Rate:

1

Cool Rate:

1

Power:

2

Settings:

Kill Bolt

Description:

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

 

 

BlasTech EKX-10 CryoRifle

Cost:

1750 Credits

Prestige:

100

Ammo:

350

Max. Range:

100 Meters

Fire Rate:

1

Cool Rate:

2

Power:

6.5

Settings:

Kill Bolt, Stun Bolt

Description:

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

  

 

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

Cost:

1500 Credits (Power Packs: 25c)

Prestige:

100

Ammo:

40

Max. Range:

120 Meters

Fire Rate:

1

Cool Rate:

1

Power:

5.25

Settings:

Kill Bolt

Description:

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

 

 

BlasTech T-21 Light Repeating Blaster

Cost:

2000 Credits

Prestige:

100

Ammo:

300

Max. Range:

300 Meters

Fire Rate:

4

Cool Rate:

1

Power:

2

Settings:

Kill Bolt

Description:

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

 

 

Merr-Sonn SX-451 Heavy Sniper Rifle

Cost:

4000 Credits

Prestige:

150

Ammo:

5

Max. Range:

500 Meters

Fire Rate:

1/4

Cool Rate:

1/4

Power:

8

Settings:

Kill Bolt

Description:

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

 

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

 

 

Tenloss Syndicate DXR-6 Disruptor Rifle

Cost:

6000 Credits (Power Packs: 300c)

Prestige:

180

Ammo:

5

Max. Range:

20 Meters

Fire Rate:

1

Cool Rate:

1/3

Power:

10

Settings:

Kill Bolt

Description:

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

 

 

Wooden Club

Cost:

50 Credits

Prestige:

1

Weight:

Medium

Description:

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

  

 

Throwing Knives

Cost:

50 Credits

Prestige:

10

Weight:

Light/Throwing

Description:

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

 

 

Longsword

Cost:

200 Credits

Prestige:

10

Weight:

Medium

Description:

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

 

 

Quarterstaff

Cost:

100 Credits

Prestige:

10

Weight:

Medium

Description:

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

 

 

Merr-Sonn Stun Baton

Cost:

300 Credits

Prestige:

10

Weight:

Medium

Description:

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

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

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

 

 

Merr-Sonn Treppus-2 Vibroblade

Cost:

250 Credits

Prestige:

10

Weight:

Light/Throwing

Description:

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

 

 

Czerka Vibroknuckler

Cost:

150 Credits

Prestige:

10

Weight:

Light

Description:

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

 

 

SoroSuub BD-1 Vibro-Ax

Cost:

500 Credits

Prestige:

50

Weight:

Medium

Description:

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

 

 

Palandix Personal Protection Gear Stun Gauntlets

Cost:

300 Credits

Prestige:

30

Weight:

Medium

Description:

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

 

 

SoroSuub Controller Force Pike

Cost:

1,500 Credits

Prestige:

100

Weight:

Light

Description:

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

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

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

 

 

LaserHone Duelist Vibrorapier

Cost:

5,000 Credits

Prestige:

150

Weight:

Light

Description:

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

 

 

LaserHone Talon VibroDagger

Cost:

2,000 Credits

Prestige:

100

Weight:

Light

Description:

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

 

 

Sancreti Arms & Munitions Interstellar Rodian Cryogen Whip

Cost:

1,750 Credits

Prestige:

100

Weight:

Light

Description:

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